D&D 5E: The Dryad's Dragon - Character Guidelines

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Level: All characters will be starting at L5.

Race Restrictions: All PHB races are fine with the following caveats. There is no underdark in this setting, so anyone playing a dark elf will be considered a Shadow Elf with the same stats. Likewise Dwarves are not subterranean in this setting and will be considered Forest Dwarves, though you may stat them out under either subrace in the PHB. Rock Gnomes are not a subrace in this setting. Likewise Goblinoid races are not to be found in this setting, so the Half Orc does not exist, but human 'Highlanders' may be made with Half Orc stats instead of regular human stats.

I prefer no more than one player take the following racial types: Dragonborn. Shadow Elf. Tiefling.

Class Restrictions: All PHB classes are fine with the following caveats. This is a primarily wilderness style game. Classes that are normally more urbane in concept (bard in particular comes to mind) should be crafted with that in mind.

I prefer to stay away from multiclass characters.

I prefer no more than one player take a given class, with the exception of Fighter or Barbarian. Only one player may choose Paladin. There is only one paladin in the setting at a given time. Only one player may choose Monk. Monks do not exist in this region of the setting, so one showing up here would very much be an outlander.

Feats: Not using them for this game. This includes the Human Variant option.

Backgrounds: Not using them for this game. Each player may choose for his character two bonus skill proficiencies, one bonus tool proficiency, and one bonus language.

Traits, Ideals, Bonds, and Flaws are player optional. But I will not be considering them for inspiration or anything like that. They're purely for flavor if you want them.

Equipment/Gear: Pretty much any standard gear/equipment/weapons/armor that makes sense in the wilderness is fine. Exceptions include exotic armors (dragonhide, etc) and Platemail. Splint is probably the heaviest armor that would exist in the Hartshorn. When in doubt, put a piece of equipment on a scale between Civilized Kingdoms v Barbarians. The closer you come to Barbarian, the more likely it is to be acceptable for this game.

I reserve the right of final say on all gear, etc.

No mounts, etc unless it comes as a class feature or somesuch.

Magic Items: Players will start with some small magics + one significant item, but I'll work that out with each player based primarily on the character types we end up with and the direction we decide to go.

Starting Wealth: Gear + 50 gold.

Inspiration: Each character will start play with one inspiration to spend on advantage for any roll they choose. A character cannot have more than one inspiration at a time. Fresh inspiration can be earned by choosing to roll disadvantage when you otherwise would not have to on any legitimate attack, save, or ability check.

GM retains right of veto for gaining inspiration.

In practice, I won't veto on any legitimate roll, but attacking a random tree root at disadvantage to gain inspiration . . . yeah, not so much.

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