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 on chrome
d&d beyond settings
for character preferences under home
sources
homebrew content (red)
expanded rules (grey)
legacy (red)
partnered content
all (grey)
dice rolling
(grey)
optional features
optional class features (grey)
customize your origin (grey)
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
dex 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
characters receive an an additional two 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 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 are divided between cultures making the creature that picks them from that culture
languages
a creature’s starting languages depend on its choice of cultures with no one speaking common
civilized humans speak marquesian
savage humans speak riedran
equipment
shields
wielding a shield provides you half cover to your front and shield side and not a +2 to ac
tower shields
provide you 3/4 cover to your front and shield side
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 untamed 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
magical flying ships, elemental powered ships, and trains, carry travelers from one great city to another
potions and scrolls are cheap and common
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 warforged to dhampir and even dragons share the lifespan of a human
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 evil and chaotic 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
disease runs rampant
civilization breeds disease that eventually spreads to every settlement
supernatural diseases and magical diseases exist that are harder to remove than the normal diseases
campaign plot
it is assumed the campaign will be an acquisitions incorporated type campaign
leads
is how i handle general player conflict, each character has a start date assigned to it when created, if the party breaks up the adventure follows the most senior lead and everyone not following the senior lead needs to create new characters which will have a new start date, you also create a new 1st level character if you die
campaign progress
cartographer, open
decisionist, open
documancer, open
hoardsperson, open
loremonger, open
obviator, open
occultant, open
secretarian, open