house ule ne: character reation...neverwinter nights - house rules v. 1.0 – distributed 2/3/15...
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Neverwinter Nights - House Rules V. 1.0 – Distributed 2/3/15
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HOUSE RULE ONE: CHARACTER CREATION
Everyone starts as a 0-level nobody until you accumulate 50 XP, at which point you may (after the game)choose a character class and advance to first level.
To create your 0-level character, take the following steps…
1. ABILITIES – you may either…
a. Option 1: Roll 4d6, in order, dropping lowest die on each roll.
b. Option 2: Go with the standard set, assign as you please (15, 14, 13, 12, 10, 8).
2. BACKGROUND – Your background determines your starting proficiencies, languages, andequipment. You may either…
a. “The Stone Cold Badass Method” – Roll 1d100 on the “Starting Background” Table atthe end of this packet (Appendix A). If you opt to go with this method, increase yourability scores by the amount listed on the background you roll – a really great deal!
b. “The Wussy Wuss Method” – Pick your own result. You do *not* gain the abilityscore increase listed in the table.
3. SELECT YOUR RACE – You may choose any of the following races, provided that the raceyou select must reasonably “fit” with the background rolled or chosen (call it the “no Half-OrcCormyrian Knights” rule). Any proficiencies gained by your selection of race do not stack withproficiencies gained by your background. Per the PHB, your choices are…
a. Dwarf (Hill or Mountain) (pp. 18-20).
b. Sun Elf (per High Elf, p. 23).
c. Moon Elf (per High Elf, p. 23, but you may opt to replace the Cantrip ability withProficiency in Stealth).
d. Wood Elf (p. 24).
e. Halfling, Lightfoot or Stout (p. 28).
f. Human – (per the standard rules, gain +1 on all six ability scores).
g. Gnome, Forest or Rock (pp. 36-37).
h. Half-Elf (p. 39).
i. Half-Orc (p. 41).
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4. FINALIZE YOUR CHARACTER SHEET:
a. 0-level characters start with 6 HP modified by your Constitution bonus/penalty.
b. Your Proficiency Bonus is +1 – this is the bonus added to skill checks, attack rolls, andsaving throws with any skills, weapons, and saves you are proficient with.
c. You are proficient in the skills, tools, armor, and weapons listed in your background.
d. You are not proficient in any saving throws at 0 level.
e. You begin with the equipment and money listed in your background – you may spendyour starting money, if any, before or after the start of the game using the PHB price list.
f. You begin knowing your racial tongue (if a non-human, e.g., elves and half-elves knowElvish) plus a number of languages per your background selected from the list in HouseRule Eight.
5. ADVANCING TO FIRST LEVEL & PICKING A CLASS – After your first game, assumingyour character is alive and has accumulated at least 50 XP, he or she advances to First Level inany PHB class of your choosing.
a. Your Proficiency bonus increases from +1 to +2 (standard for a first-level character).
b. Your HP increases by the “Hit Points at Higher Levels” amount for your new class – i.e.,you have to roll your hit points, and you do not get maximum HP at first level.
c. You gain the normal proficiencies, abilities, etc. listed for the class. In case ofduplication, you gain no benefit.
d. You do not gain any additional equipment, except that Wizards gain a spellbook andClerics/Druids gain a Holy Symbol, if they do not have one already.
6. REPLACEMENT CHARACTERS – If your character dies, retires, or is rendered unplayable,create a new 0-level character and proceed through the same steps above.
HOUSE RULE TWO: TRAINING
XP from killing monsters is not enough to advance beyond 1st level – that requires training froma higher-level NPC character. Training is generally handled “off screen.” The costs are below.Note that you cannot advance to 2nd level or beyond until you have amassed the necessary goldto pay a trainer…although a strong relationship with an appropriate faction (below) might serve
in a pinch. The general costs of training is below:
1st to 2nd level = 100 gp
2nd to 3rd level = 250 gp
3rd to 4th level = 500 gp
4th to 5th level = 1,000 gp
5th to 6th level = 2,000 gp
6th to 7th level = 3,000 gp
7th to 8th level = 4,000 gp
8th to 9th level = 5,000 gp
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9th to 10th level = 5,000 gp plus one rare magical item
HOUSE RULE THREE: DIVYING UP THE TREASURE
To avoid each game being a slaughter-fest and encourage cooperation, all treasure accumulatedduring an adventure is divided at the end in the following method:
Everyone rolls 1d20 to determine order. Lowest roll divides all treasure into a number of bundles equal to the surviving PCs. High roll selects bundle first, second-highest roller next, and so on.
The “Cutthroat Option” – At the beginning of a particular session, all of the players may unanimouslydeclare that they want to play under the Cutthroat Option, in which case this rule is ignored.
HOUSE RULE FOUR: FACTIONS & ALIGNMENT
During the game, your actions – who you help, who you attack, what missions you take – willaffect how your character is viewed by the various factions vying to save, control, or evendestroy the city of Neverwinter.
In addition to your character sheet, print out (or grab at the table) a copy of the Faction
Tracking Worksheet, listing the major factions. You begin with a “0” score in all factionrelationships. Periodically, the DM will tell you to add or subtract 1 (or more) from your rankingfor a particular faction.
Faction Benefits – Positive faction relationship scores are “points” can be redeemed in exchangefor assistance or support from a faction. Simply “spend” 1 or more faction points and the DMwill give you an appropriate benefit. (Obviously, you cannot “spend” a negative faction score ora score of 0). The specific benefit depends heavily upon the faction and the amount of “factionsupport” spent. A single point might allow the faction to provide you with a small amount ofgold or mundane equipment. Two, three, or more points lead to greater rewards. Once a faction
point is spent, reduce your faction score by the same amount.
Example Faction Benefits – To whet your appetite, below is a starting list of 1-point benefitsfor all the factions listed (but this may change over time). Not all factions are equal. Someshady, questionable, or downright evil factions provide far greater rewards to their allies. Afterall, evil generally doesn’t work for free – but may double-cross you for their own benefit.
