Making Characters (Campaign)

2. Your stats can be rolled by one of two options. With both, roll until you have at least a **15** and a **13**; reroll the whole set if you don’t.
	* 3d6 with the ability to choose where your stats are placed.
	* 4d6, drop the lowest, in order.
3. The classes and races you can create your character from are the *Player's Handbook*, *Sword Coast Adventurer's Guide*, and *Xanathar's Guide to Everything*, aside from the race restrictions *here*.
4. You already know your party and have an extensive history with them.
5. I would recommend that the most interesting thing about your character has not already happened, but will as we play. Form goals for your character towards that end.

You can choose to be from anywhere in the world, from one of the duchies of the major houses to one of the foreign continents. Personally, I prefer for a variety of characters from all walks of life.

#### Restrictions

* **Death**: Revivifying or resurrection spells only work if the creature being brought back to life is willing.
* **Feats**: No *Alert*, *Great Weapon Master*, *Lucky*, *Observant*, *Sentinel*, or *Sharpshooter*.
* **Races**: You can choose a human, elf, half-elf, dwarf, dragonborn, goliath, half-orc, or tiefling. No variant human.
* **Spells**: Conjuration spells can only summon up to one creature. No *Counterspell,* *Levitate*. *Polymorph* can only target self.
* **Abilities**: No *Stunning Strike*. Monks gain an ASI instead.

#### 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 Large 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.

### Combat Rules

* **Initiative:** Roll initiative as usual. Characters and enemies trade off initiative depending upon who got the highest roll. The strongest enemy goes first on their initiative. Allies go at the end.
* **Flanking:** Flanking grants a +2 bonus to attack rolls while in melee.
* **High Ground:** Ranged attacks from high ground at least 10 feet above your opponent grants a +2 bonus to attack rolls and *Perception* checks.
* **Skills:** Informational and social based skills can be used as a reaction. Movement based skills may be used as a reaction on your turn.
	+ **Informational** **(reaction):** *Arcana, History, Nature, Religion*
	+ **Social** **(reaction):** *Deception, Insight, Intimidation, Performance, Persuasion*
	+ **Movement** **(reaction on your turn):** *Acrobatics, Athletics*
* **Falling Damage:** When a creature or object takes damage from falling, all falling damage incurred will also be transferred to any surface or creature it lands on. **Dex save DC** = 10 + 1 (per 10-foot increment fallen) or take half damage
* **Death Saving Throws:** The player rolls *Death Saving Throws* in secret to the DM. The players are aware if a natural 20 or 1 is rolled by whether the fallen creature comes back to consciousness or starts bleeding profusely. *Death Saving Throws* refresh by 1 on a long rest.

Feel free to message Godspeed on Discord if you have any questions about either making characters or the setting!

### Related Articles

* *Races*
* *Languages of the Kingdom*
* *The Six Divines*
* *The Great Houses*
* *Adventurer's Guild*
* *Magical Metals*