✨ Start at level 1
✨ 27 point buy method for stats - Calculator here.
✨ Settler Focused Campaign - You are proud citizens of New Valoria trying to settle and explore the wild world.
✨ Must share values that line up with the protection and continuation of New Valorian culture & expansionism
✨ There is no “alignment” being tracked, but you are heroes and should conduct yourself as such
✨ Backgrounds. The standard PHB backgrounds are allowed, as well as the ToA, GoS, and MooT backgrounds. Eberron, Ravnica, and Realms Specific Backgrounds are not allowed.
✨ Limited Feats - See Feats Section below
✨ Invent 6 rumors about your character; 3 true and 3 false
✨ Get with DM to roll for your character’s birthdate
Races do not provide stat bonuses or penalties. Instead add +2 to one stat, +1 to a second stat, and -1 to a third stat after performing point buy. Valorians can instead choose to add +1 to all six stats.
✨ There are no variant humans.
✨ For a list of playable races check out the Races|Species page.
Settlers in a relatively (within the past 20 years) newly discovered and very deadly unknown continent
Native races allied with those settlers
The following backgrounds are currently available, in some cases you will need to change flavor and details to match the setting.
You can comprehend a maximum number of languages equal to 1 plus your Intelligence modifier (to a minimum of 1 language). If you have more languages than this— through class or racial features—choose which ones you wish to speak/read/write and discard the rest.
All characters know how to speak Valorian, but they can't read or write Valorian without mastering it.
Some features allow your character to communicate with others using secret codes and cyphers—such as Thieves' Cant. These are not classed as languages and so don't count towards your language limit.
Aeldfaer
Beastspeech: primates, apes, & monkeys
Croakin
Draconic
Dunduran
Aquan - Crab
Giant - Hill
Giant - Frost
Spriggan
Squeakinese (mousekin)
Sylvan
Undercommon
Valorian (serves as Common)
You gain skills and proficiencies from your Background, Your Race (usually), and from your Class. These skills are detailed in the PHB.
Players may not take any of the following feats.
Crossbow Expert
Great Weapon Master
Lucky
Polearm Master
Resilient
Sentinel
Sharpshooter
Spell Sniper
Fate points allow your character to defy fate and cheat death, acting as a second life should you be caught unawares by a suddenly fatal action.
A new character starts with one fate point—a boon for reaching the heights of 1st-level. It's hard to get new fate points, so keep it safe and use it wisely.
Even in the face of certain death, some lucky adventurers manage to find a way to cheat fate and live to fight another day. Today is a good day to survive.
This chapter introduces fate points for players and how to use them in your game.
Fate allows your character to survive what would otherwise be certain death. If you would suffer a killing blow or fail your last death saving throw, you may spend a fate point to cheat death in some fashion.
Perhaps you were knocked unconscious, or the scorpion's poison wasn't strong enough to finish you off, or it was just a flesh wound? Discuss with your GM exactly how it is you managed to survive your ordeal.
GM:You lie unconscious and dying, Viridian, but the orc is without mercy—she stabs down with her spear. Lose a death saving throw.
Viridian:Oh no, that was my last one...
Chansi:You're dead? For real?
Viridian:Yea—or I would be if I didn't have one last fate point to use. Perhaps the spear missed me...?
GM:Fate is in your favor. The spear wouldn't miss given its proximity, but let's say it missed your vital organs. Everyone thinks you're dead, and you remain unconscious but alive for the rest of the scene.
Viridian:Unconscious and alive sounds good to me.
Fate points help to give your players a little more durability. New characters begin with one fate point, and may hold no more than three at one time.
When you spend a fate point, you (usually) cannot act for the rest of the scene—everyone, friend and foe alike, thinks you're dead or otherwise not worth any attention. But you are immune to any further damage during the rest of the scene, regardless of whatever else happens around your unconscious body.
At the end of the scene—or whenever appropriate—you regain consciousness with 1 hit point. You also recover any failed death saving throws.
Fate points are extremely rare. New characters start with one fate point—their reward for becoming an adventurer in the first place.
But beyond this, additional points can only be gained by facing—and defeating—the most dangerous monsters in your world. Dragons, liches, beholders—these fated monsters are significant threats to the party.
Fate smiles on those who brave the darkest of these optional dangers and survive.
GM:You hear that the black dragon Kaladax has laid waste to Merrowford and taken residence in the wreckage of the town.
Clanda:Is he a fated dragon?
GM:Kaladax is a major power, and certainly fated.
Viridian:Could be worth investigating—I don't like being fate-less now, myself...
A fated monster rewards only 1 fate point in total when defeated—the players must decide who among them is lucky enough to take it.