The Lord Protector – A single weapon or suit of armor valued at 50 gp or less.
Harpers – A Potion of Healing (2d4+2).
Sons of Alagondar – 50 gp.
The Lords’ Alliance – A Potion of Healing (2d4+2).
Merchants’ League – 50 gp in weapons, equipment, or armor from the PHB.
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Handfire Guild – A single scroll of any 1st or 2nd level Wizard or Sorcerer spell in the
PHB or a Bag of Holding.
Emerald Enclave – A single scroll of any 1st or 2nd level Druid spell, or a jar ofKeoghtom’s Ointment (DMG p. 179).
Kraken Society – A Weapon +1, a single 1st or 2nd level spell scroll, or a Ring of Mind
Shielding.
The Dead Rats – 75 gp in various gems or equipment of your choice from the PHB.
Shadow Thieves – Choose one: (1) small vial of Assassin’s Blood poison (DMG p. 257);(2) Gloves of Thievery; (3) a Ring of Warmth; or (4) Dust of Disappearance.
Cult of the Dragon – a Wand of Magic Missiles, a Shield +1, or 300 gp in gems or coins.
Zhentarim – Choose two: (1) a Potion of Greater Healing (4d4+4); (2) a quiver of 10
+1 arrows or quarrels; (3) a single scroll of any 1st, 2nd, or 3rd level spell in the PHB; (4)a Potion of Invulnerability; (5) a Wand of Magic Missiles; or (6) a Cloak of Protection.
Arcane Brotherhood – A single scroll of any 1st, 2nd, or 3rd level Wizard or Sorcererspell in the PHB or two Potions of Greater Healing (4d4+4).
Iron Throne – 200 gp in gems or coins or a Potion of Greater Healing (4d4+4)
The Twisted Rune – Choose one: (1) Armor +1; (2) Bracers of Defense; (3) two
Potions of Invulnerability; or (4) a Wand of Fireballs.
Reputation Benefits & Drawbacks – Your faction score will often act as a bonus or penalty tosocial checks involving that and other factions, or could even result in automatic successes orfailures on reaction rolls, if your allegiance is known.
Alignment – Alignment is tracked in the same way as faction relationships, with each PCstarting with a score of 0 law/chaos and good/evil. As you perform heroic (or dastardly) deeds,your scores will change. Alignment may affect whether you are good, evil, or neutral enough touse certain magical items, and may also apply to social rolls where appropriate. For example, astarting PC with Law (+0), and Good (+0) who murders a hapless farmer might see hisAlignment change to Chaos (+1) and Evil (+1).
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HOUSE RULE FIVE: “COUNT UP” INITIATIVE
We will be using the optional “Count Up”Initiative system from the 5e DMG, assummarized and tweaked below…
Each round, players declare actions
in advance, and then roll 1d10 todetermine when they act.
The GM begins on count “1” and
proceeds up until everyone hasacted.
“Ties” are broken with the personwith the higher Dexterity scoregoing first.
Your Dexterity modifier, ifpositive, reduces your roll. Anegative Dexterity increases it. So,for example, if you have a +2Dexterity modifier and roll an 8 oninitiative, you go on count 6.
Most non-combat actions have a “0”
modifier, unless otherwisedetermined by the DM.
However, spells, magical items, and
weapon attacks modify yourinitiative per the chart on the right.
If you are using multiple weapons or casting multiple spells, use the highest applicablemodifier.
On your turn you can elect to “abort” or “cancel” your action, but you may still moveyour speed as normal.
INITIATIVE MODIFIERS
MagicCast a Spell/Use a Scroll +
spell’slevel
Use a Magic Item +5
MeleeLight or Finesse Weapon
(e.g., Dagger, Club, Handaxe, Shortsword)
+0
Unarmed +0
Medium Weapon(no properties other than thrown or versatile –
e.g., Longsword, Mace, Battleaxe)
+2
Heavy, Two-Handed, or ReachWeapon
(Greatclub, Lance, Morningstar, Greatsword)
+5
RangedThrown +2
Shortbow, Light or Hand Crossbow,Sling
+4
Longbow +6
Heavy Crossbow +8
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HOUSE RULE SIX: FORGOTTEN REALMS CLERICS
Clerics are modified based upon the particular deity they follow. The rules for each specific god aresummarized below:
CHAUNTEA, the Great Mother, the Grain Goddess, the Golden Goddess, She Who ShapesAll (Portfolio: Agriculture, Farmers, Gardeners, Crops, Summer) – Per druidswho must choose Circle of the Land, but: (1) you may use metal armor,shields, and weapons; (2) you gain proficiency in Heavy Armors and shields at1st level; and (3) you gain Advantage on all social checks involving farmers orthose who make their living working the land, provided they know that you are
a cleric of Chauntea.
CLANGEDDIN SILVERBEARD, the Father of Battle, the Rock ofBattle, the Giantkiller, the Goblinbane, the Lord of the Twin Axes(Portfolio: Dwarven God of War, Battle, and Bravery) – (Dwarf only)Per standard cleric with the War Domain, but you gain bonusproficiencies in Smith’s Tools and the Durable feat (p. 166) at 1st level.
CORELLON LARETHIAN, the Ruler of All Elves, the Protector, the Preserver of Life(Portfolio: Elves, Arts, Crafts, Bards, Elven Magic, Music, Poetry, War, Warriors) – (Elf only)Per standard cleric with Life Domain, but with the following changes:
o You do not gain the Heavy Armor proficiency at 1st level.
o You gain bonus proficiencies in History, Performance, twoArtisan’s tools, and three instruments of your choice.
o Your healing spells heal double the amount of damage when therecipient is an elf or half-elf (including healing spells that you caston yourself).
