• No results found

GHR Campaign Guide V1.0 2017 (1)

N/A
N/A
Protected

Academic year: 2021

Share "GHR Campaign Guide V1.0 2017 (1)"

Copied!
35
0
0

Loading.... (view fulltext now)

Full text

(1)

CAMPAIGN GUIDE

CAMPAIGN GUIDE

Version

1.0

CY 617

June 2017

(2)

Wizards of the Coast, Dungeons and Dragons, Greyhawk and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2009 Wizards. All Rights Reserved.

Greyhawk Reborn is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Greyhawk Reborn may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example, DUNGEONS & DRAGONS®, D&D®, PLAYER'S HANDBOOK 2®, and DUNGEON MASTER'S GUIDE® are trademark[s] of Wizards of the Coast and D&D® core rules, game mechanics, characters and their distinctive likenesses are the property of the Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at (www.wizards.com).

G

REYHAWK

R

EBORN

:

B

EHIND THE

S

CENES

Campaign Organization

GHR

A

DMINS AND

L

EAD

:

• Dave Guerrieri • Keith Garrigan • Anthony Keller • Samantha McMullen • TJ Shorb • Jay Stypinski • John Lent • Matt Dunn • Ben Eastman

C

AMPAIGN

G

UIDE

C

REATION AND

D

ESIGN

:

• Anthony Antonich • Allen Davis • Keith Garrigan • Dave Guerreri • Nick Haws • Anthony Keller • Samantha McMullen • Dave Peterson • TJ Shorb

GHR Staff Playing in the Campaign

We feel it is very important that GHR campaign staff stay fully involved and invested in the campaign itself, so we encourage our staff and leads to play PCs at tables whenever possible.

Authors/DMs may only play their own adventures if the adventure is co-written with other authors and ran by those authors/DMs.

Tell Us What You Think

The campaign staff is always eager to hear what your enjoyed, what you didn't enjoy, and, most importantly, why. You may ask questions of the campaign staff or ask for rules clarification We’d love to hear any suggestions or comments you may have.

F

IND

U

S

O

NLINE

• The Greyhawk Reborn Website

• The GHR Facebook Group • The GHR Facebook Page • The GHR Yahoo Group

All Greyhawk Reborn campaign announcements will be made in the above locations.

In addition, you may contact the campaign at

(3)

T

ABLE OF

C

ONTENTS

Welcome to Greyhawk Reborn! ...1

After Living Greyhawk ...1

Using the Greyhawk Setting ...1

Rising from the Ashes, Greyhawk is Reborn! ...1

Greyhawk Reborn Overview ...2

Living Campaigns ...2

Central Campaign Rules ...2

Ethical Play Guidelines ...2

Character Creation and Advancement ...3

Starting Player Characters...3

Races ...3

Classes ...3

Additional Class Features ...3

Playable Human Ethnicities ...3

Hit Points and Hit Dice ...4

Starting Ability Scores ...4

Backgrounds...4

Playable Backgrounds ...4

Customizing Backgrounds ...4

Languages ...4

Lifestyle and Upkeep ...4

Alignment ...5

Home Region ...5

Starting Equipment ...5

Custom Starting Equipment ...5

Character Advancement ...5

Feats ...5

Multiclassing ...5

Changing Deity ...5

Character Ability Limitations ...5

Druid: Wild Shape ...5

Druid: Elemental Wild Shape ...6

Multiple Classes: Find Familiar ...6

Ranger: Ranger’s Companion ...6

Rewards & Adventure Records ...7

Greyhawk Reborn Rewards Cards...7

Favors and Influence ...7

The Worth of a Favor ...7

Lifestyle Costs ...7

Treasure & Rewards ...7

Average Player Level (APL) and Rewards ...7

Items Found ...7

Magic Items Found ...8

Equipping Magic Items ...8

Upgrading an Item to Magic Item Slot ...8

Stories and Adventures ...9

Adventures ...9 Adventure Types ...9 Adventure Categories ...9 Adventure Settings ...10 At the Table ...10 Table Size ...10 Playing Again ...10

Adventure Play & Campaign Rules ...11

Adventuring Days (ADs) ...11

Travel between Regions ...11

Changing Home Regions ...11

Crafting ...11

Practicing a Profession ...11

Building a Structure ...11

Performing Sacred Rites ...11

Recuperating ...11 Running a Business ...11 Training ...11 Combat ...12 Bloodied ...12 Spellcasting Services ...12

Available Spellcasting Services ...12

Funding Spellcasting Services ...12

Commerce and Trade ...12

Purchasing Items ...12

Trading and Lending Items and Gold ...12

Selling Items ...12

Miscellaneous Campaign Rules ...12

Affliction with Misfortune ...12

Using a Dead Character’s Equipment ...13

Reincarnate ...13 Online Play ...13 Spell Limitations ...14 Conjuring Spells ...14 Planar Ally ...14 Campaign Groups ...15 Adventuring Companies ...15 Description ...15 Sponsorship ...15

Petition for Sponsorship...15

Benefits ...15

Constraints ...15

Appendix A: Additional Character Creation Options ...16

Optional Colleges: Bard ...16

College of Enlightenment ...16

Optional Domains: Cleric ...16

Protection Domain ...16

Travel Domain ...17

Optional Oaths: Paladin ...17

The Divine Prankster ...17

The Valiant of Mayaheine ...18

The White Paladins of Murlynd ...18

The Crusaders of Pelor ...19

The Heralds of Rao ...20

The Votaries of St. Cuthbert ...20

Optional Domains: Wizard ...21

Arcane Tradition: Sea Magic ...21

Optional Background: Shaman ...22

Special Certification Race: Lizardfolk ...23

Appendix B – Greyhawk Reborn Deities ...25

Common or Unknown Origins ...25

Dwarven Pantheon ...26

Elven Pantheon ...26

Gnome Pantheon ...27

Halfling Pantheon ...27

Human: Baklunish Pantheon ...28

Human: Flan Pantheon ...28

Human: Oeridian Pantheon ...29

Human: Suloise Pantheon ...30

(4)

1

W

ELCOME TO

G

REYHAWK

R

EBORN

!

We welcome you to our Greyhawk Reborn—sometimes referred to as GHR—organized play campaign. Our primary goal is to provide entertaining gaming opportunities for the gaming community.

Greyhawk Reborn is a new type of living campaign where authors create and judge their own adventures. We use Dungeons and Dragons 5E as a basis for our Greyhawk Reborn campaign. Where there are differences between the D&D 5E rules and GHR campaign, the rules in this document take precedence.

Please keep in mind that the Greyhawk Reborn campaign will constantly strive to provide the best play experiences possible for our players. As additional options become available, the campaign staff will examine them carefully, and adjust the campaign rules accordingly. The rules in this document, and other Greyhawk Reborn documents to follow, may be changed or tweaked, whether to adjust to rules updates, allow for better game balance, or simply to create more player enjoyment.

