Poltergeisha's Campaign Document

Search GM Binder
Poltergeisha's Campaign Document

Introduction

Welcome to Tomb of Annihilation! This document may seem a little daunting, but I promise that it's all in the pursuit of fun. Don't worry about reading and memorizing it or anything. We'll go over the whole thing during Session 0.

Why House Rules?

Dungeons and Dragons is built on a long tradition of tables that hacked the game until it suited their tastes. Many of the rules you know and love were first created that way -- in fact, many entirely different RPGs began as a collection of house rules for Dungeons and Dragons Even today, there is still a sizeable community of people who are extremely devoted to playing Basic or Advanced D&D, but have house ruled the game to the point that it is almost unrecognizable -- but it is perfect for their table.

Dungeons and Dragons is not the perfect game, but it is most people's favorite, including mine. I have a particular style as a dungeon master and a player, and as the dungeon master of a non-Adventurer's League game I enjoy the authority to implement mechanics that supports that play style. Of course, if that play style turns out not to suit our table, then I am happy to accept feedback and change it, as long as the changes are within the boundaries of my experience and capabilities.

I hope that most of these house rules will increase fun, not limit it. My goal here is not to "fix" an "unbalanced" game or anything like that. There are four elements of the game that I seek to increase with better mechanical support: Melodrama, Player agency, Character individuality, and Immersion.

I don't want blather on about the reasoning behind each rule in this document. If you want to know the specific theory behind a house rule, feel free to ask me.

Rulings Over Rules

This formidable document may make it seem like I am overly concerned with rules. I am not. There will be many times in game when I make a judgement call on the fly for the sake of drama and brevity. We don't need to reference the books at every turn or make sure we are following them to a T. I consider the rules to be guidelines that are meant to support play, not hinder it.

On that note I want to stress: You don't need to know a rule for something to do that thing. Out of the box thinking will be rewarded in my game, not hindered by the action economy. The rules and actions available to you are less like a restaurant menu and more like a meal plan -- they're the things you have ingredients for, but you could certainly choose to make something else on the fly!

However I do recognize that D&D is a game. Though it is a dirty word in some RPG circles, the game aspect of D&D is one of the most fun parts! That is why I believe it's important to have mechanical support for the kinds of activities that I want to encourage in play.

Code of Conduct

It's my job as the GM to be a sort of gatekeeper of this game, to ensure that all parties have fun. This is not me exercising my authority boner. I just don't want one or two players to make my game suck for everyone else. I promise that in exchange for these rules, I will do my absolute best to be a great GM. That doesn't mean I'll always succeed, but I'll try. I always accept criticism, but please voice your criticisms to me in private.

Don’t be racist, sexist, or demeaning.

Don’t slur other cultures, races, sexualities, etc. We may all be midwestern white folks, but this is an all-inclusive and LGBTQ friendly table. (Medieval gender and sexual stereotypes do not apply in my games or in the canonical Forgotten Realms.)

Don’t create drama, be passive aggressive, or bring personal issues to the table.

If you have a problem with someone, speak to them about it privately. If you can’t come to a solution together, come talk to me and I will try to help mediate.

Don’t be disruptive.

Be respectful of other players, and of the digital medium. Don’t make lots of loud noises while others are talking (or if you do, mute yourself,) don’t talk over others, don’t yell, don't constantly argue rules, don't take ten minutes to resolve every turn, and don’t talk about off-topic things with other players while people are trying to talk or during the thick of the game.

Be a team player.

It's easy to be very excited about your character! But you'll have more fun if you're also excited about everyone else's. Build a character that plays well with others. This does not mean your character can't have flaws or that you can’t play a character you love — we all have flaws and yet we still find ways to be friends.

Show up consistently and pay attention.

D&D is somewhere between board game night and signing up for a sports team. It's really disheartening for me and demotivating for the other players when someone doesn't show up to play their part, or shows up but isn't really there.

We can't have fun if half the party is checked out. The best way to show a GM you appreciate them is to pay attention, and you'll have more fun too. If you find the game legitimately boring, I understand. But if that's the case, I would appreciate private feedback after the game.

Please try to give me at least one day of warning when you will need to be absent. If something sudden comes up, you still need to tell me you won't be there.

If you have three "unexcused" absences within a period of five sessions, I will have to ask you to leave the game or create a guest character who appears only occasionally (such as when a regular player must be absent.) Obviously, life happens and I am willing to work with you in those circumstances.

