Heroes Expanded - A New Way to Play

by ThreeBugs

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Heroes Expanded

~ Contents ~

Introduction
Part 1: Character Creation

Type Traits List

Monster Progression Table

Starting Equipment

Starting Statistics

A Couple More Things

Fast-Track Characters

Example: Hook-Claw

Point-Buy Section

Strength

Constitution

Dexterity

Intelligence

Wisdom

Charisma

Point Reduction
Traits
Tier 1

External

Internal

Tier 2

External

Internal

PART 0

Welcome & Intro.

Heroes Expanded

Heroes Expanded is an alternate character-creation method of D&D 5e. It presents a set of changes to the rules that work towards the goal of allowing the player to play as anything that they would like to, while preserving the spirit of the game. This essentially means that it can be played nearly exactly like the game of D&D, and many of the rules of the base game still apply. This character need not be stricly humanoid or monstrous; in the 2014 Monster Manual, a 'monster' is described as any combatible entity.

Playing an Expanded Character

Player characters made with the Heroes Expanded ruleset can be very different from characters made using the vanilla character creation rules. Despite this, the adventuring party may be composed of any combination of player characters made from either system. They will be roughly on the same power level, if their Levels and Challenge Levels remain equal.

Parent System

Heroes Expanded is based entirely on the Fifth Edition of the Dungeons and Dragons table-top role playing game. As such, the rules are very much the same; all characters have ability scores, special traits, and abide by all the rules that govern D&D 5e. If any ruling is in doubt, consult the 2014 Player's Handbook published by Wizards of the Coast. As per usual, you DM is the final ruling on any discrepancies. Below are just a couple reminders from Vanilla 5e.

Specific Beats General

If a ruling is more specific than another general rule, use the more specific rule. This usually applies to Traits; they specifically rule that your monster would gain an ability, even when they generally don't have it.

Round Down

Whenever a decimal is introduced, round down, even if the decimal is higher than .49. However, keep track of the decimal places; if another factor would raise the decimal past a whole number, use the new whole number. This applies to your Point Cap as well.

DM Is Final

Don't argue with your DM. Reason with them, plead with them, but don't go overboard. The functionality of your game depends on your DM maintaining their authority - so help them maintain it.

Using this Book

This book is divided into three parts. Part 1 is dedicated to character creation; it provides the new, altered prcoess of creating a player character, as well as all the choices that come with this process. This is the section that players should mainly worry about. Part 2 and Part 3 are coming soon.

Part 0 | Introduction
Part 1 | Character Creation

PART 1

Character Creation

Character Creation

"There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top."

-- Gary Gygax, Men and Magic (1974)

Beginnings

Welcome to Heroes Expanded. The following documents are all designed to help you jump into the game and land on your feet. Whether you have been playing D&D 5e for years or weeks, Heroes Expanded is still a priceless experience. When you first begin any game, your first and top priority is to talk with your fellow players and DM. Make sure that you all have a clear idea of what you are playing. This could be a set of goals that you all are working towards, this could be a persistent mood in the game that you all would like to preserve, or it could be one setting in particular that the players have been dying to play in. Whatever the case, it should be known and respected by all players and DMs involved. Another vital part of beginning a game is making sure that everyone will have fun the entire time. Set up some system of consent; the 'veils-and-lines' system works well for many groups. Resources that help with this are readily available. When everyone is on the same page and everyone is excited for your new game of Heroes Expanded, the next step is to build a character.

The Creation Process

Listed below is a step-by-step process by which you can create your player character using. It is by no means strict, and you can go about creating your player character in any way you wish; however, this process is recommended for newer players. When creating a character, talk with your DM through the entire process - they should have good insight into what your player character will bring to the table, both narritively and mechanically, so they can better tailor the game for you to have fun. Your DM may also decide that you may/should talk to your fellow players during character creation; in many cases, games become more interesting when the players all create their characters together and collaborating.

Step #1: Create a Concept

A concept of what you would like to play is very helpful in the creation process. This can be anything at all, like artwork, a song, an already existing monster, a character from another piece of media, or anything, really. As per usual, make sure your concept fits with the tone of the game. What powers would you like your player character to have? How would you like them to relate to the other player characters? How do you want your player character to relate to the world around them? How would you like their story to be, and how would you like it to end? Do they have any goals? Fears? Relationships? This concept can be as simple or complicated as you like, and it will serve as the baseline from which you will proceed.

Step #2: Choose a Type

Your creatures type is a very large part of who they are. It describes their origin, nature, appearance, and sometimes alignment. However, these monsters can vary wildly over the planes; you are free to customize your monster to your heart's content. Listed below are all the types that exist in 5e and their appropriate benefits. When you choose a creature type, you gain either of the Traits listed after it. You can alternatively choose Size Increase or Natural Weapon as the Trait your Type gives you.

Type Trait
Aberration Fearsome or Psionic
Beast Keen Senses or Relentless
Celestial Light or Healing
Construct Persistent Body or Single-Minded Focus
Dragon Glide or Energy Blast
Elemental Elemental Form or Touch Attack
Fey Create Thrall or Invisibility
Fiend Durable or Tail
Giant Regeneration or Stench
Humanoid Background or Rouse
Monstrosity Any
Ooze Amorphous or Spider Climb
Plant Spikes or Regeneration
Undead Persistent Body or Relentless
Part 1 | Character Creation

Step #3: Ability Scores and Proficiencies

The standard way to determine your monster's ability scores is very simple; they each have a base value of 10, and you can distribute 12 Ability Score Improvement Points into your ability scores as you see fit. You can also reduce an ability score by 2 to raise another by 1, but you cannot reduce any score below 4 or raise any score above 15 using Ability Score Improvement Points at character creation. (Scores can be raised above 15 by lowering another ability score or using points, however.) Scores can be raised up to 30 using Ability Score Improvements after character creation, and you can spend as many points as you wish on these points during character creation.

Proficiencies

Proficiencies in Heroes Expanded are represented differently than in Vanilla 5e. In 5e, there is a static Proficiency bonus which you add to anything that you are proficient in - in Heroes Expanded, there is no Proficiency Bonus. Every +1 you have to something you are proficient in is the result of you getting that +1 individually; as such, you can be more proficient in some skills than others. The value that you can add as your Proficiency Bonus to a roll is still called your Proficiency Bonus, but in the context of Heroes Expanded, it changes depending on what you are rolling for. Tools, armor, vehicles, and shields do not abide by these same mechanics; you simply have proficiency with them or you don't. You can buy Proficiency in the Point-Buy section. When you create your player character, you begin with eight '+1's to distribute among your skills as you wish.

You can distribute these among up to eight skills in any arrangement you wish; however, you cannot put more than three of these +1s into the same skill at character creation. You also get four '+1's to distribute among saving throws as you see fit, in the same manner as your starting skill proficiencies. Details for buying additional proficiencies can be found in the Point-Buy section.

Step #4: Choose Traits

Traits are what give your player character pizzazz. They provide it with it's unique abilities and features, which it can use in all of its adventures. Things like an ettin's extra head, a basilisk's gaze, or a dragon's breath are all Traits. When you create your player character, you may choose any Trait from the list of Teir 1 Traits. There is no restriction on what Traits you can choose this way; any creature may choose any Trait to begin with. Traits also cannot be removed, so choose carefully! They are a part of your player character forever.

Getting New Traits

As your player character grows more powerful, they gain extra Traits. The rate that they get new Traits is tied to the rate that their Point Cap increases; this rate changes based on your current Challenge Level, as shown in the provided table.

When you have four Traits from the Tier 1 list (without including the one granted by your Creature Type), any additional Traits you recive may be selected from either the Tier 1 list or the Tier 2 list. If you select a Trait from a higher-Tier list, you must meet the requirments to select it. You may select a Trait from a higher-Tier list when you would have been able to select four Traits from the next-lowest list. For example, your ninth Trait could come from the Tier 3 list, even if all of the eight Traits you had chosen before came from the Tier 1 list.

Your DM might decide to grant your player character a Trait because of an event that transpired in the story, and it would be interesting and fun for your monster to gain a new power; if or when this happens, do not calculate that granted Trait into the progression of your movement up the Tier Lists. Only calculate in the Traits that you chose as a result of Point Cap increases. Below is a table that describes this progression.

Point Cap Challenge Level Maximum List Available Ability Scores Skill +1s Saving Throw +1s
15 1 Tier 1 12 8 4
20 2 Tier 1 1 - -
25 3 Tier 1 - - -
30 4 Tier 1 1 4 2
40 5 Tier 2 - - -
50 6 Tier 2 1 - -
60 7 Tier 2 - - -
70 8 Tier 2 1 4 2
80 9 Tier 3 - - -
90 10 Tier 3 1 - -
100 11 Tier 3 - - -
110 12 Tier 3 1 4 2
120 13 Tier 4 - - -
130 14 Tier 4 1 - -
140 15 Tier 4 - - -
150 16 Tier 4 1 4 2
160 17 Tier 5 - - -
170 18 Tier 5 1 - -
180 19 Tier 5 - - -
190 20 Tier 5 1 4 2

'Challenge Level' is simply the number of Traits a player character has as a result of their Point Cap increasing. A player character's Challenge Level means that they are roughly on the same power level as a base player character of the same level.

When a player character gets extra skill +1s or saving throw +1s, they distribute them during the same long rest that they spend their new Point Cap increases.