After Living Greyhawk

The Flanaess needs new heroes. Are you ready to answer the call?

It is no longer safe to be out at night. It is dangerous to travel from town to town, except in groups. The night somehow seems darker, more sinister. Only the very powerful travel alone or after dark. - or the very foolish.

What was once thriving farming hamlets are now walled villages. Towns are heavily fortified. Only the desperate are outside the safety of town walls at night; even the farmers travel to the fields to mind their crops during the day, returning to the protection of civilization at dusk.

Goblin, kobolds and their ilk fill the vast spaces between towns now, bullied by hobgoblins, and gnolls, and orcs. It is said that their evil grows stronger each day. There are likely fouler, more evil masters above them, such as trolls, and giants, and drow, with even more hideous evil creatures above them. It is even

rumored that great fiends and other abyssal creatures now sit at the top rung of the ladder, with the strong ruling the weak. What were once powerful, unified empires have now become small city-states, barely controlling the territory with a day’s ride of their walls. Kings, lords and nobles now clash against one another, trying to become the one who is able to unite the various small political entities. Some want to do it for the benefit of all, others only to feed their own egos and power.

No, it is not a safe world anymore, not since The Breaking.

Using the Greyhawk Setting

Greyhawk is one of the first, and therefore one of the oldest, published campaign settings. Created by E. Gary Gygax and Dave Arneson, originally published by TSR, and now owned by Wizards of the Coast/Hasbro, the Greyhawk setting is one of the most loved and deepest detailed settings in the history of role-playing.

Greyhawk Reborn aims to keep the feel and flavor that Messrs. Gygax and Arneson developed in the early years of Dungeons and Dragons and we often refer back to both the 1st edition World of Greyhawk Fantasy Game Setting and the 3rd edition Living Greyhawk campaign materials.

Rising from the Ashes, Greyhawk is Reborn!

Once again explore one of the oldest, most beloved campaign worlds of all time. The world of Greyhawk will come alive again as your characters, your heroes, wander upon the Flanaess, pushing back the darkness.

Venture forth anew in the realm that brought you classics such as The Village of Hommlet, White Plume Mountain, Against the Giants, Against the Slave Lords, and the Living Greyhawk campaign. Revisit places such as Saltmarsh, Greyhawk City, the Vast Swamp and the Amedio Jungle.

Create new player characters in your favorite world, with classic races and classes. Create mighty warriors, powerful wizards, saintly clerics and dubious rogues. Your characters have a place in the world and their actions will help shape the world.

(5)

2

G

REYHAWK

R

EBORN

O

VERVIEW

Living Campaigns

A “living” campaign comes from the idea that more than one table, at more than one time, can exist and help shape a campaign. A living campaign springs from the idea that a home-style role-playing campaign can be expanded to include tens, hundreds, or even thousands of different players and characters. In essence, when you play an adventure, other players with other characters can experience the same adventure, and maybe have a completely different experience than you. Many players (and many characters) can share the same world, and have some shared experiences, and some not-so-shared experiences.

Central Campaign Rules

We want everyone to enjoy themselves, whether they are a player, a judge or a volunteer. Each Greyhawk Reborn player will have a different play style, and that is a part of what makes a living campaign interesting to play. In any shared world campaign, we keep in mind these simple rules to monitor of structure, organization and balance of Greyhawk Reborn.

R

ULE

O

NE

:

F

UN

&

E

NTERTAINMENT

Everyone seated at the table is sacrificing time and/or money to be able to play this particular game including the DM. Players should feel vested in the campaign and part of the story. We understand that roll-playing and role-playing are not mutually exclusive and we do our grant play experiences to both types of players. Greyhawk Reborn is a game of heroes and requires group cooperation to be successful, both in-character and out-of-character. Our best volunteers have started as players having a great time. Together, we strive for fun, interactive play opportunities for all involved in the Greyhawk Reborn campaign. Remember that Greyhawk Reborn is a team game.

R

ULE

T

WO

:

I

T

S

A

BOUT THE

S

TORY

The campaign staff strongly believes that Greyhawk Reborn is a unique shared storytelling campaign. We have tales we’d like to share with our players and likely, the player characters wish to become part of the stuff of legends. We also know that some players love to push the envelope. Our story is the most unique part of our campaign and we ensure that every adventure is tied into the overarching story that Greyhawk Reborn has to share. Consequently, our judges are aware that player character actions are not always heroic. We encourage consequences for player characters’ actions when they directly oppose rulers, leaders and the like.

R

ULE

T

HREE

:

T

HINGS ARE

H

ANDLED AT THE

T

ABLE

The campaign staff believes strongly in both the letter of the rules and the spirit of the rules; they should be balancing between fair and fun while managing game balance and individual play styles. Since the author is judging his or her own adventure, our DMs are to listen to persuading arguments and then make a decision based on the game play. Whenever there is any confusion or contradiction about a rule, the table DM is the final arbiter, using the current version of the Dungeons and Dragons 5E rules and any previous DM experience with the situation.

As with any game, sometimes people at a table will have different interpretations of a given rule. We don't want interpretation of the rules to grind your gaming session to a halt.

R

ULES

U

PDATES AND

C

HARACTER

C

HANGES

As new source material is released from Wizards of the Coast, occur, there may be instances where the changes in the rules significantly alter the way that characters play. When changes occur, the campaign staff will provide guidance on how characters can be tweaked so that they can remain within the rules of the game, and so that they are true to the original character concept. Guidance for those changes will be provided when needed, usually with a window of opportunity to make those changes.

Ethical Play Guidelines

We expect our players, DM's, volunteers and staff to conduct themselves with integrity and in a manner compatible with group cooperation and everyone's enjoyment of the game. Specifically: Be considerate of the fun of everyone at the table, and be understanding of all variety of play styles.

• Play fair and honestly, and stay away from "Shadyville" in rules interpretations.

• You cannot intentionally damage or hinder other player characters without their permission.

• Play adventures for the story and challenges, not for specific rewards.

• Please stay focused on the game. We understand that smart phones and tablets are often part of a player’s arsenal today, but be polite to everyone around the table. Please be conscious that continuous texting and web surfing pulls your attention away from the game at hand.

One of the main principles of our living campaign is that your characters actions mean something within the campaign and can have a lasting impression. For instance, during a royal wedding festival, the local rogues' guild has a contest in which a Quall’s Tree Token is to be placed in the most outrageous or inappropriate location. If you place the Tree Token in the reflection pool in the royal palace, it may show up there in future adventures. You and your characters’ actions have meaning!

(6)

3

C

HARACTER

C

REATION AND

A

DVANCEMENT

Greyhawk Reborn expands standard character creation with additional character creation options. You will need a D&D 5E Players Handbook or the D&D 5E Basic Rules set to assist creation of your character. Follow the character creation in the player’s handbook unless specifically notated in this section of the campaign guide.

Starting Player Characters

All PCs start at 1st level with zero XP. Your character will advance a level approximately every 3 to 5 adventures. Play a character that you will enjoy and that other players at the table will enjoy interacting with.