GOND, the Wonderbringer, the Lord of All Smiths (Portfolio: Artifice, Craft, Smiths,Construction) – Per standard cleric with the Artifice Domain, as follows:
o Bonus Proficiencies – At 1st level, you gain five toolproficiencies from among the following list: Alchemist’s Tools,Carpenter’s Tools, Cobbler’s Tools, Glassblower’s Tools, Leatherworker’sTools, Mason’s Tools, Smith’s Tools, Tinker’s Tools, Weaver’s Tools,Woodcarver’s Tools, or Thieves’ Tools.
o Armor & Weapon Proficiencies – You are proficient inall simple weapons, as well as with crossbows, firearms, explosives, siege
weapons, and other Gondsmen devices (see below), and with all armor and shields.
o Smokepowder & Weapon Creation – At 1st level, you begin to learn the secrets of theGondsmen’s greatest creations – including smokepowder weapons. Provided you haveaccess to your tools and supplies – i.e., between adventures – you can create variousdevices. The following are examples:
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ClericLevel
Required
Creation CreationCost
(each)
Game Statistics
1st Smoke Grenades 10 gp 60’ range, one round after lands creates a 20’ radiuscloud of smoke that heavily obscures sight.
2nd SmokepowderBomb (Formula 1)
25 gp 60’ range, requires lighting wick, 3d6 damage to allwithin 10’ unless DC 12 Dexterity saving throw.
3rd Net Crossbow 100 gp Per heavy crossbow, but instead of damage fires anet up to range of 30/100.
4th SmokepowderMusket
200 gp 4d6 piercing, ammunition, range (40/120), two-round loading time, two-handed. Explodes (3d6) on
a natural 1.
5th Dragonslayer Cart(Mark 1)
500 gp A standard horse-cart loaded with a rapid-loadingballista of your own design. 4d10 damage, range120/480, requires one action to load, one action to
aim, and one action to fire.
6th Smokepower Bomb(Formula Two)
50 gp 60’ range, requires lighting wick, 6d6 damage to allwithin 10’ unless DC 12 Dexterity saving throw.
7th SmokepowderPistol (Mark I)
250 gp 1d10 piercing, ammunition, range 30/90, singleshot, two-round loading time.
8th SmokepowderScattergun
300 gp 6d6 piercing damage in 20’ cone, three-roundloading time
9th Dragonslayer Cart(Mark II)
400 gp A smokepowder cannon mounted on a horse-drawncart that propels heavy balls of cast iron through the
air at destructive speeds. 8d10 bludgeoningdamage, suffers from Disadvantage against anytarget smaller than huge, range 600/2,400, five
actions to load, one action to aim, one action to fire.
10th The Red DragonApparatus
400 gp A backpack tank of alchemist’s fire, connected to arubber hose, 30’ cone range, as action can fire a jetof flaming oil that deals 5d6 damage to all in 30’
cone, DC 12 Dexterity saving throw at beginning oftheir turn or continue to burn for 1d6 damage.
Holds 10 shots before must be reloaded. Explodesinto a 8d6 fireball on a natural 1.
11th Smokepower Bomb(Formula Three)
100 gp 60’ range, requires lighting wick, 6d6 damage to allwithin 10’ (DC 12 Dexterity saving throw for half).
12th SmokepowderPistol (Mark II)
500 gp 3d6 piercing, range 30/90, five shots beforereloading (requires short rest).
13th SmokepowderBomb (Formula
Four)
200 gp 60’ range, requires lighting wick, 8d6 damage to allwithin 20’ (DC 12 Dexterity saving throw for half).
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o Channel Divinity: Those Wonderful Toys – Beginning at 2nd level you may expendone use of your Channel Divinity to grant yourself Advantage on any single attack rollinvolving a Gond weapon, or to grant asingle foe Disadvantage on a savingthrow against one of your weapons.
o Channel Divinity: ClockworkCompanion – Beginning at 6th level,you can choose to build a clockworkcompanion, essentially a mechanicalversion of another creature or monster.Building a clockwork companionrequires 1,000 gp and one week per CR (minimum 1,000 gp and 1 week), and the totalCR of the creature cannot be higher than your cleric level minus 5. The clockworkcompanion gains any abilities of the duplicated creature that can reasonably be simulatedby machinery, along with a +2 to AC and Resistance to non-magical piercing andslashing weapons, as well as any other abilities allowed by the DM.
o I’m Sure I Can Figure This Out – Beginning at 8th level, you may use any magicalitem or device even if you do not otherwise meet the racial, spellcasting, or otherrequirements.
o Summon Aspect of the Great Machine – Beginning at 17th level, once per long restyou may summon as aspect of the great machine, a large spectral clockwork device thatacts as the spell Bigby’s Hand.
HELM, He of the Unsleeping Eye, the Watcher, the Vigilant One (Portfolio:Guardians, Protectors, Protection) – Per standard cleric with the Guardian Domain,as follows:
o Bonus Proficiencies – At 1st level, you gain two proficiencies from amongthe following: Insight, Intimidation, Investigation, and Perception.
o Armor & Weapon Proficiencies – You must wear the heaviest armoravailable, and are proficient in all armorsand shields all bludgeoning simple andmartial weapons.
o Armored Juggernaut – While wearingheavy armor, all bludgeoning, piercing, andslashing damage from non-magicalweapons is reduced by 3 (minimum 0). Ifyou also have resistance to that particulardamage from another effect, the 3 pointreduction comes after the damage is halved.
o Resolute Endurance –You gain proficiency with Constitution saving throws.
o Channel Divinity: Sentry of Helm – Beginning at 2nd level you may expend one use ofyour Channel Divinity to summon a spectral sentry, akin to an Unseen Servant, whichstands guard for 8 hours over a 120’ radius sphere, and will silently awaken you if any
Level Artifice (Gond) Domain Spells
1st Unseen Servant, Grease
3rd Locate Object, Heat Metal
5th Counterspell, Glyph of Warding
7th Fabricate, Stoneskin
9th Animate Objects, Creation
Level Guardian (Helm) Domain Spells
1st Shield of Faith, Alarm
3rd Arcane Lock, Detect Thoughts
5th Glyph of Warding, Magic Circle
7th Guardian of Faith, Locate Creature
9th Scrying, Banishing Smite
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object or creature over 1 foot in length, width, or height enters which was not presentduring the invocation of the sentry (including invisible, sneaking, or ethereal creatures).
