Character Creation

  1. Choose a class, level it up to 3 and choose a subclass
    • All classes in the Player’s Handbook are allowed
    • The new class, “Gadgeteer” (from Humblewood 2) is allowed, however you will be responsible for understanding how it works. We may need to make some adjustment for 5.5e during play.
    • When choosing a subclass you can pick from any of the official 5.5e or 5e sources (if both exist then use the 5.5e version). You can also use the ones outlined in the Humblewood Player Guides.
      • Bard - College of the Road
      • Cleric - Community Domain
      • Cleric - Night Domain
      • Fighter - Scofflaw
      • Paladin - Oath of Mysteries (Humblewood 2)
      • Monk - Way of the Wrangler (Humblewood 2)
      • Sorcerer - Deep Roots (Humblewood 2)
  2. Choose a species
    • In Humblewood there are many more species than are in the book. You can theme your character from any real world animal or bird that fits your vision and choose the official species that is closest to how you envision your character.
    • For more information about the different species you can read the provided Humblewood Player Guides
  3. Build a background
    • You can use an existing official background from the Player’s Handbook or custom build your own
    • If building your own it consists of the following:
      • Ability Scores: Choose either a +2 and a +1 to two different stats, or a +1 to three different stats
      • Origin Feat: Pick any origin feat from the Player’s Handbook or Humblewood Origin Feats page
      • Select two skill proficiencies
      • Select one tool proficiency
      • Choose one language (can decide later)
      • 50 gp
  4. Assign ability scores
    • We will roll ability scores at the table during our session 0.
    • Each player will roll 4d6 dropping the lowest, six times, to come up with an array of ability scores
    • All arrays will be added to a global pool. You can use any array in the pool to build your character
    • The values in the array you choose can be assigned to any ability

Flavour is Free

  • To provide structure to the game we play by the official rules (other then those documented here). However you can flavour the look and feel of anything about your character, as long as it doesn’t provide mechanical benefit and fits the general theme of the setting.

Advancement & Hit Points

  • We will use milestone advancement and all players will be at the same level. If new characters are introduced they will be at the party level
  • When leveling up, roll using your hit dice as normal, but if roll less than average take the average (d6 = 4, d8 = 5, d10 = 6, d12 = 7)

Skill Checks

  • Helping another character (including guidance spell) has to be announced before the relevant ability check is rolled. A character can only provide help if it makes sense (to the DM). For example, proficiency in the skill or tool related to the task at hand, or a relevant ability score equal or higher than the character doing the task.

Dice Rolls

  • When you roll a critical hit (natural 20 on an attack roll), the critical hit damage will be calculated as follows: Roll all of your damage dice as per normal, and add that total to the maximum potential that could have been rolled, then add any applicable modifier. As with any critical hit, this will apply to any damage dice rolled as part of the attack action, including sneak attack or a paladin’s smite.
  • When you roll a critical miss (natural 1 on an attack roll), it will be handled on a case-by-case basis. It may just be treated as a simple miss but could be followed up with some additional consequences.
  • For any other d20 test, a natural 20 does not mean an automatic success, nor does a natural 1 mean a guaranteed failure. Depending on the check, the difference from the DC may have additional effects.

Initiative & Holding

  • Once per round you can choose to “hold”, permanently changing your initiative to be last in the order. Note that any “until the start/end of your next turn” effects expire that round at your original initiative. 
  • If you have “analysis paralysis” or your plans change at the last minute, this is a good option to keep the flow going
  • The normal “ready” action is still available (announce a trigger and use your reaction to execute the action) without affecting your initiative order

Flanking

  • The flanking variant rule is not used in this game. However, remember that the help action exists where you can sacrifice your action to give another player advantage to set them up for a big attack.

Rests (interrupted by combat or strenuous activities)

  • The Breather (10-Minute Break, unlimited / day)
    • At the end of a breather, you can spend 1 hit die (only one).
    • If pressed for time, the adventuring party can gain the benefit of a short rest in 10 minutes provided the PCs can all spend at least 1 Hit Die. Once they use a breather this way, it can’t be done again until the characters complete a long rest.
  • Short Rests (1 hour, three / day)
    • An interrupted short rest may not be resumed, however as long as 10 minutes has passed it will be considered a “Breather”
  • Long Rests (8 hours, one / day)
    • Within reason an interrupted long rest may be resumed by adding additional time (length of interruption) to the end of it

Healing Potions

  • Players will have 2 options for consuming or administering a healing potion during combat.
    • If using your Action, a healing potion will deliver its maximum healing potential. For example, a standard healing potion will restore 10 HP always, instead of 2d4+2.
    • If using a Bonus Action, a healing potion will use dice rolls as normal.

Mulligans

  • Once per level, if you have chosen a spell, weapon mastery, class feature, skill bonus, etc. but have not yet used it, you may swap it for another viable choice that you could have made at that time. Once used that choice is locked in.
  • That said, if you want to change something about your character (up to and including bringing in an entirely new character) we can discuss outside the game. Don’t feel you are ever “stuck” playing something you don’t like.