Races

To create the traditional feel and flavor of the World of Greyhawk, specific races and subraces are available for play. With appropriate campaign documentation, unique races may be used when creating characters. See Appendix A for unique races.

P

LAYABLE

D

EMI

-H

UMANS

The following demi-human races are currently available for play in Greyhawk Reborn:

Dwarf, Hill Dwarf, Mountain Elf, High Elf, Wood Gnome, Forest Gnome, Rock Halfling, Lightfoot Halfling, Stout Half-Elf

Half-Orc

Tiefling, dragonborn and drow are not playable races in Greyhawk Reborn.

Classes

All of the classes in the Player's Handbook are available for play in the Greyhawk Reborn campaign. You may use the Quick Build option and Equipment suggestions as recommended for your chosen class and background, or you may make your own choices regarding ability scores, class features, backgrounds, equipment, etc.

A

DDITIONAL

C

LASS

F

EATURES

Upon the release of additional D&D sourcebook material, the following class features are now available for play in Greyhawk Reborn.

Campaign Specific*

Bard College of Old Lore, College of Enlightenment Cleric Protection Domain, Travel Domain

Paladin Oath of the Divine Prankster, Oath of the Valiant of Mayaheine, Oath of the White Paladins of Murlynd, Oath of the Crusaders of Pelor, Oath of the Heralds of Rao, Oath of the Votaries of St. Cuthbert

Wizard Arcane Tradition: Sea Magic

Sword Coast Adventurer’s Guide Barbarian Totem Paths

Bard All instruments on page 124 (no Zulkoon) Cleric Arcana Domain

Monk Way of the Soul

Rogue Mastermind, Swashbuckler Sorcerer Storm Sorcery

Details of the customized, approved Greyhawk Reborn class options are available in Appendix A.

P

LAYABLE

H

UMAN

E

THNICITIES

A standard human is considered to be a mix of several ethnicities with no discernible dominant race. Each human ethnicity has distinguishing physical features and PCs will have physical traits denoting their main heritage. Greyhawk Reborn allows players to choose from four traditional human ethnicities at this time.

Baklunish

Baklunish folk have golden-hued skin and hair that ranges from blue-black to dark brown. Their eyes are often green or gray-green.

Ability Score Increase. +1 to Strength, +1 to two other abilities. Feat. You gain the Mounted Combat feat.

Language. You can read, write and speak Ancient Baklunish. Flan

Pureblooded Flan boast a bronze-colored complexion, varying from a light copper shade to a deep brown hue. Eyes are typically dark brown, black, brown, or amber. Their wavy or curly hair is usually black, brown-black, dark brown, or brown.

Ability Score Increase. +1 to Constitution, +1 to two other abilities. Skills. You are proficient in Nature and Survival.

Speed. Your base walking speed increases to 35 feet. Language. You can read, write and speak Flan. Oeridian

Oeridian skin ranges from tan to olive. Their hair is an array from honey blond to black though brown and reddish brown predominate. Eye coloration varies, and brown and gray are most common.

Ability Score Increase. +1 to Wisdom, +1 to two other abilities. Feat. You gain the Savage Attacker feat.

Language. You can read, write and speak Old Oeridian. Suloise

Purebred Suel typically have pale skin, with albinism being far more common than among other races. Violet and pale blue eyes are common, with gray and deep blue less common. Hair color is fair, from several shades of blond to light red, and is often kinky in texture. Ability Score Increase. +1 to Intelligence, +1 to two other abilities. Feat. You gain the Magic Initiate feat.

(7)

4

L

IFESTYLE

&

U

PKEEP

Players choose a lifestyle for their character at the beginning of each adventure. This defines their standard of living for the adventure. Your background may dictate a minimum lifestyle cost for the character, as per the table below. Wealthy Lifestyle Courtier Noble Modest Lifestyle Acolyte City Watch Entertainer Folk Hero Mercenary Veteran Sage Sailor Shaman Soldier Urban Bounty Hunter Comfortable Lifestyle Charlatan Clan Crafter Guild Artisan Poor Lifestyle Criminal Hermit Outlander Urchin

You must declare your desired upkeep to the DM before play starts, and may not change upkeep during

the adventure.

Hit Points and Hit Dice

At first level, PCs receive maximum hit points for their class hit die plus their Constitution modifier. For each additional level, they gain fixed value of hit points as shown in their class entry, plus their Constitution modifier. For example, when PCs gain an additional level of fighter, they will gain 6+CON modifier.

Starting Ability Scores

You may use one of the following methods to determine your starting ability scores:

• You may use the following ability scores array and assign them to each ability; 15, 14, 13, 12, 10, and 8, and then make any changes necessary based upon your choice of race. • You may use the variant 27-point buy ability score system as

described in the PHB on page 19.

Due to the nature of a living-style shared world campaign, you may not determine your ability scores using any type of dice rolling method.

Backgrounds

All backgrounds from the Players Handbook are acceptable for play in Greyhawk Reborn. You may choose the suggested background for your class or choose any of the other backgrounds available in the Player's Handbook.

You must take the skill proficiencies and languages as listed in the backgrounds, but you may choose your own equipment if desired (see the Equipment section below for more details). You should choose a personality trait, ideal, bond and flaw for your character from the lists for each background.

P

LAYABLE

B

ACKGROUNDS

All backgrounds offered in the Player’s Handbook are available for play. Additional backgrounds are available from additional D&D sourcebook material and the creative aspirations of our players.

Campaign Specific* Shaman

Sword Coast Adventurer’s Guide

City Watch Clan Crafter (dwarf only)

Courtier Mercenary Veteran

Urban Bounty Hunter

Details of the custom, approved Greyhawk Reborn background options are available in Appendix A.

C

USTOMIZING

B

ACKGROUNDS

You may create your own background for your character, but it must be submitted and approved by GHR staff before you may use it. Use the backgrounds as written in the Player's Handbook as both a template and guideline for creating your new background. The Greyhawk Reborn campaign reserves the rights to use any original submitted backgrounds in the GHR campaign.

Languages

The following languages are available for play in Greyhawk Reborn. Other languages may become available through campaign play.

Ancient Baklunish Common Draconic

Flan Dwarvish Giant

Keolandish Elvish Goblin

Old Oeridian Gnomish Sylvan

Suloise Halfling Undercommon

(8)

5

Alignment

You may choose any non-evil alignment for your PC. Characters that cast divine spells are required choose a deity. When choosing an alignment, the PC can be within one-step of the deity’s alignment. For example, if the PCs deity is lawful good, then the PC can be lawful neutral, neutral good or true neutral.

Lawful Good Neutral Good Chaotic Good Lawful Neutral True Neutral Chaotic Neutral Lawful Evil Neutral Evil Chaotic Evil

Deities worshipped in the campaign, as well as other information regarding deities can be found in Appendix B. Deities may be added, edited, or removed from the campaign in the future.