o Channel Divinity: Immovable Sentinel – Beginning at 6th level, as a bonus action, youmay plant your feet and expend one use of your Channel Divinity to render yourselfimmovable by any attack, spell, or force for up to 1 minute per level. During this time,you may not be tripped, pushed, or otherwise moved, you cannot move, and you gainResistance to all damage for as long as you remain in place, up to the total duration of thepower. If you voluntarily move from place, or are rendered unconscious, the effect ends.
o Divine Strike – Beginning at 8th level, once per turn when you strike a foe with aweapon attack, you can cause the attack to deal an extra 1d8 damage of the same typedealt by the weapon. When you reach 14th level, the extra damage increases to 2d8.
o Implacable Warden – At 17th level, once per day as a standard action, you may alight a60’ radius area with holy light and place it under the protection of Helm. For up to onehour, so long as you remain in that area, you gain the following benefits:
You cannot be surprised, and are instantly aware of, and can see, all creatureswithin the area, including creatures that are invisible, ethereal, hidden, etc.
You gain Resistance to all damage.
You gain Advantage on all saving throws and attack rolls.
ILMATER, the Crying God, Lord of the Rack, the One Who Endures, the Broken God(Portfolio: Endurance, Suffering, Martyrdom, Perseverance) – Per standard cleric with theEndurance Domain, as follows:
o Bonus Proficiencies – At 1st level, you gain proficiency withHerbalism Kit and Medicine, as well as all bludgeoning simpleand martial weapons.
o Unarmored Defense – Clerics of Ilmater are forbidden to wearany armor or use shields, as such reflect an unseemly desire toavoid pain and suffering. However, while unarmored, your Armor Class equals 10 +your Dexterity modifier + your Constitution modifier.
o Steeled to Suffering – You gainproficiency with Strength andConstitution saving throws.
o Bread of Ilmater – You may survivewithout food and water for a tendayper level. You are still wracked bythirst and hunger pains, but that is tobe expected of the faithful.
o Channel Divinity: the Favor ofIlmater – Beginning at 2nd level, as a bonus action, you may expend one use of yourChannel Divinity to grant the favor of Ilmater to one ally within 60’. Until you dispel it(a bonus action) or are slain, all damage taken by the target is taken by you instead. Ifyou are 8th level or higher, your resistance from Armor of Ilmater (see below) applies toreduce (halve) this damage, regardless of source, but no other immunities apply.
Level Endurance (Ilmater) Domain Spells
1st Cure Wounds, Compelled Duel
3rd Lesser Restoration, Prayer of Healing
5th Aura of Vitality, Revivify
7th Death Ward, Divination
9th Greater Restoration, Mass CureWounds
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o Channel Divinity: Endurance of Ilmater – Beginning at 6th level, you can use yourChannel Divinity as a bonus action to grant yourself or an ally within 60’ the Enduranceof Ilmater – for the next 10 minutes, the creature receives temporary hit points equal to itsnormal hit point total, and Advantage on all saving throws.
o Armor of Ilmater – Beginning at 8th level, you gain Resistance to all non-magicalpiercing, slashing, and bludgeoning damage. At 14th level, you gain Resistance to alldamage.
o Lay Down Your Burden – At 17th level, as a standard action, you may cause an enemywithin 60’ to take damage equal to the total amount of damage you have taken (e.g., ifyou are down 80 hp, the enemy takes 80 hp). There is no save orresistance may reduce this attack.
LATHANDER, the Morninglord (Portfolio: Dawn, Birth, Renewal,Youth, Vitality, Athletics) – Per standard cleric with the Light Domain,but you gain Athletics as a bonus proficiency at 1st level, and undeadresisting your Turn Undead ability have Disadvantage on their savingthrows to resist turning.
MASK, the Shadowlord, the Master of All Thieves – Per standard cleric, with the Thieverydomain, as below:
o Light Armor Only – You do not gain proficiency in medium armor orshields.
o Weapon Proficiencies – You are proficient with all simple weapons aswell as with rogue weapons (hand crossbows, longswords, rapiers, andshortswords).
o Bonus Proficiencies – At 1st level, you gain proficiency with Thieves’Tools, as well as two bonus proficiencies from among the following list:Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation,Perception, Performance, Persuasion, Sleight of Hand, Stealth, DisguiseKit, Forgery Kit, or Poisoner’s Kit.
o Thieves Cant – You can communicate using Thieves Cant, like a rogue.
o Undead Turning – You turn undead asper a normal cleric.
o Channel Divinity: Shadowlord’sBlessing – Beginning at 2nd level, youcan use your Channel Divinity to grantone willing creature touched (includingyourself) Advantage on all Stealthchecks. This blessing lasts until thenext sunrise or sunset.
o Channel Divinity: Cloak of Shadows – Beginning at 6th Level, you can use yourChannel Divinity to vanish. As an action, you become invisible and inaudible until theend of your next turn. You instantly reappear if you attack or cast a spell.
Level Thievery (Mask) Domain Spells
1st Unseen Servant, Disguise Self
3rd Silence, Darkness
5th Dispel Magic, Clairvoyance
7th Freedom of Movement, DimensionDoor
9th Mislead, Seeming
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o Deft Hands – At 8th level, you gain Advantage on any attempt to open locks or useSleight of Hand.
o Night of Shadows – At 17th level, as a bonus action you may invoke a magical darknessup to 100’ radius, lasting 10 rounds, which cannot be dispelled. You see normally in thisdarkness, and enjoy Advantage on all rolls while within its confines.
