Character Creation Information
This is a document detailing the character creation information and homebrew rules for any 5e game I run. Special options, restrictions or other information may apply to each individual campaign and can be found here.
I recommend saving a copy and filling out this Character Creation Questions sheet to help flesh out your character and backstory in a structured way. Also please get a portrait to represent your character, I recommend Pinterest or just Google image search for finding one, and get one as high of a resolution as possible
Stats - Points Buy 27 points - Online calculator found here if you need help
Backgrounds - A list can be found below for easy reference. Additional options might be available for specific campaigns
Free Bonus Feat - You get a free feat at level 1! It must be from the Bonus Feat List found below.
• This feat cannot take you above 17 in your primary stat at level 1
Free Bonus Stat - After completing your character, including the bonus feat, you may add 1 point to any ability score that is 15 or lower.
• For example, if you have a 13 dexterity, you may bump it to 14.
Alignment - Good or Neutral alignments prefered. Evil characters must clear it with the DM before their creation.
• Evil characters must not be disruptive, and must be cooperative party members that work for the parties interests.
Deities - Use the Deities of the Lost Lands.
• The Lost Lands uses different Gods than Faerun and has a unique pantheon. They have similarities but are NOT compatible.
• All characters, not just paladins and clerics, are encouraged to have a chosen deity to worship for RP purposes, but it is not required.
Starting Gear - Standard
Level 2 - Short Rest.
Level 3-5 - Long Rest.
Level 6-10 - 24 hours downtime of training and practice in a safe village or town.
Level 11-20 - 1 Week downtime and training, meditation, research or practice.
HP - Roll, with a minimum of ½ rounded down before adding Constitution (Example: A D6 is minimum 3, D8 is minimum 4 etc..).
Feats - Sorted by Alphabetical, Type and Stat
Multiclassing - Allowed, just fulfill the stat requirements. Coffeelock or any obscure combo-builds will be ruled in some way to nerf them if they are disruptive to play. Starting at a Higher Level - If you are starting above level 1, roll HP as per the rules above. You get a starting amount of gold to spend on items as you wish, and can buy a maximum rarity and quantity of magic items equal to the chart below. You may buy things according to the Discerning Merchants Guide. Note that armor and weapons are generally in addition to the base price of the item, see DM for clarification as some forget to list this cost (example: Plate is expensive and often the base cost is not included)
Bard
Cleric
Dragoon
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Shaman
Sorcerer
Warlock
Witch
Wizard
Common Races - Races found commonly throughout the world.
Human
Half Human (Includes: Half-Orc, Half-Elf and Half-Dwarf)
Dwarf
Elf
Firbolg
Gnome
Halfling Uncommon - Allowed races that are often regional or uncommon.
Aasimar
Genasi
Tiefling
Dragonborn
Goliath
Kenku
Lizardfolk
Tabaxi
Situational Races - May be used, but might have issues in interacting with NPC’s, problems with the environment or other lore issues. Please ask the DM first.
Orc
Hobgoblin
Bugbear
Goblin
Kobold
Merfolk
Grung
Tortle
Aarakocra
Yuan-ti Pureblood
Other Races - Monstrous and Rare - Includes Kitsune, Warforged, Fallen Succubus, Minotaur and Centaur.