Optional Playstyle: Static Power

An alternate way to play is using Static Power. Static Power simply means that your player character does not grow stronger as time goes on. This also usually means that you begin the game at a Challenge Level between 8 and 16. It removes the added responsibility of managing your newly acquired Point Cap increases, and may improve focus on the narrative. Static Power might be good if your group would like to play with powerful player characters; that way, their power won't grow to unmanageable proportions over the course of the story.

Step #5: Spend Points

You player character starts the game with two values which do not exist in the game world; they are the Spent Points and Point Cap values. These values dictate how powerful your player character is; points can be spent in the Point-Buy section to make your player character stronger. At character creation, your initial Spent Points are 0. Your initial Point Cap is 15. When you spend Points, your Spent Points value increases, and your Point Cap stays the same. No matter what, your Spent Points value can never rise above your Point Cap value. The benefits you get in return for the Points you spend are permanent.

Point Reductions

Below the Point-Buy section is the Point Reduction section. This section is filled with a number of negative effects you can impose upon your player character in return for extra points. You may reduce your Spent Points by the value listed beside the negative effect when you choose it. At character creation, you may choose any of the Point reductions. Keep in mind that it may be difficult to play the game if you choose too many. Your DM may wish to impose a limit on Point Reductions; a common limit is -15 chosen from the list below.

Additionally, whenever you gain a new Trait, you are given a number of optional Point Reductions. If you choose to take any of them, they are applied to your player character at the same time that your Trait is.

Raising Your Point Cap

A player character's Point Cap rises by 1 at the end of each week, representing your natural growth and development. Besides this natural growth, there are a couple ways that a player character can gain points. Whenever a player character defeats another creature, that player character and every other character in it's party adds half of that creature's Challenge Rating to their Point Cap. Keep track of fractional Point Cap increases; they add up, although you cannot spend fractional points.

Your DM will also reward you for navigating traps, social encounters, perilous areas, and other dangerous situations with Point Cap increases; they should be modest with these rewards, but not too stingy.

Spending Points In the Game

Whenever your Point Cap increases, you can't spend points right away. When your Point Cap increases to equal or surpass the Point Cap value of the next Challenge Level shown on the table above, you can then spend Points and distribute any Ability Improvement, skill +1s, or saving throw +1s as part of your next long rest. You can also choose a new Trait as part of the long rest. You gain the benefits of all of these new developments when you finish your long rest.

As an optional rule, your player character could suddenly find a burst of new determination inside of them at an ideal moment. You can spend 1 point as a bonus action on your turn; if you do, you can spend a number of points up to your Challenge Level, the effects of which arrive immediately.

Step #6: Choose Equipment

Characters can be found with nearly any variety of equipment. Of course, some boast no equipment at all. Below is the list of options available to you when you create your player character.

  • a) Any simple weapon or b) 1d4 gp
  • a) A shield or b) 20 pieces of ammunition or c) 1d4 gp
  • a) A set of leather armor or b) a tool kit
  • a) 5 day’s rations, common traveler's clothes, and 1d6 gp or b) 2d6 gp

Alternitavely, you could choose to start with none of this; if you do, add a -3 Reduction to your Spent Points, and you do not begin the game with any material possesions. You can also gain an additional 2d6 gp of starting wealth for every point you spend this way during character creation. You can't spend any extra points on gold pieces if you chose the -3 reduction instead of equipment.

Step #7: Create Your Stat Block

Your 'stat block' is a collection of all of your game abilities, compiled into one (hopefully) easy-to-use place. This could also be called your character sheet. A blank example of a Statblock is provided at the end of this document. There are a couple basic stats that are the same on all Heroes Expanded character sheets when they are created.

Hit Points / Hit Dice

Your hit points and hit dice mechanically work in exactly the same way that they do as they are described in the 2014 Player's Handbook. However, when you first create your player character, instead of getting a hit die from their level, they begin with 2d6. However, unlike Vanilla 5e, you take the average of ALL of your hit dice to calculate your hit point maximum, without taking the maximum value from the first. That means that 2d6 hit dice would yield a hit point maximum of 7, or (3.5 + 3.5). You also add your Constitution bonus to the average of each die; if your Constitution score was 12 {+1}, your hit dice would be written as 2d6 + 2, and your hit point maximum would be 9, instead of 7. If you would gain more hit dice, you add your Constitution modifier to the average of those as well.

You can get more hit dice by spending points for them, and you gain another hit die every time your Challenge Level increases. Extra hit dice increase both your hit point maximum and current hit points when you get them.

Size

You begin as a Small creature with a d6 hit die size.

Speed

Your base walking speed is 30 feet.

Armor Class

Your base armor class is 10 + your Dexterity Modifier.

Part 1 | Character Creation
Part 1 | Character Creation

Languages

You can speak two languages when you create your player character. It is recommended that Common be one of those languages.

Natural Weapons

You begin the game with some sort of natural weapons. These can deal any physical damage type (chosen during character creation, which cannot be changed), and do 1d4 + your Strength modifier damage on a hit. If you are Medium, this natural weapon instead deals 1d6 damage. Choose a location on your body for this Natural Weapon to be located; this has little to no impact on the game, except for narrative purposes, if you would lose part of your body, or if the weapon were located on your Tail Trait.

Daily Requirements

Like any living being, your player character must intake some sort of material to ensure the continuation of your player characters' body. This doesn't need to be food, but every player character needs to intake some sort of material of equal value to food at the same rate that a humanoid would need to; one pound of material per day, and one gallon of liquid per day. The punishments for a creature failing to meed these requirements is the same as if a humanoid failed to eat or drink properly. Abiding by the rules laid out by the 2014 Player's Handbook, the price that a player character would need to pay for one pound of their consumable material is about 3 silver peices. Anything more expensive than this would simply be finer and more pleasing when consumed, and less expensive materials would be extremely unpleasant.

Larger creatues need to consume one pound of material and one gallon of water per 5 foot square they occupy in combat.

Sleep is much the same way; most creatures need to remain dormant and unresponsive for at least 6 hours per day to protect their higher functions.

If a creature's need for any of these things is removed, they suffer no ill effects for the time they spend without completing a long rest or consuming these materials.

Step #8: Backstory and Motivations

This is the part that is best left between you and your DM; how does your monster fit into the world? What made it who it is? Why does it keep going every morning? If it had one wish, what would it wish for? What's its biggest fear? What, if anything, could make it give up its ideals?

Step #9: Have Fun!

The part that comes after character creation is the real fun part; now you get to galavant about the world. Explore the world that is laid before you, and watch your player character face challenges, grow, and someday, rule the world! Maybe not that last one... Unless?

Sidekicks, Familiars and Companions

As an optional rule, any character may choose to travel with a companion. When creating a character higher than Challenge Level 2 or as it may arise naturally in the story, a player can choose to build two separate player characters. These two characters are both under the control of the same player, and must have a combined Challenge Level equal to their party members.

A Couple More Things

Just a couple more details that are important to know.

Damage Types

Listed are all the types of damage in D&D, seperated into a couple categories. If an ability says that it would deal a 'category' of damage, choose a single damage type from that category when you choose the ability; the ability deals that damage type forevermore.

Physical Damage

Physical damage injures the more external layers of the body. It is typically dealt by weapon attacks and enviornmental hazards.

  • Bludgeoning
  • Peircing
  • Slashing

Elemental Damage

Elemental damage is a hair more uncommon than physical damage, and still damages the body. It can sometimes be found in non-magical sources, but it is usually the result of magic.

  • Fire
  • Cold
  • Lightning
  • Thunder
  • Acid
  • Poison

Spiritual Damage

Spiritual damage is seldom seen and mystical; it arises from purely magical or divine sources. It damages the soul as well as the body.

  • Psychic
  • Force
  • Necrotic
  • Radiant

Damage Dice Class

The phrase 'damage dice class' is used below, in a couple places. The progression listed here is the proper progression of damage dice classes. If something 'increases its damage dice class,' it moves one place up on the following progression. When a damage dice class increases, you can choose any one of the listed dice pools to roll as damage dice. Make this choice when your damage dice class increases. It then stays the same until your damage dice class increases again.

Damage Dice Class Dice Pools Available
1 1d4
2 1d6
3 1d8
4 1d10
5 1d12, 2d6
6 2d8
7 2d12, 3d8, 4d6
8 3d10, 5d6
9 4d10, 5d8
10 4d12, 8d6
11 5d12, 6d10, 10d6
12 6d12, 9d8, 12d6
13 7d12, 14d6
14 8d12, 12d8, 16d6
15 10d12, 12d10, 15d8, 20d6

If you increase the 'size' of a die, the progression is listed below.

d4 > d6 > d8 > d10 > d12 > Max. d20
Part 1 | Character Creation

Fast-Track Character Creation

Here are the bare essentials to creating your character.