Home Region

Every PC has a home, whether it’s a hamlet, a large city, a region, or even a mountain range or forest. The chosen area may impact use of Adventuring Days or it could affect the PC during and adventure. Players can hail from any location on the Greyhawk map. The most common starting regions and locations include:

Keoland

Niole Dra Gradsul New Silverdeep

Haven Woodsage Dreadwood

The Hold of the Sea Princes

Walharbor Duchy of Berghof Salton

Monmurg Hokar Hool Marsh

Geoff

Dim Forest Stark Mounds Gorna

Aberglain Dersyth Tycha

Other Notable Cities

Num Eor Saltmarsh Ravonnar

Westkeep Jaedra Hochoch

Starting Equipment

You may choose the suggested equipment listed in class and background descriptions or you may choose your own starting equipment. A PC starts with the maximum total gold pieces notated for their class as listed on page 143 of the PHB.

C

USTOM

S

TARTING

E

QUIPMENT

A starting character may purchase anything 75 gold pieces or less from the player’s handbook including:

Armor Weapons Tools

Mounts/Animals Trade Goods Tack & Harness Adventuring Gear Waterborne Vehicles Land Vehicles Camels and elephants may not be purchased in Greyhawk Reborn.

Character Advancement

Characters gain levels when the players gain experience points (XP)_ from adventures according to the XP chart in the PHB. Players are responsible for keeping track of their character’s experience points on their Adventure Records. Characters in GHR will generally gain a level upon successful completion of three to four adventures.

F

EATS

Feats are allowed using the rules on pages 165 - 170 of the Player's Handbook. Other feats may become added in the future.

M

ULTICLASSING

Multiclassing is allowed using the rules on pages 163 - 165 of the Player's Handbook.

C

HANGING

D

EITY

Please contact campaign staff to plan to change a worshipped deity along with the specific reason. The campaign staff can determine how best to proceed, including the possibility of a special mission.

Character Ability Limitations

To ensure game balance, specific elements of the following abilities may be modified.

D

RUID

:

W

ILD

S

HAPE

A Druid that uses this ability may select an appropriate creature from the list below.

Creature Rating and Approved Forms

CR 0

baboon, badger, bat, cat, crab, deer, eagle, frog, giant fire beetle, goat, hawk (falcon), hyena, jackal, lizard, octopus, owl, quipper, rat, raven, scorpion, seahorse, spider, vulture

CR 1/8

blood hawk, camel, flying snake, giant crab, giant rat, giant weasel, pony, mastiff, mule, poisonous snake

CR 1/4

axe beak, boar, constrictor snake, draft horse, elk, giant badger, giant bat, giant centipede, giant frog, giant lizard, giant owl, giant poisonous snake, giant wolf spider, panther, riding horse, wolf

CR 1/2 ape, black bear, crocodile, giant goat, giant seahorse, giant wasp, reef shark, warhorse CR 1

brown bear, dire wolf, giant eagle, giant hyena, giant octopus, giant spider, giant toad, giant vulture, lion, tiger

CR 2

giant boar, giant constrictor snake, giant elk, hunter shark, polar bear, rhinoceros, saber-toothed tiger

CR 3 giant scorpion, killer whale CR 4 elephant

CR 5 giant crocodile, giant shark

(9)

6

D

RUID

:

E

LEMENTAL

W

ILD

S

HAPE

A Druid that casts uses this ability may select one of the following elementals from this list.

Dungeon Master’s Basic Rules

Air elemental Earth elemental Fire elemental Water elemental

M

ULTIPLE

C

LASSES

:

F

IND

F

AMILIAR

A Warlock pact offers additional familiars notated below. See pact restrictions in the Player’s Handbook for more details.

Familiars

albatross** boar cat crab

frog hawk imp* lizard

monkey** octopus owl parrot**

poisonous

snake pseudodragon* quazit* quipper

rat raven seahorse spider

sprite* weasel

*Warlock Only Option

** Sea Magic Arcane Tradition Wizard Only Option

R

ANGER

:

R

ANGER

S

C

OMPANION

A Ranger may choose one of the following from the beasts listed below.

Creature Rating

Approved Forms

CR 0

baboon, badger, bat, cat, crab, deer, eagle, frog, giant fire beetle, goat, hawk (falcon), hyena, jackal, lizard, octopus, owl, quipper, rat, raven, scorpion, seahorse, spider, vulture

CR 1/8 blood hawk, flying snake, giant crab, giant rat, giant weasel, pony, mastiff, mule, poisonous snake

(10)

7

R

EWARDS

&

A

DVENTURE

R

ECORDS

After completing a Greyhawk Reborn adventure, your PC receives an adventure record—an AR. In each adventure, you can pick something up that makes your character a little better, a little stronger, or a little more versatile.

Greyhawk Reborn Rewards Cards

Greyhawk Reborn Rewards Cards are created exclusively for the major event where they are given away. Rewards cards grant PCs additional benefits to be used during adventures. Rewards cards may be used at any Greyhawk Reborn event and are interchangeable between characters.

• Players start with one card in their stack at first level. They may add an additional card to their stack at level 5, level 9, level 13 and level 17.

• Players may choose the cards in their stack between adventures and must place them on the table before the adventure starts.

• Only one card may be used per round.

• Card effects must be used before the roll unless otherwise stated.

Cards cannot be loaned to another player before, during or after the adventure.

Favors and Influence

In each adventure, PCs interact with noteworthy non-player characters with their own beliefs and agenda. These NPC characters can provide benefit, opportunity, punishment or consequence for the actions of the PCs. Other times, you may find that your PC’s emotional or physical body may change. Some of these favors are forced based on PC actions. Others must be resolved before leaving the table, and a few can be visited at a later date.

T

HE

W

ORTH OF A

F

AVOR

PCs receive favors for interacting with non-player characters for their actions in the adventure. Favors are tiered by grade and worth. While a PC can expend a favor from one region while in another region, the favor is treated as one tier lower. A Type D favor may not be expended outside of its region.

• Type A – Royalty • Type B – Major Noble

• Type C – Lesser Noble / Notable Organization • Type D – Other

Lifestyle Costs

Use the lifestyle rules and costs on page 157-158 of the Player's Handbook to calculate lifestyle. Multiply the price per day by the number of Adventuring Days for the adventure to determine final lifestyle cost for each adventure, rounding up.

It is possible that certain situations provide bonuses and penalties for an individual PC or the entire group. For instance, if trying to infiltrate a secret rogue organization, or attempting to gather rumors in certain areas of town, it may not be beneficial to have a luxury lifestyle. Conversely, a character may not be allowed into certain places if they are living a Wretched or Squalid lifestyle.

Treasure & Rewards

In every adventure, PCs will find treasure locked in chests, loot their foes, or receive rewards from grateful individuals or groups. Treasure comes as various items. They may find magic items, such as weapons, armor, shields and the like. They could also be masterwork items, silvered items, scrolls, potions, or other unique items, magical and mundane, unique to the adventure.

