Waterdeep:Character creation: Difference between revisions
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Any characters with the [[background:guild-artisan|Guild Artisan]] background are assumed to have free membership in one Waterdeep guild of their choice. Arcane spellcasters (if you take at least one level in [[class:Artificer|Artificer]], [[class:Bard|Bard]], [[class:Sorcerer|Sorcerer]], [[class:Warlock|Warlock]], or [[class:Wizard|Wizard]], or if you take at least three levels in [[class:fighter#EldritchKnight|Eldritch Knight Fighter]] or [[class:rogue#ArcaneTrickster|Arcane Trickster Rogue]]) living in the city are required by law to register with the '''Watchful Order of Magists and Protectors''', so that they can be called on to defend the city with their magic in times of need. | Any characters with the [[background:guild-artisan-guild-merchant|Guild Artisan]] background are assumed to have free membership in one Waterdeep guild of their choice. Arcane spellcasters (if you take at least one level in [[class:Artificer|Artificer]], [[class:Bard|Bard]], [[class:Sorcerer|Sorcerer]], [[class:Warlock|Warlock]], or [[class:Wizard|Wizard]], or if you take at least three levels in [[class:fighter#EldritchKnight|Eldritch Knight Fighter]] or [[class:rogue#ArcaneTrickster|Arcane Trickster Rogue]]) living in the city are required by law to register with the '''Watchful Order of Magists and Protectors''', so that they can be called on to defend the city with their magic in times of need. | ||
The following is a list of the most prominent guilds in Waterdeep: | The following is a list of the most prominent guilds in Waterdeep: |
Revision as of 04:04, 11 September 2022
This page details the character creation rules for the Waterdeep campaign.
Sources
No Critical Role/Wildmount content will be included in this campaign. That includes classes like Blood Hunter, subclasses like Echo Knight, spells like gift of alacrity, ruidium items, etc. All other official sources are available, and will be shared through the D&D Beyond campaign.
Race
All races are allowed without restriction. Where applicable, you must use a Monsters of the Multiverse version of the race over its legacy counterpart.
Level and multiclassing
At character creation for the beginning of this campaign, player characters will be level 1.
Multiclassing is permitted without restriction (beyond standard multiclassing rules).
Ability scores
Use point buy to assign your ability scores.
Character details
Alignment
Any alignments are acceptable, but you must create a character capable of working with the party.
Backgrounds
All backgrounds and background features are allowed, although you are encouraged to create a custom background to fit your character over setting-specific backgrounds such as Strixhaven student backgrounds.
The following are several backgrounds you may consider which can tie you closer into the story of Waterdeep:
- City Watch
- Cloistered Scholar
- Courtier
- Faction Agent
- Far Traveler
- Inheritor
- Mercenary Veteran
- Urban Bounty Hunter
- Waterdhavian Noble
You are of course welcome to create a custom background using the feature from one of these instead, or use something entirely different. Your character is yours to build!
Noble families
Waterdeep contains well over a hundred noble families. The following noble houses are fine choices for any character with the Noble background or the Waterdavian Noble background (or who is otherwise intended to be a noble from Waterdeep).
House Amcathra. The Amcathras are a Tethyrian family that specializes in horse breeding and training, cattle ranching, wine-making, and weaponsmithing. The family motto is "We trample our troubles." The family has a large villa in the North Ward, on the east side of the High Road between Hassantyr's Street and Tarnath Street.
House Margaster. The Margasters are an Illuskan family whose business interests lie in land-based shipping and bulk goods trading. The house also has a quiet history of wizardry. The family motto is "Nothing is beyond our grasp." The Margaster family estate is situated between Stabbed Sailor Alley and Shattercrock Alley in the North Ward.
House Phylund. The Phylunds are a Tashlutar family that captures and sells monsters. Monsters that can't be trained as pets or guard beasts are sold to arenas or harvested for their meat, bones, and skins. The Phylunds sponsor adventuring parties and monster-hunting expeditions, and their motto is "What you fear, we master." House Phylund has an estate on Copper Street, west of the High Road between Julthoon Street and Trader's Way in the North Ward.
House Rosznar. Once banished from Waterdeep for smuggling, slavery, and other crimes, this Tethyrian house has returned and is trying to overcome its dark past and disgraceful reputation by focusing on legitimate business ventures such as wine-making and gem trading. The family motto is "We fly high and stoop swift." Rosznar Villa is situated on Thunderstaff Way between Copper Street and Shield Street in the Sea Ward, west of the High Road.
Guilds
Any characters with the Guild Artisan background are assumed to have free membership in one Waterdeep guild of their choice. Arcane spellcasters (if you take at least one level in Artificer, Bard, Sorcerer, Warlock, or Wizard, or if you take at least three levels in Eldritch Knight Fighter or Arcane Trickster Rogue) living in the city are required by law to register with the Watchful Order of Magists and Protectors, so that they can be called on to defend the city with their magic in times of need.