Point Cap Challenge Level Maximum List Available Ability Scores +1 Skills +1 Saving Throws
15 (Character Creation) 1 Tier 1 12 8 4
20 2 Tier 1 1 - -
25 3 Tier 1 - - -
30 4 Tier 1 1 4 2
40 5 Tier 2 - - -
50 6 Tier 2 1 - -
60 7 Tier 2 - - -
70 8 Tier 2 1 4 2
85 9 Tier 3 - - -
100 10 Tier 3 1 - -
115 11 Tier 3 - - -
130 12 Tier 3 1 4 2
150 13 Tier 4 - - -
170 14 Tier 4 1 - -
190 15 Tier 4 - - -
210 16 Tier 4 1 4 2
240 17 Tier 5 - - -
270 18 Tier 5 1 - -
300 19 Tier 5 - - -
320 20 Tier 5 1 4 2
Weapon Proficiency
  • 1 point. Get +1 proficiency with one type of simple weapon. (S)
  • 2 points. Get +1 proficiency with one type of martial weapon. (S)
  • 1 extra point (2 or 3 points) if raising past +3.
  • 1 extra point (3 or 4 points) if raising past +6.
Saving Throw Proficiency
  • 2 points. Gain +1 proficiency in one type of saving throw. (S)
  • 1 extra point (3 points) if raising past +3.
  • 1 extra point (4 points) if raising past +6.
Armor Proficienies
  • 2 points. Gain proficiency with either light armor or shields. (S)
  • 3 points. Gain proficiency with medium armor.
  • 4 points. Gain proficiency with heavy armor.
Part 1 | Character Creation
Type Trait
Aberration Fearsome or Psionic
Beast Keen Senses or Relentless
Celestial Light or Healing
Construct Persistent Body or Single-Minded Focus
Dragon Glide or Energy Blast
Elemental Elemental Form or Touch Attack
Fey Create Thrall or Invisibility
Fiend Durable or Tail
Giant Regeneration or Stench
Humanoid Background or Rouse
Monstrosity Any
Ooze Amorphous or Spider Climb
Plant Spikes or Regeneration
Undead Persistent Body or Relentless
Ability Scores and Proficiencies:
  • 12 ability score improvement points. All scores are base 10. Each cannot be raised above 15 using points alone.
  • Eight +1 Proficiency bonuses.
  • Two +1 saving throw bonuses.
  • You also know two languages of your choice.
Starting Equipment:
  • a) Any simple weapon or b) 1d4 gp
  • a) A shield or b) 20 pieces of ammunition or c) 1d4 gp
  • a) A set of leather armor or b) a tool kit
  • a) 5 day’s rations, common traveler's clothes, and 1d6 gp or b) 2d6 gp
  • or -3 point Reduction. Can get 2d6 gp for 1 point.
Your starting stats:
  • Small.
  • 2d6 hit dice, 7 hit point max.
  • 30 feet speed.
  • 1d4 (1d6 if Med) + Str. mod. Natural Weapon (simple weapon)

Common Point-Buy sections

HP Increase
  • 3 points. Gain another hit die.
Natural Armor
  • 3 points. +2 bonus to your base AC.
Skill Proficiency
  • 1 point. Get +1 proficiency bonus with a skill. (S)
  • 1 extra point (2 points) if raising past +3.
  • 1 extra point (3 points) if raising past +6.
Part 1 | Character Creation

Examples

Listed below are a couple examples of the creation of player characters using the Heroes Expanded system.

Example Character: Hook-Claw

Miriam has found a group, and is excited to begin a new game with them. They have decided to play in the Forgotten Realms, and they want a typical fantasy D&D experience. They have also decided that they want their group to stick together because they have formed a bond together; they each have their own goals, but they have decided to help each other obtain theirs. Miriam has always enjoyed when dragons come up in her Vanilla D&D games, so she decides that she wants to play a white dragon. She chooses the name of this dragon to be Hook-Claw.

When Miriam begins character creation, she first solidifies an idea of what she would like her white dragon to be; she would like it to fly, breath ice, and have dangerous claws and teeth. She also references the statblock of a white dragon; it will help guide her decisions during the character creation process.

In Step 2, she chooses her player character's Type. Not a very hard decision; she chooses Dragon. Now, she is afforded a choice between three Traits that represents the fact that Hook-Claw is a Dragon; Glide, for a set of fledgling wings, Energy Blast, to represent a breath weapon, or Keen Senses, in honor of a Dragon's heightened awareness. She decides to take the Energy Blast Trait, and chooses the 'cold' damage type, the 'cone' area pattern, and the 'Constitution' saving throw. Now, whenever Hook-Claw gets into a dicey situation, they can exude a cone of damaging cold energy to weaken their foes.

In Step 3, Miriam takes a closer look at Vanilla white dragons. She notices that in general, a white dragon's Strength and Constitution are very high, but it's Intelligence and Dexterity are lower. Her ability scores all start at 10; she has 12 ability points to distribute to all of her stats. She spends 4 of these points increasing her Strength to 14 {+2}, and 4 to increase Constitution to 14 {+2}. Last, she increases her Dexterity by 2 points, to 12 {+1}, and her Wisdom by 2, to 12 {+1}. She leaves her Charisma and Intelligence ability scores at 10; white dragons usually aren't special in these areas.

She also gets to choose Hook-Claws skills and saving throws; she has six +1 skill points and four +1 saving throw points to spend. She decides to give Hook-Claw a +3 proficiency bonus to Perception, a +2 proficiency bonus to Athletics, a +2 proficiency bonus to Intimidation, and a +1 proficiency bonus to Survival. She also decides to give Hook-Claw a +2 proficiency bonus to Strength and Constitution saving throws.

In Step 4, Miriam gets to select her first Trait. She can select any Trait from the Tier 1 list (except Energy Blast). Because a white dragon has superb fighting skills, she decides to choose the Natural Weapon Trait; Hook-Claw has deadly, hooked claws, after all. Now, their Natural Weapon (Claws) deals 1d8 + 2 slashing damage on a hit.

In Step 5, she begins to look at the Point-Buy section. She spends points in the following ways;

  • 3 points: One extra hit die.
  • 3 points: An additional +2 proficiency bonus to hit with her Claws.
  • 3 points: Resistance to cold damage.
  • 1 point: Acclimated to cold enviornments.
  • 3 points: +2 Natural Armor, for an AC of 13.
  • 1 point: +1 save DC for Energy Blast, to 11.
  • 3 points: Increase damage dice class of Energy Blast, to 4d6.
  • Total: 18 points

Miriam notices that she has spent points past her Point Cap of 15; to remedy this, she decides to take a couple Point Reductions.

  • -1 point: -2 when making (Dexterity) Sleight of Hand checks.
  • -1 point: -2 when making (Charisma) Performance checks.
  • -1 point: -2 when making (Charisma) Persuasion checks.

In Step 6, Miriam gets to choose what equipment Hook-Claw will have. Of course, she decides that Hook-Claw will have what all dragons crave; a hoard. Because Hook-Claw is so young, however, this hoard is meager. She rolls 2d4 and 1d6 to determine how much cash is in this hoard, for a total of 8. As such, their hoard consists of 8 gold pieces, a carpenter's toolkit stolen from a frightened villager, a pile of salted meat similarly stolen from a lone caravan, and a piece of cloth that Hook-Claw can use as a covering (the dragon version of common traveler's clothes.) All of this is kept, along with the rest of the groups' items and at the discussion of the group, inside the small cave that they have designated as their base.

Step 7 is the final measure of your player character; you put together all the decisions you have made thus far. She makes a few final decisions, like Common and Draconic for languages, and then, Hook-Claw is complete. Here's what Hook-Claw's character sheet looks like:


Hook-Claw

Small, Chaotic Neutral


  • Armor Class 13 (Natural armor)
  • Hit Points 16 (3d6 + 6)
  • Speed 30 feet

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (0) 12 (+1) 10 (0)

  • Saving Throws Strength +4, Constitution +4
  • Skills Athletics +4, Intimidation +2, Perception +4, Survival +3
  • Damage Resistances Cold
  • Senses Passive Perception 14
  • Languages Common, Draconic
  • Challenge 1

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 6 (1d8 + 2) slashing damage.

Ice Breath. Hook-Claw exhales freezing ice to weaken her foes. Every creature within a 15-foot cone originating from Hook-Claw must make a DC 11 Constitution saving throw. On a failure, they take 4d6 cold damage. On a success, they take half damage.

Part 1 | Character Creation

Point-Buy Section

Below is the list of features you can spend your hard-earned points on. An (S) after the description of an option denotes that it can be selected more than once, ie. "stacked." If there are more than one options under a heading, you cannot purchase any options under the top one until you have purchased all of the options above it. You may ignore this restriction if an option is marked with an (O), ie. "Open." The sections are labeled according to the six ability scores; this has no effect on any mechanics, it is simply for organization.

Strength

Increased Carry Capacity
  • 1 point. Your size counts as one larger when determining your lift, carry and push ability.
Multiattack
  • 4 points. As part of the Attack action, you can make two Natural Weapon attacks with the same Natural Weapon or two weapon attacks with a weapon you have at least +2 proficiency with.
  • 4 points. You can make one extra attack with a weapon you are at least +2 proficienct in as part of the Attack action. (S)
Brutality
  • 3 points. Weapons that you have at least +2 proficiency with and unarmed strikes deal critical hits on rolls of 19 or 20.
  • 3 points. They deal critical hits on rolls of 18, 19, or 20.
Savage Attacks
  • 3 points. Whenever you deal damage with a Natural Weapon or a weapon that you are at least +2 proficient with, you can roll the weapon damage dice twice and take the higher result.
Brutal Critical
  • 1 point. You deal one extra die of damage whenever you deal critical hit damage. (S)
Siege Creature
  • 1 point. You deal double damage to objects.
Pack Tactics
  • 4 points. You have advantage on attack rolls against creatures that are within 5 feet of an ally of yours that isn't incapacitated.
Duel Wielder
  • 3 points. When you dual wield weapons, you can add the appropriate ability modifier to the attack and damage rolls of your off-hand attack.

