Character Creation

by Tebor

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Character Creation Rules


Background Feats

In 2022 5e introduced backgrounds w/ feats. If your PC's background doesn't include a feat, except those from Eberron or Ravnica, the PC gains one of the following feats of your choice: Magic Initiate, Skilled, or Tough.

Ranger Variant

I allow all class options from Tasha's Cauldron of Everything with one change: Ranger's Favored Foe does not require concentration unless you decide to multiclass.

Homebrew and U(A)

If a player wishes to use any Homebrewed or Unearthed Arcana class, subclasses, race, or equipment, they must first submit all relevant documents to the DM for approval.

The DM reserves the right to deny the character from the game if they deem it does not fit the story setting or party composition.

Determining Ability Scores

A player can choose to use Point Buy or select from these custom arrays. You can choose which ability score to assign to each number.


Custom A: 17, 15, 12, 10, 10, 8
Custom B: 15, 15, 12, 12, 10, 10
Custom C: 18, 14, 11, 10, 8, 7

Variant Human & Custom Lineage

Variant Human and Custom Lineage can cause substantial early game imbalance. Only the +1 to two stats option is allowed. Also, the character must meet any prerequisites for the starting feat before choosing a class. The feat options are restricted to Elemental Adept, Magic Initiate, Ritual Caster, Steady Marksmen, Thrown Weapon Master, Poisoner, Prodigy, or any approved feat that grants half an ability score increase other than Crusher, Piercer, or Slasher.

Additional Background Options

Background Omnibus (excluding Displaced & Fallen)

Custom Proficiencies

Proficiencies granted by race or backgrounds can be exchanged like for like. For example, a proficiency in Elvish can be replaced with another language proficiency, but not a skill or tool proficiency. However, tool proficiencies can be swapped with vehicle proficiencies.

Multiclassing Prerequisites

A character can multiclass with whatever combination of classes their ability scores and the campaign's starting level allows. However in order to acquire an additional class level after the campaign begins there must be an in-game method to gain that class' level. Methods include, a NPC or PC to learn from, downtime training, or the result of story events. All of which will be discussed and agreed upon by the player and DM.

Race Lore Changes

Aasmimar

Due to their lineage aasimar are often viewed by common folk with great mistrust, admiration, or fear. They often hunted for their blood or to be used for various means by cultists and other organizations. For this reason aasimar normally attempt to pass as another humanoid race, revealing themselves only to those they trust.

Only within the Holy Empire of Kelnar are they welcomed, save for fallen aasimar. In Kelnar all aasimar are considered extended members of the royal family, and are treated as such among the common citizenry.

Goblins, Bugbears, & Hobgoblins

In my world all goblinoids are members of a the goblinoid race. Every goblinoid starts life as a goblin and for next 8 to 12 years they must strive to earn the favor of Maglubiyet through acts of strength and treachery. Those that fail remain goblins for the rest of their natural lives, and considered the dregs of goblinoid society. Others spend the next few months in a transitional state, eventually becoming bugbears. As bugbears they must resist their inherently lethargic nature to prove themselves cunning commanders or indomitable warriors to gain The Mighty One's blessing once more, and begin to transition into hobgoblins around 19 years of age. Otherwise these goblinoids remain bugbears, and viewed as abject failures though useful if properly motivated. Hobgoblins are the epitome of goblinoid potential, a perfect blending of intelligence and savagery, and live as artisans, commanders, and lords.

Hobgoblins total life spend is around 120 years, while goblins life span lasts 40-60 years, and bugbears live no longer than 80 years.

Most hobgoblins send their children off to live among elder goblins. They are made to struggle and suffer until they rise above other goblinoids and earn their right, through blood and conquest, to be welcomed back into their families as adult hobgoblins. Those that fail are disavowed and shunned, and must carve out their own life among lesser goblinoids.

Homebrew Feats

Steady Marksman

You've learned to steady your aim, granting you unerring accuracy.

Being prone doesn't impose disadvantage on your ranged attacks. Additionally, the normal range and long range of your ranged attacks doubles while you are prone.

You can forgo one of your attacks to steady your aim and grant yourself a +10 bonus to the next ranged attack roll you make until the end of your next turn.


Thrown Weapon Master

You have mastered projectile weapons, and have learned to use them to pressure and harry your foes. You gain the following benefits:

  • The normal range and long range of your thrown weapons double.
  • When you hit a creature with a ranged weapon attack using a thrown weapon, it cannot make opportunity attacks until the start of its next turn.
  • If you take the Attack action on your turn, you can throw two weapons that you are proficient with (excluding nets) instead of one. Both of these ranged attacks are at disadvantage. To do so, you must not have disadvantage on the initial attack.
 

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