Character Creation

Character Creation for Player Characters in Campaigns set in the world of Arceiron follows a few rules, which are listed below.

The Golden Rules

The three most important rules for character creation, that can't be broken or bent under any circumstances are as follows:
  • Your character wants to be an adventurer
  • Your character has to be a teamplayer
  • Your character can't participate in pvp.
 

Step 1: Create a General Concept

The first thing a player wanting to play in any campaign should do is think about a general concept for the character they want to play as. This can be a simple one sentence idea like "I want to play a big tanky guy." or an elaborate concept like "I want to play as a nimble elven rogue, who specializes in assassination and stealth. They aren't evil but need the gold from their contracts to support their sick sibling who needs constant magical treatment to stay alive. Eventually they want to find a cure to this and therefore started a life as an adventurer."   No matter how simple or complex your concept may be, think about some things that you yourself want to roleplay, achieve and experience in the campaign and think about how you can build your character to fit these goals.   The goal of this step is not to create a page long backstory, this can be done at the very end. The focus here should be to give you a broad and general concept that you can use as guidance for your decisions in the following steps of character creation. Don't be afraid of changing some (or even all) aspects of your general concept, if you think of something that might fir the campaign better or could end up more fun for you and everyone else at the table.
 

Talk with Your DM

Start by talking with your Dungeon Master about the type of D&D game they plan to run. If the DM draws inspiration from Greek myth, for example, you might choose a different direction for your character than if the DM is planning for swashbuckling on the high seas. Think about the kind of adventurer you want to play in this game. If you don’t know where to begin, look at the character illustrations in this book for inspiration.
 
SESSION ZERO
Some Dungeon Masters start a campaign with a “session zero,” an initial gathering focused on creating characters and setting expectations, including topics to avoid as well as those to embrace. A session zero provides a great opportunity to talk to the other players and the DM and decide whether your characters know one another, how they met, and what sorts of quests the group might undertake together.
 
 

Step 2: Choose a Class

Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See Classes for the classes’ details.
 

Class Overview

ClassLikes...Primary AbilityComplexity
BarbarianBattleStrengthAverage
BardPerformingCharismaHigh
ClericGodsWisdomAverage
DruidNatureWisdomHigh
FighterWeaponsStrength or DexterityLow
MonkUnarmed combatDexterity and WisdomHigh
PaladinDefenseStrength and CharismaAverage
RangerSurvivalDexterity and WisdomAverage
RogueStealthDexterityLow
SorcererPowerCharismaHigh
WarlockOccult loreCharismaHigh
WizardSpellbooksIntelligenceAverage
 
A BALANCED PARTY
The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in the game, but more importantly, they bring a balanced mix of capabilities to adventures. If you are looking for a balanced party, you’re welcome to use that party setup or modify it using these guidelines:
  • Cleric: Replace with Bard or Druid
  • Fighter: Replace with Barbarian, Monk, Paladin, or Ranger
  • Rogue: Replace with Bard or Ranger
  • Wizard: Replace with Bard, Sorcerer, or Warlock
 

Write Your Level

Write your character’s level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP).   Write Your XP. Also record your Experience Points. A level 1 character has 0 XP.   Starting at a Higher Level. Your DM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character sheet. See the “Starting at Higher Levels” section later in the chapter for more information.
 

Note Armor Training

Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in Armors.
 

Hold That Thought

You’ll fill in more details about your class later. Choosing your class is the most important decision you make in creating a character, and it informs many of the decisions you make in later steps.
 

Step 2: Determine Origin

Determining your character’s origin involves choosing a background, a species, and two languages.   A character’s background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character’s earliest days.
 

