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Character creation rules

Character creation will mostly fallow standard rules with some additional stuff added.
I will allow either the point buy system or the standard rule rolling system
Races available: All from: PHB, EEPC, VGtM , Eberron and the Tortle package, Cats & catacombs. Please note If you play a monster race from Volo's guide, don't expect everyone to treat you like a normal adventurer.   Altered races: Warforged Warforged changes Demi-Dead: [Demi-dead]  
Regional Races:
Some races are much more common in certina areas, You do not /have/ to be from these areas but this shows where some of the races are more commonly from. Humans are pretty much everywhere. This information reflects the state of the world after the convergance. For pre convergance information see below
  Cloudia: The remote rocky land of Cloudia, with it's altered gravity and floating rocks is often home to the wigged races. In addition is it the land of giants and titans as such you are most likely to find: Arakocra, Aasimar, Kenku, Owlin and Goliath hailing from this land.   Alulia: Once the home of the gods the local races of Alulia include Tiflings, Aasimar and Kalashtar   Chan: The rolling hills and lush plains of the Chan trading Co are the native homes of the Gnomes Halflings,Changelings, Tabaxi and Lizard-folk. Though the wide ranging trade has lead to a very mixed population.   Zhakar: Legends say Zhakar is the ancestral home of the dragons, tho they are rare or in hiding in the current age. The truths to these stories lies in the population of Dragonborn, lizard-folk, and Kobolds that call these lands home.   Eagportia: The wide wild lands of Eagportia are the native home of many Goblinoids as well as the Orcs and their various descendants. It is also considered one of the ancestral homes of the humans. The Mountain rage it shares with Khiz leads to the presence of Dwarves, Drow and Gnomes   Khiz: The harsh desert land and mountains that border it make this land a natural home for Dwarves, Drow, Gnomes, Humans and Genasi. The Forged(see warforged) were also created in these lands.   Curmirea: The expansive forests and marshlands of Curmirea are homes to the Elves, Tabaxi, Shifters, Firbolg, and the Fey.   Ulgathia: This harsh land is not a natural home to any races, but has been turned in to a home by many, mostly the exiles and unwanted, though sometimes the brave or fool hearty. The noticeable trait of these lands is it's large population of the Undead. Most humanoid races are represented here, in various states of life/unlife.   The Free Islands: These scattered and unaligned islands are often home to Tortles and the occasional Triton.  
Regional Bonuses:
You get to pick one of three regional bonuses to reflect the nation your character is from.
Spells gained in this way can only be cast once per long rest, and are gained when you reach the appropriate level
Only one of the feat options may be chosen   -Races in Italics are from the kobold press book Tome of Heros  The Animal folk are from Animal adventures
ReigionStandard RacesSpell OptionFeat Options (1)Regional Speciltiy
Alulia Drow, Tiefling, Aasimar, Shadar-kai, Frost-fell elves, Winter folk Halflings lv1 Thaumaturgy, lv3 Healing Word, lv5 Aid Divinely favored*, Telepathic +1 Wisdom or Charisma, Religion & 1 tool proficiency
Chan Gnome, Halfling, Changeling, Lizardfolk, Tabaxi, Kender, Erina, Shoal gnome, Wyrd gnomes lv1 Thaumaturgy or prestidigitation, lv3 disguise self, lv 5 Hypnotic pattern (or lv7 Fabricate) Prodigy**, Linguist +1 Cha or Int, 1 Tool/Vehicle & 1 skill proficiency
Cloudia Aarakocra, Firbog, Golaith, Kenku, Owlin, Frost-fell elves Lv1 Guidance, lv3 Augury, lv5 Tongues Tough, Strike of the Giants +1 Str or Con, Athletics or Acrobatics and 1 tool proficiency
Curmirea Elf, Centaur, Eladrin, Fairy, Harengon, Shifter, Satyr, Alseid, Erina, Mushroom folk lv1 Druidcraft, lv3 Goodberry, lv5 Speak with animals Fey touched, Alert +1 Con or Wis, Animal Handleing or Survival and Natural Explorer (Forest/ Swamp)
Eagportia Dwarf, Half-Orc, Human, Bugbear, Goblin, Hobgoblin, Orc, Minotaur:Boghaid lv1 Dancing lights, lv3 darkness, lv5 sending Tavern brawler, Mage Slayer +1 Str or Con, 1 tool & 1 skill proficiency
Free Islands Minotaur, Sea Elf, Tortle, Triton, Simic hybrid, Vedalken, Spindrift dwarf, Shoal gnome, Minotaur:Bhain kwai, Animal folk lv1 Alarm, lv3 Protection from Poison, lv5 Beacon of Hope Gunner, Keen mind +1 Str or Dex, Water vehicles proficiency, Swim speed of 30ft
Khiz Dwarf, Genasi, Deep Gnome, Duergar, Loxodon, Leonin, Warforged, Fireforge dwarf, Dunewalker elves lv1 Mage hand, lv3 Unseen Servant, lv5 Create food and water (or lv7 conjure minor elemental) Mobile, Telekinetic +1 Con or Dex, Natural Explorer (desert), Land Vehicles proficiency
Ulgathia Any lv1 Spare the dying, Lv3 ray of Enfeeblement, lv5 Bestow curse Tough, Durable [Demi-dead]
Zhakar Dragon Born, Kobold, Lizardfolk, Yuan-ti, Kalashtar, Satarre lv1 Vicious Mockery, lv3 Hideous laughter, lv5 Animal messenger Dragon gift feats, Strixhaven Initiate +1 Int, Cha +2 Skills/Proficiencies
Any Human, Shade,
*Chosen at creation but not active till lv 4 ** Preregs not required  
Pre convergance ( Old rules) Cloudia: The remote rocky land of Cloudia, with it's altered gravity and floating rocks is often home to the wigged races. In addition is it the land of giants and titans as such you are most likely to find: Arakocra, Aasimar, Kenku, Owlin and Goliath hailing from this land.
