Creating a Character
- Character start at 3rd level.
- Any races, classes, spells, and equipment from official 5th Edition sources are available. If you don’t have access to the PHB, the 5e SRD is a good resource.
- Use the standard 27 point buy for stats. This is a good point buy calculator.
- All characters begin with a bonus feat at 1st level. You will gain an additional bonus feat at 5th, 11th, and 17th level. Use the feats from this list, which have been revised and expanded for this campaign.
- You may select a background or customize one according to the rules in the PHB on p. 125.
- Feel free to choose a Personality Trait, Ideal, Bond, or Flaw from any of the lists, or make up your own.
- Take starting equipment according to your class and background. You may trade, buy, or sell starting equipment according to the prices in the PHB.
- Choose one uncommon item and two common items to start with.
- Roll 1d100 and select a trinket from the table in the PHB on p. 160.
- Alignment will not be used, but feel free to claim an affiliation with one or more of the factions.
- More information about the various races and how they fit into the setting is available here.
- Languages should be chosen from the list here. All players have Low Lankhmarese as their common tongue and may substitute the standard D&D languages from appropriate languages from the list.
The following variant human subraces are also available. These variant traits replace the human’s Ability Score Increase trait.
While the people of the northern boreal forests are far different from the savage inhabitants of the southern jungles of Klesh, both cultures have adapted to living their lives entirely among the trees. Occasionally some of these folk find their way to Lankhmar, where they find their skills are just as useful among the alleys and rooftops.
- Ability Score Increase: Your Dexterity and Wisdom scores each increase by 1.
- Forest Folk: You gain proficiency in the Survival skill.
- Fleet of Foot: Your base walking speed is 40 feet.
- Sure-Footed: When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
- Spring Attack: When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.
Learned savants can be found within the hermetic ivory towers of Eevemarensee, Lankhmar, and Quarmall. These cloistered scholars dwell in a world of books far removed from the daily toil of the average person.
- Ability Score Increase: Your Intelligence and Charisma scores each increase by 1.
- Breadth of Knowledge: You gain proficiency in any combination of four skills or tools of your choice.
- Linguist: You gain proficiency in two languages of your choice.
The Ghouls of Nehwon are a strange race of people who haunt the eastern lands near the Sea of Monsters and along the edges of the Parched Mountains. Their skin, muscles, and organs are completely transparent, so that all you can see of a ghoul is his skeleton and hair. This natural condition serves as an excellent form of camouflage. Since they find advantage in their near invisible state, ghouls refrain from wear clothing and armor. Such dress completely counters the advantage nature gave them. The only adornments they wear are cloaks and belts to hang their weapons and possessions.
- Ability Score Increase: Your Dexterity and Constitution scores each increase by 1.
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Frightful Aspect: You gain proficiency in the Intimidation skill.
- Transparent Flesh: Because of their translucent bodies, ghouls have +1 to AC if wearing no armor or any clothing other than a cloak. You can attempt to hide whenever you are in an area of dim light or darkness if wearing no armor or any clothing other than a cloak.
The northerners of the Cold Waste and the Mingols of the Eastern Steppes come from cultures steeped in battle, where constant warfare has become a crucible for mighty warriors.
- Ability Score Increase: Your Strength and Constitution scores each increase by 1.
- Combat Training. You have proficiency with two martial weapons of your choice.
- Daunting: You gain proficiency in the Intimidation skill.
- Fearless: You have advantage on saving throws against being frightened.
- Tough: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.