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Homebrew Adventures Character Creation Primer-9
Homebrew Adventures Character Creation Primer-9
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/
Any 3rd party source, unearthed arcana, adventure modules or anything that uses ki points,
psionics, firearms or technology, even from official approved sources.
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
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.
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.
Choose a Race:
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:
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.
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
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.
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.
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.
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"
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 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.
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.