Hello Wildspace adventurers! Welcome to the Crystal Sphere known as Realmspace. This guide will help walk you through creating your first-level character from start to finish. If you have any issues or questions along the way please reach out to your dungeon master. The only questions he cannot answer are the ones that are not asked!
Step One: Race and Class
All published 5e races are available to choose from for this adventure. I think we have a very mature table that will not abuse flight but be warned that if you decide to take this path your dungeon master will balance fights accordingly.
All published 5e classes are available for play. You will use a standard array for picking stats like normal.
Step Two: Backstory
Four adventurers enlist in the Spelljammer Corps an elite unit dedicated to the protection and survival of Realmspace! This section will help you outline your character for this exciting story in Wildspace.
This may be the most important step in creating your character. This campaign will be long and once reaching level 5 you will not get another level for months. There will be no over-arching storyline for this campaign which means I will pull things from your backstory to create urgency for your questing. To keep things from getting boring it is important that you take the time now to connect them to the world I have outlined.
To help you I have done two things: created an expansive living wiki describing most of what you can expect to interact with and outlined a series of questions for you to fill out about your character. Not all of these questions may have answers for your character, but I encourage you to fill out as much as you can and think why there would be no answer. Sometimes, no answer can be in itself an answer!
If you have questions or you have "writer's block" then I encourage you to reach out to your dungeon master to help bounce ideas. Refusing to complete this step is not negotiable and my intention here is not to intimidate but to inspire great storytelling.
Step Three: Feats and Tools
As normal with our character creation, I have carved out a section of Free Feats available to choose from. Please pick one from the linked list.
As mentioned earlier this will be a very long campaign so to help keep the downtime/travel from becoming boring I have introduced the crafting mechanic from the DMG. Each player at level one can select one tool to become proficient in for free. If you have any feats or class abilities that do the same then you can choose to have expertise or proficiency in another tool. What you will be allowed to create and the rules to do so will be outlined on the Professions page of this wiki. Feel free to review to help make your decision. Once a decision is made add the tool of your choice to your inventory as well.
Step Four: Ship-to-Ship Combat
The final step is not necessary to review as we will be learning ship-to-ship combat in the game. But some of you may want to review the rules just in case you would like to build your character around them.
In another attempt to help keep travel exciting, I have introduced rules for ship-to-ship combat. These rules will feel more like a mini-game within D&D but should be taken seriously as failure to do so could mean a TPK. This type of combat is meant to be a quick encounter lasting around fifteen minutes. Each player will have their own role to make sure this combat is successful. Check out the ship-to-ship combat page for all the rules.