Character Creation (Tirr 5e)

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Rules for Character Creation[edit]

While Tirr is a rather grand and expansive world, considering all the planes involved, there are a few limitations placed upon character creation. For one, a player is expected to pick a race, though their character is usually required to be native to the Material Plane, though some exceptions apply.

Campaigns in Tirr happen to be a rather mid- to high-power level, allowing players to go about their way in the campaign being the best they possibly can be, while also allowing them options that allow them to feel the best, too. Part of the problem with some normal sessions of Dungeons and Dragons, I feel, is that characters can feel as though the system is too rigid, or too mundane. The World of Tirr and its allowances are meant to expand on the game and allow players to feel like they're accomplishing things, and allowing them to feel as though what they are doing is truly exceptional.


Ability Scores[edit]

Your character's ability scores are determined using a 27 point buy, and like in normal character creation, you may not raise a stat above an 15 before racial modifiers.


Houserules[edit]

Hit Points
  • All Characters gain maximum hit points for their class + constitution modifier at first level, then rolled hit die (or half, marked for their class) + constitution modifier.


Armor Class
  • A character can only ever benefit from armor class bonuses derived from up to two ability scores, and no more. This means a Monk would normally benefit from both Dexterity and Wisdom modifiers in their armor class, but cannot gain an additional, similar benefit from any other class.


Learning Spells from Tutors and other sources
  • A spell-caster may learn new spells of a spell level they currently have access to, but they must have a source to learn from. More often than not, these will be NPC Tutors that the player can pay to teach them the spell but they may also research a new spell from a scroll or spell-book as well. Any spell-caster may do this, it just takes time and money, working much like the rules for gaining proficiency with a tool, weapon, or language with only a few changes. The rules for learning from an NPC are as below, learning from a scroll halves the gold cost but increases the days by 1.25 times


Spell Level Gold Cost Time Cost
Cantrip 5 SP per day 1d4x3 days
1st 1 GP per day 1d8x3 days
2nd 1 GP per day 1d12x3 days
3rd 1 GP per day 2d6x3 days
4th 2 GP per day 2d10x3 days
5th 2 GP per day 3d4x3 days
6th 2 GP per day 3d8x3 days
7th 3 GP per day 3d12x3 days
8th 3 GP per day 4d6x3 days
9th 3 GP per day 4d10x3 days


As for gaining proficiency in a tool, weapon, skills or language, the rules are slightly altered. It will take 2d4x5 days for simple weapons, tool kits, or common languages. It will take 2d4x10 days for martial weapons or exotic languages. Finally, it will take 2d4x15 days to gain proficiency in a skill. Each of these will cost a single gold per day as normal.


Homebrew and Other Supplements[edit]

Anything not listed in this campaign setting is forbidden, or recommended to be. Most classes are either adapted versions of the originals, or completely created for this campaign, as are races. Some supplements are allowed, and can be found in the resources section.


Advancement[edit]

Characters are expected to act accordingly to their class and personality. Advancement largely occurs as per normal, though certain events may cause spontaneous growth in characters, such as the gaining of feats, traits, and flaws through accomplishments and trials in the actual campaign rather than simply as a by-product of gaining experience.



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