Constitution

HP increase
  • 3 points. Gain another hit die.
  • 6 points. Increase the size of your hit dice by one.
Natural Armor
  • 3 points. +2 to your base AC.
Damage Resistance
  • 3 points. You gain resistance to one type of elemental damage. One extra point (4 points) to become resistance to a spiritual damage. (S)
  • 3 points. You gain immunity to a damage type you have resistance to.
  • 2 point. You regain hit points whenever you would take damage of a type that you are immune to. You regain half of the damage that would have been dealt.
  • 1 point. You instead regain all damage that would have been dealt as hit points.
Condition Resistance
  • 2 points. You have advantage on saving throws made to resist being (choose one) poisoned, paralyzed, petrified, stunned, frightened, charmed, or restrained. (S)
  • 2 points. You are immune to a condition that you would have had advantage on saving throws to avoid.
Magic Resistance
  • 3 points. You have advantage on saving throws made to resist the effects of spells level 5 or lower.
  • 2 points. Increase to all spells.
  • 3 points. Gain resistance to the damage dealt by spells level 5 or lower.
  • 2 points. Increase to all spells.
Immutable Form
  • 1 point. You gain advantage on saving throws against any effect that would alter or change your form.
  • 2 points. Your form cannot be altered or changed.
Monstrous Fortitude
  • 3 points. Reduce the damage you would take from any source by 1 when you take damage. (S)
Adapted Body
  • 1 point. You become inclined to either hot or cold climates. (S)
Mundane Appearance
  • 2 points. While you remain motionless, you are indistinguishable from an object of some kind.
Illumination
  • 1 point. You naturally shed bright light in a 10 foot radius around yourself, and dim light for an additional 10 feet.
Bodily Storage
  • 1 point. You can store up to three pounds of equipment inside your body. You can move one item inside your body into one of your free hands or on the ground at your feet as a bonus action. A creature inspecting your body must succeed on a DC 12 Intelligence (Investigation) check to discern that there are items stored inside your body. These items can only be forcibly removed if they are carved out of your dead body. The total space the gear takes up cannot be more than half of the total space inside your body.
  • 1 point. Increase the DC of the Investigation check by 3. (S)
  • 1 point. Store an additional two pounds of gear. (O) (S)

Dexterity

Speed Increase
  • 2 points. Increase walking speed by 5 feet. (S)
  • 3 points. Can ignore difficult terrain when you Dash. (O)
Reach
  • 3 points. Your reach increases by 5 feet. (S)
Evasion
  • 3 points. You take no damage if you succeed on a Dexterity saving throw to only take half damage.
  • 2 points. You take only half damage if you fail the save.
Initiative Increase
  • 1 points. Increase your initiative by +1. (S)
Bodily Finesse
  • 1 point. Your unarmed strikes and Natural Weapons can use either Str or Dex.
Extra Action
  • 3 points. Once per long rest, you can take an extra Action on your turn.
  • 3 points. One more time per long rest. (S)
  • 3 points. You can take another reaction on every turn in combat. (S) (O)
Catfall
  • 1 point. Reduce the effective distance you fall by 10 feet whenever you would take fall damage. (S)
Monstrous Leap
  • 2 points. As an action, you can jump 15 feet into an unoccupied space you can see.
  • 1 point. Increase this distance by 5 feet. (S)
Flyby
  • 3 points. You do not provoke oppurtunity attacks when you fly out of an enemies reach.
Parry
  • 2 points. As a reaction to getting hit by an attack, you can add 1 to your AC, potentially causing the attack to miss. You must be wielding a melee weapon to parry.
  • 2 point. Raise the number you add to your AC by 1. (S)
Nimbleness
  • 1 point. You can move through the space of any creature larger than yourself as though it was difficult terrain.

Wisdom

Darkvision
  • 2 points. You gain darkvision out to 60 feet, as described in the Player's Handbook.
  • 1 point. Increase by 30 feet. (S)
  • 3 points. You can see through magical darkness.
Truesight
  • 4 points. You gain truesight out to 10 feet.
  • 3 points. Increase by 5 feet. (S)
Sensitive Fingers
  • 1 point. You can read printed writing without using your eyes as long as at least one of your fingers is touching it. Additionally, you have advantage on Investigation or Perception checks that would rely on your touch sensitivity.
Angelic Sense
  • 2 points. You instantly know if a creature you can see within 120 feet of you speaks a knowling lie.
Careful Aura
  • 3 points. Whenever you have an Aura active, you can choose to leave one creature inside the radius unaffected.
  • 3 points. You may choose one extra creature to leave unaffected. (S)

Intelligence

Extra Attunement
  • 2 points. You gain an additional attunement slot. (S)
Skill Proficiency
  • 1 point. Get +1 proficiency bonus with a skill. (S)
  • 1 extra point (2 points) if raising past +4.
  • 1 extra point (3 points) if raising past +8.
Weapon Proficiency
  • 1 point. Get +1 proficiency with all simple weapons. (S)
  • 2 points. Get +1 proficiency with all martial weapons. (S)
  • 1 extra point (2 or 3 points) if raising past +3.
  • 1 extra point (3 or 4 points) if raising past +6.
Saving Throw Proficiency
  • 2 points. Gain +1 proficiency in one type of saving throw. (S)
  • 1 extra point (3 points) if raising past +3.
  • 1 extra point (4 points) if raising past +6.
Armor Proficienies
  • 2 points. Gain proficiency with either light armor or shields. (S)
  • 3 points. Gain proficiency with medium armor.
  • 3 points. Gain proficiency with heavy armor.
Part 1 | Character Creation
Part 1 | Character Creation
Other Proficiencies
  • 2 points. Gain proficiency with one language, tool, or vehicle.
Elemental Specialty
  • 2 points. Whenever you would deal a certain type of elemental damage with a natural ability or spell, increase the damage you deal by 1.
Bound Item
  • 2 points. You bind one item to your essence. When you choose this, choose one item that you are wearing or carrying. As a bonus action, you can cause that item to teleport to a space within 5 feet of you, or into one of your free hands. If the item is targeted by the dispel magic spell, you cannot call the item back for an hour.
Telepathy
  • 2 points. You gain telepathy out to 30 feet. You can communicate words, ideas, or images to any creature within this range, as long as it has an Intelligence score of 3 {-4} or higher.
  • 1 point. Increase this range by 10 feet.
Protected Mind
  • 1 point. Your thoughts or emotions cannot be read by supernatural means. Your presence can still be detected magically, however.
Ambusher
  • 2 points. On the first turn of combat, you automatically score a critical hit if you hit a creature that has not yet taken their turn in combat.
Labyrinthine Recall
  • 1 point. You can perfectly recall any path you have traveled.

Charisma

Mimicry
  • 2 points. You can mimic sounds and voices. You can only repeat phrases in another creature's voice that you have heard them say; similarly, you can only produce sounds that you have heard. A creature that hears the sound and has reason to doubt its validity can make a DC 10 Insight check as a free action; on a success, they realize the sound to be a mimicry.
  • 1 point. Raise this DC by 3. (S)
Disobedient
  • 1 point. You get a +3 bonus on saving throws against spells or abilities that would coerce you to perform an action against your will (but not spells or abilities that would charm you). (S)
Lucky
  • 3 points. Whenever you roll a Natural 1 on a die, you can reroll the die you rolled the Natural 1 on. You must use the new die roll.

Point Reductions

Listed below are all the point reductions.

Speed Reduction
  • -1 points. Decrease your base walking speed by 5 feet. (S)
Sunlight Sensitivity
  • -2 points. You have disadvantage on Perception checks and attack rolls while you or the target is in direct sunlight.
  • -4 points. As above, plus you take 1d4 radiant damage at the beginning of every turn you spend with any part of your bare skin exposed to sunlight.
Illiteracy
  • -1 point. You cannot read any written language.
Mute
  • -2 points. You cannot speak. You can still make various noises with your mouth, however, and might still create a code that you can use to communicate. You can still cast spells that require a verbal component.
  • -3 points. You cannot create verbal sounds. You cannot cast spells that require a verbal component.
Damage Vulnerability
  • -2 points. You are vulnerable to an elemental or spiritual type of damage.
  • -3 points. You must make a DC 10 Constitution save whenever you take damage of the type you're vulnerable to; on a failure, you become stunned or frightened (your choice when you choose this) of the source of the damage until the end of your next turn.
Size Decrease
  • -5 points. You become Tiny, your Strength score cannot rise above 10, and your Hit die decreases by one size. You cannot wield weapons sized for a normal human, and your base walking speed decreases by 10 feet. You cannot take the Size Increase Trait when your Challenge Level increases.
Condition Vulnerability
  • -2 points. You have disadvantage on saving throws made to avoid a certain condition.
Blind
  • -4 points. You are blind. You can still use senses that do not rely on sight. Your sight can never be restored by anything short of the wish spell.
Deaf
  • -4 points. You are deaf. Your hearing cannot be restored by anything short of the wish spell.
Part 1 | Character Creation
Part 1 | Character Creation
Reduced Manual Dexterity
  • -2 points. You have disadvantage on Sleight of hand checks, and need to use two hands for tasks that would normally take one.
  • -4 points. You automatically fail Sleight of hand checks, cannot cast spells with somatic components, and cannot perform acts of fine manipulation with your hands.
Slow
  • -1 point. You have a -2 bonus to your initiative modifier. (S)
Obvious
  • -2 points. You have disadvantage on Stealth checks, and can be tracked easily.
  • -4 points. You automatically fail Stealth checks, and creatures automatically succeed at tracking you.
Untalented
  • -1 point. You gain a -2 bonus to a skill. (S)
Short-sighted
  • -2 points. You have disadvantage on attack rolls made against targets more than 30 feet away, and disadvantage on Perception checks made to observe objects more than 30 feet away.
Hungry
  • -2 points. You require 2 times the amount of daily food and water you would normally need. You cannot take this point reduction if you have the Adaptive Body Trait.
Cowardly
  • -1 point. Whenever you become frightened, you cannot move or make attacks against the source of your fright.
Animal Fright
  • -1 point. Animals are wary in your presence. You have disadvantage on Animal Handling checks, and must spend at least one day bonding with a Beast steed with an Intelligence of 5 or less before it allows you to ride it.
  • -2 points. Animals are frightened of you. You automatically fail Animal Handling checks, and Beasts with an Intelligence of less than 5 will not allow you to ride them. Beasts with an Intelligence of less than 5 have disadvantage on saving throws made to resist being frightened by you.
Harmless
  • -2 points. Your unarmed strikes deal 1 + Str mod bludgeoning damage. You cannot choose the Natural Weapon trait when your Challenge Level increases, except if you choose it along with the Item (-1) SPR. In that case, do not reduce your spent points by 1.
Wind Suseptibility
  • -1 point. If you are struck by a strong gust of wind, you have disadvantage on all attack rolls and ability checks you make until the end of your next turn.
Magic Nature
  • -3 points. You are a being infused with magic. If you are targeted with the dispel magic spell, you must make a Constitution, Wisdom, or Charisma saving throw against the caster's spellcasting save DC. On a failure, you fall unconcious for one minute. You also fall unconcious if you are inside an antimagic field.
Part 1 | Character Creation