House Rules

Character Creation

Character Creation Worksheet

Before the first session, you can fill out the Character Creation Worksheet and send it to me to get an extra ribbon of your choice at 1st level.

Generating Ability Scores

To generate Ability Scores, you will use point buy.

Racial and Class Ability Bonuses

You will not use the ability score bonuses granted by your race. Instead, you get +2 to an ability from your class, and +1 to a different ability from your race. See Ability Bonus Tables.

First Level Hit Points

Every 1st level character's hit point maximum and hit dice are calculated as if they are second level. They do not increase their hit point maximum or hit dice again until third level.

Ribbons

At 2nd, 6th, 10th, 14th and 18th level, you will get a ribbon. A ribbon is sort of like a feat, but much weaker and it usually affects something out of combat. If your class does not have any ribbons on that list, we will choose one from a different class that fits or create one for you.

Allowed Content

You may use any officially published Wizards of the Coast content to create your character. You may also use Unearthed Arcana or homebrew content if you send me the content for review at least one week before you intend to use it, at which point I will put it to a vote among the group. If the majority agrees that it's balanced, you can use it.

All UA and homebrew content is subject to being altered for balance and playability during the course of the campaign. If a UA or homebrew class turns out to be so awful it's not fun, you can change your character to a similar class.

Equipment. See the Equipment section for allowed starting equipment.

Fighting Styles. Characters who get Fighting Styles may instead use Fighting Maneuvers or extended fighting styles from Martial Arms if they desire greater tactical complexity.

Beyond Damage Dice. You may use maneuvers from Beyond Damage Dice or Martial Arms, not including Midgard or Southlands weapons.

Substitutions. Some default WotC classes kinda suck. You may use the following replacements without asking permission.

Combat

Additional Action Options

We are using the additional action options from the DMG.

Called Shots

You may impose disadvantage on a normal roll to make a called shot, with results at the GM’s discretion. If you already have advantage, the disadvantage is cancelled out and you roll normally to make a called shot. If you already have disadvantage, you cannot make a called shot.

Critical Damage

On a critical hit, resolve the attack normally and add the maximum of the damage dice to any damage dealt.

Surprise

To be surprised, you must be caught off guard, usually because you failed to notice foes being stealthy or you were startled by an enemy with a special ability, such as the gelatinous cube’s Transparent trait, that makes it exceptionally surprising. You can be surprised even if your companions aren’t, and you aren’t surprised if even one of your foes fails to catch you unawares.

If anyone is surprised, no actions are taken yet. First, initiative is rolled. Then, the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until the first round ends. A creature is surprised until the end of the first round.

Rogue Assassin. The Assassinate ability should be changed to: “You have advantage on attack rolls against any creature that hasn’t taken an action in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.”

Health

Resting

A long rest functions exactly as mentioned in the Player's Handbook, and we are additionally using the rules from XGE concerning waking someone from sleep, sleeping in armor, and going without sleep.

A short rest takes one action instead of 1 hour, and can be used during combat. Think of it less as a period of rest and more as energy that you stored up from sleep the night before. You get 3 short rests, and you get all your short rests back when you take a long rest.

A healing surge takes one bonus action and allows you to spend one hit die. You get a number of healing surges equal to your constitution modifier (minimum 1.) You regain all your spent healing surges when you take a long rest.

Drinking a Healing Potion

You can drink a healing potion as a bonus action, but all other potions require an action to choke down.

Poltergeisha's Campaign Document | House Rules - Character Creation, Combat, Health

Falling Unconscious

Exhuastion. When you are reduced to 0 hp, even after you are stabilized or receive healing magic which brings you back above 0 hp, you suffer a level of exhaustion. This is cumulative.

A Mark On Your Soul. Whenever you fail death saving throws, you retain that failure forever unless you choose an Injury (see below). I.e. If you go down and fail one death saving throw, the next time you drop to 0 hp, you will still have one failed death saving throw.

Injuries. Whenever you fail a death saving throw, you may choose to succeed. If you do so, you immediately gain an injury. For each failed death saving throw you possess (not including the one you just “bought off”), subtract 2 from the d20 roll. (https://5etools.com/variantrules.html#injuries_dmg)

Dying Breath

When you are dropped to 0 hp, you may use your "dying breath" to crawl up to 5 feet, speak, manipulate one object, and/or do any other thing which isn't an action or a bonus action.

