Character Creation

Sep 3, 2025 7:50 pm
Character Generation Info Character Creation
27 Point Buy
Characters must be created using DMG + PHB+ Official Book
Starting gear will be class and background + DM provided items based on Background
Multi Class Allowed
Feats Allowed
Characters Start at 10th Level as such you may pick a place where you were trained if you wish to gain the advantages and potential disadvantages of each.


Arach-Tinilith: For all clerics, druids, or religious affiliated
Wisdom +2 (or primary casting ability)
1 Powerful Rival
1 Ally/Friend

Anyone who goes to Arach Tinilith mus roll a Madness Check:
01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. Disadvantage on skill and ability checks.
11-20 The character escapes to their own mental dream world. Each day when you arise from reverie you have a 10% chance to imagine you are living in a personal dream world. Disadvantage on skill and ability checks.
21-30 The character suffers extreme paranoia. You immediately distrust any Drow who is not from your family. Disadvantage on insight when dealing with Drow.
31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.
41-45 You are no longer capable of reverie and must sleep. You require 6 hours of sleep per day but are still immune to the sleep spell.
46-55 The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56-75 In Stressful situations the character falls unconscious. DC 14 will save. No amount of jostling or damage can wake the character for 1d4 rounds.
76-85 The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.
86-90 The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
91-100 You were not driven mad.
Melee Magthere: For melee and ranged combatants
+2 To attack Bonus or +2 AC
1 Powerful Rival
1 Ally/Friend

Anyone who goes to Melee Magthere suffers must roll an Injury Check:
01-10 Facial scarring. +2 Intimidate -2 Deception
11-20 Lose a hand. You lost one of your hands and have a fake hand. Disadvantage on Athletics checks
21-30 Lose an arm. You lost one of your arms you may not use two handed weapons. You may use a shield with a false arm -1 AC.
31-40 Lose an eye. Disadvantage on Perception checks
41-45 Lose a foot. Your speed is reduced by 5 feet
46-55 Lose a leg. Your speed is reduced by 10 feet.
56-75 Died and raised -1 Con
76-85 Lose your tongue - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
86-95 You were not injured
96-100 PTSD - Roll on the Madness table

Sorcere: For spell casters who would rather not subject themselves to Lolth's clergy
Int +2 (or spell casting ability) or +2 spells/day you may choose any spell level up to 5th
1 Powerful Rival
1 Ally/Friend

Anyone who goes to Sorcere must roll a Magical Accident Check:
01-10 You radiate a permanent light glow. Invisibility spells do not work on you.
11-20 You were polymorphed into a small animal or insect. Pick a small animal or insect. When targeted by a hostile spell there is a 5% chance the polymorph spell goes off again. Spell wears off in 3 minutes.
21-30 Died and raised -1 con
31-40 Sticky hands. When attempting to throw or drop an item there is a 30% chance it is not thrown or dropped.
41-45 Somnia spell. You are no longer capable of reverie and must sleep. You require 6 hours of sleep per day but are still immune to the sleep spell.
46-55 Accidental flames. After any fire-based spell you cast there is a 10% chance you burn one item in your inventory that is flammable.
56-75 Demonic Influence - You visited the lower planes and a demon or devil there has some hold on your soul.
76-85 Aphasia - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
86-90 Driven Mad - Roll on the Madness table
91-100 You were not involved in a magical accident
Drow Sign
In addition to Elven every character gains Drow Sign - You can use your hands to 'speak' with any Drow within 50'
For the actual language itself I use this
Sep 3, 2025 7:54 pm
Equipment
You may equip your character with anything in the Player's Handbook Chapter 5 equipment area

Every character has a Platin House Insignia: This small platinum amulet bears the symbol of house Platin (along with your individual sigil denoting your rank within the house) - Three times per day, by speaking the command word, you can utter a short message into the item, which transmits it to another character wearing an insignia of the same house. The recipient hears the message in its mind. To transmit the message, you must name the intended target as part of the command word. Should the target not be wearing its Drow house insignia, the message is lost, but you have no way of knowing whether it successfully transmits or not. Each insignia is slightly different, even those from the same noble house, a person aware of the unique shape of an individual insignia can magically locate that amulet with a scrying or similar spell
You may have up to 5 of the following:

