For a Few Adventurers More/Character Creation

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These rules cover the rules for creating a new character for the For a Few Adventurers More campaign.

So you have this soul, but you can't see it or touch it. And when you die, this invisible thing leaves your body and goes to a place you can't see. And you people think I'm crazy?

— Xanathar

General Rules

  1. Except as noted in these rules, all characters must conform to the 5e D&D rules for character creation found in the Player's Handbook
  2. Any officially[1] published source material is allowed; this includes, but is not limited to:
    • Player's Handbook
    • Dungeon Master's Guide
    • Sword Coast Adventurer's Guide
    • Volo's Guide to Monsters
    • Elemental Evil Player's Companion
    • Xanathar's Guide to Everything
    • The Tortle Package
  3. Unearthed Arcana (UA) material is not allowed
  4. Plane Shift (PS) material is not allowed
  5. Players may choose to use any of the variant character rules during character creation; however, the player may not later change their choice at a whim for this character[2]
  6. Race restrictions on classes (e.g., Bladesinger being elf only) can be ignored

Ability Scores

Total point cost by ability score
Starting Ability
Total Point
Starting Ability
Total Point
6 & below 0[3] 14 7
7 0 15 9
8 0 16 11
9 1 17 14
10 2 18 17
11 3 19 21
12 4 20 26
13 5 21 32
  1. Ability scores are to be generated using a point-buy system:
    • Each character is allocated 27 points that they may assign as they choose according to the cost chart on the right
    • Ability scores at or below 6 are granted an additional boon[3]
  2. New characters are created at level of APL[4] - 1, min 1
  3. Score modifiers (e.g., racial or feat modifiers) are applied after this point buy
  4. Under normal conditions, ability scores may not rise above 20[5]


  1. Characters should have two Personality Traits, an Ideal, a Bond, and a Flaw for flavor
    • This will not be required, but it is highly recommended to help RP the character
  2. Characters may use any of the standard backgrounds, traits, ideals, bonds, and/or flaws from official source material
    1. Characters may not use dragonmarks from Wayfinder's Guide to Eberron
    2. Characters may not use the guild backgrounds (with extra spells) from Guildmasters' Guide to Ravnica
  3. Characters may, instead of a standard background, choose to create their own background subject to the following limits:
    1. The background grants proficiency in at most 2 skills
    2. The background grants proficiency in at most 1 tool or language
    3. The background grants at most 25gp of standard equipment (or gold), priced per chapter 5 of the PHB[6]
    4. The background may offer a feature that grants a non-combat ability in line with the background, subject to DM approval for balance
  4. Characters may use the starting equipment for their class & background, or use the average roll for starting wealth according the chart in chapter 5 of the PHB[7]
  5. Characters should have a back-story that explains why they have come to Port Hamor


  1. Officially meaning 5th edition D&D material published by the D&D team at Wizards of the Coast
  2. For example, if you select to use the variant encumbrance rules for this character, you may not simply change it and use standard encumbrance rules for the character at a later time
  3. 3.0 3.1 Start with one, additional, feat for every starting ability score at or below this level
  4. Average Party Level: the arithmetic mean of the current party roster (current being those who have gone on an adventure within the past month, real-time)
  5. Normal conditions include racial bonuses. For example, if a character buys an intelligence of 20 for 26 points, and then chooses to be a gnome, the final stat is 20, not 22. In this case, it would be recommended to buy only to an ability score of 18 instead.
  6. Player's Handbook: pages 145, 149-151, 154, and 157
  7. Player's Handbook: page 143