Anthropologist - Insight/Religion
Archaeologist - History/Survival
Charlatan - Deception/Sleight of Hand
City Watch (Variant: Investigator) - Athletics/Insight (or Investigation/Insight)
Clan Crafter - History/Insight
Cloistered Scholar - History + 1 (Arcana, Nature, and Religion)
Courtier - Insight/Persuasion
Criminal (Variant: Spy) - Deception/Stealth
Entertainer (Variant: Gladiator) - Acrobatics/Performance
Faction Agent - Insight
Far Traveler - Insight/Perception
Folk Hero - Animal Handling/Survival
Guild Artisan (Variant: Guild Merchant) - Insight/Persuasion
Haunted One Choose 2 (Arcana, Investigation, Religion, or Survival)
Hermit - Medicine/Religion
Inheritor - Survival + 1 (Arcana, History, and Religion)
Knight of the Order - Persuasion + 1 (Arcana, History, Nature, and Religion)
Mercenary Veteran - Athletics/Persuasion
Noble (Variant: Knight) - History/Persuasion
Outlander - Athletics/Survival
Sage - Arcana/History
Sailor (Variant: Pirate) - Athletics/Perception
Soldier - Athletics/Intimidation
Urban Bounty Hunter - Choose 2 (Deception, Insight, Persuasion, and Stealth)
Urchin - Sleight of Hand/Stealth
Feats (by Type)
Feats(Alphabetical)
Feats (3rd Party)
Actor
Alchemist
Animal Handler
Arcanist
Artificer Initiate
Brawny
Burglar
Chef
Crossbow Expert
Diplomat
Eldritch Adept
Empathic
Everybody's Friend
Fey Touched
Gourmand
Historian
Investigator
Keen Mind
Linguist
Magic Initiate
Master of Disguise
Medic
Menacing
Metamagic Adept
Mobile
Naturalist
Perceptive
Performer
Poisoner
Quick-Fingered
Ritual Caster
Shadow Touched
Silver-Tongued
Skill Expert
Squat Nimbleness
Survivalist
Tandem Tactician
Tavern Brawler
Telekinetic
Telepathic
Theologian
Starting Information
Starting Level - 1Stats - Points Buy 27 points - Online calculator found here if you need help
Backgrounds - A list can be found below for easy reference. Additional options might be available for specific campaigns
Free Bonus Feat - You get a free feat at level 1! It must be from the Bonus Feat List found below.
• This feat cannot take you above 17 in your primary stat at level 1
Free Bonus Stat - After completing your character, including the bonus feat, you may add 1 point to any ability score that is 15 or lower.
• For example, if you have a 13 dexterity, you may bump it to 14.
Alignment - Good or Neutral alignments prefered. Evil characters must clear it with the DM before their creation.
• Evil characters must not be disruptive, and must be cooperative party members that work for the parties interests.
Deities - Use the Deities of the Lost Lands.
• The Lost Lands uses different Gods than Faerun and has a unique pantheon. They have similarities but are NOT compatible.
• All characters, not just paladins and clerics, are encouraged to have a chosen deity to worship for RP purposes, but it is not required.
Starting Gear - Standard
Leveling and Higher Levels
Leveling - Milestone. The DM will announce that you have gained the ability to level. Optional Rule: To level you must rest and hone your new abilities before gaining the level. This might involve copying spells, spell research, seeking out other experts to train with, meditation, rest or simply practicing your new abilities to learn how to use them. The specified time to gain each level is listed below.Level 2 - Short Rest.
Level 3-5 - Long Rest.
Level 6-10 - 24 hours downtime of training and practice in a safe village or town.
Level 11-20 - 1 Week downtime and training, meditation, research or practice.
HP - Roll, with a minimum of ½ rounded down before adding Constitution (Example: A D6 is minimum 3, D8 is minimum 4 etc..).
Feats - Sorted by Alphabetical, Type and Stat
Multiclassing - Allowed, just fulfill the stat requirements. Coffeelock or any obscure combo-builds will be ruled in some way to nerf them if they are disruptive to play. Starting at a Higher Level - If you are starting above level 1, roll HP as per the rules above. You get a starting amount of gold to spend on items as you wish, and can buy a maximum rarity and quantity of magic items equal to the chart below. You may buy things according to the Discerning Merchants Guide. Note that armor and weapons are generally in addition to the base price of the item, see DM for clarification as some forget to list this cost (example: Plate is expensive and often the base cost is not included)
Level | Starting Wealth | Max Magic Items | Types Purchasable |
---|---|---|---|
1st | Normal Gear | 0 | |
2nd | 300 | 1 | Common |
3rd | 900 | 1 | |
4th | 1800 | 2 | |
5th | 3000 | 2 | Uncommon |
6th | 4250 | 3 | |
7th | 6250 | 3 | |
8th | 9000 | 3 | |
9th | 12000 | 4 | Rare |
10th | 16250 | 4 | |
11th | 22000 | 4 | |
12th | 29250 | 4 | |
13th | 36650 | 5 | Very Rare |
14th | 50000 | 5 | |
15th | 66250 | 5 | |
16th | 86250 | 5 | |
17th | 113250 | 5 | Up to (1) Legendary |
18th | 146250 | 6 | |
19th | 193250 | 6 | |
20th | 253250 | 6 |
Classes
Classes - The classes are currently private for my own gaming group. These can be found in the respective books or on other websites. BarbarianBard
Cleric
Dragoon
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Shaman
Sorcerer
Warlock
Witch
Wizard
Races
Any of the following races are available and allowed, but each campaign may have suggestions or bans for lore reasons. See here for the list of races and their stat. Some are different than the PHB and have expanded options or buffs (none have been nerfed).Common Races - Races found commonly throughout the world.
