Character Creation

## Introduction

The steps below outline the process to make a character in the Arcazin universe for 5E. Things such as Race, selected Deity, or Culture\* have the potential to impact your abilities, skills, and/or spells. If there is a question during the process this guide does not cover consult your DM.

Here is a Character Sheet that we found and have modified for ease of use. \*\*\***Make a copy in order to edit\*\*\***

\*Culture benefits apply to humans only unless otherwise denoted by your DM. As of 8/15/2022 Culture benefits are a work in progress to be retooled for 5E. Arcazin was originally built around 3.5E rules.

## Character Creation

### **Abilities**

Abilities determine your modifier on majority of rolls and checks you make.

* Strength
* Dexterity
* Constitution
* Intelligence
* Wisdom
* Charisma

For more clarification on abilities please consult this link or the D&D 5e Player's Handbook.

Roll 4d6, drop the lowest. Ones stack and reroll, but you have to drop the next lowest die in order to reroll. i.e.; *You roll a 6, 3, 2, 1. If you choose to you can keep the 1 and drop the 2. This would give you 6+3+1 = 10, and then reroll that 1. Let's say the reroll has given you a 4, now you can add that 4 to the 10, giving you a total score of 14 as opposed to the 11 you would have had if you stayed with the 6, 3, and 2.*

Level 1 starting player abilities can not exceed a score of 18.

### **Race and Origination**

The Races page contains the playable races of Arcazin and the racial traits.

The Kingdoms and Territories page is used to determine where your new character is from or where they reside in the world of Arcazin. It provides flavor for what your character's view of the world is, and may even provide an added perk such as a skill or possible trait. (*Consult DM as needed for potential free stuff.*)

### **Class**

Arcazin isn't limited to only the classes of the Player's Handbook, but also utilizes homebrew classes created for Arcazin. It is also possible to use D&D Beyond homebrew subclasses, but only with DM approval. Click here for the playable classes page.

### **Deity**

Arcazin comes with a rich and vast Pantheon of gods and lesser entities that are very much real and influence and impact the lives of mortals regularly. From The Pantheon page there is a list of higher powers to choose from, and your choice could potentially come with a DM-given perk, blessing, or item.

Atheism is always a possibility, but it is not recommended, as the God of Opportunity, Phineas, takes special enjoyment in antagonizing non-believers.

Refer to the Domains page for an idea of what kind of person follows which god.

**God Restrictions:**

- Paladins: Though Paladins can follow as many gods of their choosing as they want, their prime deity must be either: **Aurelia, Io, Ulrik,** or **Volkyr**

- Clerics can choose whatever god fits their Good/Neutral/Evil alignment. A follower of Ziliya, a Cleric of Love? Why not? Do it.

- It is recommended your alignment at least partially matches the god you mainly worship. A Lawful Good character could still follow Hinra, the lawful neutral Goddess of War. This guideline is at DM discretion and can be disregarded at the beginning of any new campaign.

### **Skills**

5E takes the math away and uses a proficiency system to determine your rank in skills. Hooray innovation.

### **Feats**

Every fourth level you can choose to either take 2 ability score improvements (ASI) or you can choose to take a feat. This link has a table to the feats and their prerequisites.

### **Equipment**

Chapter 5, Page 143 of the 5E Player's Handbook contains the lists of equipment. Some supplement items are useable, but require DM approval first. Also, your gear is not necessarily limited to what is within the handbook. Maybe the breastplate you don once belonged to a heroic relative of yours, made of the finest metals with your family crest beautifully engraved into it. There's even the potential the DM will give you a minor buff (but not guaranteed)! Be creative, be unique. (Please note any bonus from 'custom' equipment has to be approved or provided by the DM.)

### **Inspiration and Background**

Knowing what your character looks like and what they've been through up until the campaign they enter is one of the biggest parts of the game. It's hard to identify with or create a bond with your character if you don't know what drives them. If you're having trouble coming up with something you can always defer to the Kingdoms and Territories and Races page for inspiration. *Coming Eventually: Arcazin inspired homebrew backgrounds!* For now you can find the list of backgrounds here.

## FAQ

**Q:** This is a lot, do I really have to pick a god and/or a place of origin?

**A:** *No, you do not. As long as you follow through with the standard process of 5e character creation the added elements of Arcazin can be mediated by or discussed with the DM if you prefer. Deity or lack thereof, and origin can be acquired via the DM. It'll be up to you on how big of a role those aspects play in your character's life. In the end, a lot of the Arcazin-specific content is added for flavor and immersion. Arcazin in itself, is intended for players who want a rich story and fully fleshed character to portray. If rolling dice to melt face is all you want, then Arcazin may not be the right game for you.*

There used to be more FAQs with the complexity of 3.5E ruleset, but since Arcazin has converted to 5E some FAQs have become obsolete and were deleted.