Character Creation Rules

Character Sheet
I prefer the stock standard sheets over a number of variants at the moment. Please use these sheets for your character. Also, please use the large ability space for your bonus and the small space for your ability score. Form Fillable Character Sheet

Ability Scores
Please use the Secure Online Dice Roller to roll your stats. Use the 4d6 drop lowest and set the “roll this set of dice” to 6 times. Send me a copy of the results at

Initially, only Human characters are allowed. Other racial options can be “unlocked” if you will through exploration, adventure and discovery. When you can see the world through Sindaran eyes or hear it through Dwergen ears, you can look to play these races. The variant human traits rule is in effect.

Humans come from a number of ethnicities, from the strong and dark skinned Jheloman to the lithe and pale Magenna of Ocllo, Magincia and Moonglow. The swarthy gypsy Vistani to the tawny Vanir of Skara Brae and Yew. The stocky, pale skinned and dark haired Itran of Minoc and Vesper, with their deep family ties. And finally, the light hair and tanned skin of the Britis of Trinsic and Britannia.

Jheloman names tend to follow the first name structures of the Half-Orc names in the PHB. Magennan names tend to follow the first name structures of Elven names in the PHB. Vistani names tend to follow the first name structures of Dragonborn names in the PHB. Vaniran names tend to follow the first name structures of Dwarven names in the PHB. Itranni names tend to follow the first name structures of Human Turami names in the PHB. Britis names tend to follow the first name structures of Halfling names in the PHB. Outside of noble families, last names are generally considered unimportant. The use of birthplace, profession or father or mother’s name (often with a masculine or feminine prefixing)

Languages break along similar lines to ethnicities. “Common” can be considered Britis for all intents and purposes. The other ethnicities each have their own common languages. These languages clearly all come from a common “ancestor” language, therefore while you may not be proficient in one, you can certainly pick up key words in most circumstances.

If you really want to get into the spirit of things, you might try the Ultima Personality Test and answer as yourself. This was originally a test used to determine what class you would play in the Ultima IV video game.

Clerics of Theus are proficient with light armor only, no shields and only simple weapons. Equipment options are modified accordingly. Further, these clerics are limited to the Knowledge (Sage), Life (Healer) or Light (Inquisitor). Life domain trade the “bonus proficiency” for “bonus cantrip”. Light domain trades the “bonus cantrip” for “bonus proficiency”, and their version of the bonus proficiency includes medium armor, shields and martial weapons. (To acquire heavy armor, use the Heavily Armored feat).

Monks are not available as a playable class at the start of the campaign.

Sorcerers can only come from the Wild Magic origin. Sorcerers are limited to spells of 5th level or lower, however higher level Sorcerers are able to use their higher level spell slots for lower level spells.

Warlocks are not available as a playable class at the start of the campaign.

Wizards cannot select the School of Necromancy as a playable combination at the start of the campaign. Wizards are limited to spells of 5th level or lower, however higher level Sorcerers are able to use their higher level slots for lower level spells.

Use of arcane magic (Wizards and Sorcerers, Arcane Tricksters) carries with it the possibility of causing a debilitating madness, with the greater possibility the higher the level of the spell. With lower level spells, this effect is nearly always temporary, but drawing on increasingly powerful spells can lead to serious consequences.

In addition to the bonds created through your background, members of the party have some bonds to one another before their adventures begin. Randomly select another member of the group and craft a bond you have with them based on the following list (meaning, it doesn’t have to be exactly like one of these, rather these are meant to start the flow of ideas).

1________ has much to teach me aboutthe ridiculousness ofangeredheirloom
2________ insulted me byalways calling outknightlyreputation
3________ misunderstands me aboutalways pushing forgoldendreams
4________ owes mealways relying onbloodbrother
5I am bound to ________ fornever acceptingarcanewealth
6I blame ________ fornever believing inbitterargument
7I lied to ________ aboutnever forgettingholysanctuary
8I rescued ________ fromnever learning fromillicitgifts
9I respect ________ forrunning a con onfamilyhonor
10________ may not know it, but I stole from them forrunning away witheternalsecrets
11I travel with ________ as we both seek knowledge aboutspeaking poorly ofking’sauthority
12I implicitly trust ________ forthe ritual offorbiddenknowledge
13I will convince ________ aboutbeing central tonoblecorruption
14I will protect ________ fromavoiding tragicprimalfaith
15I have much to teach ________ aboutalways believing inguildfriendship
16________ must forget aboutnever yielding todiabolicviolence
17I will help ________, they are destined forspeaking highly ofpropheticramblings
18I will learn ________’s secret aboutthe destruction ofnature’svisions
19________ is untrustworthy because of their role inthe creation ofapostaticmagic
20I will sooth ________’s concerns about my involvement inthe dangerous allure oflecherousadvances

For the good of the group, I would hope each of you could start in some sort of Neutral or Good aligned characters.

All backgrounds in the PHB are available to play. Additional backgrounds from other sources may be allowed after review and a suitable backstory.

Anyone can attempt to cast spells from a scroll using an Arcana check.

Everyone starts with a trinket from the PHB.

Character Creation Rules

Sosaria: Trinsic Veilheim