"The Tower is a dangerous place. Every day brave adventures go off in search of wealth and fame. While a lucky few succeed, most simply find death. Are you sure you want to be an adventurer?" -Burtram Rockbottom, Adventurer's Guild Clerk House Rules Character Creation Players use the following stat array. 16, 15, 14, 13, 12, 10 All Classes and Races are available (except flying races and UA/Homebrew content) Characters starting Hit Points at level 1 is Con Score + Max Hit Die. It should be noted it says Con Score and not Con Mod. For example a level 1 Fighter with a 15 Con would start with 25 Hit Points, not 12 Hit points per the usual method. Instead of taking the starting equipment package provided by their class, players will start with 5d4 x 10 GP to purchase their equipment. Any additional gold and equipment provided by a background is still given as stated. Pure Caster classes (Bard, Cleric, Druid, Sorcerer, Warlock and Wizard specifically) are capped at Level 5. While those classes are capped at level 5 individually, the players are welcome to multi-class two of them together to gain access to an expanded spell pool and greater versatility in spell selection. For instance, taking 5 levels of Cleric followed by 5 levels of Druid is completely acceptable. All Characters are capped at Level 10 Rests A Character can only level up after completing a Long Rest. Only a single level can be gained after completing a Long Rest. Rests can only be taken in town. Short Rests take 8 hours to complete. Long Rests take a week to complete. Taking a Short Rest costs 1 gp, while taking a Long Rest costs 7 gp. You may take a rest without paying this cost or by paying less, but doing so will result in a penalty. Death If a character reaches Zero Hit Points they die immediately. If a character dies, a player may make a new character at level 1.