Traits

  • If a Trait has point options listed under its description, you can only purchase options below the top option if you have purchased the option above the one you would like to purchase, or it is marked with (O).
  • If a Trait would give an option between multiple types of saving throws, choose one when you choose the Trait. If a creature is forced to make a saving throw against the trait, they always have to make the type of saving throw you chose when you chose the Trait.
  • If a Trait says that it deals a group of damages, like 'physical' or 'elemental' damage, choose one damage type from that group. That Trait then deals the same damage type from then on.
  • The separation of Traits into External and Internal have no inherent effect on gameplay.

Whenever you gain a Trait, you can choose to apply Specialized Point Reductions to that Trait. Specialized Point Reductions function exactly like Point Reductions except you can choose them whenever you gain a Trait, and they only apply to the Trait that you chose them along with. If you would gain a higher-Tier Trait that would require a lower-Tier Trait as a prerequisite, the higher-Tier Trait has all the Specialized Point Reductions that the lower-Tier Trait had. Below is the list of Specialized Point Reductions.

Item
  • -1 point. Your Trait is an item. It is either worn as clothing or held in your free hand(s); if it is not worn or held, you do not gain the benefit of the Trait and cannot expend any uses of the Trait. It can take on the properties of the item that holds the Trait as well as granting you the power of the Trait as well; for examples, a whip could be used to attack as a normal whip, or it could be used as a Tail, as per the Tail Trait. This item can be lost or stolen just as a normal item could. If another creature wears or holds this item, they gain no special benefits from it. This item cannot be magical already. You cannot apply Item and Component to the same Trait. A single Item can hold any number of Traits.
Limited Use
  • -2 points. This reduction cannot be added to a Trait that already has limited uses. The Trait that you apply this Trait to ceases to function normally; instead, it must be activated to be used. As an action, you can cause your Trait to function normally for the next minute. You can use this Trait a number of times equal to 1 + its Tier, and regain all expended uses when you complete a long rest.
Spell Effect
  • -1 points. Your Trait is magical in nature, and counts as a spell. If a creature targets you with a dispel magic spell, you lose the effects of this Trait for one hour. Whenever you expend a usage of this Trait, a creature can target you with the counterspell spell, or the effect of the Trait with the dispel magic spell. The effective level of the Trait is its Tier x 2 - 1.
Traits and Flavor

Traits offer more than what they specify in their descriptions; they also grant a host of advantages that are individually too small to be of note. Your DM should also recognize this, and allow you to do some things that are not technically included in the Trait's benefits. For example, a character with Psionic might become unsettled around someone who is pretending to be someone they're not, or a character with Elemental Form (fire) can easily start a fire without kindling or a spark.

Ceaseless
  • -1 point. This Specialized Point Reduction can only be applied to Area Traits, and it cannot be applied to multiple Traits. This Trait is always active. If you activate a different Area Trait, this Trait is suppressed until the second Area effect ends.
Nocturnal
  • -2 points. You only gain the benefits of this Trait while it is night or if you are on one of the Lower Planes. You cannot apply both Nocturnal and Diurnal to the same Trait.
Diurnal
  • -2 points. You only gain the benefits of this Trait while it is day or you are on one of the Higher Planes. You cannot apply both Nocturnal and Diurnal to the same Trait.
Loud
  • -1 point. This Specialized Point Reduction can only be applied to Traits with limited uses. Whenever you expend a usage of this Trait, you produce a very loud noise. This noise can be heard from up to 300 feet away.
Gaze Attack
  • -1 point. This Specialized Point Reduction can only be applied to Traits with limited uses. You cannot expend uses of this Trait while you are blinded. Also, if you target a Small or larger mirror with this Trait, it instead targets one random target within 30 feet of the mirror.
Component
  • -2 point. This Specialized Point Reduction can only be applied to Traits with limited uses. When you choose this Specialized Point Reduction, describe an object or multiple objects worth at least 1 sp in total. Whenever you expend a use of this Trait, you must provide the object or objects that you described; they are then consumed.
Straining
  • -2 point. This Specialized Point Reduction can only be applied to Traits that have limited uses. Whenever you expend a usage of this Trait, you expend one hit die as well. You cannot use this Trait if you can't expend a hit die.
Draining
  • -3 points. This Specialized Point Reduction can only be applied to Traits that have limited uses. Whenever you expend a usage of this Trait, you lose 1d4 hit points per Tier of the Trait. This loss of hit points cannot be reduced or negated in any way.
Afflict
  • -3 points. This Specialized Point Reduction can only be applied to Traits with limited uses and that target a single creature other than yourself. You can only expend charges of this Trait when you hit a creature with your Natural Weapon, with the same target.

Tier 1 External Traits

  • Adhesive Your skin reactively grapples attackers.
  • Amorphous - You can squeeze through tiny spaces.
  • Amphibious - You can breath and move easily underwater.
  • Brute - You can knock your enemies around.
  • Bulwark - You are immovable and grant defense.
  • Chameleon Skin - You can sneak easily.
  • Charge - You deal more damage when charging.
  • Constrict - You can squeeze the life from your foes.
  • Climb - You can climb all surfaces.
  • Displacement - You can defend yourself with an illusion.
  • Durable - You become more difficult to damage.
  • Elemental Form - Your natural body causes damage.
  • Fearsome - You invoke fear in your enemies.
  • Glide - You can fly while falling.
  • Hover - You gain a limited flying ability.
  • Hurl Energy - You can cause elemental damage at range.
  • Madness - You can twist your enemies' minds.
  • Multiple Heads - You gain a second head.
  • Natural Weapon - Your Natural Weapon becomes better.
  • Ranged Natural Weapon - You cause physical damage at range.
  • Rouse - You bolster your allies.
  • Smothering Presence - You suffocate your target while grappling.
  • Spikes - You deal damage in close quarters.
  • Tail - Your reach increases.
  • Touch Attack - You deal extra damage with natural attacks.
  • Tunneler - You can tunnel through soft material.

Tier 1 Internal Traits

  • Background - You have roots in a profession or lifestyle.
  • Condition - You can curse or disease creatures.
  • Create Thrall - You can charm creatures to your side.
  • Creation - You can produce material from nothing.
  • Darkness (A) - You can shroud yourself in darkness.
  • Deathtouch - You can cause damaging energies at a touch.
  • Debilitate - You can inflict your enemies with debilitating conditions.
  • Disintegrate - You can turn material or creatures into a fine dust.
  • Energy Blast - You can damage an area with elements.
  • Energy Field (A) - You surround yourself with a damaging element.
  • Healing - You can grant others health.
  • Invisibility - You can hide yourself from view.
  • Keen Senses - Your awareness increases.
  • Light (A) - You can radiate light.
  • Limited Incorporeality - You can enter an incorporeal state.
  • Magic Dampening - Magic around you is less effective.
  • Magic Sensitivity - You can sense magic and magic-users.
  • Persistent Body - Your body has no requirements.
  • Petrify - You can turn creatures to stone.
  • Psionic - Your mind is open to others.
  • Rampage - You gain momentum when killing.
  • Regeneration - You heal from wounds faster.
  • Relentless - You are difficult to kill.
  • Restraints - You can restrain creatures.
  • Shapechanger - You can alter your shape.
  • Single-Minded Focus - Your focus cannot be shaken during combat.
  • Size Increase - You become Medium.
  • Soldier - You can wield weapons well.
  • Spellcasting - You can cast spells.
  • Spry - You are very hard to pin down in combat.
  • Stench (A) - You smell bad.
  • Teleportation - You can teleport instantly.
  • Undying - You come back after death.

Tier 1 External Traits

External Traits are present on the outside of your player character, and usually very visible to any onlookers.

