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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.

ClassMulticlass RequirementFeature 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.

VariantApproved
Customize Racial Ability ScoresYes
Customize Racial LanguagesYes
Customize Racial ProficienciesYes
Custom LineageNo
Changing SubclassYes, but requires extraordinary justification
ClassVariantApproved
BarbarianPrimal KnowledgeYes
Instinctive PounceYes
BardAdditional SpellsYes
Magical InspirationYes
Bardic VersatilityYes
ClericAdditional SpellsYes
Harness Divine PowerNo
Cantrip VersatilityYes
Blessed StrikesYes
DruidAdditional SpellsYes
Wild CompanionNo
Cantrip VersatilityYes
FighterFighting Style OptionsYes, except Blind Fighting
Martial VersatilityYes
MonkDedicated WeaponYes
Ki-Fueled AttackYes
Quickened HealingYes
Focused AimYes
PaladinAdditional SpellsYes
Fighting Style OptionsYes, except Blind Fighting
Harness Divine PowerNo
Martial VersatilityYes
RangerAdditional SpellsYes

Deft Explorer

Favored Foe

Primal Awareness

Yes, if used together
Fighting Style OptionsYes, including Blind Fighting
Spellcasting FocusNo
Martial VersatilityYes
Nature's VeilYes
RogueSteady AimYes
SorcererAdditional SpellsYes
Metamagic OptionsYes
Sorcerous VersatilityYes
Magical GuidanceYes
WarlockAdditional SpellsYes
Pact of the TalismanYes
Eldritch VersatilityYes, but only the cantrip option
WizardAdditional SpellsYes
Cantrip FormulasYes, 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.

ItemCost
Your background's included itemsFree
Your class's starting equipment100gp
Any item in PHB equipment tablesAs written
Common spellcraft materialsAs written
Healing Potion50gp
Greater Healing Potion150gp
Housing/PropertyConfer 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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