Alulia: Once the home of the gods the local races of Alulia include Tiflings, Aasimar and Kalashtar   Chan: The rolling hills and lush plains of the Chan trading Co are the native homes of the Gnomes Halflings,Changelings, Tabaxi and Lizard-folk. Though the wide ranging trade has lead to a very mixed population.   Zhakar: Legends say Zhakar is the ancestral home of the dragons, tho they are rare or in hiding in the current age. The truths to these stories lies in the population of Dragonborn, lizard-folk, and Kobolds that call these lands home.   Eagportia: The wide wild lands of Eagportia are the native home of many Goblinoids as well as the Orcs and their various descendants. It is also considered one of the ancestral homes of the humans. The Mountain rage it shares with Khiz leads to the presence of Dwarves, Drow and Gnomes   Khiz: The harsh desert land and mountains that border it make this land a natural home for Dwarves, Drow, Gnomes, Humans and Genasi. The Forged(see warforged) were also created in these lands.   Curmirea: The expansive forests and marshlands of Curmirea are homes to the Elves, Tabaxi, Shifters, Firbolg, and the Fey.   Ulgathia: This harsh land is not a natural home to any races, but has been turned in to a home by many, mostly the exiles and unwanted, though sometimes the brave or fool hearty. The noticeable trait of these lands is it's large population of the Undead. Most humanoid races are represented here, in various states of life/unlife.   The Free Islands: These scattered and unaligned islands are often home to Tortles and the occasional Triton.   Regional Bonuses:
You get to pick one of two regional bonuses to reflect the nation your character is from. Spells gained in this way can only be cast once per long rest, and are gained when you reach the appropriate level Cloudia: The Land Of divination, Giants and Floating rocks sees its people might need: (1) Lv1 Guidance, lv3 Augury, lv5 Tongues. or (2) +1 strength or wisdom and either the Tough or the Strike of the Giants feat Alulia: The land of the Divine offers its people these blessings: (1) lv1 Thaumaturgy, lv3 Healing Word, lv5 Aid or (2) +1 Wisdom or Charisma, Choose between healer or Inspiring leader ( if pre-regs are met) feats Chan: The land of Illusions Transformations and Trade offers its people these gifts:(1) lv1 Thaumaturgy or prestidigitation, lv3 disguise self, lv 5 Hypnotic pattern (or lv7 Fabricate) (2) Choose one between the Chef, Skilled or Linguist feats. Zhakar: The land of Enchantment and dragons offers these boons:(1) lv1 Vicious Mockery, lv3 Hideous laughter, lv5 Animal messenger (2) +1 intelligence or charisma + proficiency or Choose one of the Dragon gift feats Eagportia: The fierce land of Evocation and Strength equips its people with these traits: (1) lv1 Dancing lights, lv3 darkness, lv5 sending (2) +1 strength or con, proficiency in saving throw of the increased stat. Or the Athlete feat Khiz: The harsh desert lands have conjured these lessons for its people:(1) lv1 Mage hand, lv3 Unseen Servant, lv5 Create food and water (or lv7 conjure minor elemental) (2) Advantage on survival checks in the desert, resistant to environmental heat effects, & Either: Skill proficiency in, sand sailing & navigation or +1 to con, strength, or dex Curmirea: The lush druidic forests have this ancient wisdom to share with their people:(1) lv1 Druidcraft, lv3 Goodberry, lv5 Speak with animals (2) Advantage on survival checks in the forest or swamp, +1 wisdom or constitution, marsh and forest do not pose difficult terrain. Ulgathia: People of the frozen necrotic wasteland use these lessons to survive:(1) lv1 Spare the dying, Lv3 ray of Enfeeblement, lv5 Bestow curse (2) Demi-dead Free islands: The islands of abjuration protect their people with these gifts: (1) lv1 Alarm, lv3 Protection from Poison, lv5 Beacon of Hope (2) Skill proficiency in Sailing & navigation, Advantage on survival checks made in water, Swim speed of 30ft

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