Abilities, Skills, & Saves

Skills Are Not Linked to Abilities

You can use abilities other than those normally used for any skill check if you can come up with a convincing reason or way you do it. You may change the ability used for a skill often, or find yourself always using the same one.

For example, you may make a Strength (Intimidation) check instead of a Charisma (Intimidation) check by displaying your strength menacingly, which means you can roll with your strength modifier to intimidate. Or, if your character is a doctor, they probably use Intelligence to make Medicine checks.

Occasionally, the GM may call for a check made with a particular ability, if the circumstance is such that only one ability would apply.

Feats

When you get an ability score increase, you may choose to take a feat instead.

Degrees of Success

Critical Success. You succeeded by 10 or more on a skill check, or rolled a natural 20 on an attack. Things have gone perfectly. You achieve your goal and something else happens in your favour.

Success. You achieve your goal. Minor Failure or Success at a Cost: You failed by 1,2, or 3. You can choose to succeed, but something bad also happens as a consequence.

Failure. You failed by 4 or more. Something bad happens — you take damage, gain Stress, lose a hit die, a Condition worsens, etc.

Critical Failure. You failed by 10 or more on a skill check, or rolled a natural 1 on an attack. It's all gone badly for you and you suffer a second consequence in addition to the normal failure effects — you take extra damage, lose a hit die, drop an item, etc.

Working Carefully

If you want to ensure success, you can make any skill check Carefully. Working carefully means that you get an automatic 20, but it will take you much, much longer to do it. Depending on the activity and the scope of it, working carefully could take from 20 minutes to a whole day. When it comes to searching rooms for traps, carefully inspecting an average sized (15x15), averagely furnished room from top to bottom will take you about 1 hour.

Helping

When two or more characters work together to accomplish the same task, the character with the higher modifier leads the effort. The leader makes the appropriate ability check and enjoys a +2 bonus for the first helper, and a +1 bonus for each additional helper, to a maximum of +5. Characters can only work together if it is a task where such help is feasible and possible.

A character can only help with a task if they would not be incapable of attempting the task on their own, or if they are not proficient. However, they can help using a related skill or tool proficiency if they are not proficient in the one being used to accomplish the task at hand, as long as they can come up with a convincing description of how they did it.

Reactions

In some situations, saving throws are replaced with Reactions. A GM can call for a Reaction whenever a character has a moment to respond to something unexpected. The GM describes what the character is aware of. The player then describes their reaction (anything that is normally a reaction (including spells), jump, hit the deck, or do any other creative thing that you can convince the GM you can do very quickly.) When it comes to traps, usually the only warning you will receive is "Click!" or "Boom!"

The GM then determines if the reaction could avoid or mitigate the unexpected event, whether it can succeed, and whether it can fail, and asks for a Saving Throw or Ability Check based on the action. If you did something that will definitely benefit you when the unexpected event happens, the GM will give you advantage. If you somehow manage to make the situation worse, you'll get disadvantage on the save or check. Otherwise, you will roll normally.

Searching for Traps

Any time there is a trap, I will give you a hint in my description of the area. You don't need to scream "I SEARCH FOR TRAPS!" every time you enter a new area, I promise. However, if you interrupt my description either verbally or by moving, I will stop describing and you're doomed. You can use investigation to search for traps, but there will always be a clue which will allow you to use your actual brain to find the trap.

If you use my hints and clues to look for a trap in the right area, the DC will be much lower. If you just generally search the room, either the DC will be much higher (like noticing a needle in a haystack) or you can Work Carefully.

Poltergeisha's Campaign Document | House Rules - Abilities, Skills, & Saves

Using Tools

A task that requires specialized tools – such as a proficiency kit – generally also requires specialized knowledge and training. Thus, characters may only attempt tasks using tools if they also possess the proficiency with those tools. I may decide that specific tasks are an exception but they will be explicit.

Equipment

Carrying Capacity

We use simple slots based encumberance. You will track your inventory on a spreadsheet, not on your Roll20 character sheet.

Comprehensive Equipment Manual

We are using the following parts of the Comprehensive Equipment Manual: Gear, Wealth, Trinkets, Investments. We are using none of the variant rules unless otherwise noted here.

Trinkets

You get one trinket when you create a new character. You may roll 3d100 on the Trinket Table from the Comprehensive Equipment Manual, three times. From your three rolls, choose the item you think best fits your character and come up with a compelling reason why your character has kept it.