Adhesive

Whenever a creature hits you with a melee attack, they must make a DC (9 + your Strength, Dexterity, or Constitution modifier) Strength or Dexterity saving throw. On a failure, they become grappled by you. This form of grappling does not require you to have any free hands. A creature can end this grapple by dropping the weapon they used to attack you.

Amorphous

Your body is formless. You can move through openings at least one inch wide at their narrowest point without squeezing, and you are immune to the prone condition.

Amphibious

You can breathe air and water, and gain a swimming speed of 30 feet.

  • 1 point. Increase your swim speed by 10 feet. (S)

Brute

You are specialized at battering down your opponents. Whenever you hit a creature with a melee attack, you can expend one use of this Trait. If you do so, you count as having successfully Shoved them as part of the same attack. You can use this Trait a number of times equal to 1 + this Traits Tier, and you regain any expended uses when you complete a long rest.

  • 2 points. When you successfully Shove a creature and choose to push them 5 feet, they move an additional 5 feet. (S)

Bulwark

You cannot be pushed or knocked prone. Additionally, whenever an ally is within 5 feet of you, they gain a +1 bonus to their Armor Class.

  • 3 points. Increase the AC bonus by 1. (S)

Chameleon Skin

Your skin is reactive to the enviornment around you, you are shrouded by a veil of shadows, or you possess some other supernatural means of cloaking yourself. You gain a +3 bonus to any Dexterity (Stealth) checks you make, and can attempt to Hide even when only lightly obscured.

Charge

If you move 20 feet in a straight line before hitting a creature with a melee attack on the same turn, the target of this attack takes an additional 1d6 bludgeoning damage from that attack. The target of this attack must also make a DC (9 + your Strength modifier) Strength, Dexterity, or Constitution saving throw. On a failure, they are knocked prone.

  • 2 points. Increase the damage dice class of the extra damage. (S)
  • 1 point. Increase the save DC by 1. (S) (O)

Constrict

You can crush creatures with your grapple. Whenever a creature begins its turn grappled by you, it must make a DC (9 + your Strength modifier) Strength or Constitution saving throw. On a failure, it takes 1d6 bludgeoning damage. If you have a Tail, you can now grapple creatures with your Tail.

  • 1 point. Increase the save DC by 1. (S)
  • 2 points. Increase the damage dice class by one. (S) (O)
  • 3 points. Whenever you make a successful attack with your Natural Weapon, you can make a grapple attempt against the target as part of the same attack.

Climb

You have a supernatural climbing ability. You gain a climb speed of 20 feet. You climb on impossible surfaces, like perfectly flat stone or upside down, as though it was difficult terrain. This form of climbing does not require the use of your hands.

  • 1 point. Increase your climbing speed by 10 feet. (S)

Displacement

You can cause illusions to disguise your location. As an action, you can become displaced for the next minute. Whenever a creature makes an attack roll against you during this time, there is a 50% chance their attack misses, no matter what they roll. You can use this ability a number of times equal to 1 + this Trait's Tier, and you regain all expended uses when you complete a long rest.

Durable

You gain +3 Natural Armor. Your Dex cannot increase your AC by more than 2.

  • 1 point. Gain a +1 bonus to your Natural Armor.

Elemental Form

Whenever a creature touches you or hits you with an attack while within 5 feet of you, they take 1d4 elemental damage.

  • 3 points. Increase the damage dice class by one. (S)
  • 1 point. Change the damage type to a spiritual type. (O)

Fearsome

You can naturally inspire fear in your enemies. As a bonus action, you can force a creature within 30 feet of you that you can see to make a DC (9 + your Intelligence, Wisdom, or Charisma modifier) Wisdom or Charisma saving throw. On a failure, they become frightened of you for a minute. You have advantage on melee attack rolls against creatures you frighten with this Trait. They can repeat this saving throw at the end of every turn. You can use this ability a number of times equal to 1 + the Traits Tier, and you regain any expended uses when you complete a long rest.

  • 1 point. Increase the save DC by +1. (S)
  • 1 point. Increase the range of this ability by 10 feet. (S) (O)

Glide

You have wings, or some other apparatus which allows you to catch the air. When falling, you can move two feet horizontally for every one foot you fall. Additionally, you become immune to fall damage.

  • 1 point. You can move one extra foot horizontally for every foot you fall. (S)

Hover

You hover above the ground. You can levitate 5 feet above the ground at all times; you do not leave tracks, and you do not activate traps that would rely on your body weight. Difficult terrain does not affect you. You also become immune to fall damage; you descend slowly, at a rate of 60 feet per round. If you become encumbered, you fall to the ground and take fall damage as normal.

Hurl Energy

You gain a Natural ranged attack option. You have a +2 base proficiency with this Natural attack, and it has a range of (one target within) 30/90 feet. This attack deals 1d8 elemental damage on a hit.

  • 3 points. Increase the damage dice class. (S)
  • 2 points. Increase range by 10 ft (long range increases by 30 ft. (S) (O)
  • 1 point. Change the damage type to a spiritual damage type. (O)

Madness

You can strike creatures with bouts of madness. You can force a creature within 30 feet of you to make a DC (9 + your Wisdom, Intelligence, or Charisma modifier) Dexterity, Constitution, Wisdom, Intelligence, or Charisma saving throw as an action; on a failure, they spend their next turn as though they were under the effect of the confusion spell. You can use this Trait a number of times equal to 1 + this Trait's tier, and regain all expended uses when you complete a long rest.

  • 1 point. Increase the saving throw DC by +1. (S)
  • 1 point. Increase the range of this ability by 10 feet. (S) (O)

Multiple Heads

You have two heads. If you would be blinded, deafened, charmed, or frightened, only one of your heads is affected by the condition, and the other takes control, leaving you unaffected. If one of your heads is charmed or frightened at the beginning of your turn, you must make a DC 12 Wisdom, Intelligence, or Charisma saving throw as your heads fight for control of the body. On a failure, the charmed or frightened head takes control, and you suffer the effects of the condition on your turn. If you would be blinded, deafened, charmed or frightened again, then you suffer the effects of the condition as you normally would. If your heads are both suffering from different mental conditions, randomly determine which one you suffer from at the beginning of your turn.

Natural Weapon

You have extremely sharp teeth, very large claws, or some other impressive offensive feature. The damage dice class of your Natural Weapon attack increases to 1d8.

  • 3 points. Increase damage dice class by one. (S)
  • 1 point. You can use Dex. instead of Str. when calculating attack bonus and damage rolls with your Natural Weapon.
  • 2 points. Increase the range of your Natural Weapon to 10 feet.
Items as Natural Weapons

It is possible to apply the Item (-1) SPR to the Natural Weapon Trait. If you choose a weapon as the Trait's Item, use the following rules:

  • While you wield your Natural Weapon, it does not use the stats of the weapon you chose. It is treated as though it were a normal Natural Weapon, except it is not part of your body.
  • You cannot be disarmed of your Natural Weapon unless you choose to be.
  • If other creatures wield your Natural Weapon, it functions as a normal weapon for them.

Previously existing creatures with Items as Natural Weapons include Balors, Flinds, and Bheur Hags. These weapons all take on special properties in their owners' grasp.

Physical Burst

You can damage all those around you. As an action, you can force every creature within 10 feet of you to make a DC (9 + your Str, Dex, Int, Wis, or Cha) Dex or Con saving throw, or take 3d8 physical damage. Creatures that succeed take half damage.

  • 3 points. Increase the damage dice class by one.
  • 2 points. Increase the range of this ability by 5 feet.

Ranged Natural Weapon

You gain another Natural Weapon, capable of attacking at range. You have a +2 base proficiency with this Natural attack, and it has a range of (one target within) 30/90 feet. This attack deals 1d8 physical damage on a hit.

  • 3 points. Increase the damage dice class. (S)
  • 2 points. Increase range by 10 ft (long range increases by 30 ft. (S) (O)

Rouse

You bolster those around yourself. As an action, you can grant every creature of your choice within 20 feet of you to add 1d4 to their saving throws and the first attack they make each turn for the next minute. You can use this ability a number of times equal to 1 + this Trait's Tier, and you regain all expended uses when you finish a long rest.

  • 3 points. Increase the damage dice class of this bonus by one. (S)
  • 2 points. Increase the radius of this area by 5 feet. (S) (O)

Smothering Presence

Whenever you are grappling another creature and you take damage from an attack, you can use your reaction to take only half of the damage that would be dealt to you, and the creature you are grappling takes the other half. Additionally, creatures grappled by you cannot breathe.

Spikes

Whenever a creature attempts to grapple you or you Shove or grapple another creature, they take 1d4 piercing damage. Creatures grappling you also take this damage at the beginning of their turn. You also gain a +1 bonus to any (Charisma) Intimidation checks made to interact with creatures that can see you.

  • 3 points. Increase damage dice class by one. (S)

Tail

You can manipulate objects up to 10 ft away. You cannot wield weapons with your tail, but you can perform actions that do not require fine dexterity, such as pulling a lever or lifting an object. Your tail can lift a number of pounds equal to 5 times your Strength score. Whenever you make an attack, you can choose to allow your Tail to attack; if you have a Natural Weapon on your Tail, use that Natural Weapon's statistics, but increase its reach to your Tail's reach for that attack. Otherwise, treat the attack as an unarmed strike.

  • 3 points. Increase tail reach by 5 ft. (S)

Touch Attack

Your Natural Weapons and unarmed attacks deal an extra 1d4 elemental damage on a hit.