Choose a Background

Choose your character’s background, and write it on your character sheet. You can choose any of the backgrounds detailed in Character Backgrounds, and your DM might offer additional backgrounds as options, depending on the game they want to run.   The background you choose influences step 3, when you determine your character’s ability scores. If you’re having trouble choosing, look for your class’s primary ability within the various backgrounds.   Record Your Feat. A background gives you a feat, which grants your character particular capabilities. Feats are detailed in chapter 5. Write the feat on your character sheet.   Note Proficiencies. Your background gives proficiency in two skills and with one tool. Record this information on your character sheet.   Your class also gives proficiencies. Check your class description in chapter 3 and note the proficiencies on your character sheet.   The features table in your class description shows your Proficiency Bonus, which is +2 for a level 1 character. Note this number on your character sheet. You’ll fill in other numbers connected to these proficiencies
 

Choose Starting Equipment

Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from Adventuring Gear, Armors or Weapons.   In addition, you get one Trinket at no cost.   Record your chosen equipment on your character sheet.
 

Choose a Species

Choose a species for your character. The species options are detailed in Playable Species. Once you’ve chosen a species, write it on your character sheet. Then record your species’ traits.   Your character’s size and Speed are determined by the character’s species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size).
 
Half-Species: Children of Different Humanoid Kinds
Thanks to the magical workings of the multiverse, Humanoids of different kinds sometimes have children together. For example, folk who have a human parent and an orc or an elf parent are particularly common. Many other combinations are possible.   If you’d like to play the child of such a wondrous pairing, choose two Species options that are Humanoid to represent your parents. Then determine which of those Race options provides your game traits: Size, Speed, and special traits. You can then mix and match visual characteristics—color, ear shape, and the like—of the two options. For example, if your character has a halfling and a gnome parent, you might choose Halfling for your game traits and then decide that your character has the pointed ears that are characteristic of a gnome.   Finally, determine the average of the two options’ Life Span traits to figure out how long your character might live. For example, a child of a halfling and a gnome has an average life span of 288 years.
 

Species Rarity

Arceiron is a vast world, populated by a great amount of various races. Not every race exists in every region of the world and not everyone is welcome everywhere. When looking at the articles of certain races, you might notice that some of them list a number of different rarity descriptors. These descriptor tell us how rare a race is at a certain region of Arceiron. This can influence the availability of a race at character creation and thus prevent you from playing such a race, in certain campaigns. When you want to create a new character for a campaign in Arceiron, the DM will tell you what general region the campaign is currently focused in (this can change over the course of a campaign).
  See: Race Rarity  

Choose Languages

Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table, detailed under Languages. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.   The Standard Languages table lists languages that are widespread on Arceiron. Every player character knows Common, which originated in the planar metropolis of Vigil, the hub of The Omniscape. The other standard languages originated with the first members of the most prominent species in the world of Arceiron and have since spread widely.   The Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Only a few features let a character learn a rare language.
 
 

Step 3: Determine Ability Scores

To determine your character’s ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. Chapter 1 explains what each ability means.
 

Generate Your Scores

Determine your ability scores by using one of the following three methods. Your DM might prefer you to use a particular one.   Standard Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8.   Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers.   Point Cost. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points.
 

Ability Score Point Costs

ScoreCost
80
91
102
113
124
135
147
159
 

Assign Ability Scores

Once you’ve generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class’s primary ability. Fill in the ability modifiers as well.
 

Adjust Ability Scores

After assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20.   Some players like to increase their class’s primary ability, while others prefer to increase a low score.
 

Select Starting Ability Score Allocation

Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.  

Determining Ability Scores

Rolling for Stats

You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers.
 

Standard Array

If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.
 

Point Buy

At your Dungeon Master’s option, 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 three 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
ScoreCost
80
91
102
113
124
135
147
159
 

Allocating Ability Scores

Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.   After assigning your ability scores, determine your ability modifiers using the Ability Scores by subtracting 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
 

Determine Ability Modifiers

Finally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores.  

