Character Options Character options, feats, skills, backgrounds, subclasses, etc... are limited to what is found in the PHB and errata. No other sourcebooks will be used for character creation. Stats will be generated using standard array only. Please use chose from the equipment listed rather than rolling for gold. Please use max HP for level 1, and hit die averages listed for subsequent levels. (1d6 = 4, 1d8 = 5, 1d10 = 6, 1d12 = 7)
I won't be using alignment, personality traits, ideals, bonds, or flaws. Instead, I would like to learn about your character's background and general attitude through play, or you can write a few paragraphs, or even pages of character background.
Setting Race Notes: Human and human variant only Setting Class Notes: Wizard, Rogue, Barbarian, and Monk classes remain the same. The magical abilities of Clerics and Druids have been reduced to almost nothing, but remain as playable characters, mostly for the purpose of roleplaying. Fighters and rangers, while being changed, remain perfectly valid playable classes, in my opinion. Paladin There is no paladin class in this setting. Clerics of the life domain are referred to as paladins, but they receive no spells, healing abilities, or special combat abilities. Bard There are no bards in this setting. A character may still play a musical insturment, but this grants no magical abilities. Cleric Clerics may use the thaumaturgy cantrip but never get access to any other spells or spell slots. Additionally, at first level, take one extra feat and one extra class skill proficiency. Druid Druids may use the druidcraft cantrip, but never get access to any other spells or spell slots. Additionally, at first level, take one extra feat and one extra class skill proficiency. Fighter Fighters do not get the Second Wind ability. Additionally, take one extra class skill. Ranger Rangers can use Hunter’s Mark at will. At 3rd level they can cast primeval awareness at will. They may cast no other spells and do not have spell slots. Sorcerer Dragon blooded sorcerers must take the noble background. Chaos sorcerers are subject to abrupt, immediate, rules edits at any time with out warning. Warlock Warlock patrons in this setting are largely unknown to anyone but their followers. Great Old One In this campaign world, the Great Old One patron is Cthulhu. Warlocks under the patronage of the great old one have a very specific deformity in this campaign world, and are shunned by society. Fiend The Fiend patron is The Demogorgon. To earn his patronage, the warlock must trade 100 soul motes in credit. If the character is reduced to 0 HP before the debt is paid, they are instantly exiled to the Demogorgon's realm to be devoured by their lord as penance. Once the debt is paid, the Demogorgon has ways of persuading ambitious warlocks to continue providing souls, and methods vary on a case by case basis. Archfey The Archery patron is Caduceus, who presides over the gauntlet, a mysterious maze dimension. Caduceus grants maximized spell damage and disadvantage on opposing spell saves in the gauntlet, but require a long rest to regain their spells in the prime material plane.
Hex In addition to its normal effects, the Hex spell will generate a soul mote each time a sentient intelligent living creature dies under its effect. The soul mote will form instantly in the creature's mouth at the moment of death, and can be extracted by hand. It looks like a glowing pure white pearl. Soul motes are used in magic item creation.
Feats
The Lucky feat grants only 1 luck point instead of the usual 3, and is use or loose.
The house ruled feat Hand to Hand Combat combines the Grappler feat and the Tavern Brawler feat. Taking Hand to Hand Combat grants the abilities of both feats.