MYRKUL, the Lord of Bones, the Old LordSkull, the Reaper, the Lord of the Dead
(Portfolio: the Dead,Wasting, Decay,Corruption, Old Age,Dusk, Autumn) – Perstandard cleric with theDeath domain, as below:
o Bonus Proficiencies – At 1st Level Grey Ones (you) gain Proficiency in simple weaponsas well as the Sickle and Scimitar, and proficiency in Embalming Tools.
o Secrets of the Dead – At 1st level you gain Advantage in any Arcana or Religion checkinvolving knowledge of the undead.
o Body of the Grave – Grey Ones are unaffected by disease or parasites’ debilitatingeffects, suffering no game penalties until the moment such effects become fatal.
o Channel Divinity: Command Undead – Grey Ones can, but generally do not, turnundead. Instead, they excel at commanding undead. Beginning at 2nd level, as an action,you may expend one use of Channel Divinity and force all undead within 30’ that youcan see to make a Charisma saving throw vs. your spell save DC or become friendly andobey commands. Intelligent undead (8 or higher) receive Advantage on the saving throwand, if it has Intelligence 12 or higher, it receives a new save after each hour of control.If more than one cleric is vying for control over the same undead, a contested SpellAttack roll (Wisdom modifier + Proficiency bonus) determines who maintains or gainscontrol. Grey Ones can opt to destroy undead as per a regular cleric.
o Channel Divinity: Touch of Death – Beginning at 6th level, you can use your ChannelDivinity as a reaction to add 2d8 necrotic damage to a single successful melee attack.
o Feed on Death – At 8th level, you may as an action touch a single dying humanoid target(a living creature only) and immediately force it to roll a Constitution Saving Throw orperish. If the victim dies, you immediately heal 1d6 hit points per level or HD of thevictim.
o Sealed to Myrkul – At 17th level, when you use the Touch of Death ability on a dying ordead victim, and the target dies or is deceased, the victim can never be resurrected,reincarnated, or animated as undead.
OGHMA, the Binder (Lorekeepers) – Per standard cleric with the KnowledgeDomain, but the cleric but also receives Athletics and Auld Thorass (in additionto the two bonus languages from the Knowledge domain), and you receive theGrappler feat (p. 167) for free at 1st level.
Level Death (Myrkul) Domain Spells
1st False Life, Ray of Sickness
3rd Invisibility, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Create Undead
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SILVANUS – Per Druids, either circle.
SUNE, Firehair, the Lady of Love, the Princess of Passion (Portfolio: Love,Beauty, Passion) – Per standard cleric with the Charm domain, per as follows:
o Divine Beauty – At 1st level you gain a +4 bonus to Charisma. If yourCharisma, including this bonus, is not at least 16, you may not chooseto become a priest of Sune.
o Bonus Proficiencies – At 1st level you gain 2 of the followingproficiencies: Acrobatics, Deception, Insight, Medicine, Performance,Persuasion, or Disguise Kit.
o Armor Proficiency – You areproficient in all armors, includingheavy armor.
o Friendly Charms – You know theFriends cantrip.
o Subtle Charms – When you cast amind-altering enchantment that wouldnormally allow the target to laterrealize that it was influenced by magic(e.g., Friends, Charm Person, Enthrall etc.) the creature remains unaware of your magic ifits actions were at all plausible.
o Sustained Charms – When you cast a mind-altering enchantment that renders a targetmore favorably inclined to you, the duration of the spell increases as follows: 1 minutebecomes 1 hour; 1 hour becomes 1 day; 1 day becomes 1 week, etc.
o Channel Divinity: Remove Enchantment – Beginning at 2nd level, you can expend ause of Channel Divinity as an action by laying hands on a target suffering from anEnchantment spell or spell-like effect, and grant the recipient a new saving throw withAdvantage to break free of its effects.
o Channel Divinity: Inflamed Desire – Beginning at 6th level, you can expend a use ofChannel Divinity as a bonus action to impose Disadvantage on a target’s saving throw toresist one of your Enchantment spells.
o Charm Resistance – Beginning at 8th level, you gain Advantage on all saving throws toresist mind-affecting Enchantment spells and spell-like effects.
o Prolific Enchantments – Beginning at 17th level, when you cast an Enchantment spellthat targets one or more creatures, you may double the number of creatures affected.
TEMPUS, the Lord of Battle, the Foehammer (Portfolio: War, Battle, Warriors)– Per the standard cleric with the War Domain, but with the following change:
o At 1st level, you gain proficiency in Athletics and Smith’s Tools.
o You’re domain spells are modified per the table below.
Level Charm (Sune) Domain Spells
1st Charm Person, Disguise Self
3rd Enthrall, Suggestion
5th Compulsion, Tongues
7th Locate Creature, Confusion
9th Dream, Geas
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TORM, the True, the Brave,the Loyal Fury (Portfolio:Duty, Loyalty, Obedience) –Per the standard cleric withthe Duty Domain, as follows:
o Armor Proficiency –You are proficient inall armors, including heavy armor.
o Weapon Proficiency – You areproficient in all simple and martial melee weapons.
o Channel Divinity: CommandUndead – Priests of Torm may turnundead, but may also command undeadto service (e.g., guarding a passage ortreasure) without violating Torm’scommandments. At 2nd level, as anaction, you may expend one use ofChannel Divinity to force all undeadwithin 30’ that you can see to make aCharisma saving throw or becomefriendly and obey commands.Intelligent undead (8 or higher) receive Advantage on the saving throw and, if it hasIntelligence 12 or higher, it receives a new save after each hour of control. If more thanone cleric is vying for control over the same undead simultaneously, a contested SpellAttack roll (Wisdom modifier + Proficiency bonus) determines who maintains or gainscontrol.
o Channel Divinity: Guided Strikes – Beginning at 6th level, you can use your ChannelDivinity to strike with supernatural accuracy. When you make an attack roll, you canexpend a use of Channel Divinity to gain a +10 bonus to the roll. You make this choiceafter you see the roll, but before the DM says whether the attack hits or misses.
o Divine Strike – Beginning at 8th level, once per turn when you strike a foe with aweapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When youreach 14th level, the extra damage increases to 2d8.
o Divine Armor – At 17th level, while wearing armor, you gain Resistance to all non-magical bludgeoning, piercing, and slashing weapon attacks.
