Character Creation
Intro
It is a dawning of a new day in the multiverse. As powers that have been long separated now collide new legends are growing. Will you join their ranks? Will your story remember you as a hero or as a villain?
The endgame of this campaign has fights with literal gods and players will have the option to undergo demi-god transformations. There are other avenues to power that players should consider if they do not want to rely on the gods.
Basic Info
Player Characters may belong to any guild (no renown) or be guild-less. All Player Characters are fresh recruits to the newly formed Ravnica Expedition Corp (no renown).
While this story is set on Ravnica players are not allowed to play as a planeswalker. The reason for this is simple planeswalkers are really hard to balance D&D around. If you want to play a planeswalker may I introduce you to a sister game of D&D called Magic the Gathering where the tagline for over a decade has been "You are a Planeswalker!" If you are dead set on playing as one talk to the DM to home-brew a transformation.
Player Characters may be of any race and class in the Approved Material if you wish to play something outside of that seek DM approval. This is one of the most high fantasy campaigns imaginable. Your race will probably be approved, classes from other sources including home-brew are probably fine but the DM reserves the right to re-balance with the player as needed.
This campaign uses a modified set of rules for Character creation:
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Origin feats may be replaced with any feat that the character meets the requirements for IF AND ONLY IF the character is created above level one.
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Everyone is allowed a Signature Magical Item. Starting magical items are restricted to uncommon items that DO NOT have +1, +2, or +3 in their descriptions. If you want to select the endgame version of the magic item you want the DM will work with you to home-brew a starting version.
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If you would like to have an innate boon instead of a Signature Magical Item look over Supernatural Gifts. Just like your Signature Magical Item these Gifts can evolve with you over time. Work with the dungeon master to create what you want.
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You may use Point Buy, Standard Array, or a variant on 4d6dl1 for generating Ability Scores. The variant rule for 4d6dl1 is easy for each die you roll you may use the dice as rolled or 3 players choice. This caps the lower bound of each stat to 9. Unless you specifically want to role play with lower stats.
MOAR Characters
Players are allowed, and encouraged, to have and play as multiple characters. This used to be very normal although it has fallen out of favor with most 5e players. For the first few sessions I will be limiting you to playing one character at a time to streamline play. After that I will open this up for you. Multiple characters allows for a lot more interesting play options at the table. Suddenly things like splitting the party aren't nearly as big of an issue. The DM can always scale the difficultly of encounters when the party splits so the real reason that parties are told to avoid it is that its boring for Players when they are off screen for an extended period, having multiple character fixes this because you just send one of your characters with each group. As a Player you also dramatically expand your options in the story. Barbarians are great super fun, definitely in the top 15 of available classes, but they can start to feel pointless when there is nothing to rage at and smash. Bard's are great in social situations and you can make them great in combat but outside of combat is where they shine. If you are playing both of them at the same time you actually get to min-max without min-maxing. Instead of focusing on how do I make this character the best I can for their mechanical role in the party, you get to relax a little and do stupid things like put all your points into strength on the barbarian because you know the bard is going to send a lot of heals your way in combat. And then out of combat you still can have more dynamic engagement with the plot than "Grok hit tiny man?" which you know is hysterical for at least the first 1,000 times you say it but eventually it gets overplayed.
If the thought of running two full blown characters sounds like way too much to handle, I get it. It really can be a lot to think about at the table. But you can do it I know you can because the DM does it with many characters every session. If you are still intimidated remember that you are encouraged but not required to have multiple characters.
Also last thought on the matter SideKicks exist. They are dramatically simplified characters which can make a good starting point to playing multiple characters. Some of the most fun I ever had was playing a Dark Elf Cleric with an int of 6 with a conman Aarakocra Expert Sidekick with a cha of 20 manipulating him. At least one of those characters shows up in this campaign :) Should the main character die and you wish to rework a sidekick into a main class that will be allowed.
What if I die?
Players can expect to have access to true resurrection magic (for a price). So death is not necessarily the end of a character story. However the juice might not be worth the squeeze (I'm just putting this in writing so that no one thinks I'm changing the rules when I make access to this really hard).
Making a Character Walk through
Not strictly required but RTFM
- Envision who you want to play. A mighty warrior, a powerful mage, a seductive bard, or something more concrete Miss Fortune, Drizzt Do'Urden, The Dovahkiin, Mickey Mouse it doesn't matter who or what you pick this is make believe so we can make it happen.
- Make them your own. This isn't the DM's story ... and it isn't your's alone. D&D is a collaborative story telling game. Think about how your character fits into the world.
- Choose a Class. If you want to keep your life simple pick from this list if you're not afraid of the truth this list. For total creative freedom ... work with the DM to get your degenerate broken home-brew approved.
- Choose a Race (or for the new books Species). Don't get overwhelmed just pick one and move on. You can use this list for basics. You can use this list if you are as depraved as the DM. Again for total creative freedom ... work with the DM to get your overpowered furry OC home-brew approved.
- Roll some mother fucking dice! Also known as Get your Ability Scores. Generate your abilities scores with any method mentioned above. Rolls must be made in front of the DM. There is a secret 4th option from older editions no one talks about any more. It's roll 1d20 per score. I'll let you choose this one if you want. But no grace rolls or taking averages. You are stuck with what you get. Technically 1d20 can let you start with a 19 or 20 in a stat where as the max elsewhere is 18 ... but statistically 4d6dl1 is the best and my variant on it only makes it better.
Pick an Alignment.This is a stupid and outdated set of mechanics. Our first two steps replace this.- Work with the DM to get your backstory approved. This is the most important part of making your Character come to life in the world. You know who you want to play from the first two steps. Now you work with the DM to integrate them into the larger story. After this step you should no longer be your character's biggest fan. The game is more fun when you make the DM the biggest fan of your character. When the DM roots for the party to win you get away with more dope shit at the table.
- Select your Signature Magic Item with DM approval.
- MATH TIME!!! WOOOOO!!!! It kinda sucks ... but its really not that hard its mostly just adding a few single digit numbers together. The DM will show you the easy way to copy everything else you need on your character sheet without having to write it down. But the numbers are important for you to get familiar with so you have to copy those yourself.
- Have a snack! Grab a drink! Get one of each for you DM! Enjoy watching your fellow party members come to life in a similar way.