1. Pick your race.
2. Pick your class.
3. Pick your affinity.
4. Pick your alignment.
5. Adjust skills and abilities.
Elf: The general race that populates Aesca.
Half-elf: Not open at this time. You descend from a mix of human and elf.
Human: Not open at this time.
Orc: Not open at this time.
Barbarian: A fierce warrior of primitive background who can enter a battle rage.
Bard: An inspiring magician whose power echoes the music of creation.
Cleric: A priestly champion who wields divine magic in service of a higher power.
Druid: A priest of nature, wielding the powers of nature — moonlight and plant growth, fire and lightning — and adopting animal forms.
Fighter: A master of martial combat, skilled with a variety of weapons and armor
Monk: A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection.
Paladin: A holy warrior bound to a sacred oath.
Ranger: A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization.
Rogue: A scoundrel who uses stealth and trickery to overcome obstacles and enemies.
Sorcerer: A spellcaster who draws on inherent magic from a gift or bloodline.
Warlock: A wielder of magic that is derived from a bargain with an extraplanar entity.
Wizard: A scholarly magic-user capable of manipulating the structures of reality.
Affinity is an inherent trait that exists within the elves of Aesca. It is passed down on the maternal side always, meaning if a mother has vision, then her child will also have that trait. All elves must select an affinity, even if they are not a member of one of the four elven magical schools.
Those with Vision claim somewhere in their lineage a phoenix ancestor. They're able to perceive and open portals connecting Aesca to Earth, however they themselves are unable to use those portals to Earth. Every Chapter completed, you have the opportunity to make a roll to see if you increase/decrease your level. All start with level 1.
The special ability portal/find, portal/open and portal/close commands will be available to those with Vision. You can lose Vision by leaving Aesca.
Those with Power claim somewhere in their lineage a draconic ancestor. They're able to use portals connecting Aesca to Earth, however they cannot open or maintain those portals themselves. Every Chapter completed, you have the opportunity to make a roll to see if you increase/decrease your level. All start with level 1.
The special ability portal/use, portal/send and portal/receive commands will be available to those with Power. You can lose Power by leaving Aesca.
Select one from below. It cannot change.
Trait 1: Awakened Mind. Once per chapter, you can elect on a fail to roll again immediately, and combine the two rolls for your new total.
Trait 2: Adamant Soul. If you fall to 0 health, your soul sparks, igniting the area around you with a flash of hot light that damages all persons within five feet for 5 damage, bringing you instantly to 1 health. For every target hit, you gain 5 health. This can be done once per chapter.
Select one from below. It cannot change.
Trait 1: Ancient Luck. You can elect before your action to roll with advantage if the current time is in your aspect's season. Take the higher of two rolls. You can do this twice per chapter.
Trait 2: Unyielding Spirit. You can half damage from a single attack, and if it is based on your lineage, you can fully mitigate that damage and half of that damage is reflected back to the source. This can be done once per chapter.
Roll a d6.
Roll a d6.
SPRING: Blue, Green
SUMMER: Gold, Black
AUTUMN: Red, Copper
WINTER: Brass, Silver
BLACK
BLUE:
BRASS:
COPPER:
GREEN:
GOLD:
RED:
SILVER:
Lawful Good: you can be counted on to do the right thing as expected by society.
Neutral Good: you do the best you can to help others according to their needs.
Chaotic Good: you act as your conscience directs, with little regard for what others expect.
Lawful Neutral: you act in accordance with law, tradition, or personal codes.
Neutral: you steer clear of moral questions and don’t take sides, doing what seems best at the time.
Chaotic Neutral: you follow your whims, holding your personal freedom above all else.
Lawful Evil: you methodically take what you want, within the limits of a code of tradition, loyalty, or order.
Neutral Evil: you do whatever you can get away with, without compassion or qualms.
Chaotic Evil: you act with arbitrary violence, spurred by your greed, hatred, or blood lust.
Strength: Natural athleticism, bodily power.
Dexterity: Physical agility, reflexes, balance, poise.
Constitution: Health, stamina, vital force.
Intelligence: Mental acuity, information recall, analytical skill.
Wisdom: Awareness, intuition, insight.
Charisma: Confidence, eloquence, leadership.
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
Athletics: Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.
Small Weapons: Knives, daggers, handaxe.
Medium Weapons: Mace, Morning Star, Longsword, Flail
Large Weapons: Greatsword, Halberd, Lance, Warhammer
Dexterity measures agility, reflexes, and balance.
Acrobatics: Covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck.
Sleight of Hand: Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, stealing, etc.
Stealth: When you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Arcana: Measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
History: Measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Investigation: When you look around for clues and make deductions based on those clues.
Nature: Measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Religion: Measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Smithing: Requires you to declare what you're specializing. Blacksmithing, weaponsmithing, armorsmithing for example.
Tailoring: Allows you to make objects such as clothing out of woven materials.
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
Animal Handling: Measures your ability to control domesticated animals or intuit an animal’s intentions.
Art: Determines your ability to create artwork such as a painting, sculpture, composing music (but not performing).
Insight: Determine the true intentions of a creature.
Medicine: Lets you try to stabilize a dying companion or diagnose an illness.
Perception: Lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.
Survival: Follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
Deception: Whether you can convincingly hide the truth, either verbally or through your actions.
Intimidation: When you attempt to influence someone through overt threats, hostile actions, and physical violence.
Performance: How well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion: When you attempt to influence someone or a group of people with tact, social graces, or good nature.