- Quick reference
- Master reference
- Combat
- Spellcasting
- Spells table (Protip: use the filters!)
- Player's Handbook (PHB)
- Step-by-step character creation
To see the table of contents for this document, click the list icon at the top of the document. For more details, see here.
Table rules are rules that are DM's choice, or aren't explicitly written down. You do not need to read the entirety of these table rules before starting, as the DM will use these rules when related situations come up. When in doubt, refer to these rules and the DM for guidance.
If you're interested in a variant, homebrew, or rule option that's not listed below, please consult with the DM!
NOTE: as of Session 0, we've all agreed to DM's Luck as the method of generating our ability scores, and the ability score array is as follows:
8, 12, 12, 14, 17, 18
Assign these scores to your character, then add your racial bonuses.
There are 3 options for character ability scores:
Use the following numbers and assign them to the ability scores of your choosing:
15, 14, 13, 12, 10, 8
After doing so, you may add any racial modifiers.
You have 27 points to spend on your ability scores. After you allocate your abilities, you may add racial modifiers. The cost of each score is shown in the table below:
Score | Cost |
---|---|
8 | 0 |
9 | 1 |
10 | 2 |
11 | 3 |
12 | 4 |
13 | 5 |
14 | 7 |
15 | 9 |
For example, using this method, 15, 15, 15, 8, 8, 8
is a possible outcome.
If all the players agree, the DM rolls a set of scores and everyone assigns those numbers to their ability scores. Rolls of 1-6 will be rerolled. After scores are assigned, racial modifiers are applied.
Characters in our starting region of Faerûn may come from a variety of backgrounds. The accepted backgrounds in this game may be found in the PHB (Player's Handbook) or SCAG (Sword Coast Adventurer's Guide). Your backstory can be seen as very general starting points that players can use as part of their backstories, personalities, or in the ways others react to them.
Follow this link for the list of backgrounds you can choose from. Be aware that our setting takes place quite far from Uthgardt or Waterdeep, so the features of those two backgrounds may not come into play until later in the game.
If you wish to choose a background outside this list, please consult with the DM.
Faerûn is a diverse world with many sprawling urban centers, where even traditionally evil races may not be given a second glance. However, exotic races are often regarded with mistrust or outright suspicion in smaller towns. If you are playing as an exotic or monstrous race, you should be aware of this, and the DM may ask you about to elaborate on your origins.
Exotic or monstrous races are defined as anything that's not a human, elf, dwarf, halfling, gnome, or half-elf. Duergar (grey dwarves) and Drow (grey elves), as traditional denizens of the Underdark, may also be regarded as monstrous races due to their history with Faerûn.
Follow this link for a list of races you can choose from. If you wish to choose a race outside of this list, please consult with the DM.
Decision paralysis is real! If you're having trouble deciding, ask the DM will make some suggestions for you based on your playstyle.
PCs in Faerûn are able to take any of the standard PHB base classes, with some class and subclass additions for better balance and more options. For example, the Blood Hunter, which was adapted into official content but first used in Critical Role, is an available class.
Follow this link for a list of classes you can choose from. Blood Hunter won't immediately be visible; To import the Blood Hunter, from that link, click Manage Homebrew
-> Get Homebrew
-> Click the title, not the check, for Blood Hunter (2022)
. Refresh the page to see details about the Blood Hunter.
As characters level up, there are a variety of subclasses you can choose from. The following are the available subclasses for each class for this campaign:
TL;DR - all subclasses from PHB, XGE, TCE, and SCAG are available.
- Artificer: Alchemist, Armorer, Artillerist, Battle Smith
- Barbarian: Ancestral Guardian, Battlerager, Beast, Berserker, Storm Herald, Totem Warrior, Wild Magic, Zealot
- Bard: Creation, Eloquence, Glamour, Lore, Spirits, Swords, Valor, Whispers
- Blood Hunter: Ghostslayer, Lycan, Mutant, Profane Soul
- Cleric: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Tempest, Trickery, Twilight, War
- Druid: Dreams, Land, Moon, Shepherd, Spores, Stars, Wildfire
- Fighter: Arcane Archer, Battle Master, Cavalier, Champion, Echo Knight, Eldritch Knight, Psi Warrior, Purple Dragon Kngiht, Rune Knight, Samurai
- Note that we are starting quite far from Cormyr, so a Purple Dragon Knight's class-related story may not come into effect until later in the campaign.
- Monk: Ascendant Dragon, Astral Self, Drunken Master, Four Elements, Kensei, Long Death, Mercy, Open Hand, Shadow, Sun Soul
- Paladin: Ancients, Conquest, Crown, Devotion, Glory, Redemption, Vengeance, Watchers
- If taking Crown, confer with the DM to determine where your allegiance lies in the setting.
- Ranger: Beast Master, Drakewarden, Fey Wanderer, Gloom Stalker, Horizon Walker, Hunter, Monster Slayer, Swarmkeeper
- Rogue: Arcane Trickster, Assassin, Inquisitive, Mastermind, Phantom, Scout, Soulknife, Swashbuckler, Thief
- Sorcerer: Aberrant Mind, Clockwork Soul, Divine Soul, Draconic, Lunar, Shadow, Storm, Wild Magic
- Warlock: Archfey, Celestial, Fathomless, Fiend, Genie, Great Old One, Hexblade, Undead, Undying
- Wizard: Abjuration, Bladesinging, Chronurgy, Conjuration, Divination, Enchantment, Evocation, Graviturgy, Illusion, Necromancy, Scribes, Transmutation, War
If you wish to choose a class, subclass, or class feature outside of these lists, please consult with the DM.
- XP based leveling, which will be distributed at the end of each session if applicable.
- Leveling up occurs between sessions, so please choose your spells & understand new class features before each session accordingly.
- Hitpoints on level up: may take average or roll dice. If you roll a 1, you may reroll.
- Feats may be taken instead of Ability Score Improvements when leveling to a level that includes Ability Score Improvements. Lucky, Bountiful Luck, and Observant are excluded from available feats.
- Multiclassing is accepted provided you can work it into your backstory.
- Optional class features may be used.
- One roll per outcome, no retries. Outside of combat, another player may Help with the roll, giving it advantage, if they are proficient in the skill or check.
- Please wait until asked to roll.
- Currency is ignored for calculating encumbrance.
- Encumbrance is in effect.
- Combat flanking is in effect.
- Inspiration is awarded at session end, to be useable for the next session. This inspiration expires at the end of the next session.
- Death may happen, and your actions have consequences.