Human
Half Human (Includes: Half-Orc, Half-Elf and Half-Dwarf)
Dwarf
Elf
Firbolg
Gnome
Halfling Uncommon - Allowed races that are often regional or uncommon.
Aasimar
Genasi
Tiefling
Dragonborn
Goliath
Kenku
Lizardfolk
Tabaxi
Situational Races - May be used, but might have issues in interacting with NPC’s, problems with the environment or other lore issues. Please ask the DM first.
Orc
Hobgoblin
Bugbear
Goblin
Kobold
Merfolk
Grung
Tortle
Aarakocra
Yuan-ti Pureblood
Other Races - Monstrous and Rare - Includes Kitsune, Warforged, Fallen Succubus, Minotaur and Centaur.
Backgrounds
Acolyte - Insight/ReligionAnthropologist - Insight/Religion
Archaeologist - History/Survival
Charlatan - Deception/Sleight of Hand
City Watch (Variant: Investigator) - Athletics/Insight (or Investigation/Insight)
Clan Crafter - History/Insight
Cloistered Scholar - History + 1 (Arcana, Nature, and Religion)
Courtier - Insight/Persuasion
Criminal (Variant: Spy) - Deception/Stealth
Entertainer (Variant: Gladiator) - Acrobatics/Performance
Faction Agent - Insight
Far Traveler - Insight/Perception
Folk Hero - Animal Handling/Survival
Guild Artisan (Variant: Guild Merchant) - Insight/Persuasion
Haunted One Choose 2 (Arcana, Investigation, Religion, or Survival)
Hermit - Medicine/Religion
Inheritor - Survival + 1 (Arcana, History, and Religion)
Knight of the Order - Persuasion + 1 (Arcana, History, Nature, and Religion)
Mercenary Veteran - Athletics/Persuasion
Noble (Variant: Knight) - History/Persuasion
Outlander - Athletics/Survival
Sage - Arcana/History
Sailor (Variant: Pirate) - Athletics/Perception
Soldier - Athletics/Intimidation
Urban Bounty Hunter - Choose 2 (Deception, Insight, Persuasion, and Stealth)
Urchin - Sleight of Hand/Stealth
Feats
For convenience the Feats can be found below, along with 3rd Party feat options. Feats (by Stat)Feats (by Type)
Feats(Alphabetical)
Feats (3rd Party)
Bonus Feat List
You get one additional free feat at level 1, but it must be from the following list. This Feat cannot take you above 17 in a stat at Level 1! AcrobatActor
Alchemist
Animal Handler
Arcanist
Artificer Initiate
Brawny
Burglar
Chef
Crossbow Expert
Diplomat
Eldritch Adept
Empathic
Everybody's Friend
Fey Touched
Gourmand
Historian
Investigator
Keen Mind
Linguist
Magic Initiate
Master of Disguise
Medic
Menacing
Metamagic Adept
Mobile
Naturalist
Perceptive
Performer
Poisoner
Quick-Fingered
Ritual Caster
Shadow Touched
Silver-Tongued
Skill Expert
Squat Nimbleness
Survivalist
Tandem Tactician
Tavern Brawler
Telekinetic
Telepathic
Theologian
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