A

VERAGE

P

LAYER

L

EVEL

(APL)

AND

R

EWARDS

APL is determined by the average level of the party at the beginning of the adventure. At start, players choose to play “at APL” or “up”. If the PCs play “at level”, then they receive experience and gold based on their character level at the start of the adventure. If the PCs play “up”, then they receive experience and gold based on one above their character level at the start of the adventure. This represents the approximate proportional contribution to the table and the adventure.

I

TEMS

F

OUND

These items may be ordinary, mundane items, or they may be of masterwork craftsmanship. Items found may also be scrolls, potions or other consumable magic items. When you choose an item to fill the Item Found section after an adventure, you don't have to pay any gold for the item.

On each AR, you can choose one item that is listed in the Items Found section of the Adventure Record. This must be chosen at the end of the adventure and written in the Item Found line on the AR before you leave the table.

Scroll Levels

All scrolls found during an adventure are of the lowest level that the spell can be cast, unless otherwise stated on the Adventure

In the world of Greyhawk, magic items are rare. They are powerful, magnificent items found in an old tomb, a dragon’s hoard, or with a powerful person. Many magic items have been lost to the passage of time, while others have been forgotten. Others are resting, maybe in the skeletal hand of a dead adventurer, waiting to be found and used once again.

(11)

8 Record.

Masterwork Weapons

A masterwork weapon is a superbly constructed version of a normal weapon, which provides a +1 bonus on attack rolls only. A weapon must be crafted as a masterwork weapon. Creating a masterwork weapon costs 100 gold pieces plus the cost of a normal weapon of the same type. A weapon must be masterwork quality before it can become a magic weapon, and the +1 bonus to attack rolls does not stack with the magic bonus. Masterwork weapons are only available for purchase with Adventure Record documentation.

M

AGIC

I

TEMS

F

OUND

Each PC begins with one Magic Item slot and gains one additional Magic Item slot each time they gain a level—to a maximum 20 Magic Item slots total. If the Magic Items Found section is present on the AR and your PC has a magic item slot available, you may choose one magic item and write in the Magic Item Found line on the AR. Once you have used a Magic Item Found slot to acquire an item, you cannot reuse the slot even if you later sell, lose or otherwise dispose of the Magic Item.

When you choose an item to fill a Magic Item Found slot after an adventure, you don't have to pay any gold for the item. More than one player at a table may select the same item, even if it isn't realistic. However, each PC can only have one of any item in the game unless the item is part of a matched set.

If the PC must pay to upgrade the item, then the Magic Item does not take a Magic Item Found slot as the PC is using gold for the upgrade.

You may not sell magic items without campaign documentation.

E

QUIPPING

M

AGIC

I

TEMS

Each PC can equip a maximum of ten Magic Items and these slots must be decided before an adventure begins. PCs may only receive benefits of one head slot item, one neck slot item, one armor slot item, one set of arm slot items, one set of glove slot items, one set of feet slot items, two hand slot items and two ring slot items. Of those items, a PC may only equip three attuned Magic Items.

A PC must concentrate for one hour to attune a Magic Item to receive its benefit.

PCs can carry wondrous items such as a bag of holding that does not need to be equipped to gain the magical effect it offers. Items of this nature are described on the AR.

U

PGRADING AN

I

TEM TO

M

AGIC

I

TEM

S

LOT

PCs may receive an opportunity to upgrade an item they receive to a Magic Item Found. When an item is upgraded, it replaces any Magic Item Found for that adventure. An upgrade that replaces the Magic Item Found may only be chosen if the PC has an open Magic Item slot available.

Exceptions to this general rule are notated on the AR where details are notated specifically.

(12)

9

S

TORIES AND

A

DVENTURES

Each time you sit down at a Greyhawk Reborn adventure it will be a unique experience, one created by the particular combination of players around the table as well as the individual DM. Some adventures may be a classic dungeon crawl, while others may require you to solve a mystery. Some will be combat intensive, and others will focus upon character interactions with NPCs. Many more will be some combination of the above. You could be hired as guards for a caravan carrying something vitally important or you could be sent to investigate why an ore shipment is overdue from a silver mine. You could be sent to rescue a princess, a merchant, or another adventurer. Or you could be sent to deal with a group of bandits, eliminating the threat once and for all.

Most adventures are structured to play in three to four hours including introductions, conclusions and paperwork. Some adventures will be longer and become two-round or three-round adventures, but these will be rare.

Adventures will have a brief description (called a blurb) that tells you a little about the adventure, such as where it occurs. It will also include level range, as well as the type, category and setting of the adventure.

Adventure Tiers

In Greyhawk Reborn, your heroes begin their adventuring careers on the local level helping in towns and villages. As they continue to adventure, they will become more recognized and more powerful. The adventure tiers of Greyhawk Reborn reflect the concept.

• Local tier adventures are the lowest level in GHR and involve the PCs in events at the town and village level. These adventures are levels 1 through 4.

• Regional tier adventures bring the heroes into conflicts that involved provinces and baronies and possibly even kingdoms. These adventures are of levels 5 through 10. • Multi-regional tier adventures concern the PCs in the

events of kingdoms and empires. These adventures will be of levels 11-16.

• Global tier adventures will engage the heroes in struggles against threats to all of the Flanaess, the Oerth and planar menaces. These adventures will be of levels 17-20.

Adventures are written for their story with a specific range of levels in mind. Under most circumstances, the adventures will fall within these tiers; however, tier overlapping can occur when the adventure story makes sense for levels from both tiers. Examples may include introductory adventures for level 1 characters only and adventures for levels 1-10 or 8-13.

Adventure Types

Adventures are designated as either stand-alone adventures or story arc adventures. They type of adventure should be noted in the adventure blurb.

S

TAND

A

LONE

A

DVENTURES

A stand-alone adventure is a separate adventure all unto itself, to be played completely in one session. They story will have a beginning, middle and an end, and no other adventures will directly relate to the adventure.

S

TORY

A

RC

A

DVENTURES

Story arc adventures are a connected series of adventures that will be told over time through several adventures. It may be composed of as little as two adventures or a series of six or more depending on the plot length of the story arc.

I

NTERACTIVE

A

DVENTURES

An interactive adventure occurs at conventions. Interactives offer a unique experience to players as their characters are brought together with not just one table but many tables for a singular cause. IAs are only offered once, making them exclusive to the event at which they are offered.

Adventure Categories

Adventures are notated by category to help players prepare for the type of adventure that they are going to play. Each category provides insight on the encounters and skills best suited for the adventure. Adventures categories include tactical, social or universal and will be provided in the adventure blurb.

T

ACTICAL

A

DVENTURES

A tactical adventure will emphasize combat and tactical situations. The use of combat and brute force is likely necessary to be successful in this type of adventure. Example scenarios include a classic dungeon crawl or mass combat scenarios.

