Hi, ask me anything about Caelus Universe lore. If I don't know the answer,
don't fret; the dungeon masters will be notified to teach me about the topic.
Your character will start at level 5, unless specified otherwise.
Your character will level up using the experience points system.
Your character can be any race, class, etc. from published source books using 2024 rules.
If you wish to use homebrew or legacy (non-2024) resources, ask your DM for help.
Multi-classing is allowed.
You can optionally give your character one lineage added as a free feat. These feats are denoted by the [L] tag.
Your character will start with the starting equipment for their class and 1 Gold.
Use the 27 point-buy, standard array, or the 4d6 rolling system to determine your stats.
If you choose to roll your stats and the total is lower than 75 (the total points from the 27 point-buy system), you can switch to the 27 point-buy system.
Do not use the following feats:
Mage Slayer. Use the 2014 version of this specific feat.
Your character will have joined and be a member of CAG, unless specified otherwise.
Your character will be from any town in the Isles of Lloryan or Aidolis, and you will start with basic knowledge of your hometown and advantage on history checks regarding your hometown.
You may choose a god for your character to worship.
Fill out each of the characteristics in the “Description” tab of your D&D Beyond character sheet.
Player characters cannot steal from another character without consent from both players involved.
Player characters cannot roll persuasion, deception, nor intimidation against another player character.
It is up to the “defending” player character to decide how their character acts and if they are persuaded.
"Evil” player characters that are against the party will be considered player-controlled NPCs for the purposes of these rules.
General
You can try anything, but you will not necessarily succeed.
A nat 20 on a D20 roll is always considered an auto-success, and a nat 1 on a D20 roll is always considered an auto-failure (regardless of what type of roll it was for).
If you are uncomfortable for any reason or have negative feedback, please let the Dungeon Master know privately (via messages). The priority is that every player is comfortable and having fun.
Characters with the Reborn or Undead lineage cannot be resurrected upon death.
For certain rolls, the Dungeon Master may roll secretly for you and inform you what your character learns/sees/feels.
For example, if you wish to roll Insight against an NPC, the DM may roll it for you and inform you what your character would learn.
Characters may attempt to learn a new language, tool, or proficiency while taking a long rest.
To do so, you must have an applicable book, teacher, scroll, or other applicable knowledge source.
Each long rest you spend learning a proficiency, you will make an Intelligence check. The first night, the DC will be 24. For each night following the first, the DC will lower by 2 until you pass the check and learn the proficiency.
If you are being aided by a teacher who already has the proficiency, the roll is made at advantage using either your or the teacher's Intelligence modifier.
Characters cannot obtain a blessing from a deity outside of their religion.
Combat
General
When a melee attack is a critical hit and it hits, the defender rolls a d10. On a 1, a severe injury occurs as per DM/player discretion.
The combat initiator will always be first regardless of what they rolled for initiative.
Fire, acid, and other similar effects will cause 1d8 damage if you start your turn in the effect or move into the effect.
On your turn, you can choose to hold your entire turn.
You must provide a specific trigger for your turn to occur, and if that trigger occurs, you will take your turn immediately after.
If the trigger never occurs before your next turn, your held turn is forfeited.
Characters with a quiver have infinite arrows.
Player characters cannot initiate combat with other player characters without consent from all players involved in the combat.
Once all players consent to begin the battle, if a player wishes to end it, they will be “surrendering”.
The specific battle agreed upon will be carried out; other player characters cannot join in or other changes to the battle.
If the combat is not consented to, the outcome will be decided by and narrated the Dungeon Master.
Spellcasting
Spellcasters with a component pouch have infinite no-cost spell components.
Spell components that cost gold are required to be used for spellcasting.
Gold (using in-universe currency/conversions) can be used in place of the spell component.
You can have up to two spells concentrated at one time, but you will receive a -2 penalty to concentration checks per additional spell.
If you have the ability to cast a spell as a bonus action, you can cast a leveled spell (ex. Quickened Spell).
Underwater Combat
When cast by a creature in water, all creatures in the same pool of water have disadvantage on saving throws against spells that cause lightning damage and advantage against spells that cause fire damage.
Unless specified by the weapon's description, all creatures have disadvantage on ranged attack rolls against a target fully submerged in water.