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Character Creation


Character Creation in this campaign will be slightly modified from normal character creation. There will be no rolling for ability scores, but instead a set way to build up your characters' ability scores. This is done for one main reason: to ensure that every player's character is roughly in balance with the others. It is also so that combat and encounters are a bit easier to plan for and balance appropriately for your characters.

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Ability Scores


Every Character in this campaign will start with the Standard Array for their Ability Scores; 15,14,13,12,10,8. You can begin by placing these scores as you please among your abilities. You then apply your Racial Bonuses. After that, things change slightly. Instead of stopping there or rolling, you can assign additional points to your Ability Scores based on your Class Selection and Background. You then also gain Bonus Points to assign when you are done.

Class Ability Score Options

As you build your character, your choice of class will also influence your ability scores. Your class selection gives you two additional points to add to your scores. However, your class will limit where these 2 points can go, granting 2 options to you. You can choose to put 1 point in each of the options, or you can choose to put both points in one or the other. The below table indicates what the options are for each class:

Class Ability Score Options
Artificier Constitution and/or Intelligence
Barbarian Strength and/or Constitution
Bard Dexterity and/or Charisma
Cleric Strength and/or Wisdom
Druid Constitution and/or Wisdom
Fighter Strength and/or Dexterity
Monk Dexterity and/or Wisdom
Mystic Bladesman Dexterity and/or Intelligence
Paladin Strength and/or Charisma
Ranger Dexterity and/or Wisdom
Rogue Dexterity and/or Charisma
Sorcerer Constitution and/or Charisma
Warlock Constitution and/or Charisma
Wizard Intelligence and/or Charisma

Background Ability Score Options

After your class is known, you also gain a small +1 bonus from your Background. Each Background gives you a few choices to select from for where to place this +1. Some Backgrounds may allow you to select any. The below table shows what the options are for each background:

Background Ability Score Options
Acolyte Wisdom or Intelligence
Anthropologist Wisdom or Intelligence
Archaeologist Wisdom or Intelligence
Caravan Specialist Wisdom or Charisma
Charlatan Dexterity or Charisma
City Watch Strength, Dexterity, or Constitution
Clan Crafter Strength, Intelligence, or Charisma
Cloistered Scholar Intelligence, Wisdom, or Charisma
Courtier Intelligence or Charisma
Criminal Dexterity, Intelligence or Charisma
Entertainer Dexterity or Charisma
Faction Agent Intelligence or Charisma
Far Traveler Constitution or Wisdom
Fisher Strength or Wisdom
Folk Hero Any 1 Ability
Gladiator Strength, Constitution, or Charisma
Grinner Intelligence or Charisma
Guild Artisan Dexterity or Charisma
Haunted One Any 1 Ability
Hermit Any 1 Ability
Inheritor Any 1 Ability
Knight of the Order Strength, Constitution, Intelligence or Charisma
Marine Strength, Dexterity, or Constitution
Mercenary Veteran Strength, Dexterity, or Constitution
Noble Any 1 Ability
Outlander Strength, Dexterity, Constitution, or Wisdom
Sage Wisdom or Intelligence
Sailor Strength, Dexterity, or Wisdom
Shipwright Strength, Intelligence or Wisdom
Smuggler Dexterity, Intelligence, or Charisma
Soldier Strength, Dexterity, or Constitution
Urban Bounty Hunter Any 1 Ability
Urchin Dexterity, Intelligence, or Charisma

Bonus Ability Score Points

Once you have selected your race, class, and background, you finally gain an additional 2 points to add to any ability score (or scores) you like. The only restriction on these points is that they can not be used to increase an ability that is already at 18 or above after your other bonuses.

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Ability Score Improvements and Feats


As your character level ups, they get Ability Score Improvements from their classes, with the optional rule that they can instead choose a Feat in place of any of these Ability Score Improvements. In this campaign, we will handle Ability Score Improvements and Feats differently.

Ability Score Improvements

Rather than your Ability Score Improvements being tied to specific level progress in your class or classes, your ability scores will improve based on your character level. At every 4th Character Level, you can chose to improve one Ability Score by 2 points, or two Ability Scores by 1 point. This means with the total sum of your class levels equals 4, 8, 12, 16, or 20, you get an Ability Score Improvement.