S

OCIAL

A

DVENTURES

A social adventure will emphasize role-playing. The focus of the adventure is character interaction and the use of social skills to be successful. Example scenarios include a classic murder investigation or negotiating diplomatic relations.

U

NIVERSAL

A

DVENTURES

A universal adventure emphasizes both tactical and social strategies. It may have alternate paths to success. In addition, the author may create a freeform, sandbox adventure and allow the heroes to find their way through it.

(13)

10

Adventure Settings

The setting of an adventure can set the tone of an entire adventure. Players can expect certain features based on the adventure being urban, dungeon, wilderness or planar. The type of setting will be notated in the adventure blurb.

U

RBAN

A

DVENTURES

An urban adventure occurs in a city or large town, and the majority, or all, of the adventure will take place in an urban setting.

D

UNGEON

A

DVENTURES

A dungeon adventure occurs in a smaller space, likely in a series of connected or interconnected rooms, such as a dungeon or a mine. It would likely be underground, though adventuring through a wizard’s tower or evil temple would also fall into this category.

W

ILDERNESS

A

DVENTURES

A wilderness adventure occurs in the great outdoors. Players could be trying to find ancient ruins or acting as caravan guards for a long trek. Or, they could be sent on a discovery or exploration mission to a sparsely populated area.

P

LANAR

A

DVENTURES

A planar adventure would take place on other planes of existence. It would likely involve strange beings and surviving adverse conditions. It could involve aspects of other adventures, but in a landscape foreign to the characters.

At the Table

Average Party Level (APL) ensures that a judge provides a challenging yet fair adventure for the players. To determine APL, add the total character levels of the PCs at the table and divide by the number of players. Round up above ½.

Once APL is determined, the players at the table may choose to play “at APL” or “up”. If the PCs play “at level”, then they receive experience and gold based on their character level at the start of the adventure. If the PCs play “up”, then they receive experience and gold based on one above their character level at the start of the adventure. While there are benefits to playing “up”, judges are encouraged to take their gloves off, so expect a challenging adventure.

In addition, all PCs at the tables must be within a range of 5 levels. For instance, a level 1 character and a level 5 character may play at the same table, but a level 6 character and a level 1 may not play at the same table.

T

ABLE

S

IZE

Table size for all normal Greyhawk Reborn adventures at a convention or game day event is 3-7 players and 1 DM. This gives an optimal game experience for the players and DM alike.

P

LAYING

A

GAIN

A character can only play an adventure once. Most adventures can be played again by the same player unless specifically noted.

If playing the adventure again, please don’t ruin the fun or surprises for anyone else that may be playing the adventure for the first time.

(14)

11

A

DVENTURE

P

LAY

&

C

AMPAIGN

R

ULES

The purpose of house rules is to tailor a specific subset of rules released by Wizards of the Coast to best meet the intended play experience for the Greyhawk Reborn Campaign.

While the administration recognizes there may be many additional rules that could benefit from tailoring for the Greyhawk Reborn Campaign, it is the position of the administration that the Campaign House Rules remain limited to a minimal number.

The campaign staff prefers to limit the number of published house rules to avoid establishing a cumbersome reference guide or to introduce additional campaign paperwork.

Adventuring Days (ADs)

Each character has a fixed amount of time to adventure and explore our world each year and that is represented in Adventuring Days (AD). A PC begins each calendar year with 364 ADs to use. This represents one AD for each day in the Greyhawk calendar.

The most common way to spend ADs is through adventuring. Each play session takes a different amount of time depending upon how many days the adventure takes, how often you take a long rest, how fast you travel and where you call home. Also, over-expended ADs from one year roll over to the next year. When a PC expends all ADs for the year, the PC cannot be played until the start of the next calendar year.

T

RAVEL BETWEEN

R

EGIONS

When determining the total ADs for an adventure, a player should compare the Adventure Record of the prior adventure to the current adventure. If the region for the prior adventure record matches the current record, there is no additional AD cost to the character. If the region for the prior adventure record does not match the current record, the character must pay an additional five (5) ADs to reflect the time traveling between regions.

C

HANGING

H

OME

R

EGIONS

If you wish to change your PC’s home region, you must expend thirty (30) ADs to reflect the time moving your residence. You may only be a resident of one region.

C

RAFTING

You may use Adventuring Days to craft non-magical items (PHB, p. 187), however multiple characters may not combine to create items.

P

RACTICING A

P

ROFESSION

You may use adventuring days to practice a profession. Please see the rules on page 187 in the Player’s Handbook.

B

UILDING A

S

TRUCTURE

A character may spend ADs between adventures to build a structure, provided that they have GHR campaign documentation for an appropriate plot of land for the structure. Please see the rules on page 128 of the Dungeon Master's Guide. The below structures are the only ones available to construct at this time. For any structure 5,000 gp and over, you will also need the express permission to build of the local powers in charge.

Building Structure Cost in gold pieces and ADs

Cottage 500 gp & 15 ADs

Residence, simple house 1,000 gp & 30 ADs Residence, grand house 5,000 gp & 60 ADs Noble estate w/ manor 25,000 gp & 150 ADs Business, basic w/ residence 1,000 gp & 30 ADs

Guildhall, town of city 5,000 gp & 60 ADs Religious, shrine 1,000 gp & 30 ADs Religious, church 5,000 gp & 60 ADs Religious, cathedral 25,000 gp & 150 ADs

Trading post 5,000 gp & 60 ADs Outpost or fort 15,000 gp & 100 ADs Tower, fortified 15,000 gp & 100 ADs School of magic or training 5,000 gp & 60 ADs College of magic or training 25,000 gp & 60 ADs

P

ERFORMING

S

ACRED

R

ITES

A divine character may spend ADs performing sacred rites. Please see page 129 of the Dungeon Master's Guide.

R

ECUPERATING

You may spend ADs after an adventure attempting to shake off the effects of a debilitating injury, disease, or poison, per the rules in the Player's Handbook, page 187. If you do not succeed, or do not spend the adventuring days to attempt to remove the condition, you begin the next adventure affected by it.

R

UNNING A

B

USINESS

If you have built a business or have other campaign documentation stating that you own a business, you may spend ADs to run your business. Please see page 129 of the Dungeon Master’s Guide.

T

RAINING

You may use ADs between adventures learning a new language or training with a set of tools, as per the rules in the Player's Handbook, page 187. In addition, you must have GHR campaign documentation providing an instructor willing to teach you, or belong to a Campaign Group providing access to an instructor.

(15)

12

Combat

B

LOODIED

You have a bloodied value equal to half your hit point maximum. When your hit points are equal to or less than your bloodied value, you are bloodied. We find this a good house rule to represent damage levels in the game without using hit point numbers.

Spellcasting Services

Any community the size of a thorp will have spellcasting services available. PCs must be able to travel to the location services available are generally healing and recovery spells and informational spells. Other spell services may be available if specified in the adventure or per the DM's discretion. The DM may also limit the number of spells available.

A

VAILABLE

S

PELLCASTING

S

ERVICES

The level of spells available is primarily determined by the size of the town as per the chart below.