+1 version of any weapon in the players handbook

+1 version of any armor in the players handbook

+1 ammunition (100/100) bonus for ammunition and weapon do not stack

Ring of protection (requires attunement): +1 AC, +1 Saving throws

Bracers of Defense: While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield

Collar/Necklace of Magic Fang: Gives one natural weapon of the target a +1 bonus on attack and damage rolls

Amulet of the devout +1: A worshipper of Eilistraee may wear this holy symbol, they gain the magical bonus to spell attack rolls and the saving throw DCs of spells

Bag of Holding: This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

Lesser Piwafi: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Cinnabar Eye Cups: These are pink lenses of polarized crystal that fit comfortably over the eyes. When worn in an area with an intense concentration of faerzress or other magical radiations of the Underdark, the eye cups enhance vision. If the wearer does not already have darkvision or low-light vision, they gain darkvision out to 120 feet.

Breathing hood: Allows you to breathe underwater or in poison clouds for 30/30 rounds per day

Mister: This small steel hand-held device can contain a single dose of poison or a potion. As a standard action that does not provoke attacks of opportunity, it can be used it to deliver that dose in droplet form to any single target within 5 feet as a ranged touch attack. The mister is an effective vehicle for both contact and inhaled poisons. Ingested poisons allow the victim to attempt a DC 15 Reflex save to avoid contact with the mist and escape the poison's effect. Mister-borne injury poisons are effective only if the victim is wounded and has not been treated with a Heal check. If the mister delivers a potion, that potion can be used against an adjacent creature that breathes. You can automatically do this to yourself or to a willing or disabled subject. Oils, salves, and elixirs cannot be delivered through a mister.

Potion Bladder: Crafted from the thin, rubbery organs of cloakers and lurkers, these items are slung over the shoulder and worn on the upper back. They are small enough that they do not interfere with backpacks, can be worn under armor, and are easily concealable (+5 circumstance bonus on Sleight of Hand checks to hide). A flexible tube made from the same material runs from this rubbery bladder under the collar and ends below the chin of the wearer. A potion bladder can hold a single dose of one potion. A valve in the bladder prevents the potion from leaking unless suction is placed at the end of the straw-like tube. A potion bladder allows you to drink the potion within as a standard action without provoking attacks of opportunity. Refilling a potion bladder requires a full-round action and is done by siphoning the potion through the straw, this action provokes attacks of opportunity.

Spider Kit: This kit includes hand, feet, elbow, and knee pads set with hundreds of tiny hooks and smeared with a sticky alchemical substance similar to that in a tanglefoot bag. These pads provide a +2 circumstance bonus on Climb checks; this stacks with the bonuses provided by climber's kits and spelunker's kits. The substance on the pads actually becomes stickier when exposed to moisture, so no penalties apply for slippery surfaces if the slipperiness is caused by wetness. In addition to the pads, the kit also includes a harness, to which are attached four retractable telescoping legs (two on each side of the back so there is room for a backpack between them). These legs also end in the same sticky pads. If you have made a successful Climb check, you can extend these legs and attach them to the surface you are climbing as a full-round action. You can use your hands freely once the legs are extended, because the legs (along with your own feet and knees) adhere you to the wall. The legs can be detached from the wall with a move action and refolded with another move action. If you climb with the legs still extended, you do not gain the +2 bonus on Climb checks normally provided by the spider kit.

Stoneburners: These are special boot tips and gloves with reinforced fingertips that hold small receptacles for stoneburn acid. When pressure is applied to these compartments, the acid is released onto whatever surface is being pressed. If the surface is stone, the finger or boot tips immediately burn a small divot that can be used as a hand or foothold. Using stoneburners along with stoneburn acid provides you a +2 circumstance bonus on Climb checks on stone surfaces. This does not stack with the bonuses provided by climber's kits, spelunker's kits, or spider kits. Stoneburners are typically used by drow who are in a hurry and are not picky about leaving behind a permanent trail.

Mother's Corset: Woven into this black corset is purple thread suggestive of webbing. Up to 20 minutes each day (which you can split up as you choose), you can cause the mother's corset to sprout eight spider legs from your body. You gain a climb speed of 30 feet and a +8 bonus on Climb checks. While under this effect, you can take 10 on Climb checks, even if rushed or threatened.

