Making Characters (The East Marches)

## Design Your Character

### Making Characters

1. You will start at **3rd level**. If you already have a character of a higher level, your new character can begin two levels or lower behind their current level.
2. You can have up to **two** living characters. You gain an additional character slot when your first character reaches level 9 and if you become a DM.
3. They cannot be in the same game together or exchange anything, alive or postmortem, even through another party.
4. If you choose to roll for Hit Points, announce and roll them using *Avrae* in **#character-stats**.
5. Characters with enough gold and stalwart allies can be brought back from the dead in Norummar! Your party must have your body at hand and bring them to either the druid moot or the clergy of one of the Six Divines. Spells to bring back the dead can only be cast in-session when the character died, or by the Norummar moot or clergy.
	* **Druid Moot**: The cost to have the spell Reincarnate cast is 2,000 gold.
	* **Clergy**: The cost to have the spell Raise Dead cast is 4,000 gold.

#### Character Stats

Message *@Dungeon Masters* in **#character-stats** when you are rolling for or deciding upon your character’s ability scores using the option below:

1. **Standard Array**
2. **Point-Buy**
3. **Roll for stats**
	* Roll in **#character-stats** using the formula ***!randchar***. Keep the roll if you have at least a **15** and a **13**.

#### Available Content

You can create your character from all *official D&D sourcebooks and adventures*.

#### Tokens

While creating character tokens, use *Token Stamp*. Try to make your character’s face discernable.

#### Homebrew

You may choose during character creation a number of homebrew optional rules or subclasses.

##### Weapons Specialist

Fighting Style Optional Class Feature

*Replaces Fighting Style feature*

You adopt a number of weapons as your specialties. You may use this feature on your turn before you make an attack roll. You can use your specialization a number of times per day and can choose a number of weapon specializations equal to your proficiency modifier.

If a specialization has both a melee and ranged option, choose one. When your proficiency modifier increases, you may choose a new specialization, as well as exchange a previous choice for a new one.

###### Specializations

* **Brace (Melee)**: Spend all of your movement. Your melee weapon damage rolls this turn have advantage.
* **Brace (Ranged)**: Spend all of your movement. Your ranged weapon damage rolls this turn have advantage.
* **Cleave**: Swing a two-handed melee weapon in a large arc to hit another creature within range. Your first attack roll must also be able to hit the second creature.
* **Hamstring Shot**: Shoot a Huge or smaller creature with a heavy ranged weapon. On a hit, their movement speed is reduced by half until the end of their next turn.
* **Lacerate**: Attack a creature with a one-handed melee weapon. On a hit, they are injured on their next turn. The damage is equal to your weapon damage die plus your proficiency modifier.
* **Mobile Shot**: As a bonus action, you can make a ranged weapon attack while moving. Must have Dashed or Disengaged this turn.
* **Rush Attack**: Charge forward with a melee weapon at least 10 feet straight towards a creature. On a hit, they have disadvantage on their next attack.
* **Suppressive Fire**: If the target moves before the start of your next turn, you can use a reaction to make a ranged weapon attack against it.

### Related Articles

* *The Six Divines*
* *The Great Houses*
* *Adventurer's Guild*