Location Population Spells Available

Thorp 1-80 Level 1 spells

Hamlet 81-400 Up to Level 3 spells

Village 401-900 Up to Level 5 spells

Town 900-6,500 Up to Level 7 spells

City 6,500 + Up to Level 9 spells

Spells may available based on location and the cost may vary. Sample costs as provided in the chart below. The below is only a guideline:

Spell Name Cost

Cure Wounds (1st Level) 10 gp

Divination 210 gp

Greater Restoration 450 gp

Identify 20 gp

Lesser Restoration 40 gp

Prayer of Healing (2nd Level) 40 gp

Raise Dead 1,250 gp

Remove Curse 90 gp

Speak with Dead 90 gp

F

UNDING

S

PELLCASTING

S

ERVICES

Any number of PCs may contribute to purchase a spellcasting service. At least one PC in the party must survive the adventure in order to have a Raise Dead or other similar spell option available. PCs participating in the adventure may contribute time in service to pay off the gold piece cost required for the Raise Dead or similar spell casting. Each AD spent working yields 2 gp. Characters may expend Favors to reduce the cost of a Raise Dead spell in bringing a dead comrade back to life.

The spell casting may be reduced by the following amounts: • Type A – contributes 1,250 gp

• Type B – contributes 937 gp • Type C – contributes 625 gp • Type D – contributes 312 gp

Should PCs contribute enough favors to exceed the cost of the above spellcasting, the characters do not receive “change” or any gp in excess of the cost of the spell casting.

A character with the acolyte background may request one spell each day for free from the spellcasting services listed above. It must be requested from a temple of their faith, and any material cost must be paid for by the character or their party.

Commerce and Trade

P

URCHASING

I

TEMS

Any community the size of a thorp will have items available for purchase. As the population increases, so do the value of the items available. The items available are primarily determined by the size of the town, as per the chart below. Other items may be available if specified in the adventure or per the DM's discretion.

Location Population GP Value of Items

Thorp 1-80 75 gp or less

Hamlet 81-400 Up to 150 gp

Village 401-900 Up to 400 gp

Town 900-6,500 Up to 1,000 gp

City 6,500 + Up to 9,999 gp

Poisoner's kits, poisons, camels, elephants, and ships other than a rowboat may only be purchased with campaign documentation.

T

RADING AND

L

ENDING

I

TEMS AND

G

OLD

Items may not be traded to another PC. During the adventure, you may loan items and coin to other PCs for the duration of the adventure. The loaned items and anything purchased with borrowed GP revert to your PC at the end of the game. If a loaned item is destroyed, its loss is reflected on your AR and wealth. You may not loan money to a friend to buy an item you cannot normally buy for yourself.

S

ELLING

I

TEMS

Players may sell mundane items from the tables in Chapter 5: Equipment section for ½ the full cost of the item. Magic items may not be sold at this time.

Miscellaneous Campaign Rules

A

FFLICTION WITH

M

ISFORTUNE

PCs afflicted with lycanthropy, vampirism or similar misfortune are not playable in the Greyhawk Reborn campaign unless specifically notated in the Greyhawk by Night campaign notes. These conditions allow PCs powers and abilities not suitable for GHR, as well as likely changing their alignment to a non-playable one. Before the PC may be played again, they must remedy the situation in one of the following ways.

(16)

13 Lycanthropy: A remove curse spell will cure the afflicted

character. This spell is available as a spellcasting service for 90 gp or it may be cast by another PC at the table.

Vampirism: This PC may be cured by a wish spell cast by a fellow PC or an NPC as determined by the DM, or they may be killed and returned to life by a raise dead spell at the normal cost.

The GHR campaign staff is willing to discuss other options for solving these issues with you.

U

SING A

D

EAD

C

HARACTER

S

E

QUIPMENT

Equipment left behind by a dead PC may only be used by other PCs until the end of the adventure. If the dead PC is not raised or resurrected, all of their items are considered buried/destroyed with the body. The only exception allowed, at the DM's discretion, is if the dead PC was carrying an item vital to the plot of the adventure story arc.

R

EINCARNATE

Any rolls that result in a dragonborn, dark elf or tiefling must be rerolled. If a human is indicated, use the following chart to determine ethnicity:

Percentile Dice Human Ethnicity

01-60 Standard Human 61-70 Human, Baklunish 71-80 Human, Flan 81-90 Human, Oeridian 91-100 Human, Suel

Online Play

Greyhawk Reborn is intended to bring gamers together, and as such, our primary focus is face-to-face at game days and conventions. Since it is also intended to foster gaming, we also allow for online play. Obviously, online play must follow all Greyhawk Reborn guidelines, including the adventure being run by its author. Adventure Records must be distributed properly and in a timely manner.

(17)

14

S

PELL

L

IMITATIONS

For player ease of access, specific character abilities listed across sourcebooks are located here. To ensure game balance, specific elements of the following spells may be modified.

Conjuring Spells

This list encompasses the current acceptable beings that can be summoned using any of the Conjure spells. We have notated creature rating and the summoned creature for ease of access.

Beast Creature Rating and Approved Summons

CR 0

baboon, badger, bat, cat, crab, deer, eagle, frog, giant fire beetle, goat, hawk (falcon), hyena, jackal, lizard, octopus, owl, quipper, rat, raven, scorpion, seahorse, spider, vulture

CR 1/8

blood hawk, camel, flying snake, giant crab, giant rat, giant weasel, pony, mastiff, mule, poisonous snake

CR 1/4

boar, constrictor snake, draft horse, elk, giant badger, giant bat, giant centipede, giant frog, giant lizard, giant owl, giant poisonous snake, giant wolf spider, panther, riding horse, wolf

CR 1/2 ape, black bear, crocodile, giant goat, giant seahorse, giant wasp, reef shark, warhorse CR 1

brown bear, dire wolf, giant eagle, giant hyena, giant octopus, giant spider, giant toad, giant vulture, lion, tiger

CR 2

giant boar, giant constrictor snake, giant elk, hunter shark, polar bear, rhinoceros, saber-toothed tiger

CR 3 giant scorpion, killer whale CR 4 elephant

CR 5 giant crocodile, giant shark

CR 6 mammoth

CR 7 giant ape

Celestial Creature Rating and Approved Summons CR 2 pegasus

Elemental Creature Rating and Approved Summons CR 2 gargoyle

CR 5 air elemental, earth elemental, fire elemental, water elemental

Woodland/Fey Creature Rating and Approved Summons CR 1/4 sprite

Woodland Being Creature Rating and Approved Summons CR 2 gargoyle

CR 5 air elemental, earth elemental, fire elemental, water elemental

Planar Ally

At this time, only an imp and a quazit may be summoned using the planar ally spell.