Item Swaps

When a character is created, she can replace any item given by her class or background with another item of the same “type” with equal or lower value. This item must follow the guidelines below.

  • Armor cannot swap between categories (light, medium, heavy, or shields).
  • Weapons cannot swap between the martial and simple categories, nor between the ranged and melee designations.
  • Other items should adhere to the function or concept of their original types; tool kits for tool kits, musical instruments for musical instruments, equipment packs for equipment packs, and so on.

Starting Equipment At Higher Levels

Level Gold Starting Equipment / Magic Items
1 - Standard starting equipment (SSE), 1 common
2 210 SSE, 1 common
3 285 SSE, 1 common
4 365 SSE, 2 common
5 455 SSE, 2 common
6 550 SSE, 2 common, 1 uncommon
7 660 SSE, 2 common, 1 uncommon
8 785 SSE, 3 common, 2 uncommon
9 915 SSE, 3 common, 2 uncommon
10 1,200 SSE, 3 common, 2 uncommon
11 1,800 SSE, 3 common, 2 uncommon, 1 rare
12 4,000 SSE, 3 common, 2 uncommon, 1 rare
13 7,000 SSE, 4 common, 2 uncommon, 1 rare
14 11,000 SSE, 4 common, 3 uncommon, 1 rare
15 14,500 SSE, 4 common, 3 uncommon, 1 rare
16 18,000 SSE, 4 common, 3 uncommon, 1 rare
17 20,000 SSE, 4 common, 3 uncommon, 2 rare
18 22,000 SSE, 4 common, 3 uncommon, 2 rare
19 23,500 SSE, 5 common, 3 uncommon, 2 rare, 1 very
20 25,000 SSE, 5 common, 4 uncommon, 2 rare, 1 very
Poltergeisha's Campaign Document | House Rules - Equipment & Miscellaneous

Miscellaneous

Sorcerers May Use Spell Points

All sorcerers may use Spell Points. They may also merge their Sorcery Points pool with their Spell Points pool and treat them as one resource, eliminating the need to convert between them.

Inspiration

You can award inspiration to other players for good role playing. You can each give one inspiration to a single player of your choice each session for free, as long as you can justify it to the group.

Also, inspiration is no longer just for giving yourself advantage in combat. If you have inspiration, you can spend an inspiration point to impose a complication on me! This is anything that will adjust the situation at hand positively in your favor, within the bounds of plausibility. For example, a player can spend an inspiration and state that his or her character has found a secret door or that the opponent's sword breaks.

However, when you spend inspiration to create a complication, I get one complication to use against you whenever I want! When I use a complication, I can arbitrarily change a situation to be in my favor, within the bounds of plausibility.

You can't use the same (or very similar) complication twice. This goes for me or you.

Strongholds and Followers.....and Sidekicks.

We are using Strongholds & Followers rules in this game. Mostly this will apply to followers. We are using these changes to the followers rules:

  • Ability Scores. Retainers normally roll ability scores, skills, and saves with a bonus equal to their level.
  • Levels. Retainers can have up to 10 levels.
  • Attack Bonus. Retainers have an attack bonus equal to their level + 2.

More party-member-like NPCs will use the Sidekicks rules from Unearthed Arcana.

Poltergeisha's Campaign Document | House Rules - Equipment & Miscellaneous

Shopping Rules

Mundane Items

Finding a Mundane Item

It is assumed that finding a mundane item is quite easy, so no checks are required.

Item Availability

The availability of a mundane item is determined by the size of the settlement. Settlements may not have the economy required to sell mundane items above a certain price, and it may be impossible for players to sell items above a particular price in that settlement because of a lack of funds or demand. Availability is determined by the item's base price in the WotC books, with limits detailed in the table below.

Additionally, settlements will run out of goods to sell when players spend more than a certain amount. This is detailed in the Purchase Limit in the table below.

Settlement Size Availability Price Limit Purchase Limit
Thorpe 50 gp 500 gp
Hamlet 200gp 1,000 gp
Village 500 gp 2,500 gp
Small town 1,000 gp 5,000 gp
Large town 2,000 gp 10,000 gp
Small City 4,000 gp 25,000 gp
Large City 8,000 gp 50,000 gp
Metropolis 16,000 gp 100,000 gp

Buying A Mundane Item

For mundane items >25 gp, choose low, avg, or high based on local economic factors, such as settlement size, monopolies, etc.

