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Homebrew Adventures

Character Creation
Primer:
“So you want to be a hero,
huh? Well here’s how you get there…”

For all info, rules, options and most other things D&D 5Ed related, (except those on the banned
list) you can use the following site:

http://dnd5e.wikidot.com/

Sourcebooks allowed in Homebrew Adventures:


Player’s Guide
Dungeon Master’s Guide
Tasha’s Cauldron of Everything
Xanathar's Guide to Everything

Sources NOT allowed:

Any 3rd party source, unearthed arcana, adventure modules or anything that uses ki points,
psionics, firearms or technology, even from official approved sources.

Ability score generation:

Method 1: Standard Array

Standard array presents the quickest and simplest way to choose a character's ability scores in
DnD 5e. With this method, you get a static pool of numbers to assign your ability scores from:
15, 14, 13, 12, 10, and 8. Assign one each to strength, constitution, dexterity, intelligence,
wisdom, charisma and you're done.
Method 2: Point Buy

you can use this variant for determining


your ability scores. The method described
here allows you to build a character with a
set of ability scores you choose individually.

You have 27 points to spend on your ability


scores. The cost of each score is shown on
the Ability Score Point Cost table. For
example, a score of 14 costs 7 points.
Using this method, 15 is the highest ability
score you can end up with, before applying
racial increases. You can’t have a score
lower than 8.

This method of determining ability scores


enables you to create a set of thrćšee high
numbers and three low ones (15, 15, 15, 8,
8, 8), a set of numbers that are above
average and nearly equal (13, 13, 13, 12,
12, 12), or any set of numbers between
those extremes.

Ability Score Point Cost

Score Cost

8 0

9 1

10 2

11 3

12 4

13 5

14 7

15 9
How Does Point Buy Work?
Basically, all 6 of your ability scores start at 8, and you have 27 points to add to those scores
however you’d like up to a maximum of 15.

Where it gets wonky is the top end of the scale, where it costs 2 points instead of 1 to go up to
scores of 14 and 15.

Remember that it’s only the ability score


modifiers that really matter. I feel like a lot of
newer players have trouble figuring out what
to do with that Ability Score Point Cost table
because it leaves off the actual important
part, which is what modifiers you’re buying
for your points.

Here’s the table with the modifiers you’ll be


getting from them, which should hopefully
make your life easier

Ability Score Point Cost + Ability Modifiers


Score Cost Modifier

8 0 -1

9 1 -1

10 2 +0

11 3 +0

12 4 +1

13 5 +1

14 7 +2

15 9 +2
What About My Ability Score Increases from My Race?
Technically you’re supposed to select your race and then figure out your ability scores, but your
ability points gained from your race get added in afterwards. This means that you can really plan
around those racial ability score bonuses when you’re adding up your ability scores.

Can’t I Just Use a Point Buy Calculator?


You totally can! There’s a million handy calculators that allow you to just punch in the numbers
without any work. My personal favorite is this one from “chicken dinner”. It comes preset with
most of the 5e races and has all the point buy calculations worked out for you.

Choose a Race:

The races available in Sundrya are the following:

Common races:

Dragonborn - Common in all kingdoms, but have their own kingdom - Lizlath.
Dwarf - Common in all kingdoms, have their great cities under the mountains of the rim.
Elf - Common in most kingdoms, but have great cities in the ancient forests of the world.
Gnome - Common in all kingdoms, rare in island-kingdoms like Lost isles, New Ereb or Dragon
Isles.
Half-Elf - Common everywhere, more common near elven settlements.
Half-Orc - Common, but more common near orc-infested lands like Galandra, Azgalroth, and
Daggath-Urm.
Halfling - Common everywhere
Human - Dominant race in almost all civilized lands, less common in Island nations, Valdara,
Galandra, and Aldrum.
Tiefling - Very common in Enduria, Ereb, Rivenlath and Azgalroth, less common everywhere
else. Have their own kingdoms in the Burning Lands.
Uncommon races:

Aasimar - Rare in most places, but more common in Rivenlath and Momark

Genasi (Air, Water, Earth or Fire) - Rare, mostly found in highly civilized places, but common in
the kingdom of Enduria.

Tabaxi - Commonly found in the wilds of Valdara and very common in the jungles of Galandra,
rare in most other places.