You cannot chose to take a Feat in place of these Ability Score Improvements.

Feats

With Ability Score Improvements being tied to your character levels instead of your class levels, it now means that every class basically looses a class feature at 4th, 8th, 12, 16th, and 19th Level. As well, with your Ability Score Improvements not allowing you to exchange them fro a Feat, it means there are now no ways to acquire feats. In order to fix both of these problems, we replace the Class Features of Ability Score Improvements by Feats instead.

When you reach 4th, 8th, 12th, 16th, or 19th level in a particular class and it would normally give you an Ability Score Improvement, you instead get to select a Feat. These feats are tied to your class levels, so if you multiclass and do not consider this, you may end up with less feats than others.

Some classes also offer Ability Score Improvements at additional levels beyond these 5, such as the Fighter. When you reach these levels, you can choose whether to take an additional Ability Score Improvement or an additional feat.


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Character Nationality


Lastly, you will need to select your nationality. Your nationality determines where your character was raised- though not necessarily where they where born. Your nationality is a representation of your youth growing up in a certain nation and the influence of that culture. Your Nationality offers you some bonus or benefit - called a Boon - based on the culture of your nation of choice. This benefit might be an extra proficiency, or Advantage on certain rolls, among other options. Your nationality also gives you a Deficiency.

Your deficiency is a failing of that culture - a sign of something they shun, ignore, or disagree with. Each nationalities deficiency is different, much like their Boon. Sometimes it might be penalties on rolls, or sometimes it might be a situation where you might have Disadvantage. You may be able to remove your Deficiency later, should you choose.

Character Languages

Your nationality is also used to determine your starting languages. In this campaign, the 'Common' language will not be used. Instead, every nation had their own official language. When you select you Nationality, you are also selecting what language will replace Common for your character. If your character already has access to the language decided by your Nationality through another source, you can select any other Nationalities Language instead.


View Nationality:


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Agualian


Language: Aquan

The Agualian people hail from the Merchantary of Agual - the naval-based mercantile capital of the world. The Agualian people tend to live lives of luxury - boasting the largest middle-class in all the Nine Nations. But the wealth gap is quite large, so not all necessarily benefit from the fortunes of the nation. The Agualian people are also have the best educational options in the world - especially when it comes to higher learning and arcane studies.

Boons

You can choose one of the following Boons:

Pick 1 cantrip from the Wizard's Spell List. You can use this cantrip. If you have the Spellcasting or Pact Magic Feature from a class, it becomes part of that class list and you use that class's Spellcasting Ability Modifier. Otherwise, your Spellcasting Ability Modifier is Intelligence.
You gain a Swim Speed equal to half your Normal Speed. If your Normal Spell increases as you level up or by a feat, it does not increase this Swim Speed.
When you are negotiating for a good deal on a product or service, once per day you can give yourself Advantage on any 1 Ability Check as part of that negotiation.
Deficiency

Agualian people are highly educated, and usually well-off. This often makes them believe they are above the notion of combat and fighting. As such, they find weapons slightly unwieldy.

You suffer a -1 penalty on all melee weapon attack and damage rolls.

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Arashijin


Language: Fulgur

The people of Arashi no Kuni are a proud, if not simple people. Their proximity to the Ironclast Empire has necessitated they understand the ins and outs of martial combat, as the threat of invasion is always possible. But they otherwise live rather simple lives. Few of there cities are large, but those that are are quite marvelous to behold. Their larger cities are centers of industry, creating mechanical marvels that sometimes rival the powers of magic, and with power that sometimes seems endless.

Boons

You can choose one of the following Boons:

You gain proficiency with an exotic weapon of your choice. This could include a specific firearm, katanas, or any other exotic or unusual weapon.
You gain proficiency with a specific set of artisan tools or with tinkers tools - your choice.
You have received training with a specific weapon. Choose any weapon you are proficient with. You gain a +1 bonus with either attack or damage rolls with that weapon.
Deficiency

Arashijin tend to shy away from magic, preferring instead pure martial skill or mechanical might. This lack of understanding makes it difficult to understand or resist magic.

Select one of the following Saving Throw you are not proficient in: Constitution, Intelligence, Wisdom. You take a -1 penalty to that Saving Throw.