Type Local Asking Price
Art Objects, Gems, Trade Goods Book Price
Mundane Items <= 25 gp Book Price
Mundane items > 25 gp Low Average High
50% book price 100% book price 150% book price

Selling A Mundane Item

A mundane item that has wear and tear may have its offering price deducted or be unsellable, at the GM's discretion.

Type Offered Price as % Of Asking Price
Art Objects, Gems, and Trade Goods (70 + 1d20)% of book price
Mundane items <= 25 gp (40 + 1d20)% of book price
Mundane items > 25 gp (50 + 1d20)% of local asking price (see above table)

Masterwork Items

(See p.34 of the Comprehensive Equipment Manual) All mundane items with additional special properties added on to them are considered "Masterwork" Items. The base item is priced as a mundane item with an additional price for each masterwork property.

Masterwork items are appraised at (70 + 1d20)% of the local asking price.

Additional Prices for Masterwork Add-Ons

Property Applied To: Additional Price
Suit of light or medium armor + 100 + 5d20 gp
Suit of heavy armor + 250 + 5d20 gp
Weapon + 250 + 5d20 gp

Magic Items

Finding a Magic Item

The availability of magic items for sale is determined by the settlement size. Additionally, buyers in settlements will only buy items up to the local availability in price. In the table below, the percent chance of a magic item of that rarity being available in that settlement size is listed. To determine if an item is available, roll a percentile die. If the number rolled is at or below the percentage, it is available. (See table on following page.)

Knowing about the item

Even if an item is available in a settlement, first the PC must make an Charisma, Intelligence, or Wisdom (Arcana) check to determine if they know about the item at all, and second the PC must be able to find the item.

Magic Item Local Availability by Settlement Size

Size Mnr, Cmn Mnr, Uncm Mjr, Uncm Mnr, Rare Mjr, Rare Mnr, VR Mjr, VR Mnr, Leg Mjr, Leg
Thorpe 50% 25% - - - - - - -
Hamlet 75% 45% 25% - - - - - -
Village 80% 55% 45% 25% - - - - -
Small Town 85% 65% 55% 35% 25% - - - -
Large Town 90% 75% 65% 45% 35% 25% - - -
Small City 95% 85% 75% 55% 45% 35% 25% - -
Large City 95% 95% 85% 65% 55% 45% 35% 5% -
Metropolis 100% 95% 95% 75% 65% 55% 45% 25% 5%
Searching for the item

In settlements of size "Small town" or smaller, the PC is assumed to be able to find any item that is available because it is quite easy to search the entire place for an item.

For any larger settlement, the PC must make an Investigation or Persuasion check to determine if they can find the item. The DC of these checks relies on the rarity of the item, as detailed in the table below. The DC of the investigation check may be modified by local culture and economy at the GM's discretion.

Time Spent

Looking for a special item takes time. Any time a PC makes a successful Investigation check to find an item, it takes 2 hours to find the item. Each shopping day is 8 hours long (assuming normal business hours.) Other PCs may aide the PC in their search to give them advantage on the check, but that consumes 2 hours of the aiding PC's shopping time as well.

Magic Item Knowledge & Investigation DCs

Rarity DC
Common 5
Minor, Uncommon 8
Major, Uncommon 10
Minor, Rare 12
Major, Rare 15
Minor, Very Rare 17
Major, Very Rare 20
Minor, Legendary 22
Major, Legendary 25
Artifact 30

Buying A Magic Item

Magic items prices are quoted according to their rarity, along with some degree of randomness, and the local economy. Usually items are more expensive in cities, and less expensive in small towns. The asking price is halved for consumables.

Magic Item Price by Rarity (in Gold Pieces)

Rarity Range Avg Asking Price †
Common 50 - 100 50 + 1d50
Minor, Uncommon 101 - 300 100 + 1d200
Major, Uncommon 301 - 500 300 + 1d200
Minor, Rare 501 - 2,750 500 + 1d2250
Major, Rare 2,751 - 5,000 2750 + 1d2250
Minor, Very Rare 5,001 - 15,000 5000 + 1d10000
Major, Very Rare 15,0001 - 25,000 15000 + 1d10000
Minor, Legendary 25,001 - 37,500 25000 + 1d12500
Major, Legendary 37,501 - 50,000 37500 + 1d12500

† Price is halved for consumables. Low is 75%, High is 125%. Low, Normal, or High decided at GM's discretion.