Tortle - Common in most wild places where nature is untouched, with many living in the swamps
of Aldrum. Rare in most highly civilized kingdoms.

Special:

Warforged:
( http://dnd5e.wikidot.com/warforged
Wayfinder's Guide to Eberron version)
Keep in mind that in Sundrya, Warforged
are not sentient constructs, but constructs
with the soul of some other intelligent
race powering it. So your character may
have been an elf, or a human, or a
gnome, but it’s soul was given an artificial
body, and now you’re warforged. They
are mostly found in Rivenlath, Ereb, and
more often in Enduria and Azgalroth.

Reborn:
( http://dnd5e.wikidot.com/reborn )
Reborn are very rare in Sundrya but they
exist. More often found in Enduria and
Rivenlath.
Choose a class:

Classes available in Homebrew Adventures:

Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard

If your character worships a god, choose one from among gods released in Sundrya
Campaign setting: Rull, Necris, Gaia, Arcanus. The Evil god Satna is reserved for villains. Don’t
be a villain.

Classes NOT allowed:


Artificer, Monk, any class (or anything that uses) Ki points, Psionics, Firearms or technology,
even from official, approved sources.

Equipment:
The character descriptions and background will also determine your starting equipment. In
addition to the gear stated there, you also get 2 healing potions (2d4+2hp).

With the gold from your starting equipment and background, you can buy additional gear here:
Items

Background:

You can write a background or not, that is up to you. However, if you write a background that
impresses DM Judge, you might get a boon. Might. There is no guarantee. Don’t overdo it
though..
As for mechanics of backgrounds, choose one from the list of common backgrounds here:
Backgrounds

Other backgrounds are not legal in Homebrew adventures.


Advancing your character beyond level 1:

To advance your character beyond level 1, you need to play at least 3 adventures with the same
character or it’s level-equivalent pregenerated character. Each session you survive will give you
1 XP that you can apply to the character you played it with, or to a level-equivalent character of
your choosing if you used a pregen. For each 3 XP you gather, you gain 1 level.

Gaining loot and gold from adventures:

After completing each homebrew adventure, you will be given an


adventure report sheet. There it will state what loot you gathered
and how much gold you earned. You must apply that sheet to
the character that earned it, or to a level-equivalent character of
your choosing if you used a pregen.

Any loot or gold you pick up during the adventure, you can
only use during the adventure. You don’t get to keep it after
or use it on another adventure if it doesn’t show up on your
applied adventure report.
Registering your character:

Each character you want to play in a Homebrew Adventures session must be registered. This
happens when you sit down to the session, you need to tell your DM that you wish to register a
character. You will then give your character info to the DM who will jot it down. The info required
is character name, class and level. We’re trying to keep it simple. When you level up your
character, you need to mention that to your DM on the first session you play with the new level,
so as to keep things updated.

Buying Magic items and equipment:

For all prices on magic items you can use the following site: Kassoon
You can sell off your excess gear and magic items at 50% original price. So if you have an item
that would cost you 1000gp to buy, you can sell it for 500gp. Keep in mind that if you do this
during an adventure with items you pick up during that adventure, you don’t get to keep that
gold after unless it appears on the Adventure report sheet.

Starting your adventuring career:

Every Character in Homebrew adventures is basically a mercenary for hire. Some do it for the
thrill, some for the gold, some for the love of a deity, some because they've got nowhere else to
go, and some for the glory. Regardless of your character's reason, you joined "The Thanaxu"

The Thanaxu is a guild that is a global-reaching organization that assembles various


mercenaries and mercenary companies from all of Sundrya and pays them to get various jobs
done. The jobs vary from simple security gigs and monster hunting to highly hush-hush covert
operations with global consequences.

Many would argue that Thanaxu agents operate in their own self interest or outside the law, but
those are the people that usually get operated on. The truth is, the Thanaxu are not an official
entity in any capacity, hold no authority, nor rule anyone. They just get things that need doing -
done.
Types of missions:
Escort, Security, Monster hunt, Bounty, Assasination, Archeological, Fetch, Covert, Special.

Escort: You are hired to escort a particular person or package from point A to point B and make
sure it arrives there safely.

Security: You are hired to guard a particular site, person or event from harm.

Monster hunt: You are hired to slay a particular monster or number of monsters for whatever
reason.