  • 1 point. Change the damage type that your Natural Weapons and unarmed strikes deal to an elemental damage type.
  • 1 point. Change damage type to a spiritual type. (O)
  • 3 points. Increase the damage dice class by one. (S) (O)

Tunneler

You gain a burrow speed of 20 feet. You can burrow through gravel, dirt, sand, snow, or a substance of similar density, but not solid stone or ice. You can leave a tunnel behind you if you wish; the diameter of this tunnel is equal to your size category.

  • 2 points. Increase your burrow speed by 10 feet. (S)

Tier 1 Internal Traits

Internal Traits are traits that are not readily apparent from an onlooker's point of view.

If a Trait is marked with an (A), it means that it as an "Area" Trait; it affects an area around you. You can only have one Area effect active at a time; if you use your bonus action to activate a second Area effect, the first effects ends.

Background

You have experiences rooted in an upbringing, occupation, or lifestyle. You gain proficiency in either two sets of tools, two instruments, or a combination of the two, and you learn a third language. Additionally, you gain a +2 bonus to social rolls made to interact with others who share the same background. You also gain a single piece of equipment that reflects your background; this piece of equiptment cannot be worth more than 3 gp.

Condition

You can inflict your enemies with a sickly disease or horrible curse. As an action, you can force a creature within 5 feet of you that you can see to make a DC (9 + your Dexterity, Wisdom, Intelligence, or Charisma modifier) Dexterity, Constitution, Wisdom, or Charisma saving throw, or become diseased or cursed for the next 24 hours. The disease or curse has a minor but noticable effect which persists for the entirety of its duration. Listed below are some examples. You can use this Trait a number of times equal to (1 + Trait's Tier), and you regain all expended uses when you complete a long rest.

  • You know how far away the diseased/cursed creature is from you.
  • The creature has disadvantage on saving throws of a single ability.
  • The creature takes an extra 1d4 damage from damage of a specific type or attacks from a specific creature.
  • The creature has disadvantage on saving throws to resist a certain condition.
  • 1 point. You can expend a usage against a creature you hit with a Natural Weapon attack.
  • 1 point. Increase the save DC by 1. (S) (O)

Create Thrall

As an action, you can force a humanoid within 30 feet to make a DC (9 + your Intelligence, Wisdom, or Charisma modifier) Wisdom or Charisma save. On a failure, they become charmed by you for an hour. While charmed this way, they obey all commands you give them, except actions which would directly put their life at risk. They have advantage on this save if you are enemies with them. They can make this save again if you harm them in any way, and they roll with advantage. Creatures realize they were charmed by you if they succeed on saving throws made this way. The maximum amount of creatures you can have charmed this way is equal to your Challenge Level. If you charm creatures past this limit, the thrall that had been charmed the longest loses the charmed condition.

  • 1 point. Raise DC by 1. (S)
  • 1 point. Increase range by 10 feet. (S) (O)

Creation

You can create substance from nothing. As an action, you can fill up a 5-foot cube within 5 feet of yourself with some form of material; this material must be extremely common in the setting, of which a 5-foot cube of could not be sold for any meaningful monetary gain. Some examples are rock, seawater, ice, or grass. You cannot create this material in the same space that a creature is occupying. The cube of this material has 40 hit points and a damage threshhold of 5, although your DM may deicde it has less or more depending on the material. This material must be created attached to a fixed surface within range. You can also form your creation into shapes, but nothing more complex than another roughly geometric shape. You can use this Trait a number of times equal to 1 + this Tiers Trait, and you regain any expended uses when you complete a long rest.

  • 3 points. Whenever you use this Trait, you can fill another, adjacent 5 foot cube with the same material. (S)
  • 2 points. Increase the range of this ability by 5 feet. (S) (O)

Darkness (A)

At the beginning of your turn, you can choose to cause darkness to spill from you. Magical darkness fills a 10 foot radius around you, and moves with you. This darkness counts as magical darkness, and as such, is impenatrable by nonmagical light sources, cantrips, or darkvision. Creatures fully surrounded by this darkness count as being blinded. Light from a higher-level spell can cut through it, however. The effective level of this darkness is (this Traits Tier x 2 -1). You can use this Trait a number of times equal to 1 + this Traits Tier, and you regain all expended uses when you complete a long rest.

  • 3 points. Increase the radius of this darkness by 5 feet. (S)
  • 1 point. Increase the effective level of this Trait by +1. (O)

Deathtouch

You can inflict deadly energies at a touch. As an action, you can force one creature within 5 feet of you to make a DC (9 + your Intelligence, Wisdom, or Charisma modifier) Dexterity, Constitution, or Wisdom saving throw. On a failure, they take 5d8 necrotic damage, or half as much on a success. If this damage reduces a creature to 0 hit points, they die instantly. You can use this ability a number of times equal to 1 + this Traits Tier, and you regain any expended uses when you finish a long rest.

  • 3 points. Increase the damage dice class by two. (S)
  • 1 points. Increase the range of this ability by 5 feet. (S) (O)

Debilitate

You can weaken creatures at a touch. You can expend a usage of this Trait and target a creature within 5 feet of you; choose whether this ability deafens the target, blinds the target, or paralyzes the target when you gain this Trait. They must then make a DC (9 + your Intelligence, Wisdom, or Charisma modifier) Dexterity, Constitution, Intelligence, Wisdom, or Charisma saving throw. On a failure, they gain the condition of your choosing for one minute. Creatures paralyzed this way lose the paralyzed condition if they take any damage; blinded or deafened creatures can make another saving throw if they take any damage. You can use this ability a number of times equal to 1 + this Trait's Tier, and you regain all expended uses when you complete a long rest.

  • 2 points. The duration of this condition increases to one hour.
  • 2 points. Increase the range of this ability by 5 feet. (S)

Disintegrate

You can reduce material and creatures to fine dust. You can expend a usage of this Trait and target a creature or object within 5 feet of you. If you target a creature, they must make a DC (9 + your Dexterity, Intelligence, Wisdom, or Charisma mod.) Dexterity saving throw. On a failure, they take 4d6 force damage. Creatures that succeed take half damage. If this damage kills them, it transforms a vital piece of their body into a fine powder. If you target an object, you turn a five-foot cube of that object into a fine powder.

Energy Blast

You can summon a blast of damaging energy. As an action, you can affect a 10 foot radius centered on yourself, a 15-foot cone originating from yourself, or a 30 foot long, 5 foot wide line originating from yourself. Every creature in the area must make a DC (9 + your Intelligence, Wisdom, or Charisma modifier) Dexterity or Constitution saving throw, or take 4d6 elemental damage. Creatures that succeed take half damage. You can use this Trait a number of times equal to 1 + this Traits Tier, and you regain all expended uses when you complete a long rest.

  • 3 points. Increase damage dice class by two.
  • 1 point. Save DC +1.
  • 1 point. Increase one measurement of range by 5 ft.
  • 1 point. Change the damage type to a spiritual damage type.

Energy Field (A)

You can exude a field around yourself that causes damage. As a bonus action, you can cause this field to extend in a 10 foot radius sphere centered on yourself for the next minute. Whenever a creature enters this area or ends their turn in it, they must make a DC (9 + your Intelligence, Wisdom, or Charisma modifier) Strength, Dexterity or Constitution saving throw. They take 1d4 elemental damage on a failed saving throw, or half as much on a successful one. You can use this Trait a number of times equal to 1 + the Trait's Tier, and you regain any expended uses when you complete a long rest.

  • 1 point. +1 save DC. (S)
  • 3 points. Increase damage dice class by one. (S) (O)
  • 2 points. Increase the radius by 5 feet. (S) (O)

Healing

You can heal your allies with just a touch. As an action, you can touch a creature and cause it to magically regain (1d8 + your Intelligence, Wisdom, or Charisma mod.) hit points. Alternatively, you can expend a usage of this Trait to end the poisoned, blinded, deafened or paralyzed condition, or cure the target of a disease. You can make this choice every time you expend a usage of this Trait. You can use this Trait a number of times equal to 1 + the Traits Tier, and you regain any expended uses when you complete a long rest.

  • 2 points. Increase the damage dice class of the healing by one. (S)
  • 2 points. Increase the range of this Trait by 5 feet. (S (O)

Limited Incorporeality

You are on the line between being corporeal and spectral. As an bonus action, you can become incorporeal, along with anything you are wearing. While incorporeal, you can pass through solid objects as though they were difficult terrain. If you would end your turn inside a solid object, you take 7 (2d6) bludgeoning damage, but remain inside the object. This state lasts for a minute; if you are inside a solid object when this minute ends, you move into the nearest unoccupied space, and you take 7 (2d6) bludgeoning damage for every 5 feet you move this way. You take damage as normal while incorporeal, and can walk on the ground normally. You can use this Trait a number of times equal to 1 + the Traits Tier.

Invisibility

As an action, you can become invisible for a minute. This invisibility ends early if you attack, cast a spell, or expend a usage of another Trait. You can use this Trait a number of times equal to 1 + this Traits Tier, and you regain any expended uses when you complete a long rest.

  • 2 points. The duration of the invisibility increases to an hour.

Keen Senses

You have advantage on Perception checks using (pick one) sight, hearing or smell.

Light (A)

You can cause radiant brilliance to spill from your body. You can use your bonus action to shed bright light in a 20 foot radius, and dim light for an additional 20 feet. This light lasts for one minute. If a creature moves within 5 feet of you or ends their turn there, they must make a DC (9 + your Intelligence, Wisdom, or Charisma modifier) Constitution or Wisdom saving throw or be blinded until the end of their next turn. This light counts as being created by a spell with a level equal to (Tier x 2 - 1).