Selling A Magic Item

Type Offered Price as % of Local Asking Price
Potions, scrolls, and other consumables with all their uses intact (55 + 1d20)% (remember that it is already halved)
Amulets, rings, rods, wands, staffs, and other wondrous items (65 + 1d20)%
Weapons and armor (70 + 1d20)%

Ability Bonus Tables

Racial Ability Bonuses

Race +1 Bonus to Ability
Aarakocra Dex or Wis
Aasimar (DMG, Protector) Cha or Wis
Aasimar (Fallen) Str or Cha
Aasimar (Scourge) Con or Cha
Bugbear Str or Dex
Dragonborn Str or Cha
Dwarf (Duergar) Str or Con
Dwarf (Mountain) Str and Con
Dwarf (Hill) Con or Wis
Elf (Drow, Eladrin MTF) Dex or Cha
Elf (Eladrin DMG, High) Dex or Int
Elf (Sea, Shadar-Kai) Dex or Con
Elf (Wood) Dex or Wis
Firbolg Str or Wis
Genasi (Air) Dex or Con
Genasi (Earth) Str or Con
Genasi (Fire) Con or Int
Genasi (Water) Con or Wis
Githyanki Str or Int
Githzerai Int or Wis
Gnome (Deep, Forest) Dex or Int
Gnome (Rock) Con or Int
Goblin Dex or Con
Goliath Str or Con
Half-Elf (Any Descent) Cha, Int, or Wis
Half-Orc Str or Con
Halfling (Ghostwise) Dex or Wis
Halfling (Lightfoot) Dex or Cha
Halfling (Stout) Dex or Con
Hobgoblin Con or Int
Human Any
Kenku Dex or Wis
Kobold +2 Dex, -1 Str
Lizardfolk Con or Wis
Orc Str and Con, -1 Int
Tabaxi Dex or Cha
(Continued.)
Tiefling (PHB, Asmodeus, Baalzebul) Int or Cha
Tiefling (Mammon, Mephistopheles) Int or Cha
Tiefling (Dispater, Glasya) Dex or Cha
Tiefling (Fierna) Wis or Cha
Tiefling (Levistus) Con or Cha
Tiefling (SCAG) Int, Dex, or Cha
Tiefling (Zariel) Str or Cha
Tortle Str or Wis
Triton Str, Con, or Cha
Yuan-Ti Pureblood Int or Cha

Class Ability Bonuses

Class +2 Bonus to Ability
Artificer Int or Con
Barbarian Str or Con
Bard Cha or Dex
Cleric Wis or Con
Druid Wis or Dex
Fighter Str or Dex
Monk Wis or Dex
Mystic Int or Wis
Paladin Str or Cha
Ranger Wis or Dex
Rogue Dex or Int
Sorcerer Cha or Con
Warlock Cha or Dex
Wizard Int or Con

Remember that you cannot choose the same ability score bonus from both your class and race, even if they both offer the same ability.

Resources

Official Content

You can find all the official WotC content on 5eTools.

Even more excitingly, you can import all that content into Roll20 using a script. First, install Tampermonkey and VTT Enhancement Suite for your browser, then install BetteR20 5eTools from this link. Be sure to turn these off during games, because they will fuck with the play screen.

House Rule Content

High Quality Homebrew

If you're looking for something new and interesting to try out, here's a curated list of the best homebrew I've found.

Backgrounds
  • Backgrounds Omnibus (Displaced not allowed)
    • Adventurer, Barkeep, Beauty, Cartographer, Chosen One, Clockmaker, Cultist, Doctor, Farmer, Immortal, Inquisitive, Judge, Nomad, Servant Shaman
  • Unlikely Heroes
    • Cannibal Headhunter, Prophet, Scavenger, Seer, Variant Guil
  • Balasar's Guide to Exploration
    • Apprentice, Brewmaster, Butler, Cartographer, cobbler, Courier, Diplomat, Demonologist, Ex-cultist, Executioner, Farmer, Gravedigger, Prisoner, Savenger
  • Aaralyn's Stolen Notes to Velea
    • Academy Student, Carnival Member, Courier, Miner, Page, Peridot Ranger, Wayfinder
Races
Classes
Archetypes, Feats, Spells

Below is a list of collections of archetypes, feats, and spells. If you are really looking for an obscure type of character and want to sort through a bunch of archetypes, you can look through my folder of random archetypes I've found .

10
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.