TYMORA, Lady Luck – Per standard cleric with the Luck Domain, as below.
o Bonus Proficiencies – At 1st Level you gain Proficiencyin Gaming Sets.
o Accustomed to Danger – At 1st level you gainProficiency in Dexterity Saving Throws.
Level War (Tempus) Domain Spells
1st Healing Word, Compelled Duel
3rd Magic Weapon, Heat Metal
5th Elemental Weapon, Crusader’sMantle
7th Freedom of Movement, Stoneskin
9th Flame Strike, Hold Monster
Level Duty (Torm) Domain Spells
1st Heroism, Thunderous Smite
3rd Magic Weapon, Lesser Restoration
5th Aura of Vitality, Crusader’s Mantle
7th Freedom of Movement, LocateCreature
9th Destructive Smite, GreaterRestoration
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o Channel Divinity: Favor of Tymora – Beginning at 2nd Level, you can expend one useof your Channel Divinity as a reaction to allow yourself or any ally within sight to rerollany single 1d20 roll (attack, save, etc.)after the roll but before the result isknown.
o Channel Divinity: Tymora Smiles –Beginning at 6th level, you can useyour Channel Divinity as a bonusaction to grant yourself or an allywithin 30’ Advantage on all 1d20 rollsuntil the start of your next turn.
o Tymora’s Own Luck – At 8th level,you may reroll any natural 1 on a 1d20roll, and use the higher result. A second “1” is not rerolled.
o Feat of Tymora – At 17th level, as a bonus action you may call upon Tymora as areaction to engage in a mighty feat of heroism For one round, until the start of the nextturn, you gain the following benefits:
You automatically succeed at all attacks, saving throws, and skill or abilitychecks unless the action you are trying is blatantly impossible.
You inflict maximum damage on all attacks (including spell attacks).
Enemies within 30’ suffer Disadvantage on all rolls.
You cannot use this power again until after you take a long rest.
Here is the list of languages for the campaign, roughly in order of the frequency of use in Neverwinter...
Chondathan – “Common,” the language ofWaterdeep, the civilized north, Cormyr, andSembia. Everyone speaks for free.
Illuskan – Northmen, Luskan, and most landsnorth of Neverwinter.
Uthgardt – Uthgardt barbarians.
Thorass (modern) – the civilized and decadentsouth, from Tethyr and Amn to Scornubel.
Thorass (ancient) – the ancient trade tongue ofman, (think Latin).
Damaran – Zhentil Keep, Moonsea, the Vast.
Elvish – elves and fey.
Dwarvish – dwarves, gnomes.
Netherese/Loross – ancient Netheril.
Ovaug – Orcs, Ogres, Giants.
Ik’zan – goblins, hobgoblins, gnolls.
Aragrakh – “Old High Draconic,” dragons, anda debased form spoken by kobolds.
Level Luck (Tymora) Domain Spells
1st Bless, Cure Wounds
3rd Aid, Prayer of Healing
5th Beacon of Hope, Mass HealingWord
7th Confusion, Freedom of Movement
9th Greater Restoration, Mass CureWounds
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APPENDIX A: STARTING BACKGROUNDS
1d100Roll
Background Weapon, Armor& Skill
Proficiencies
ToolProficiencies
Attribute Bonus(Max 20)
Starting Equipment Special
1 Actor Dagger, Club,Deception,
Performance,Persuasion, Sleight
of Hand,Chondathan, Two
AdditionalLanguages
Disguise Kit,One MusicalInstrument
+4 Charisma,+1 to All Other
Attributes
Clothes (traveler’s,fine, and a collection
of 3 commoncostumes), Dagger,Disguise Kit, Book
w/ Collection ofPlays, One MusicalInstrument of YourChoice, BroadsheetPamphlet (ravingabout one of your
past performances),Backpack, Sack,Bedroll, Mule w/Saddlebags, 25 gp
--
2-3 Adventurer’sHeir
Dagger, Shortsword,Club, Light &
Medium Armor,Shields, Athletics,History, Arcana,
Chondathan, Elvish,One Additional
Language
-- +1 to AllAttributes
Clothing (traveler’s),Shortsword, SilveredDagger, Chain Shirt,Potion of Healing,
Chapbook of Tales ofa Famous
Adventurer,Backpack, Bedroll,Waterskin, 50 gp
--
4 Alchemist’sApprentice
Club, Quarterstaff,Arcana, Nature,
Chondathan, TwoAdditionalLanguages
HerbalismKit,
Alchemist’sTools,
Poisoner’sTools
+2 Intelligence,+2 Dexterity,
+2 Constitution
Robes, CommonClothing, Dagger,Alchemist’s Tools,Herbalism Kit, 2
Vials Alchemists’Fire, Vial of
Antitoxin, Book ofNotes & Alchemical
Recipes, Quills & InkVial, Backpack,
Bedroll, Waterskin,Wineskin, 30 gp
--
5 Archer Shortbow, Dagger,Athletics,
Perception,Survival,
Chondathan, OneAdditionalLanguage
Woodcarver’sTools
+2 Dexterity,+2 Strength
Traveler’s Clothing,Dagger, Shortbow,
Quiver of 20 Arrows,Mess Kit, Backpack,Bedroll, Waterskin,
