Character Creation

* Default rules unless otherwise stated.
* Standard point buy.
* Start at level 5, leveling up requires finding empowering artifacts within dungeons most often. Leveling is an active goal, not a passive activity.
* Don’t roll for HP, take the average rounded up (at level 1 you take the highest possible roll on your hit dice).
* Caster classes like cleric and wizard are complicated. If you come to most sessions without the energy for complicated game play I recommend you play a martial, non-magic class like barbarian or rogue thief. There are magic items all classes can use to cast some spells so you won’t be left out of the magic game entirely.
* Your character must be 18 or older.

## **Classes**

* **Barbarian**
	+ Path of the Zealot is not allowed.

* **Bard**
	+ Bards are not in this setting, but many of their abilities will be available via magic items.
	+ Many people who play bards end up feeling dissatisfied with it's mechanics. You might enjoy something like a rogue or paladin with expertise in performance and persuasion more than a bard.
	+ There are still of course people who travel, perform music, and record lore called “bards” in this setting, but no class of magic users as such.

* **Cleric**
	+ Radiant damage is not in this game. Choose an alternate damage from fire, lightening, acid, or cold. If possible, this choice should be informed by your deity.
	+ PC Clerics must choose one of the natural gods to worship.

* **Druid**
	+ Druids can Wildshape (starting at level 2) into five different beasts of their choice (elementals don’t count towards this limit of five). They can reset their memorized animals at every level up. Druids can have “seen” any beast even if it isn’t in Convergence, maybe you saw dinosaurs in a dream? That’s fine. Any beast from published WotC material without special/magical abilities is fine, check with me if you are unclear about what this means. If you do not add a beast at level up then you do not get it, until your next level up.
	+ Armor made out of non-metal materials is easy to aquire, it functions the same as it's metal counterparts.
	+ Because the Gods are so closely connected to Nature many druids feel their power comes from them, or they do not make a sharp distinction between Nature and the Gods.
	+ Circle of Spores is not allowed.

* **Fighter**
	+ Pure Fighters have the option to take minus their proficiency to hit to gain their proficiency to damage with two handed weapons, their do not have this option if they multiclass.

* **Monk**
	+ Monks are not in this setting, but many of their abilities will be available via magic items.

* **Paladin**
	+ Radiant damage is not in this game. Choose an alternate damage from fire, lightening, acid, or cold.
	+ Player Character paladins must be aligned with Nature. Their training and purpose is to destroy the most extreme forces of unbalance, Undead and Aberrations. They choose a patron Holy Beast to make a covenant with.
		- Syrixa, serpent-woman of acid.
		- Avem, lion-man of fire.
			* Fire is known to be particularly helpful for fighting undead. Fiends are often resistant or immune to fire however.
		- Rimefang, wolf of ice.
			* Cold is known to be particularly helpful when fighting aberrations. Celestials are often resistant or immune to cold however.
		- Brimscythe, the lightening eagle.
	+ Instead of doing extra damage to fiends Divine Smite does extra damage to aberrations. It does extra damage to undead like normal.
	+ Divine Sense also includes aberrations.

* **Ranger**
	+ You may or may not find the ranger’s abilities useful in this game. Check the travel rules at the bottom of House Rules to see if they influence your choice.
	+ Many players find the ranger dissatisfying. Your goals in playing a ranger might be better served by playing a Scout Rogue with a little magic like from the Wood Elf Magic feat. An animal companion is easy to acquire and keep alive as long as you keep it out of combat.

* **Rogue**
	+ The Assassin subtype is not allowed.
	+ Thieves can use the PHB potion of healing with Fast Hands as a bonus action. Using a potion is normally “Active an Item” which is an action.
	+ Thieves Tools/Security can be used to detect traps on things like chests and doors. Perception is used for detecting other kinds of traps like pit falls and bear traps.
	+ You can always hide if you have broken line of sight and attack at range while peaking around cover while hidden. Certain conditions may change how easy this is, but in general I try to be generous in allowing Rogues to Hide at range. In the fiction being hidden doesn’t mean everyone forgets where you are, or isn’t able to assume your position, it just means that you are mechanically “unseen”.
	+ The Scout can take Expertise into anything else in place of Survival.
	+ The Arcane Trickster can cast mage hand without components.
	+ Quick Shot
		- Rogue’s have the option when making an attack with shortbow and longbow to attack with a d4 in place of the normal damage dice and get to attack as a bonus action using a d4 damage dice in place of the weapon’s normal damage dice. The attack is otherwise the same.

* **Sorcerer**
	+ Sorcerers are not available for players, but many of their abilities will be available via magic items.

* **Warlock**
	+ Warlocks are not available for players, but many of their abilities will be available via magic items.

* **Wizard**
	+ Wizards do not gain new spells by leveling up, however it is much easier to gain new spellbooks and scrolls and use them.
		- Any spell on the sorcerer, bard, or warlock spell list is also on the wizard spell list.
	+ Wizards only gain new spells when they find a scroll and add it to their spellbook or gain a new spellbook. They do not have to copy a spell into their original spellbook to use it, however they still have to pay the normal costs to copy a spell into their spell book as might be the case if another wizard allows you to borrow their book.
	+ Wizards, unlike Clerics who receive their magic from outside themselves, learn esoteric and sophisticated magical systems to manipulate magic that many creatures just use naturally. Thus they have better intellectual knowledge of magic than anyone else.
		- Wizards can create their own unique spells. At character creation you can make a new cantrip, and two leveled spells (GM approval required). After that spell creation takes a amount of time, money and research as determined by the GM based on the nature and power of the spell you seek to create.
	+ Wizards use d8 hit dice.
	+ Animate Dead/Create Undead is not allowed and neither is the Necromancy wizard.
	+ Suggestion is not allowed.
	+ The Bladedancer is not allowed.
	+ Find Familiar has been altered to provide the user a free spell cast benefit instead of an independent creature that you control. This is done because familiar scouting is tedious and underwhelming for the party. You gain it without a gold cost, it does not sleep, and it cannot die, and is not mechanically a creature.
		- A casting of Darkvision once per day.
		- A casting of See Invisibility once per day.
		- A casting of See True Form once per day. (Allows you to see through magical disguises and shapechanger’s disguises for 8 hours)
	+ Wizards must use a proficiency for Arcana.