You will begin the adventure as a level 1 (2024 rules) adventurer. Races and classes from the PHB are all allowed - but the jungle is HOT and WET! This is fine if you're with a woman, but it's terribly uncomfortable in the Jungle. Heavy gear is sweaty! Think about the Jungle before you gear up. The Tomb of Annihilation runs from levels 1-12. Levels 1-7 (or so) take place in a major city, as a hex crawl through untamed jungles and in an ancient ruin. The Upper levels are mostly exploring ancient tombs.
As part of your backstory, please include a reason why you might be in the land of Chult, or why your character might be interested in the story presented below. Please bring your Character to Sessiion #1 - We'll dive right in!
Syndra Silvane, an Extra-Planar researcher of some repute has a theory - Some souls are disappearing! She doesn't know how, or why, but for the last decade, some souls; which should pass from our world and on to thier final planar resting place have "slipped between the cracks". And it seems to be getting worse.
Priests are at a loss. Some dead, always recent, are simply inaccessible after they pass. Some souls can't be raised! Some can't even be spoken to! Syndra wants to know why, and she's tracked the source here- to the Jungles of Chult.
You will be trecking through impassable jungle filled with Dinosaurs, Undead and ancient trapped tombs. You begin in Port Nyanzaru; a bustling port city with sailors and merchants from every corner of the globe. Maybe you're local, maybe you've arrived by ship or perhaps Syndra brought you from afar, you have been hired to investigate this magical Ailment, and have some evidence by the time Syndra returns (in 60 days) .It's hot, wet and dangerous in the jungle - plan your character accordingly
Anthropologist:
Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs Choose a race whose culture you've adopted ( Dwarf, Goblin, Arakocra, Grung, Giant or Tabaxi)
Ability Scores: Charisma, Intelligence, Wisdom
Feat: Adept Linguist
Skill Proficiencies: Persuasion and Insight
Tool Proficiency: Caligrapher's Supplies
Equipment: Caligrapher's Supplies + 40 gp
Archeologist
Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. (What is it?)
Ability Scores: Intelligence, Wisdom, Constitution
Feat: Historical Knowledge
Skill Proficiencies: Survival and Investigation
Tool Proficiency: Cartographer's tools
Equipment: Cartographer's Tools + 35 gp
Adept Linguist: You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level.
Historical Knowledge: When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old
Short Rest
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level.
Rest
A rest is a period of downtime, at least 8 hours long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level.
At the end of a rest, all class and sub class abilities are recharged, but Spell Casting
A character can’t benefit from more than oner est in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Spells are NOT regained after a Rest, but all Class and Sub Class Abilities are regained.
Long Rest
To complete a Long Rest, the character must be in a SAFE, SECURE and COMFORTABLE location (ie: A Bastion, Inn or better)
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.