2d6 sp
--
6 Assassin Dagger, Shortsword,Light Crossbow,Shortbow, Light
Armor, Deception,
Thieves’Tools
+2 Dexterity,+2 Constitution
Traveler’s Clothing,Leather Armor, 2
Daggers in HiddenWrist-Sheaths,
--
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Sleight of Hand,Stealth, Chondathan,
One AdditionalLanguage
Shortsword, Thieves’Tools, Pouch with a
Pinch of Arsenic(ingested, DC 15 ConSave or 3d6 damageand poisoned for 1day), Large Sack,Wineskin, 50 gp
7 Baker Club, Quarterstaff,Dagger, Light
Armor, Chondathan,One Additional
Language, ChooseOne of the
Following: AnimalHandling,
Deception, orPersuasion
Cook’sUtensils
+5 Constitution,+1 to all other
attributes
Homemade PaddedArmor, Club, Dagger,Clothes (common), 5
lbs. Sack of Flour,Backpack, Bedroll,Cooking Utensils,
Waterskin, Bottle ofSembian Red Wine,
10 gp
--
8-9 Bandit Shortsword, Dagger,Club, Shortbow,
Light Armor,Stealth, Survival,Chondathan, One
AdditionalLanguage
-- +2 Strength,+2 Constitution
Common Clothes,Black Cloth for
Tying Around Face,Leather Armor,
Shortsword, Dagger,Shortbow, 10
Arrows, Set of Dice,Backpack, Bedroll,Wineskin, 3d10 gp
--
10 Barber Dagger, Club,Insight, Medicine,Chondathan, One
AdditionalLanguage
Barber’sTools
+3 Dexterity,+1 to all other
attributes
Common Clothes,Dagger, Barber’sTools (scissors,razors, brushes,combs, creams,
tooth-pullers, etc.),Healer’s Kit,
Backpack, Bedroll,Sack, Wineskin,
20 gp
--
11 Barrister Dagger, Club,History,
Investigation,Performance,
Chondathan, TwoAdditionalLanguages
-- +2 Intelligence,+2 Wisdom,+2 Charisma
Clothes (fine),Dagger, Book, Bottleof Ink, 10 Sheets ofParchment, Blanket,3 Volume Set of the
Waterdeep CodeLegal, Scroll Case,Bedroll, Backpack,
Wineskin, Waterskin,100 gp
--
12-13 Beggar Dagger, Club, Sling,Deception,
Persuasion, Sleightof Hand,
Chondathan
-- +2 Dexterity,+2 Constitution
Clothes (ragged),Dagger, Sack, 2 daysrations (spotted withmold), Copper Coin
with Sharpened Edge,2d6 sp
--
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14-15 Blacksmith’sApprentice
Club, Dagger, LightHammer,
Warhammer, Maul,Light & MediumArmor, Shields,
Athletics,Chondathan
Smith’s Tools +4 Strength,+2 Constitution
Clothes (common),One Weapon of Your
Choice, Dagger,Chain Shirt,
Backpack, Bedroll,Waterskin, 10 gp
--
16 Butcher Dagger, Club, HandAxe, Athletics,
Animal Handling,Chondathan
Cook’sUtensils
+2 Strength,+4 Constitution
Clothes (common),Hand Axe (Cleaver),Dagger, HomemadeShield, Backpack,Cook’s Utensils,
Bedroll, Waterskin,Sack, 5 lbs. Dried
Beef, 5 gp
--
17-18 CaravanGuard
Spear, Longsword,Dagger, Light &Medium Armor,
Animal Handling,Survival,
Perception,Chondathan, One
AdditionalLanguage
Gaming Sets +2 Strength,+2 Constitution
Traveler’s Clothes,Longsword, Dagger,
Leather Armor,Shield (painted withMerchant CompanySymbol), Mess Kit,Backpack, Bedroll,
Tinderbox, Wineskin,10 gp
--
19 Charlatan/Confidence
Artist
Dagger, Club,Deception,
Performance,Sleight of Hand,Chondathan, One
AdditionalLanguage
Gaming Sets,Disguise Kit,Forger’s Kit
+2 Dexterity,+2 Charisma
Clothes (fine andtraveller’s), Dagger,Backpack, Forger’sKit, Disguise Kit,Forged 1,000 gpBloodnote from
Seven Suns TradingPriakos, Bedroll,
Wineskin, 3d10 gp
--
20 CityGuardsman(Waterdeep,
retired)
Dagger, Shortsword,Longsword, Spear,Crossbow, Light &Medium Armors,Shields, Athletics,
Perception,Chondathan, One
AdditionalLanguage
Gaming Set +2 Strength,+2 Constitution
Clothes (traveler’s),Shortsword, Dagger,
Spear, FadedWaterdeep GuardCloak, Medal ofCommendation
(Waterdeep), ChainShirt, Backpack,
Bedroll, Waterskin,40 gp
--
21 CityWatchman
(retired)
Dagger, Club,Shortsword,
Longsword, Mace,Light & MediumArmor, Insight,
Perception,Chondathan, One
AdditionalLanguage
Gaming Set +2 Strength,+2 Wisdom
Clothes (traveler’s),Shortsword, Dagger,Leather Armor, Dice
Set, Backpack,Bedroll, Boot with
Hollow Heel,Waterskin, 20 gp
--
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22 Cook Dagger, Club, HandAxe, Light Armor,Athletics, Animal
Handling,Chondathan, One
AdditionalLanguage
Cook’sUtensils
+4 Constitution,+1 all otherattributes
Clothes (common),Hand Axe (Cleaver),Homemade PaddedArmor, Backpack,Bedroll, Cook’s
Utensils, Iron Pot,Tinderbox,
Waterskin, 10 gp
--
23-24 CormyrianKnight
Longsword,Shortsword, Mace,Dagger, Lance, AllArmors, Shields,Animal Handling,
History,Chondathan, One
AdditionalLanguage
-- +2 Strength,+1 All Other
Attributes
