The gift of language was gifted to the world by Nodia, the Mother when she and Isall created the world. While every race was gifted their own language she also gave them a shared language. This 'common' language, despite many attempts, it has no written script and is spoken only. All the races you can create speak common as well as their racial language. Your Intelligence score determines how many languages you know. If your intelligence score increases as you level up you may learn one additional language, if your score decreases for any reason you do not lose any languages known but if your score drops to 8 or lower you become illiterate until the score is increased to at least 10.
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.
Dwarvish
Elvish
Gnomish
Halfling
Human
Azasian
Haten
Garridoran
Lewen
Rivarian
Sitian
Trusean
Zenian
Centaur
Draconic
Giant
Goblin
Kenku
Loxodon
Minotaur
Orcish
Reptilian
Sylvan
Tabaxi
Abyssal
Celestial
Deep Speech
Infernal
Primordial
Undercommon
Everyone can pick a feat to start, I have also included several feats from Xanathar's Guide and removed the racial restrictions from them as I feel they can work with any race.
Fire Starter (Renamed from Flames of Phlegethos)
Fortitude (Renamed from Dwarven Fortitude)
Once you've established your character the following feats are open for play.
No two party members may have the same feat so we don't end up with two sentinels and two war casters... looking at you Mighty Nein. The feats that are taken are stricken through.
Remember you keep some gold for living expenses.
When picking a background do the following;
Select one feature that appeals to you, take the equipment associated to that feature
Select two skill proficiencies and two tool proficiencies that are appropriate to the feature
Note that;
The following background features may pick one exotic language in place of one tool; Cloistered Scholar, Sage
You may use the background features from the Sword Coast Adventurer's Guide with the following exception; Uthgardt Tribe Member
If you pick a feature that has a group associated with it (for example a faction, mercenary band, artisan guild etc) then we will work together to create the group and how they fit into the world
These skills have been updated to provide a more even balance of utility and improve some lesser-picked skills.
Animal Handling now measures your ability to recall lore about animals (or creatures with the Beast keyword) and interact with them. Roll Intelligence (Animal Handling) to recall some information about animals, or Wisdom (Animal Handling) to interact with animals.
Nature no longer measures your knowledge of animals and beasts—that domain is now a part of the Animal Handling skill.
There will be no multiclassing until level 5, HOWEVER you must provide me with a viable reason that your character would start down another path. It needs to be part of the story and not just because you can make an OP build by doing so.
I've always liked the idea of a warlock that learned their powers through secret study of occult texts but charisma doesn't really work with this. So I am opening up the choice to swap your primary casting stat Int/Wis/Cha to one of the others, your saving throw will also change to reflect this. If you choose this option you cannot multiclass into another caster class.
All of the options from https://media.wizards.com/2019/dnd/downloads/UAClassFeatures.pdf are available for use. These are subject to change as Wizards updates their content.