Bounty: You are hired to bring a specific individual to the bounty issuer alive.

Assasination: You are hired to kill a specific individual. This usually entails a certain degree of
finesse and discretion. You are expected not to question the motivation behind the kill order.

Archeological: You are hired to clear out an archeological point of interest of any threats and
monsters that may occupy it without damaging or looting it. Any and all loot you find is to be
delivered to the employer.

Fetch: You are hired to retrieve an object (or several) from one or more specified locations and
bring it to the employer.

Covert: You are hired to complete multiple covert objectives with a high degree of discretion in
play. These may be a combination of multiple other objectives.

Special: You are hired to complete a wide field of objectives as they present themselves, on the
go. These usually pay premium rewards, but are usually more complex and highly dangerous.
Handling Character Death:

If your character dies during an adventure, it may,


or may not, be the end of their story.
There are options you can take.

Raise dead: If you have 500gp worth of gold,


valuables, or magic items, you can use those to
pay for a raise dead spell to be cast on you. This
option is not viable if your body was destroyed or
your soul trapped by some magic item or spell that
prevents resurrection, or if you became an undead.

Become a Reborn: If you can afford it, you can


have a pre-existing contract with a Mage to transfer
your soul back into your body after your death. The
ritual to become a reborn costs 5000gp to
complete, and it entails extracting some of your life
essence before your death, then storing it for future
use. This way, when you die, the contracted Mage
can use strong necromantic magic to splice your
soul back into your body, if the body was not too
damaged (like with a Disintegrate spell), if your soul
is free and willing to return, or if your body was not
turned into an Undead creature which makes the
ritual, even if prepared properly, not viable. Keep in
mind that some nations, especially Rivenlath, look
quite unfavorably on undead, and being a reborn
will make you unpopular in those places.

If you die and become a reborn, you must roll 4d6 3 times, and then drop the lowest die roll. You
then add the rolls together and write down the result. Do this for each of the 3 rolls. Example:
You roll 4d6 and it comes up as 5, 4, 6, 2. You discard the 2, and keep the 6, 5, and 4. You add
them together and it’s a 15. You do this three times, once for each of your physical ability scores
(Strength, Dexterity and Constitution). You then assign these new physical ability scores to your
character, replacing the ones on the character that died. You do not add any racial ability score
boosts to these rolls.You must do this at the end of the adventure’s session on which your
character died, in presence of the Dungeon Master.
Become a Warforged: You can, if you can afford it, have
a pre-existing contract with a Mage to have a body
constructed from metal, wood and alchemical
components, and have the body serve as your backup, in
the event of your death. A Warforged body costs 10000gp
to create and if you should die, your soul will be bound
into it as per the terms of the contract. The Binding Ritual
is valid even if your original body was destroyed, as it
merely entails summoning your soul from the afterlife and
binding it into the constructed Warforged body. If
however, your soul is not free (or willing) to return, such
as if held by a magic item or spell that traps souls, the
Binding Ritual fails.

When your warforged body is constructed, you can


choose what your body’s physical ability scores will be.
You gain 3 ability score numbers, one each for Strength,
Dexterity and Constitution, an 18, a 14, and a 12. You
then assign these new physical ability scores to your
dead character’s physical ability scores in any order you
like, replacing the ones on the character that died. You do
not add any racial ability score boosts to these rolls. You
must do this at the end of the adventure’s session on
which your character died, in presence of the Dungeon
Master.
You also choose what it will look like, but it must always
have the same arrangement of limbs and body parts as the original body. You can choose to
make it appear as male, female or unisex, you can choose to have facial features that resemble
your original race, even your original face, or have them look more unique, more artificial and
such.

Note: Becoming a Warforged is NOT a viable option for Sorcerers, because the source of
their magical power comes from their body, and not from things they learned how to do
or favor given to them by a deity. Losing their body removes the sorcerous bloodline
feature. You can’t replace sorcerer levels with anything else, so if you choose to do this,
you effectively lose all sorcerer levels you have.

Move on to the afterlife: If your character dies, and you can’t afford any of the above
mentioned options, you can always just say your goodbyes and have the character’s name
forever written in the Dungeon Master’s Kill list. State to your Dungeon Master that you won’t be
bringing your character back to life, so that it may be recorded in the Character Registry.

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