The following is a list of the most prominent guilds in Waterdeep:
- Bakers' Guild
- Carpenters', Roofers', and Plaisterers' Guild
- Cellarers' and Plumbers' Guild
- Coopers' Guild
- Council of Farmer-Grocers
- Council of Musicians, Instrument-makers, and Choristers
- Dungsweepers' Guild
- Fellowship of Bowyers and Fletchers
- Fellowship of Carters and Coachmen
- Fellowship of Innkeepers
- Fellowship of Salters, Packers, and Joiners
- Fishmongers' Fellowship
- Guild of Apothecaries and Physicians
- Guild of Butchers
- Guild of Chandlers and Lamplighters
Factions
A character with the Faction Agent background (or using a custom background with its Safe Haven feature) must select one of the factions of Waterdeep to belong to at level 1. Other characters will have the opportunity to join a faction during the campaign. Regardless of faction allegiances or lack thereof, you may find yourselves performing tasks for one or more of these groups.
Bregan D'aerthe is a company of mercenaries originally made up of the much-derided and dishonorable castaways of destroyed drow houses. The group's leader, Jarlaxle Baenre, is always looking for new members to fill the ranks, and loyalty is what matters to him most. All members of the faction are drow, and female Drow are rare in the company, as they condescend to take orders from a male. Jarlaxle employs non-drow operatives as well, none of whom know they’re working for him; such individuals aren’t considered members of the faction. When you join the faction, you will join as an "Orbb".
Emerald Enclave requires that new applicants demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few members of the faction, which seeks to foster harmony between nature and civilization. Members living in Waterdeep help guard the city against unnatural threats, including aberrations and undead. They also watch over the City of the Dead (Waterdeep's public cemetery) and the city's parks. When you join the faction, you will join as a "Springwarden".
Force Grey is comprised of members (or former members) of the City Watch, the City Guard, and individuals who have sworn to defend Waterdeep, its citizens, and its laws with their lives. Force Grey only recruits those who have already proven themselves; you may not be a member of Force Grey at level 1. When you join the faction, you will join as a "Gray Hand Initiate".
Harpers will employ anyone who is smart (Intelligence modifier of +1 or higher) and does not have an evil alignment. Bards and wizards are especially welcome. The Harpers are altruists who work behind the scenes to keep power out of the hands of evil tyrants. When you join the faction, you will join as a "Watcher".
Lords' Alliance within Waterdeep only employs Waterdhavian citizens. The Lords' Alliance is a confederation of cities and towns up and down the Sword Coast and throughout the North, including Baldur's Gate, Mirabar, Mithral Hall, Neverwinter, and Silverymoon. (Lords' Alliance chapters in other member cities require citizenship in their local city.) Waterdeep is one of the most influential and invested members of the Lords' Alliance. When you join the faction, you will join as a "Cloak".
Order of the Gauntlet welcomes any non-evil characters. Clerics, monks, and paladins are especially welcome, particularly if they worship Helm, Torm, or Tyr. The Order's mission is to seek out and destroy evil before it gains a foothold. Many of its members, in addition to being a member of the faction, are also clergy or knights pledged to some god or temple. When you join the faction, you will join as a "Chevall".
Xanathar Guild is not legally speaking a guild, because by law there is no Thieves' Guild in Waterdeep. The Xanathar "Guild" will accept all comers, but only after they pass a test which requires perpetrating some serious crime. Potential tests may include murder, kidnapping, ransom, theft, or looting. When you join the faction, you will join as an "Eyestalker".
Zhentarim is also known as The Black Network. They are a shadow organization that trades mercenaries and goods (including weapons) for profit, and anyone can join. When you join the faction, you will join as a "Fang".
NOTE: The Xanathar Guild and the Zhentarim are at war over events surrounding Neverember's cache of dragons. I strongly recommend against having members of the party in each of these two factions. Two members of the Black Network is fine, two members of the Thieves' Guild is fine, one member of the Black Network and one member of the Thieves' Guild may cause problems.
Bonus feats
All characters who do not have any spell slots gain the Martial Adept feat. If you later gain access to spell slots, you lose the feat.
If you do not get a feat from your background, you may select one of the following feats at level 1:
- Artificer Initiate
- Arcane Initiate (homebrew)
- Bardic Initiate (homebrew)
- Charger
- Divine Initiate (homebrew)
- Natural Initiate (homebrew)
- Dual Wielder
- Dungeon Delver
- Eldritch Adept
- Fighting Initiate
- Healer
- Martial Initiate (homebrew)
- Metamagic Adept
- Oathsworn Initiate (homebrew)
- Poisoner
- Primal Initiate (homebrew)
- Skilled
- Roguish Initiate (homebrew)
- Tracker Initiate (homebrew)
The above homebrew feats are also available to you as options when you get an ASI from your class.
At level 4, all characters may select one of the feats above available at level 1 (that they do not already have), or one of the following feats:
You must meet any prerequisites for any of the bonus feats you take.