Character Creation Rules The details of Imlirath will be based on the characters you all create, most importantly your races will form the basis of Imlirath’s population. Starting Level Characters start at level 5. Ability Scores There are two ways to determine ability scores. Use the standard array (15, 14, 13, 12, 10, 8) (average 12) For each ability score: Roll 3d6+1 and take the total (for an average of 11.5). Then roll another 1d6 and look at what number you rolled: Add 1 to your score, if you roll a 4 or higher Do nothing if you roll a 3 or lower This gives a final average of 12 Rolling must either be done in person or on the virtual tabletop. Type in the chat that you are going to roll for stats before rolling. You can assign each ability score to whichever ability you want, just like the standard array. Available Races All races from the PHB, VGtM, MToF are allowed. Variant humans are also allowed. The custom race options from TCoE are not allowed. Available Classes All classes and class options from the PHB, XGtE, and TCoE are allowed. But the vanilla ranger is replaced with the Ranger UA . Additionally the following subclasses from UA are allowed: Ranger: Horizon Walker Rulings and Modifications to Class Features Fighters Action surge allows you to take one additional action in addition to the action and bonus action that you can normally take on a turn. So, with action surge you can take a total of two actions and one bonus action on a turn. If you are using two weapon fighting, this means you can only attack with the weapon in your off hand once, because attacking with the offhand requires a bonus weapon. Additionally attacks with an offhand weapon with the bonus action do not trigger the extra attack feature. Rangers The ranger’s natural explorer ability removes the penalty for going off trail, instead of eliminating difficult terrain during out of combat travel. The ranger’s natural explore ability does not prevent you from getting lost for non-magical reasons, but does give your party advantage on checks and saving throws to avoid getting lost. Druids Wildfire Druid The wildfire spirit can last for a number of hours equal to half your druid level, rounded down. This is the same rule for how long wild shape can last. [Provisional] You regain your uses of flames of life after every short or long rest. [Provisional] Available Backgrounds All backgrounds for the PHB and SCAG are allowed. Interparty Connections I will give you inspiration if you come up with a pre-existing connection to another character in the party. Reach out to that player to collaborate! Both of you will get inspiration. Available Spells All spells from the PHB, XGtE, and TCoE are allowed. See Magic Rules for any changes to specific spells. Remember to make sure your spells are from the approved books before bringing them to the game. Available Feats All feats from the PHB are allowed with a modification to alert. Alert does not protect against surprises Alignment Alignments are primordial cosmic forces which eternally struggle with one another and give rise to many disparate philosophies. In many ways, this struggle is what begets souls and meaning. Free-willed mortals can align or misalign with these forces through their acts. What you initially put on your character sheet is a reflection of your character’s past and aspirations. Your character’s actions (past, present, and future) have both mundane and metaphysical consequences and determine which force (if any) that your character ultimately aligns with. Important House Rules Biggest Rule Changes Death is instant at 0 HP, but that’s not the end of your character’s journey. Dispel Magic replaces Counterspell Exploration Turns Structure Dungeon Exploration Remember You Can Do These Things You can get inspiration for coming up with a pre-existing connection to another member of the party. You can get inspiration for pointing out mistakes that are inconvenient to the party, but you can wait until I won’t retcon/fix the mistake to do so. You can often help others on their skill and ability checks to give them a bonus to the check. You can use a bonus action to see if you know something about a monster in the heat of combat. You can ready a spell as your action without using the spell slot. Strength crits also double the damage modifier.