Ability Scores and Modifiers

ScoreModifier
3−4
4–5−3
6–7−2
8–9−1
10–11+0
12–13+1
14–15+2
16–17+3
18–19+4
20+5
 

Step 4: Choose an Alignment

Choose your character’s alignment from the options below, and note it on your character sheet.   D&D assumes that player characters aren’t of an evil alignment. Check with your DM before making an evil character.
 

The Nine Alignments

A creature’s alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral).   The summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior.
 
 
  • Lawful Good (LG). Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good.
  • Neutral Good (NG). Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good.
  • Chaotic Good (CG). Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron’s tax collectors and uses the stolen money to help the poor is probably Chaotic Good.
  • Lawful Neutral (LN). Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life—and isn’t swayed either by the demands of those in need or by the temptations of evil—is probably Lawful Neutral.
  • Neutral (N). Neutral is the alignment of those who prefer to avoid moral questions and don’t take sides, doing what seems best at the time. Someone who’s bored by moral debate is probably Neutral.
  • Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral.
  • Lawful Evil (LE). Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil.
  • Neutral Evil (NE). Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil.
  • Chaotic Evil (CE). Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil.
 
UNALIGNED CREATURES
Most creatures that lack the capacity for rational thought don’t have alignments; they are unaligned. Sharks are savage predators, for example, but they aren’t evil; they are unaligned.
 

Alignment and Personality

Alignment can shape a character’s personality, goals, and core beliefs. Looking at the two elements of an alignment, you can use the lists below to inspire details of your character’s personality.
 

Personality Traits by Alignment

Alignment1d4 - Associated Trait
Chaotic1 - Boastful
2 - Impulsive
3 - Rebellious
4 - Self-absorbed
Good1 - Compassionate
2 - Helpful
3 - Honest
4 - Kind
Evil1 - Dishonest
2 - Vengeful
3 - Cruel
4 - Greedy
Lawful1 - Cooperative
2 - Loyal
3 - Judgmental
4 - Methodical
Neutral1 - Selfish
2 - Disinterested
3 - Laconic
4 - Pragmatic
 

Step 5: Fill In Details

Now fill in the rest of your character sheet.
 

Record Class Features

Look at your class’s feature table of your chosen class, and write down the level 1 features. Some class features offer choices. Make sure to read all your features and make any offered choices.
 

Fill In Numbers

Note these numbers on your character sheet.
  • Saving Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they’re not proficient in, which is just the relevant ability modifier.
  • Skills. For skills you have proficiency in, add your Proficiency Bonus to the ability modifier associated with that skill, and note the total. You might also wish to note the modifier for skills you’re not proficient in, which is just the relevant ability modifier.
  • Passive Perception. Sometimes your DM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the DM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you’re not actively looking for something. Use this formula to determine your Passive Perception score: Passive Perception = 10 + Wisdom (Perception) check modifier. Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for proficiency).
  • Hit Points. Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table. The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track Death Saving Throws.
  • Hit Point Dice. Your class’s description tells you the die type of your character’s Hit Point Dice (or Hit Dice for short write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you’ve spent.
  • Initiative. Write your Dexterity modifier in the space for Initiative on your character sheet.
  • Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules under Armors. A class feature might give you a different way to calculate your AC.
  • Attacks. In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon’s property says otherwise:
    • Melee attack bonus = Strength modifier + Proficiency Bonus
    • Ranged attack bonus = Dexterity modifier + Proficiency Bonus
  • Spellcasting. Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas:
    • Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus
    • Spell attack bonus = spellcasting ability modifier + Proficiency Bonus
  • Spell Slots, Cantrips, and Prepared Spells. If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them—along with your number of spell slots—on your character sheet.
 

Name Your Character

Choose a name for your character, and write it on your character sheet. The name can be whatever you like. Was it the name of an ancestor? Does it have religious or other significance? Is it a name you chose for yourself?
 

