hardholm

d&d beyond game on roll20

player requirements

d&d beyond linked to the campaign

roll20 set up for the character

roll20 set up for the character

beyond 20 chrome extension installed

d&d beyond settings

for character preferences under home

sources

homebrew content (red)

expanded rules (white)

2024 core rules (white)

legacy (white)

partnered content

all (white)

dice rolling

enable dice rolling (white)

optional features

optional class features (white)

customize your origin (white)

advancement type

xp

hit point

manual (maximum hit points at every level)

use prerequisites:

feats (red)

multiclass requirements (red)

show level-scaled spells

(red)

encumbrance type

variant encumbrance

ignore coin weight

(grey)

ability score/modifier display

modifiers top

character privacy

private

ability scores

manually enter 63 points divided between the 6 abilities with nothing below 3 or above 18

dexterity modifiers

dexterity modifiers over +5 are added to all ac's regardless of armor type, so a +6 dexterity modifier adds +1 ac to medium and heavy armors, this has no effect on light armors since their ac's always add

ability score increases

characters receive an an additional two ability score points at level 3, 7, 11, 15, and 19 but they cannot be used to raise an ability score above 20

the final blessing of the gods

the final blessing of the gods grants every character a feat at levels 1, 5, 9, 13, and 17

player’s handbook

races

no legacy races allowed

classes

artificer

no artificers allowed

barbarian

all barbarians receive five +1 bonuses to spend on strength or dexterity

at 4rd level all barbarians receive one +1 bonus to spend on strength or dexterity

at 10th level all barbarians receive one +1 bonus to spend on strength or dexterity

bard

valor bards receive two +1 bonuses to spend on strength or dexterity at level 3

cleric

all clerics receive two +1 bonuses to spend on strength or dexterity

protector clerics receive one +1 bonus to spend on strength or dexterity and receive one +1 bonuses to spend on constitution or strength

druids

all druids receive one +1 bonus to spend on strength or dexterity

warden druids receive two +1 bonuses to spend on strength or dexterity

fighter

all fighters receive six +1 bonuses to spend on strength or dexterity and receive one +1 bonuses to spend on constitution or strength

at 4rd level all fighters receive one +1 bonus to spend on strength or dexterity

at 10th level all fighters receive one +1 bonus to spend on strength or dexterity

at 16th level all fighters receive one +1 bonus to spend on strength or dexterity

paladin

all paladins receive five +1 bonuses to spend on strength or dexterity and receive one +1 bonuses to spend on constitution or strength

ranger

rangers receive the level 13 ability restless hunter at level 1, at level 13 rangers hunter's mark no longer takes concentration

all rangers receive five +1 bonuses to spend on strength or dexterity

rogue

all rogues receive two +1 bonuses to spend on strength or dexterity

the following get credit for having the following feats giving them the ability score bonuses listed below and already covered above

protector cleric, fighter, paladin

heavily armored

+1 constitution or strength

barbarians, cleric, druids, fighter, paladin, ranger

lightly armored

+1 strength or dexterity

barbarians, protector cleric, collage of valor bard (at level 3), warden druid, fighter, paladin, ranger

martial weapon training

+1 strength or dexterity

barbarians, cleric, collage of valor bard (at level 3), warden druid, fighter, paladin, ranger

moderately armored

+1 strength or dexterity

barbarian (2 at 1st level, a 3rd at 4th level and a 4th at 10th level), fighter (3 at 1st level, a 4 at 4th level, a 5th at 10th level, and a 6th at 16th level), paladin (2 at 1st level), ranger (2 at 1st level), rogue (2 at 1st level)

weapon master

+1 strength or dexterity

personality and backgrounds

alignments

alignment is a central part of the campaign and have defined parameters with penalties for breaking them

backgrounds

backgrounds can be homebred

languages

a creature’s starting languages depend on its choice of cultures with no one speaking common and no one gets credit for not speaking common

to speak either marquesian of riedran chose common sign language and then have the dm set the language

civilized creatures speak marquesian

savage creatures speak riedran

equipment

shields

wielding a shield provides half cover

tower shields

wielding a tower shield provides three-quarters cover

weigh 25 lbs.

cost 30 gp

core assumptions

the game is based on the following core assumptions

the gods oversaw the world

and still exert influence over the world by granting divine magic and sending signs and portents to guide the faithful but they have not been seen in over 10,000 years

much of the world is untamed and even savage

most of the world is savage and openly defiant of civilization

the world is ancient

the current civilization of the great cities is over ten-thousand years old and yet is still less than one ten-thousandth of all the civilizations that have ever existed

conflict shapes the world’s history

the sixty great cities rise high above the surface to defend civilization from the savages on the surface and the deprivations of those from the underdark

the world is magical

practitioners of magic are mundanely common and they leave evidence of their craft everywhere

the world is known

the world is completely charted and mapped right down to the “here there be dragons” notations but that doesn’t keep things from changing constantly

magic is everywhere

the use of magic an is an everyday occurrence with magical flying ships, elemental powered ships and trains that carry travelers from one great city to another,

potions and scrolls are cheap and common with magic items are plentiful

the gods are entirely absent

the gods are extremely distant — perhaps even nonexistent — no one knows for sure, but they are nowhere to be found in the known multiverse

everyone has a class and goes up in levels

assuming a creature lives to 72 it will be 20th level at that point

the curse of man

every sentient creature from elf to orcs and even dragons share the lifespan of a human with only the undead free of the curse of man

the god’s final blessing

the final blessing of the gods grants every character an ability score increase at character generation and again every 4 levels after that up to level seventeen

swords and sorcery

coming to blows with your opponent is the way of the world with ranged attacks being useful but not as prevalent

the alignments are real

doing true and chaotic and or neutral and evil acts has the immediate effect of changing your alignment and you will be treated as your new alignment deserves by all around you

the adventuring day is long and deadly

the events that make up an adventuring day are generally enough to gain a level assuming you live

in general a party can expect at least six to eight medium to hard encounters with up to a maximum of three short rests depending on supplies each adventuring day

epic levels

each epic level cost 10,000 more experience than the one before it

each epic level earns a character a feat

suggested campaign plot

it is suggested the campaign will be an acquisitions incorporated type campaign

leads

a player can one lead character and up to 5 + charisma henchmen but can only play one of them at a time while the rest are on downtime

campaign progress

cartographer, open

decisionist, open

documancer, open

hoards­person, open

loremonger, open

obviator, open

occultant, open

secretarian, open