Character Rules
Resources
For the purposes of this document, core resources refers to the following publications.
- Player's Handbook (PHB)
- Xanathar's Guide to Everything (XGE)
- Tasha's Cauldron of Everything (TCE)
- Volo's Guide to Monsters (VGM)
- Mordenkainen's Tome of Foes (MTF)
- Supplemental packages, e.g. Tortle Package
When choosing your race and class, select one of the following source options.
- Any number of core resources
- Player's Handbook and one approved Unearthed Arcana article
- Player's Handbook and one well-received, approved homebrew
For your spells, feats, and other character options, you may use any number of core resources.
Races
You can choose to play any race with the exception of monster races in Volo’s Guide to Monsters. Some races can have story implications, as briefly described below. You do not have to stick to these for your character, but they are the general assumptions made in Bastiynia.
Humans
Humans are the dominant race of Bastiynia.
Dwarves
Dwarves of the Mountain and Hill types are common throughout the nation, especially in and around the city of Odonset.
High Elves
High Elves are common throughout the nation, but they tend to live and work within the cities. The nation of Ifran'dorei lies to the east, which is dominated by high elves, so they’re more likely to be found around Anestead and Xaicestra .
Half Elves
Half Elves are common and tend to follow human lifestyles.
Halflings
Halflings are uncommon in Bastiynia, but are considered trustworthy by its people.
Half-orcs
Half-orcs are uncommon in Bastiynia. They are generally looked upon in fear and disgust, but many do manage to live an honest life, especially among the working class.
Dragonborn
Dragonborn are uncommon in Bastiynia as most tend to stick within dragonborn territories matching their type. Silver dragonborn originate from a kingdom thousands of miles away, but the other types have unwritten origins.
Forest Gnomes
Forest gnomes are known to live in well-hidden villages within the Witlan Forest. These villages are considered illegal by the Bastiynia government due to their tax defiance and claims of independence. However, individual gnomes are permitted to safely travel outside the forest as long as they cover extra fees during their PRS registration.
Tabaxi
Tabaxi are rare in Bastiynia, and they usually wander without making any place their own. Originating from their territories to the southwest, they’re more likely to be found around Hudale and Dragolis.
Tieflings
Tieflings do not have a place for themselves anywhere in Sylvania. They are often considered outcasts and are forced to live dishonest lives. The rare Tiefling in Bastiynia had better have their PRS papers on them while in public or risk severe harassment.
Shadowfell Races
Shadowfell races (e.g. Shadar-kai) are extremely rare across all of Sylvania. The Shadowfell was isolated from all other planes for centuries, until year 816 when it was reconnected. If you are from there and were alive then, that would be a major event in your life.
Other Races
Other races may be found in the nation, but there are no written opinions about them. Let’s work together on writing those in.
Classes
There are no restrictions on class options. However, multiclassing is only allowed if all of your character options are from the core resources.
Alternate Fundamental Abilities
Every class has one or two fundamental abilities that define the effectiveness of its features. For the classes listed below, you may choose to replace a fundamental ability with one other ability, applying all feature changes as indicated. Make this choice when you gain your first level in the class.
Class | Multiclass Requirement | Feature Changes |
---|---|---|
Paladin Strength → Dexterity | ⠀ Dexterity 13 and Charisma 13 | ⠀ None |
Ranger Dexterity → Strength | ⠀ Strength 13 and Wisdom 13 | ⠀ None |
Warlock Charisma → Intelligence | ⠀ Intelligence 13 | ⠀ Saving Throws: Wisdom, Intelligence Spellcasting Ability: Intelligence Spell Save DC: 8 + your proficiency bonus + your Intelligence modifier Spell Attack modifier: Your proficiency bonus + your Intelligence modifier Invocations using your Charisma: Use your Intelligence instead |
Feats
You may use any feat from the core resources with the exception of the Lucky feat.
Backgrounds
You may select a premade background, or you may follow the "Customizing a Background" subsection found on PHB p.124. You may use homebrew background features with approval.