Imagine Your Past and Present

Let your character’s background and species inspire how you imagine their past. That past fed into the character’s present. With that in mind, consider answers to the following questions as your character:
  • Who raised you?
  • Who was your dearest childhood friend?
  • Did you grow up with a pet?
  • Have you fallen in love? If so, with whom?
  • Did you join an organization, such as a guild or religion? If so, are you still a member of it?
  • What elements of your past inspire you to go on adventures now?
 

Describe Appearance and Personality

Ability scores are an essential part of the rules, but they can be more than that. Once you’ve assigned your ability scores, give some thought to what those scores might say about your character’s appearance and personality. A very strong character with low Charisma might look and behave differently from a charismatic character with low Strength.
 

Decide on Faith

Arceiron is host to completely customized Deities and Pantheons, each with their own ideals and ambitions.   Most common folk in Arceiron worship a complete Pantheon, suitable to their culture and race. While this might also be true for player characters, they can also choose to follow a specific deity as their patron. They might still believe in and worship the rest of the specific Pantheon, but one of it's members if more important to the character than the others.

Faith Boons

Whenever you choose a deity to follow you receive the Lip Service benefit of that deity, which is generally a small boon, like a skill proficiency. If you have the option to choose, your choice is locked-in once made and cannot be changed as long as you worship that deity. If your character has at least 3 levels in the Cleric, Martyr or Paladin class, you also gain the respective Church Boon, which is generally a greater boon, like a unique feature. The god you worship can also bestow additional boons and blessings upon you.   You can change which god you worship, and thus the respective lip service and church boon benefits, at any time. This may result in in-character consequences.

Cleric Domains

When playing as a Cleric, you can only choose from the domains associated with the deity your character worships. It is also noteworthy, that a humanoid can only choose to worship a deity. To become a cleric of that deity, is not an active decision made by the character, but a joined one with their deity, as they become chosen to represent their patron god on the material plane and in return are granted divine powers.
 
When a cleric loses faith in their deity, or when the deity stops granting them powers for one reason or another, a cleric loses the ability to change their prepared spells and can no longer cast spells of 4th level or higher, until they start to receive divine powers again.
 
Changing Domains
A Cleric's domain subclass is closely related to their chosen patron deity. This makes it both easier and harder for a cleric to change their subclass.   A cleric can pray to their patron deity for a new set of powers, more suited to their current situation and divine mission. This allows a cleric character to change their domain to another domain available to their patron deity. This process takes time and training with their new powers, as with any other subclass change (see Downtime). A cleric can not change his domain to a domain not available to his patron deity in this way and praying for a subclass change too many times, can anger a patron deity to a great degree, especially if they feel its unnecessary or disrespectful to they powers they've chosen to provide you with.   Changing to the the domain of another deity, requires a change of patron deities alltogether, and is a major plot point for clerics, that should carry some heavy in-character consequences and development.
 

Starting Faction (Optional)

Attention: The following rules are an optional variant. Not all campaigns feature starting factions. Speak with your DM if you want to join a Faction upon Character Creation. But in general this system is either used for all player characters or none.   If starting factions are not used within a campaign, it might still be possible to join a Faction later on. Campaigns that do not use starting factions, also don't make use of the Factionless rules.
 
Factions are organizations in Arceiron run by important NPCs (and sometimes players). They provide a structure through which players can interact with the world. Each is a unique entity which provides, benefits for joining at character creation: including tool proficiencies, additional starting equipment, and potentially greater options. When you create your character you can choose to either start in a faction or be factionless. You can further read about faction rules under Factions. You can also find a complete list of available factions and their individual articles in Factions Category.   Through their adventures and the course of a campaign, a character might rise through the ranks of his factions or lose their favor, they might leave a faction to join another or become factionless. All of these events should become narrative points of the plot and provide meaningful development for the character. As mentioned in Character Alignments, evil characters are restricted to beginning play in a faction that specifically accepts evil aligned characters and can not start Factionless.
 