(18)

15

C

AMPAIGN

G

ROUPS

Campaign groups are organizations primarily focused on pursuing goals and activities that further their own agenda. Each campaign group has their own motives, goals, agendas and philosophies. Some campaign groups will be larger and others small. Some will be very public while others prefer to operate in the background. Sometimes groups with similar goals may work together, while at other times groups may oppose one another. Campaign groups will be introduced through play, and your character will be given the opportunities to join campaign groups based upon their interactions with NPCs and actions at the table. More information regarding campaign groups will be forthcoming in the months ahead.

Adventuring Companies

D

ESCRIPTION

A group of characters may organize and establish their own Adventuring Company. An Adventuring Company is a formal organization, which is recognized through play and may grant the characters in game benefits (and potentially hindrances) depending upon character choices.

Each Adventuring Company should have the following: • Purpose • Theme • Eligibility Requirements • Base of Operations • Sponsor

S

PONSORSHIP

Each Adventuring Company must have a sponsor in order to receive formal recognition.

A sponsor may take the form of an NPC of some influence or an organization. Each NPC will typically only elect to sponsor one Adventuring Company.

An organization may elect to sponsor more than one Adventuring Company.

An Adventuring Company should select a sponsor whose beliefs the characters align with. An Adventuring Company that performs actions, which conflict with the beliefs of the sponsor, may lose any in-game benefits.

P

ETITION FOR

S

PONSORSHIP

To request sponsorship, a group of adventurers must draft a Petition for Sponsorship. A petition for sponsorship should be an In-Character document of no more than one page in length that is submitted to the Regional Administration.

Each Petition for Sponsorship must include five (5) characters of at least 3rd level interested in creating the Adventuring Company. Petitions for Sponsorship will be reviewed by each sponsor and the Adventuring Company that best fits the interests of the sponsor will be selected.

B

ENEFITS

Each character in an Adventuring Company gains the following benefits:

• Favor of the Sponsor (reusable, once per adventure) • Possible benefits per interactive

• Possible item access through play • Other secret benefits

C

ONSTRAINTS

A player may only have one character in an Adventuring Company at any given time.

A character may resign from an Adventuring Company without penalty. The player must notify the Adventuring Company point-of-contact.

Each Adventuring Company must maintain a current roster of participants.

Each Adventuring Company must maintain five (5) members in order to maintain its sponsorship.

(19)

16

A

PPENDIX

A:

A

DDITIONAL

C

HARACTER

C

REATION

O

PTIONS

Below are additional custom character creation options from additional sourcebooks and campaign specific options.

Optional Colleges: Bard

In addition to the bard colleges available in the Player’s Handbook, you may also choose the College of Enlightenment as listed below.

C

OLLEGE OF

E

NLIGHTENMENT

The College of Enlightenment is often closely associated with a church that seeks to bring music and knowledge to the populace. Combining the powers of the divine and the powers of inspiration yields a potent force capable of healing wounds and staving off death. The most popular College is located in the Theocracy of Ravonnar, though smaller colleges exist throughout the Flanaess. Bonus Proficiencies

When you join the College of Enlightenment at 3rd level, you gain proficiency in one of the following skills: Religion, Insight, History, or Tool Proficiency (Harp). Your proficiency bonus is doubled for any check using this skill. You also gain proficiency with medium armor and shields.

Words of Enlightenment

Starting at 3rd level, you learn how to improve your healing spells with the power of music. When you cast a spell that restores hit points, you may expend a number of bardic inspiration dice to restore an additional number of hit points equal to the total of the number rolled on the inspiration dice. You may spend up to one inspiration die per level of the spell cast.

Additional Magical Secrets

Starting at 6th level, you learn two additional spells from the bard, cleric or paladin spell list. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but do not count against the number of bards spells you know.

Light of Inspiration

Starting at 14th level, when you are reduced to below 0 hit points, you may expend all your remaining bardic inspirations to immediately heal up to half of your maximum hit points. Allies within 30 feet are also healed 1d10 hit points for each bardic inspiration die expended, and enemies within 30 feet take 1d10 radiant damage for each bardic inspiration die so expended. You regain use of this ability when you finish a Long Rest.

Optional Domains: Cleric

In addition to the domains available in the Player’s Handbook, you may also choose the Arcana domain from the SCAG or Protection or Travel as listed below.

P

ROTECTION

D

OMAIN

The gods of protection are gods of defensive strength, an unyielding force that guards against the forces of evil. Sometimes the god of protection is a martial deity, usually male, who stands as the ideal for sentinels and paladins. Other times they are a god of community, often female, who embodies the community’s cohesiveness and responsibility to protect and care for each other. The Protector entrusts you with the strength and endurance to protect the innocent so that you can become a beacon of hope in a darkened world. You protect the weak from the wicked, and nothing stirs your righteous fury so much as witnessing harm brought to those your god calls you to protect. The most devoted and enlightened followers of the Protector are bulwarks of defense in a violent world. Many seek to take the fight to the enemy, delving into dungeons to root out threats before they can spread. On the edge of civilization, the Protector’s clerics organize defenses, train local militias, and bring justice to a lawless land.

Protection Domain Spells

Cleric Level Spells

1st protection from evil and good, sanctuary

3rd aid, warding bond

5th dispel magic, protection from energy 7th death ward, freedom of movement 9th dispel good and evil, raise dead Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Holy Guarding

From 1st level, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Channel Divinity: Divine Shelter

Starting at 2nd level, you can use your Channel Divinity to defend one of your allies. When a creature within 25 feet of you takes damage, you may use your reaction to reduce the damage the creature takes by 2d8. If you are at least 11th level, reduce the damage by 4d8 instead.

Channel Divinity: Blessing of the Protector

Starting at 6th level, you can use your Channel Divinity to create a 30 foot burst of divine energy centered on you that removes the following conditions on all creatures within the burst: blinded, charmed, deafened, frightened, paralyzed, poisoned and stunned. Sacred Defense

Starting at 8th level, you and all allies within 30 feet of you gain a +1 bonus to saving throws. When you reach level 14, this bonus becomes +2.

References

Related documents

Six unique VDE-tested slimBits in the Wiha LiftUp electric bit holder makes work safe and convenient.. The cable

Therefore, recent advances in epigenetic assays, mainly focusing on various scalable assays that not only target DNA methylation and histone modi fications but also pheno- type,

The article examines the figure of the Turkish scholar Fuat Sezgin’s Science and Technology in Islam and argues that Sezgin did not challenge Orientalism, in fact he worked

The State Dental Board may refuse, revoke, or suspend the license of any dentist, dental hygienist, or dental assistant for various reasons, including “having been found guilty

My health care notebook helps you stay informed about your care and prepares you for going

PLAY Clip 1, PAUSE after “I believe.” FOLLOW UP by asking students for a working definition of “credit.” (The idea that you can lend money to someone and rely on them to pay

Table -6: Distribution of Respondents Depression and Psychosocial Status of the Differently Abled Persons The above table infers about the distribution of the respondents

These other sources of income include benefits under Canada and Quebec Pension Plans; Railroad Retirement Act benefits; state, local or federal government disability or