  • 1 point. Increase the range of the both the dim and bright light by 10 feet. The range of the blindness effect is not increased. (S)
  • 1 point. Increase the DC by +1. (S) (O)
  • 1 point. Increase the effective level of the light produced by +1. (O)

Magic Dampening (A)

You radiate an aura that weakens the forces of magic. As a bonus action on your turn, you can activate your dampening aura for the next minute. This aura extends in a 10 foot radius around yourself. If a creature casts a spell inside this area, its effective level is one lower than the slot they used to cast it, potentially causing the spell to fail. Additionally, creatures inside the radius get a +1 bonus to saving throws against magical effects and a +1 bonus to AC when they are the target of magical effects.

  • 2 points. +1 bonus to AC and saving throws. (S)
  • 2 points. Increase the radius by 5 feet. (S) (O)
  • 3 points. Spells are one extra level lower than the slot used to cast them. (S) (O)

Magic Sensitivity (A)

You are specially in tune with magic. As a bonus action on your turn, you can gain the benefits of the detect magic spell for the next minute. If a creature is inside this radius, you can use your action to study them closely; you learn if they can cast spells, and what the highest-level spell slot available to them is. If they don't use spell slots, you can instead learn what level the highest-level spell they can cast is. You can use this Trait a number of times equal to 1 + this Traits Tier, and you regain all expended uses when you complete a long rest.

Persistent Body

Your body is unliving. You do not require food, water, air, sleep. Additionally, you stop aging, and cannot be aged magically. You gain immunity to poison damage and the poisoned condition.

Petrify

You can turn creatures to a solid material with just a touch. As an action, you can force one creature within 5 feet of you that you can see to make a DC (9 + your Intelligence, Wisdom, or Charisma modifier) Dexterity or Constitution saving throw. If they fail, they become restrained as their body begins to transform, and they must make another identical saving throw at the end of their next turn. If they fail this second saving throw, they become petrified for one hour. If they succeed, the restrained condition ends. Any mutilations to their body that they suffer while petrified cause them to suffer similar disfigurements when they clear the petrified condition. You can use this ability a number of times equal to 1 + this Traits Tier, and you regain any expended uses when you complete a long rest.

  • 1 point. Increase the save DC by +1. (S)
  • 2 points. Increase the range by 5 feet. (S) (O)
  • 1 point. Increase the duration to 24 hours. (O)

Psionic

You gain telepathy to 30 feet, and can communicate with any creature that you can see and that can understand a language. You can also force a creature within this range to make a DC (9 + your Intelligence modifier) Intelligence saving throw. On a failure, they take 1d6 psychic damage.

  • 2 points. Increase range of your telepathy and your attack range by 5 feet.
  • 1 point. Increase the save DC by +1.
  • 3 points. Increase the damage dice class by one.

Rampage

When you reduce a creature to 0 hit points with an attack you make as your action, you can move up to half your speed and make a single melee attack as a bonus action.

Regeneration

You heal from wounds extremely quickly. You regain 1 HP every hour. This type of Regeneration cannot restore body parts, and you still fall unconscious if you are reduced to 0 hit points. Your regeneration stops working and returns to function again after an hour, unless you regain hit points from another source before then.

  • 1 point. As above, except 2 HP back every hour.
  • 1 point. As above, except 3 HP back every hour.
  • 1 point. As above, except 1 HP back every 15 minutes.
  • 1 points. As above, except 1 HP back every 5 minutes.
  • 2 points. As above, except 1 HP back every minute.
  • 2 points. As above, except 1 HP back at the start of every turn. Max.

Relentless

If you would be reduced to 0 hit points and not killed instantly, you make a DC (5 + damage taken) Constitution saving throw. On a success, you fall to 1 hit point instead. The DC rises by 1 every time you are forced to make this save after the first. The DC resets when you take a long rest. Damage from a critical hit overcomes this ability.

Restraints

You can bind creatures in place. You can force a creature within 30 feet of yourself to make a DC (9 + your Strength, Intelligence, Wisdom, or Charisma modifier) Strength, Dexterity, Intelligence, Wisdom, or Charisma saving throw; on a failure, they become restrained. They can reroll this save at the end of each of their turns.

  • 1 point. Increase the DC of the save by 1. (S)
  • 1 point. Increase the range of this ability by 10 feet. (S) (O)
  • 2 points. Every time a creature fails this save, they take 1d4 physical or elemental damage. (O)
  • 1 point. Change damage type to a spiritual type.

Shapechanger

You have the ability to alter your form at will, into a more mundane shape. When you gain this Trait, describe a Humanoid or Beast that shares your Size category. As an action, you can cause your appearance to become that of the creature you described. You can choose if your equipment melds with your form or falls to the ground. If one or more of your Traits have the 'Item' Point Reduction, you can choose to have the Item change shape to fit your new form, but you still lose the benefit of the Trait if it was External. Your stats stay the same, and you lose the benefit of all External Traits you have until you return to your true form. You can return to your true form at any time as a bonus action.

  • 2 points. You can describe another creature, with the same restrictions as the first. When you use your action to shapechange, you can choose which form you take on. (S)
  • 2 points. You can only spend points this way when you choose this Trait or when you purchase the above option. When you purchase this, you can describe any form you wish when describing your alternate form, as long as it is not invisible and shares your size category. (S) (O)

Single-Minded Focus

When you roll initiative, choose an enemy within 120 feet of yourself that you can see. You have an extra +2 on attack and damage rolls against that creature until initiative is over, and you cannot be frightened until that creature exits combat.

  • 2 points. Increase the bonus by +1. (S)

Size Increase

Your size increases to Medium, and your hit die size increases by one. The damage dice of your Natural Weapon also increases to 1d6, unless it was bigger already.

Sneak Attack

Whenever you hit an attack against a creature that you had advantage against, you deal an additional 1d6 damage if you hit it. This extra damage is the same type as your attack. You can get this extra damage only once per turn.

  • 3 points. Increase the damage dice class of your sneak attack damage by one. (S)

Soldier

You are trained in armed combat. You gain +2 proficiency with all simple and martial weapons, and proficiency with all armor (including shields).

Spellcasting

Gain the ability to cast two cantrips of your choice from the same spell list, and two 1st level spells from the same list. You also gain two 1st-level spell slots. Use the appropriate ability modifier based on the list you chose when you selected this Trait, and you have an initial proficiency bonus of +1 when calculating your Spellcasting save DC and your Spellcasting attack bonus. (The total number of spell slots you have can never be greater than twice your Challenge Level.)

  • 2 points. Increase your Spellcasting Proficiency bonus by +1. This costs one extra point if it is being raised above +3 (3 points) or +6 (4 points).
  • 1 point. You learn another cantrip from the list you chose.
  • 2 points. You learn another 1st level spell, and gain one additional 1st-level spell slot.
  • 3 points. You learn a 2nd-level spell, and gain one additional 2nd-level spell slot.
  • 1 point. Choose one spell that you know. You can choose a leveled spell or a cantrip. You do not need to provide any components for the spell, except if a material component has a listed cost.

Spry

You are naturally quicker and wittier than average. You can take the Disengage or Hide actions as bonus actions.

  • 3 points. You can take the Dash action as a bonus action.

Stench (A)

You exude a powerful stench. As a bonus action, you can create a 20 foot radius around yourself; whenever a creature enters this area for the first time or ends their turn there, they must make a DC (9 + your Constitution, Intelligence, Wisdom, or Charisma modifier) Constitution or Wisdom saving throw. On a failure, they become poisoned for the next minute. They can make another saving throw at the end of each of their turns.

  • 1 point. Increase the save DC by +1.
  • 2 points. Increase the duration of the sickness to 1 hour.
  • 2 points. Increase the radius of this effect by 10 ft.

Teleportation

You can instantly travel from one point to another. As an action, you, along with everything you are wearing and carrying, teleport from your space into an unnoccupied space you can see within 20 feet of yourself. You can use this Trait a number of times equal to 1 + this Traits Tier, and you regain all expended uses when you complete a long rest.

  • 2 points. Increase the range of your teleportation by 10 feet.

Undying

You are above death, for some reason or another. When you die, your physical body disappears. It reappears at a set location in 2d10 days. This location can be next to a specific item, inside a specific building, or even a set of coordinates. Choose this location when you choose this trait. When you reappear, you have 0 hit points, but are alive, unconscious, and stable. You lose any poisons or diseases that you were suffering from when you died, but not curses. All of the items and equipment on your body is left behind when you disappear, and you appear in clothing worth essentially nothing.

When you choose this trait, you must also choose the method of your destruction. Choose one action that is generally possible; if a creature performs that action at the place where you would reappear, this Trait ceases to function until you reverse that action. Common weaknesses are the destruction of a phylactery or the sprinkling of holy water on a grave; reversing those actions could be the construction of a new phylactery or desecrating the grave once again.

  • 3 points. When you disappear, anything you are wearing, holding or carrying disappears and reappears with you, as long as all of it in total does not weight more than you do.

Adventure Without Limitation

People love to flex their creative muscles while composing new characters to play. This creativity is sometimes stifled by the original method of creating a character. Fear not; here are the tools to overcome those limitations.

Please let me know if you use these rules in an actual game; I have not yet had a chance to playtest this material. My Discord is three.bugs.

Happy gaming!

Cover Art: Todd Lockwood, 1999

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