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Ironborn


Language: Terran

The Ironclast Empire stands as the mightiest and largest nation of the world. It's military is far beyond that of any other country, and it's people are all trained to take up arms in times of conflict or war. The Ironborn are as hard and stubborn as steel, refusing to bend to any that would have them kneel, and standing proudly in support of their motherland. Their obstinance is despised the world over, but to the Ironborn, their confidence is just from knowing they are the greatest of nations on all of Ferrum.

Boons

You can choose one of the following Boons:

You've seen combat; some of it real and some of it staged. But you know how to survive. Once per day, as an Action, you can recover hit points equal to your Constitution Modifier plus your character level.
Iron makes up your blood, and nothing can weaken your resolve. You have Advantage on Constitution Saving Throws.
You have received training with a specific weapon. Choose any weapon you are proficient with. You gain a +1 bonus with either attack or damage rolls with that weapon.
Deficiency

Ironborn consider themselves the greatest nation in the world, and tend to look down on others. This can make them difficult to deal with

You have Disadvantage on Charisma Checks made when dealing with a creature that is not Ironborn.

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Jokyn


Language: Gelugan

The people of Jokull are simple, but they are strong and can outlast any man. Born in the frigid wastes of the north, the Jokyn know nothing of comfort or coddling. They are taught from the moment they are born that only the strong survive, and the weak are but fuel to power their betters. This does not make them heartless, but it does make them realists. Despite being considered simple, they are quite logical, and able to suppress their emotions when they need to make difficult choices.

Boons

You can choose one of the following Boons:

You gain proficiency with the Survival Skill. If you already have proficiency, you gain expertise.
Following every Long or Short Rest, you gain temporary hit points equal to your Constitution Modifier plus your character level. These temporary hit points last up to an hour.
When you wield a heavy weapon and hit with an attack, you can deal one additional damage die. This damage die is not doubled on a critical hit. Once you use this boon you cannot use it again until you finish a Long rest.
Deficiency

Jokyn are survivors, but their tribal nature means there are often holes in their teachings.

Chose either Arcana, History, Nature, or Religion. You have Disadvantage on Checks for the skill you choose.

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Luchien


Language: Solis

The Luchien are a mysterious people, having locked themselves away behind their walls, denying any who come seeking entrance. The Luchien are devout in their worship, most commonly of Ahura Mazda, but sometimes of similar gods. They are proud, but humble, and usually willing to admit their faults. They are kind, and compassionate, helping one another, but their compassion for the rest of the world seems to have faded long ago. They do not hate other people, but instead they would rather leave them to their own problems, and no longer be involved in world affairs.

Boons

You can choose one of the following Boons:

You gain proficiency with the Religion Skill. If you already have proficiency, you gain expertise.
When you take a Short Rest, you can take a moment to pray, restoring an additional 2 hit points per damage die spent. Once you have used this prayer, you cannot do so again until your complete a Long Rest.
You gain the Light cantrip.
Deficiency

The Luchien worship the god Ahura Mazda, and pay head of his might and the might of other noble gods. But they believe the arcane is a perversion of divine power, and abstain from its teachings.

You have Disadvantage on Arcana Checks, and take a -1 penalty to Spell Save DC and Spell Attack Rolls for Arcane Spells.

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Lusish


Language: Lignan

The Lusish culture is centered around the idea of living in harmony with nature. They typically do very little to alter the lands around them, and what they do change is usually to accommodate foreign travelers and merchants. They study herbalism and are known for their powerful and potent natural medicines.

Boons

You can choose one of the following Boons:

You gain proficiency in your choice of the Medicine or Nature Skill.
During a Short Rest, you can choose to spend your hit dice to assist others. When you roll any hit dice, you can divide the result among yourself and any number of creatures that rest with you.
You learn the Druidic Language, even if you are not a Druid.
Deficiency

The Lusish are taught to be at one with nature and live side by side with it. They reject modern tools, which makes some common weapons seem foreign to them.

You take a -1 penalty on all weapon attack and damage rolls when using metal weapons.

