Character creation follows the standard rules within the 5E Player’s Handbook. Player’s can generate their Ability Scores by either rolling or via the point-buy system.
The only change from the PHB is that of the character’s Background. Each character will choose a Background representing what they did before joining the Guardians. In addition, each person who arrives in Wintersholm and expresses interest in joining the Guardians first spends a year under the tutelage of a senior artisan. As such, each player will select a craft in which they apprenticed, and have a tool proficiency in that particular area (and may begin play with those tools for free if they wish). This proficiency can be different than that listed in the selected character Background.
The list of crafts is as follows:
Players are encouraged to come up with the Senior Artisan under who they apprenticed and how they fit into the character’s backstory.
In addition, due to this craft training, a player may select a skill proficiency in either Insight or Persuasion to replace any of their other skill proficiencies received from their Background.
Each PC receives an Oilcloak upon completing their probationary period as a Tenderfoot. The Oilcloak functions as a Cloak of Protection (+1 to AC) and grants advantage on any rolls against natural, weather-related effects.
Each Patrol has a Light, a glowing orb of celestial power which serves them. Each Light is different, and has different skills sets, knowledges, and personalities. It is not uncommon for Lights to reflect the group which created them, displaying traits of its members. Lights begin trained in Sygaldry and 1 other skill from the following list: History, Medicine, Nature, or Religion. Lights speak all of the languages that the members of the patrol know.
Lights glow faintly, but can choose to emit a greater radiance of either 30 or 60 feet. Lights cannot venture far from patrol members—no more than 20 feet or so. However, if the patrol is split, their Light can teleport across members to speak with them. Lights can also become incorporeal for a time to protect themselves from danger.
Quick Race & Class Notes
Half-Orcs don’t exist in this setting, but all other races are allowed.
The new Totems from the Sword Coast Guide (Elk & Tiger) are available.
Alms domains are Life, Light, and War.
The Eldritch Knight archetype is tricky based on the setting material, but we’ll work together to make it viable if you’re interested.
The Purple Dragon Knight from the Sword Coast Guide is available, but in Scardova they are simply Knights. These Fighters mostly serve the clergy, but some find their way into the Guardians
The Temple of the Rising Storm, which is they only monk temple in Scardova, does not train its members in the Way of Shadow (although this doesn’t means there isn’t some covert organization which might, like the Inquisition). The Sun Soul Path from the Sword Coast Guide is available.
The Arcane Trickster archetype is tricky based on the setting material, but we’ll work together to make it viable if you’re interested. The Assassin archetype is available, and are ordained and specially trained by the Church. These Rogues are called Oathsworn.
The Swashbuckler archetype for the Rogue from the Sword Coast Guide is also available.
The Bladesinger path for the Wizard from the Sword Coast Guide is available. A small group of Elves in the Keepers train Bladesingers at The Lyceum.
Traits, Bond, and Flaw
These parts of character creation, which are used in the new 5E Inspiration system, will be used a little differently. See the House Rules section for more details.