Create Final Details

As you finish creating your character, consider whether you’d like to make up any other details about the character. Here are the sorts of things you might ask yourself as the character:
  • What’s your gender?
  • What person or people do you care most about?
  • What’s your deepest fear?
  • On your adventures, will you seek knowledge, wealth, glory, enlightenment, justice, mercy, power, or something else?
 
 

Level Advancement

While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level.
 

Gaining a Level

When you gain a level, follow these steps:
  • Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the “Multiclassing” section later in this chapter.
  • Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum.
  • Record New Class Features. Look at your class features table in chapter 3, and note the features you gain at your new level in that class. Make any choices offered by a new feature.
  • Adjust Proficiency Bonus. A character’s Proficiency Bonus increases at certain levels, as shown in the Character Advancement table and your class features table in chapter 3. When your Proficiency Bonus increases, increase all the numbers on your character sheet that include your Proficiency Bonus.
  • Adjust Ability Modifiers. If you choose a feat that increases one or more of your ability scores, your ability modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet that use that ability modifier. When your Constitution modifier increases by 1, your Hit Point maximum increases by 1 for each level you have attained. For example, if a character reaches level 8 and increases their Constitution score from 17 to 18, the Constitution modifier increases to +4. The character’s Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8.
 

Tiers of Play

With each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It’s helpful to think of a character’s (and a campaign’s) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels.
 

Tier 1 (Levels 1–4)

In tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages.
 

Tier 2 (Levels 5–10)

In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms.
 

Tier 3 (Levels 11–16)

In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions.
 

Tier 4 (Levels 17–20)

At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures.
 
BONUS FEATS AT LEVEL 20
A DM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies.
 

Starting at Higher Levels

Your DM might start your group’s characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players.
 

Creating Your Character

Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided in the “Level Advancement” section. You begin with the minimum amount of XP required to reach your starting level. For example, if the DM starts you at level 10, you have 64,000 XP.
 

Starting Equipment

The DM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the DM.   Also, check with your DM about what equipment is available for you to buy with your starting money. For example, the firearms described in chapter 6 are too expensive for level 1 characters, but they might be available for purchase if your DM allows them.
 

Starting Equipment at Higher Levels

Starting LevelEquipment and MoneyMagic Items
2–4Normal starting equipment1 Common
5–10500 SP plus 1d10 × 25 SP plus normal starting equipment1 Common, 1 Uncommon
11–165,000 Sp plus 1d10 × 250 SP plus normal starting equipment2 Common, 3 Uncommon, 1 Rare
17–2020,000 SP plus 1d10 × 250 SP plus normal starting equipment2 Common, 4 Uncommon, 3 Rare, 1 Very Rare
  WORLD-TRAVELING EXPLORERS HANK, BOBBY, SHEILA, DIANA, AND PRESTO STAND ON THE THRESHOLD OF THEIR NEXT ADVENTURE
To create a valid and viable character to play in the world of Arceiron you should generally follow the rules below. The rules are split into the following selections, we advise to go through in order:
 
  1. Create a General Concept. Come up with a concept or idea of what kind of character you want to play.
  2. Choose a Class. Every adventurer is a member of a class. A class broadly describes a character’s vocation, special talents, and favored tactics.
  3. Determine Origin. A character’s origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character’s ancestors? You can also choose your character’s languages.
    • Choose Background
    • Choose Starting Equipment
    • Choose Species
    • Choose Languages
  4. Determine Ability Scores. Much of what your character does in the game depends on the character’s six abilities.
  5. Choose an Alignment. Alignment is a shorthand for your character’s moral compass.
  6. Fill in Details. Using the choices you’ve made, fill in the remaining details on your character sheet.
  7. Determine Character Aspects
    • Class Features
    • Derived Scores
    • Name
    • History
    • Appearance & Personality
    • Faith
    • Factions
    • Final Details
  8. Level Advancement. While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level.
  9. Starting at Higher Levels. Your DM might start your group’s characters at a level higher than 1.

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