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Orkan


Language: Auran

The Orkan people have their roots as nomadic hunters. While their society has advanced from simple tribes wandering the plains and grasslands, this part of their heritage is still very important to their culture. The art of archery is widely celebrated among the Orkan. They often have various tournaments around the country all year round, and they are known for the expert bowyers and fletchers. The Orkan people are also known to be rather quick, or as some put it, impatient. They don't like to waste time, and abhor listlessness.

Boons

You can choose one of the following Boons:

You gain a +1 bonus to Attack and Damage rolls with Short Bows and Longbows.
When you make an attack with a Short Bow or Long Bow, you can choose to knock two arrows. Make a single attack roll, but add one additional damage dice. This additional damage dice is not doubled if you score a critical hit. When you attack in this manner, you lose your Dexterity Modifier to damage.
You gain a +2 bonus to your Initiative.
Deficiency

The Orkan's impatience often causes them to rush things that should be given proper time. This often leads to mistakes or accidents.

When you make an Investigation, Sleight of Hand, or Stealth Check, the DM can chose to impose Disadvantage on the roll.

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Narsian


Language: Ignan

Surrounded by the burning sands of the Narsian Desert, the people of Nars have to learn to adapt to survive. They learn to live off very little water. Their skin is often noticeable darker than normal - an olive or tan shade for humans, with the change varying among other races. The Narsian people are used to dealing with desert bandits, if they aren't desert bandits themselves. They are also well practiced in fire magic.

Boons

You can choose one of the following Boons:

When you take fire damage, you can use your reaction to halve the damage you take. Once you use this Boon, you cannot use it again until you finish a Long Rest.
You gain proficiency with the Scimitar if you do not already have it. If you use the Attack Action to only make attacks with a Scimitar, you can use your Bonus Action to make one additional attack, as if it were an offhanded weapon.
When you cast a spell that deals fire damage, you can increase the damage by an amount equal to your Charisma Modifier.
Deficiency

Surrounded by desert sands, there is very little water in Nars, and what is there is usually quite shallow. This means most Narsians have not learned to swim.

You are unable to Swim. You risk drowning if you enter a body of water where your feet cannot reach the bottom.

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Umbral


Language: Noxian

The Umbral people are sometimes seen as dour and difficult. They know what it means to be oppressed by tyrannical forces, and have to find their own means of survival. Many choose to just keep their heads down, but many also learn other ways to resist their overlords when necessary. The lands of Umbral are dark, and outsiders sometimes feel like they need a torch even walking down the street somedays. But the Umbral people are quite use to this dimness.

Boons

You can choose one of the following Boons:

When you are charmed, you can use your Action to reattempt your Saving Throw with Advantage, ending the charmed condition on yourself if you succeed. Once you use this Boon, you cannot use it again until you finish a Long Rest.
Chose either Deception, Persuasion, or Stealth. When you make a Skill Check for that ability, you can add your Intelligence Modifier to the roll.
You gain Darkvision out to a distance of 10 feet. If you already have Darkvision, your range increases by 10 feet.
Deficiency

The nation of Umbras is nearly always covered in thick, dark clouds. The people are accustomed to the dim light, and bright flashes are much harsher to their eyes.

When there a sudden bright light, such as from a spell or other source, you have Disadvantage on the next Attack Roll, Saving Throw, or Ability Check you make.

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Foreign Nationals


Language: Gibbelesh

The Nine Nations are not the entirety of the world of Ferrum. In fact, there are a cavalcade of other islands and continents scattered across the distant seas. Every so often, the people of these foreign lands venture into the Nine Nations. These are Foreign Nationals. These foreigners come from varied cultures and lands, with various teachings and beliefs. For this reason, Foreign Nationals often have great difficult interacting with people of the lands, and communicating.

Boons

You can choose one of the following Boons:

Select one skill tied to your highest Ability Score (other than Constitution) that you are not proficient in. You are proficient with that skill.
Select one tool you are not proficient with. You are proficient with that tool.
Select one category of weapon (simple, martial) or armor (light, medium, heavy, shields) you are not proficient in. You gain proficiency.
Deficiency

Foreign Nationals have to overcome not only a barrier of lanuguage, but also prejudice and distrust among people of the Nine Nations.

You have Disadvantage on all Charisma Checks, except for Intimidation, when interacting with a native of any of the Nine Nations.


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