1 Allowed Sources ▼
Not every D&D book is approved at our tables. Here's what's allowed:
Always allowed:
- 2024 Player's Handbook — this is the primary rulebook for all characters
Allowed with GM approval:
- Other official WOTC sourcebooks (ask your GM which apply to their campaign)
- Homebrew content created or explicitly approved by the GM
Not allowed by default:
- Third-party publishers (Critical Role, MCDM, Kobold Press, etc.) unless the GM explicitly permits it
- Unearthed Arcana / playtest material unless the GM explicitly permits it
When in doubt, ask your GM before you build your character around a specific source. It's much easier to check first than to rebuild after character creation.
2 Ability Scores ▼
Your six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) are generated by one of two methods:
Option A — Standard Array Assign these values to your six abilities in any order:
15, 14, 13, 12, 10, 8
Option B — Point Buy All scores start at 8. Spend 27 points to increase them:
| Score | Cost |
|---|---|
| 8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| 13 | 5 |
| 14 | 7 |
| 15 | 9 |
No score may exceed 15 before applying racial/species bonuses.
Rolling for stats is not permitted. Both options keep characters balanced across the table. If you have a strong preference for a rolled character, that's a conversation to have with your GM before character creation — not an assumed option.
3 Starting Level & Equipment ▼
Starting level All characters begin at level 1 unless your GM specifies otherwise for their campaign.
Equipment — choose one:
- Standard starting equipment listed in your class and background descriptions
- Starting gold as listed in your class, spent freely on gear before the first session
No magic items at character creation unless the GM explicitly provides them as part of the campaign premise.
Multiclassing Multiclassing is allowed, but requires GM approval. Talk to your GM before you reach the level where it would take effect — not after.
Character approval Once your character is built, share your character sheet with your GM for review before the first session. They may ask for adjustments.
4 Writing Your Backstory ▼
Your backstory doesn't need to be a novel. It needs to give the GM something to work with.
Required elements:
- One goal — what does your character want more than anything?
- One NPC connection — a person from your past (alive or dead, friend or enemy)
- Length — one solid paragraph to two is plenty
Optional but useful:
- Where are you from?
- Why are you adventuring now?
- A secret, a regret, or a wound
Dark themes: If your backstory involves trauma, violence, or other heavy content — run it by your GM first. They need to know what's in the fiction before it shows up at the table. Consent works in both directions.
Keep it open: Backstories that lock in too much of the world ("my father is the king of the capital city") constrain what the GM can build. Leave room for the world to surprise you and for the GM to weave your history into the story.
What happens to your backstory: GMs actively use backstory hooks to create personal story moments. The more you give them, the more they can do with it.
5 The Skill Tree System ▼
This server replaces standard subclasses with a custom Skill Tree System that gives you more granular, flexible character growth.
What it replaces: Instead of choosing a subclass archetype at level 3 (or 1/2 for some classes), you build your character's identity through a tree of unlockable nodes.
When you receive points:
- Level 2: 2 points to spend
- Level 3: 6 total points (4 additional)
How trees work:
- Each node costs a set number of points
- Some nodes have prerequisites (you must unlock a parent node first)
- Trees are class-specific — a Fighter tree looks nothing like a Wizard tree
Getting your tree: Ask your GM for the current skill tree document for your class when you start character creation.
Note on experimental costs: Point costs and tree structure are still being refined. Your GM may adjust values during a campaign. If a retroactive adjustment affects your build, your GM will work with you fairly — you won't be penalized for a change you couldn't have predicted.