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 that is not setting-specific is allowed; this includes, but is not limited to:
    • Player's Handbook
    • Dungeon Master's Guide
    • Volo's Guide to Monsters
    • Elemental Evil Player's Companion
    • Xanathar's Guide to Everything
    • The Tortle Package
  3. Setting-specific material is subject to DM approval, and all of a setting-specific book may not necessarily be approved for use. The following list is approved for use in For a Few Adventurers More:
    • Sword Coast Adventurer's Guide (all)
    • Mordenkainen's Tome of Foes (all)
    • Guildmaster's Guide to Ravnica (subclass options only)
    • Acquisitions Incorporated (Verdan only)
    • Eberron: Rising From the Last War (Artificer only)
  4. Unearthed Arcana (UA) material is subject to DM approval and will generally be rarely given. The following list approved for use in For a Few Adventurers More:
    • Gothic Heroes - Revenant[2]
    • Feats for Skills - Arcanist[3]
    • Feats for Skills - Investigator[3]
    • Feats for Skills - Menacing[3]
    • Feats for Skills - Perceptive[3]
    • Class Feature Variants - Eldritch Armor Invocation[4]
    • Class Feature Variants - Fighter Unarmed Fighting Style[4]
  5. Plane Shift (PS) material is not allowed
  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[5] 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[5]
  2. New characters are created with the same XP as the rest of the party
  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[6]


  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 (including adventures)
    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[7]
    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[8]
  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
  3. 3.0 3.1 3.2 3.3
  4. 4.0 4.1
  5. 5.0 5.1 Start with one, additional, feat for every starting ability score at or below this level
  6. 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.
  7. Player's Handbook: pages 145, 149-151, 154, and 157
  8. Player's Handbook: page 143