3 Bottled Night: You can throw bottled night by making a ranged touch attack with a range increment of 10 feet. Upon impact, it instantly fills the area with magical darkness, granting concealment to all creatures in a 20-foot radius. The darkness lasts for 10 rounds.

3 Daylight Pellets: This implement was devised by drow for use against drow, but it is equally useful against any light-sensitive creature. A daylight pellet can be thrown up to 50 feet; when it lands, it shatters and creates illumination equivalent to a daylight spell, but with a duration of 5 rounds. This illumination also counts as sunlight for any creature affected by sunlight.

Sunglasses: You may wear these to remove sunlight sensitivity. While wearing them you have no darkvision.
Sep 5, 2025 4:28 am
I'll use this as a placeholder for my character concept, and will edit/add things to it as I come up with them. For now, this is just what I've written for the application.

If I'm not meant to post on this thread, lemme know, I'll delete it.

Name/Race:
Not sure yet

Alignment:
Neutral Good-ish

Class:
Rogue (likely Thief)

Family Rank:
I was thinking he’d be a rescued slave, so I imagine he’s very far away from having blood ties to the Matron. But maybe he grew up amongst her children and are close friends with them? His background is still nebulous in my head.

Appearance:
I spend an unhealthy amount of time trying to get the right image. I don’t even know his race yet, so I’m not sure what he’ll look like either.

Background:
He grew up on the streets (aboveground? Underdark?) with his (much) younger sibling. When his sibling got kidnapped by drow, he attempted a rescue and failed. Luckily, House Platin drow raided the place and freed him. He was given a place to stay, and was treated better than anyone’s ever treated them above or below. This made him extremely devoted to House Platin.

His rogue background would be due to his need for survival as a young child, but he had a knack for it and so the House trained him and put his talents to good use.
Last edited September 5, 2025 12:54 pm
Sep 5, 2025 12:12 pm
Quick Q: It isn't on the list but it's something that often gets overlooked, so I figured I'd at least ask... can we choose Mithril or Adamantine for our armor?
Sep 6, 2025 1:34 am
MaJunior says:
Quick Q: It isn't on the list but it's something that often gets overlooked, so I figured I'd at least ask... can we choose Mithril or Adamantine for our armor?
Yes
Sep 6, 2025 2:22 am
I chose to have 4 HP per level as offered in the book, giving my character 52 total HP.

I've picked some gear, though I will be going over that to make sure I have everything. With things like Acid Vials in the PHB, how many of those type of things are we restricted to?

As for the Sorcere benefits, is the +2 spells/day up to 5th level meant as any two spells picked once or each day pick new 2? Directions unclear.

Still have to pick a powerful rival and an ally. I feel that a rival would be another wizard from a House near Platin's rank. I'll decide on the specifics soon. As for ally, I find Drow to only find true allies within their own House as politics make true friendships untenable. Though if that ally were not affiliated with a House, that could be a possibility... I'll think on that.

I picked two feats because I've always liked them more than simple ASIs: Observant and Drow High Magic. They felt right for this character.

Making magical Accident check.... Nice

Demonic Influence. You've visited the lower planes and a demon or devil there has some hold on your soul.

Oh dear. I think Kalafein knows better than to deal with demons due to their chaotic nature, so a devil tricked him into a promise when he got himself stuck and needed a Get Out of Jail Free card.
Last edited September 6, 2025 2:24 am

Rolls

Sorcerer Magical Accident Check - (1d100)

(69) = 69

Sep 6, 2025 2:49 am
Quote:
As for the Sorcere benefits, is the +2 spells/day up to 5th level meant as any two spells picked once or each day pick new 2? Directions unclear.
You can cast 2 additional spells per day. They are basically bonus spells and you can pick any spell you memorized 5th level and under.
Sep 6, 2025 3:16 am
I’m thinking of multiclassing cleric for my rogue. Would you allow a cleric of Eilistraee to take the War subclass? Not keen on worshipping an evil god, or a god outside of the Underdark, so I figured I’d ask.
Sep 6, 2025 10:49 am
Since we seem to already have an abundance of rogues, I think I'll go with my sorcerer/bard idea.

