Homebrew Character Creation

Caution: This page is antiquated and may be replaced. Please check the Homebrew Rules page for more thorough coverage.

Homebrew Character Creation Rules are changes to basic D&D 5e rules that allow you to play in the CommonBorne setting, and live it to it's fullest potential.

Check the contents table to jump to individual rules and rulesets, or just browse at your leisure.

## Resurrection

After completing a Resurrection spell, a chosen representative of the characters present at the location of the spell are given one action to try and convince the spirit and death to allow them to return. This can take the form of a small speech, bargaining, a deal (With an entity godly or otherwise).

This speech will influence the Save they must make to return to life. For example, pleading to a character's ego may make it a Charisma save, whereas instructing them to get up because they've "been through worse" might lead to it becoming a Constitution save.

After this, the deceased player must make a Save according to the DM's decision on what was most appealed to in order to return.

The severity of the injuries to their body and the time elapsed since their death add to the DC of this check.

This save can only be made once, and cannot be affected by exterior factors (Such as a Luck reroll).

Should they pass the check, they resurrect as per the rules of the spell- however, should they *fail*, it is assumed that the spirit has move on into their next life.

## Character Creation

As with everything else, be sure to check with your DM if the character creation Homebrew rules are in effect, and inform them of your choices.

#### Character Traits

A special feat that you can choose to add for free at character creation-

The Traits feature lets you pick one of several options, each option grants you Advantage on certain rolls and Disadvantage on others, for example, the Adorable feat grants you Advantage to use your cuteness to persuade or deceive someone, but Disadvantage on attempts to intimidate someone.

#### Vampirism

Player Vampirism must be approved by the DM. It consists of various benefits and penalties related to the use of Blood Points, a resource similar to other class resources that is played slightly differently than normal.

See the full page for more information.

#### Lycanthropy

Player Lycanthropy must be approved by the DM. It consists of various benefits and penalties related to personal control of the "Beast Within" and the phases of the moon.

See the full page for more information.

### Playing as a Child

CommonBorne has specific rules for playing as a child, including stat progression that resembles real-life growth.

Starting an adventure as a child can have benefits- for example, you gain stat Increases as you level up, which can often be greater than you would get through rolling or through point buy.

## Character Creation- Your Homeland

### *This rule is OPTIONAL, please consult your DM if you wish to use it.*

To incorporate the many homelands and various cultures, your homeland is more important than ever. As well as granting potential additional proficiencies, your homeland can dictate your level of education and ability to read and write (For more information, see the section below on Reading and Writing Proficiency).

If you want to have Proficiency in this despite not meeting the requirements, consult your GM as to your reasons.

## Subclass and Classes

### Fighter

***Gunslinger***- A subclass through Critical Role content that specializes in the usage of firearms and other such weapons.

### Cleric

***Miko (Shrine Maiden)-*** A subclass that specializes in purification and water powers. Miko are followers of the Draconic Path and get many restoration-based abilities.

### Mystic

A 5e Unearthed Arcana class of rare, but powerful, psionic mystics. The power of Psionics is harnessed through arcane means and strange rituals of which little is truly known.

## Money

Currency values and the cost of items have been adjusted to be less absurd and more balanced.

See the page on Goods and Trade for specifics.

If an item has not yet been adjusted and added to that list, either the DM will homerule it's value for that trade, or the price in GP is converted to SP.

## Reading and Writing Proficiency

Knowledge of a language in Commonborne does not necessarily include the knowledge of reading and writing it. A character's ability to read and write depends on their Intelligence score as well as their Homeland. Reading and writing is an Intelligence Proficiency under Tools, going by the name "Literacy".

To see how likely you are to know how to read and write, please consult the table under Character Creation- Your Homeland.

## Travelgrounds

Sometimes, larger "Battlegrounds" may be used, known as Travelgrounds. The party must decide upon a "Marching Order" to proceed, taking this as a turn-order to move.

On a player's turn, they can move up to their allotted movement, and take an additional action and bonus action-

### Actions

***Sprint***- Move up to the full movement speed again, but have disadvantage should they fall into a trap or close to enemy lines

***Interact***- Use something they are carrying or an object in the enivronment. This can also allow the setting of traps.

***Attack***- Attacking a non-living opponent confers Advantage. Attacking a living opponent grants Advantage on Initiative for the potential ensuing combat round, but only for the attacker and those with the ***Alert*** feat.

### Bonus Actions

***Sneak***- The character rolls a Stealth check against the passive Perception of any nearby opponents. This is at Disadvantage if the player chose the Sprint action.

***Spot Check***- Roll an Investigation check to see anything unusual in your vicinity, such as traps. This roll is against the DC of the trap or trap layer's original roll.

***Perception Check***- See if you hear anything, useful for detecting enemies and wildlife, but has additional uses.

***Disarm***- Attempt to disarm a suspected trap. This is a Dexterity check or, if with the proficiency and equipped with Tinker's Tools, a Tinker's Tools check.

## Fall Damage

Fall Damage can be changed and even instantly lethal depending on how high you fall from. There is no cap on fall damage. Standard rolls for fall damage are minimum doubled, and depending on your roll tripled or quadrupled based on where and how you land following an Acrobatics check (If proficient) or Dex save (If not proficient in Acrobatics).

## Magic

### Teleport

Teleport is undergoing review. Current rules (Provisional) include;

* You may only teleport to a place located on the same landmass
* You may not teleport to a circle more than 50 miles away