Allowed player races.
The following races are available to play.
Note that the more exotic the race, the more difficult to roleplay and their place in society is. The more difficult races are followed by one or more asterisks, indicating their difficulty.
For info on each race please refer to DnDBeyond.
Half Drow ***
Half Orc **
Tiefling Feral **
For ability scores you have two options. You either pick a race and class then tell me (DM). I will then roll 2 sets of scores and adjust where needed to for your character build. You then pick one or those sets. Optuon 2 has you rolling up scores for your character on gamenight at the table using 4d6 drop lowest per roll and dividing them as you wish.
When creating a character’s background story. Answer the following questions..
-Where was your character born and under whst cercumstances. Was he or she a twin?
-who are his or her parents/family and where are they now? Are they still alive?.
-what was your character doing before her or his adventurering life. And why did he or she stop?
-what did your character leave behind. Work, loved once, children, something you’re on thecrun from?
-what does your character want? Why the high risk life of an adventurer. What are you trying to acomplish? What are your goals?
Knowledge skills are skillsets existing in the original skill list, new ones from the below list or freshly Made up that indicate a type of knowledge or craft that your character has learned.
Existing knowledge skills.
Arcana. (Req: spellcaster)
New knowledge skills
Gain knowledge about the history of Faerun, Chult, Kara-Tur, Maztica or Al-Qadim.
The study of civilizations through the recovery and analysis of materials, structures and artifacts.
Choose an area of The Realms, or a specific racial culture. For instance, The Sword Coast or Dwarves.
Know you’re way around dungeons, cavern systems and Labyrinths. You know the tricks, traps and systems. You might even know what creatures might be lurking in the dark.
Manners maketh man. You know how to behave in all manner of social situations. At the court, before the barbarian king, or captives of the goblin warlord.
The knowledge about cultures, societies, cities, towns and the lay of the land.
This teaches you all you need to know about weapons, marks, sigils and more of nobles, royalty, counts and knights. But also about Orc clans, Goblin hordes and Drow houses. You know their symbols and can recognize them by it.
Learn an extra language of your choosing. Maybe something exotic?
Want to learn to built clockworks and machines? This is your skill. You can build them, take them apart, invent them and know their weaknesses.
Smithing is a wellhonoured practice and very useful. You might want to specialize in one of the branches though. Black, weapon, armor, gold, you name it.
Planar Knowledge. (Req: Arcana or Religion)
You have a more specialized knowledge of the planes. You don’t just know what each plane is. You know what important sights and persona it holds. You might even know the lay of the land in some cases.
Mining, masonry, sculpting, you’re practically half Dwarf. Don’t tell that to a Dwarf though. You know your craft.
You can cut a pole from a branch… Not enough? Okay, you can do furniture, doors, a bow, crossbow, pistols and all manner of tools too…. the wooden parts though. Now if you have this and Metalworking both?.. And that combined with Tinkering. You’d be truly awesome.
**Tinkering (Rock)Gnomes are more adept at tinkering then anyone else. Because of this they are proficient at the tinker skill and have advantage on tinkering rolls.
Specialization can only be done in nonactive (passive) skills. Not to be confused with a passive skill check this means they have no physical activity other then perhaps use your mouth. Specialization can be done in most passive skills. You could as an example have the skill Arcana. By spending two points from your bonus skill points you can take a specialization in the skill. With Arcana you could specialize in Elemental magic. Now you not only have your proficiency bonus on the skill. You also roll with advantage.
Bonus knowledge skillpoints.
Half elf 1
Half Drow 1
Half Orc 1
Tiefling Feral 1
Old specimen of race +1
Child specimen of race -1
Int or wisdom score with a minus modifier -1
Int or wisdom score with a +4 modifier, +1
Multiclassing +1 from the new class if it grants any and the number skillpoints from that class is higher then the one you have.