Quick question: the +2 to spellcasting trait, is that considered an ASI? As in, it caps at 20? Or can it raise a stat up to 22?

Edit: Hey, demonic influence here too! Kalafein and Narcaere can commiserate over a pint about their bad decision-making.

Off the top of my head, I imagine that this infernal entanglement might have occured either early on while she was climbing the ranks, or later when she desperately tried to get her wild magic under control/dodge assassins. Depends on whether it has to have occurred during her time at the academy.
Last edited September 6, 2025 11:45 am

Rolls

Magical Accident Check - (1d100)

(68) = 68

Sep 6, 2025 11:52 am
Ok, weird question but is Elven a "free" language for those who don't have it normally or do we have to spend a slot?
Sep 6, 2025 1:20 pm
I read it in the PHB that Drow automatically know Common and Elven. Undercommon is one of their generally learned languages for trade in the Underdark. "Drow" as a language doesn't seem to be a separate thing. Perhaps they don't count dialects?
Sep 6, 2025 1:39 pm
Hi all!

Linked a character but not sure I can make the concept work right in my head. Should be solidified by the end of the weekend.

Rolls

Magical Accident check - (1d100)

(24) = 24

Sep 6, 2025 2:29 pm
unique_exemplar says:
I read it in the PHB that Drow automatically know Common and Elven. Undercommon is one of their generally learned languages for trade in the Underdark. "Drow" as a language doesn't seem to be a separate thing. Perhaps they don't count dialects?
Correct, from all I’ve read, Drow isn’t a distinct language or dialect unto itself. Probably closest thing outside Elvish would be Undercommon, which is an Elvish script.
Even it Drow is a dialect, dialects of same language would be able to communicate together, BTB.
Hope that helps. :)
Sep 6, 2025 4:51 pm
MaJunior says:
Ok, weird question but is Elven a "free" language for those who don't have it normally or do we have to spend a slot?
Drow and Drow sign.
Sep 6, 2025 6:36 pm
Quote:

You can cast 2 additional spells per day. They are basically bonus spells and you can pick any spell you memorized 5th level and under.
Great for us warlocks, our spells just doubled!

So drow and drow sign as free in addition to the normal Common+2 from 2024 PHB (or maybe Undercommon+2) or are the 3 you want for every character to be drow, drow sign, and elven with others only if character creation grants them (like Druidic or Thieves Cant)? Sorry to beat a dead horse but just want to be sure I understand.
Last edited September 6, 2025 6:37 pm
Sep 6, 2025 9:51 pm
Hey all, it’s Father’s Day here in NZ, so I’ll be busy, but I’ll have a sheet ready tomorrow.

Will be going full 10 levels of Thief Rogue. Drow race (might be half, but mechanically drow). He’ll be a ranged attacker.
Sep 7, 2025 12:15 am
I've added my rival and ally to my character sheet notes and added all the gear I think I can get away with. Instead of two floating spell slots, I've opted for a +2 to Kal's Int score.
Sep 7, 2025 2:11 am
grifter730 says:
Would you allow a cleric of Eilistraee to take the War subclass?
Yes, the fighting style is blade dancing.
Quote:
Quick question: the +2 to spellcasting trait, is that considered an ASI? As in, it caps at 20? Or can it raise a stat up to 22?
Caps at 20
Sep 7, 2025 2:16 am
Quote:
So drow and drow sign as free in addition to the normal Common+2 from 2024 PHB (or maybe Undercommon+2) or are the 3 you want for every character to be drow, drow sign, and elven with others only if character creation grants them (like Druidic or Thieves Cant)?
Underdark races it’s Undercommon+2

Non Underdark it’s Common +2

Either way you still get Drow and Drow sign free for the disadvantage of being treated poorly

If I missed your question let me know!
Sep 7, 2025 3:12 am
Not really pertinent to character creation, but I’m curious because I never read War of the Spider Queen series. Is it in the books that Melee Magthere is so dangerous that 50% of its students end up losing an eye/arm/hand/leg/foot?
Last edited September 7, 2025 3:13 am
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