Deities
The deities of Sylvania's multiverse are pulled from the Forgotten Realms. See PHB Appendix B under both “Deities of the Forgotten Realms” and “Nonhuman Deities” for the full list of major deities.
Variants
Player's Handbook
Variant Human is allowed.
Tasha's Cauldron of Everything
Refer to the following tables for approved variants from TCE. Unless otherwise noted, you may choose to follow any number of approved variants.
Variant | Approved |
---|---|
Customize Racial Ability Scores | Yes |
Customize Racial Languages | Yes |
Customize Racial Proficiencies | Yes |
Custom Lineage | No |
Changing Subclass | Yes, but requires extraordinary justification |
Class | Variant | Approved |
---|---|---|
Barbarian | Primal Knowledge | Yes |
Instinctive Pounce | Yes | |
Bard | Additional Spells | Yes |
Magical Inspiration | Yes | |
Bardic Versatility | Yes | |
Cleric | Additional Spells | Yes |
Harness Divine Power | No | |
Cantrip Versatility | Yes | |
Blessed Strikes | Yes | |
Druid | Additional Spells | Yes |
Wild Companion | No | |
Cantrip Versatility | Yes | |
Fighter | Fighting Style Options | Yes, except Blind Fighting |
Martial Versatility | Yes | |
Monk | Dedicated Weapon | Yes |
Ki-Fueled Attack | Yes | |
Quickened Healing | Yes | |
Focused Aim | Yes | |
Paladin | Additional Spells | Yes |
Fighting Style Options | Yes, except Blind Fighting | |
Harness Divine Power | No | |
Martial Versatility | Yes | |
Ranger | Additional Spells | Yes |
Deft Explorer Favored Foe Primal Awareness | Yes, if used together | |
Fighting Style Options | Yes, including Blind Fighting | |
Spellcasting Focus | No | |
Martial Versatility | Yes | |
Nature's Veil | Yes | |
Rogue | Steady Aim | Yes |
Sorcerer | Additional Spells | Yes |
Metamagic Options | Yes | |
Sorcerous Versatility | Yes | |
Magical Guidance | Yes | |
Warlock | Additional Spells | Yes |
Pact of the Talisman | Yes | |
Eldritch Versatility | Yes, but only the cantrip option | |
Wizard | Additional Spells | Yes |
Cantrip Formulas | Yes, but only when you gain a level in the Wizard class |
Respec Options
After playing a new character for several sessions, you may come to understand that one or more of your build choices do not fit well with the character. Therefore upon leveling up your character for their first time in the game, you are allowed a partial respec. For this one-time opportunity, choose any number of the following options to apply to your character. Any new features you choose must have been available to you when you first created your character.
- Replace one skill/tool/instrument proficiency with another.
- Replace one half-feat with another; or replace one full-feat (a feat with no ability score improvements) with another.
- Replace your background feature with another.
- Replace any known spells/cantrips with others from the same source.
- Sell any of your unused starting equipment at 100% value.
Starting Abilities & Feats
Follow the 27-point-buy system for determining ability scores at level 1. As part of that, you have an additional option.
- Spend 2 points to purchase a half-feat. A half-feat is any feat that provides a single ability score point as one of its benefits. For example, the Actor feat is a half-feat because it includes +1 Charisma. You may take this option no more than once, and this cannot result in a score exceeding 15 before applying racial bonuses.
Starting Wealth
The value of your starting wealth depends on the level of your character as they enter the game.
Levels 1-5
You begin with your class's starting equipment and the items from your background.
Level 6-10
You have acquired enough wealth to survive an intermediate level of adventuring. You begin with 500gp, of which you may spend any amount on the following items.
Item | Cost |
---|---|
Your background's included items | Free |
Your class's starting equipment | 100gp |
Any item in PHB equipment tables | As written |
Common spellcraft materials | As written |
Healing Potion | 50gp |
Greater Healing Potion | 150gp |
Housing/Property | Confer with DM |
1 permanent magic item, chosen randomly (Possibilities include up to rare items) | 250gp |
Consumable magic items, chosen randomly (Possibilities depend on money spent) | Increments of 50gp |
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