|5th Edition Dungeons & Dragons|
Flanking gives advantage (DMG p. 254).
Potions: You can drink one of your own potions as a bonus action, as per Matt Mercer's house rules.
Most importantly, your character must have:
- A reason to be an adventurer and go on adventures.
- A reason to adventure with the group.
These points are taken from Luke Hart's character creation rules. His rules will probably be used as written, but assume "PHB only" for now. Ask the DM if you want to use other options.
See below for additional rules.
Depending on the setting, these races may be available:
Use 27 point buy ("standard fantasy").
Additional ability score adjustments from class and background apply in addition to those from race.
|Acolyte||+1 Wis or Cha|
|Charlatan||+1 Cha or Int|
|Criminal||+1 Dex or Int|
|Entertainer||+1 Int or Cha|
|Folk Hero||+1 Wis or Cha|
|Guild Artisan||+1 Int or Wis|
|Hermit||+1 Con or Wis|
|Noble||+1 Int or Cha|
|Outlander||+1 Con or Wis|
|Sage||+1 Int or Wis|
|Sailor||+1 Con or Wis|
|Soldier||+1 Str or Con|
|Urchin||+1 Dex or Cha|
|Barbarian||+1 Str and Con|
|Bard||+1 Int and Cha|
|Cleric||+1 Wis and Cha|
|Druid||+1 Wis and Con|
|Fighter||+1 Str (or Dex) and Con|
|Monk||+1 Str (or Dex) and Wis|
|Paladin||+1 Str and Wis|
|Ranger||+1 Dex and Wis|
|Rogue||+1 Dex and Cha (or Int)|
|Sorcerer||+1 Con and Cha|
|Warlock||+1 Int and Cha|
|Wizard||+1 Int and Wis|
Characters for duet (1-on-1) games are created using the rules below.
- Ability modifiers for class and background as described above.
- 30 point buy ("high fantasy") for abilities.
- Improved point buy, allowing for higher starting stats.
- Two extra skills or proficiencies.