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.

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House Rules

View the house rules.

Character Creation

  1. Your character will be created using D&D Beyond.
  2. Your character will start at level 8, unless specified otherwise.
  3. Your character will level up using the experience points system.
  4. Your character can be any race, class, etc. from published source books.
  5. If you wish to use homebrew or legacy (non-2024) resources, please ask me first.
  6. Multi-classing is allowed.
  7. You can optionally give your character one lineage added as a free feat. These feats are denoted by the [L] tag.
  8. Your character will start with the starting equipment for their class.
  9. Use the 27 point-buy, standard array, or the 4d6 rolling system to determine your stats.
  10. Do not use the following feats:
  11. Mage Slayer. Use the 2014 version of this specific feat.
  12. Your character will have joined and be a member of CAG, unless specified otherwise.
  13. 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.
  14. You may choose a god for your character to worship.
  15. Fill out each of the characteristics in the “Description” tab of your D&D Beyond character sheet.
  16. Apply for the campaign here.

Player Character Interactions

  1. Player characters cannot steal from another character without consent from both players involved.
  2. Player characters cannot roll persuasion, deception, nor intimidation against another player character.
  3. It is up to the “defending” player character to decide how their character acts and if they are persuaded.
  4. "Evil” player characters that are against the party will be considered player-controlled NPCs for the purposes of these rules.

General

  1. Characters with the Reborn or Undead lineage cannot be resurrected upon death.
  2. For certain rolls, the DM may roll secretly for you and inform you what your character learns/sees/feels.
  3. For example, if you wish to roll Insight against an NPC, I may roll it for you and inform you what your character would learn.
  4. You may attempt to learn a new language, tool, or proficiency while taking a long rest.
  5. To do so, you must have an applicable book, teacher, scroll, or other applicable knowledge source.
  6. 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.
  7. 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.

Combat

  1. The combat initiator will always be first regardless of what they rolled for initiative.
  2. 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.
  3. Fire, acid, and other similar effects will cause 1d8 damage if you start your turn in the effect or move into the effect.
  4. You can have up to three spells concentrated at one time, but you will receive a -2 penalty to concentration checks per additional spell.
  5. If you have the ability to cast a spell as a bonus action, you can cast a leveled spell (ex. Quickened Spell).
  6. 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.
  7. Unless specified by the weapon's description, all creatures have disadvantage on ranged attack rolls against a target fully submerged in water.

Ain't no escalussied here