Clothes (traveler’s &fine), Longsword,
Dagger, Chainmail,Shield w/FamilyCrest, Backpack,
Waterskin, Mess Kit,Signet Ring, Bedroll,War Horse (w/saddleand saddle bags), 100
gp
--
25 CormyrianKnight’sSquire
Longsword,Shortsword, Dagger,
Lance, Light &Medium Armors,Shields, Animal
Handling, History,Chondathan, One
AdditionalLanguage
-- +2 Constitution,+1 All Other
Attributes
Clothes (traveler’s),Shortsword, Dagger,
Chain Shirt,Backpack, Waterskin,
Bedroll, Pony(w/saddle and
saddlebags, 2 daysfeed), 20 gp
--
26-27 Courtesan,Prostitute,
Trull,Bedwarmer,Warmflanks(You get the
picture)
Dagger, Club,Deception,
Persuasion, Sleightof Hand,
Chondathan, OneAdditionalLanguage
One MusicalInstrument,Disguise Kit
+2 Constitution,+4 Charisma
Clothing (traveler’s& fine), Dagger,Holy Symbol of
Sune, One MusicalInstrument, Vial ofPerfume, Wineskin,
Disguise Kit,Backpack, Bedroll,
50 gp
--
28-29 Cutpurse Dagger, Club,Perception, Sleightof Hand, Stealth,
Chondathan
Thieves’Tools
+2 Dexterity,+2 Charisma
Clothes (common),Dagger, Coat w/
Hidden Pockets Sewnin, Steel Coin with
Sharpened Side, DiceSet, Thieves’ Tools,Sack, Wineskin, 10
gp
--
30 Ditch-Digger Dagger, Club,Athletics, Survival,
Chondathan
-- +4 Strength,+2 Constitution
Clothes (common,dirty), Dagger,
Shovel (as club),Sack, Lamp, Flask of
Oil, Tinderbox,Wineskin, 2d6 sp
--
31 Drover Club, Spear,Dagger, Light
Armor, Animal
LandVehicles
+2 Strength,+ 2 Constitution
Clothes (common),Homemade Padded
Armor, Club, Dagger,
--
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Handling, Survival,Chondathan
Backpack, Waterskin,Iron Pot, Wagon
(Full of Potatoes, 2Draft Horses, SpareWagon Wheel), 5 gp
32 Druid’sApprentice
Quarterstaff, Club,Dagger, Light
Armor, AnimalHandling, Nature,Religion, Survival,Chondathan, Two
AdditionalLanguages
HerbalismKit,
Woodcarver’sTools
+4 Wisdom Clothes (traveler’s),Padded Armor,
Quarterstaff, Dagger,Backpack, Bedroll,Pouch of Mistletoe,
Herbalism Kit,Healer’s Kit,
Waterskin, HolySymbol, 5 gp
DruidOrisons(Know1/cast2/day)
33 Dung Carter Club, Dagger, LightArmor, Animal
Handling, Survival,Perception,Chondathan
LandVehicles
+2 Strength,+4 Constitution
Clothes (common),Homemade Padded
Armor, Bedroll,Waterskin, RicketyCart (soiled) with
Mule, Wineskin, 2d6sp
--
34 Dwarf Lord(from a fallen
realm)
Dagger, Club,Shortsword,
Battleaxe, Greataxe,All Armors, Shields,History, Persuasion,
Chondathan,Dwarvish, Two
AdditionalLanguages
Smith’sTools,
Mason’sTools
+2 Constitution,+2 Charisma
Clothes (traveler’s),Battleaxe, Dagger,
Chain Shirt,Backpack, Bedroll,Whetstone & Oily
Rag, Mess Kit,Waterskin, Pony(with saddle and
saddlebags), 50 gp
Must beDwarf,
Advantageon Social
Checks withOther
DwarvesWho KnowYour Status
35-36 DwarvenOutcast
Dagger, Shortsword,Battleaxe, Greataxe,
Light & MediumArmors, Shields,
Deception,Intimidation,Perception,
Chondathan,Dwarvish, One
AdditionalLanguage
Smith’sTools,
Mason’sTools
+2 Strength,+2 Constitution
Clothes (travelers’),Shortsword, Dagger,
Boot with SpringBlade (per Dagger),
Chain Shirt,Backpack, Bedroll,
Dice Set, Vial ofPoison (basic),
Wineskin, 20 gp
Must beDwarf; Dis-advantageon Social
Checks withOther
DwarvesWho KnowYour Status
37 Elven Noble Longsword,Shortsword, Dagger,
Spear, Light andMedium Armor,
Shields, Longbow,History, Nature,
Arcana,Chondathan, Elvish,
Three AdditionalLanguages
ThreeMusical
Instruments
+2 Intelligence,+2 Charisma
Clothes (fine &traveler’s), Dagger,
Silvered Longsword,Backpack, Potion ofHealing, Waterskin,20 gp plus 100 gp in
various gems
Must BeGold or
Moon Elf;Advantageon SocialRolls with
Other Elvesor Fey
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38 EscapedCriminal
(on the run)
Shortsword, Dagger,Club, Light Armor,Deception, Stealth,Survival, Sleight ofHand, Chondathan,
One AdditionalLanguage
Thieves’Tools
+2 Dexterity,+2 Constitution
Clothes (common),Club, Stolen Loaf ofBread & Jug of Wine
Dis-advantage
on all SocialRolls with
those Awareof YourHeinousCrimes
39-40 Exiled Noble Longsword orRapier, Dagger,
Light and MediumArmor, Shields,History, Insight,
Persuasion,Chondathan, Two
AdditionalLanguages
-- +2 Intelligence,+2 Charisma
Clothes (traveler’s),Longsword or Rapier,
Dagger, Backpack,Potion of Healing,Gold Signet Ring,Wineskin, Bedroll,
100 gp
--
41-45 Farmer Club, Spear,Quarterstaff,
Dagger, LightArmor, Nature,
Perception,Survival,
Chondathan
-- +2 Strength,+4 Constitution
Clothes (common),Pitchfork (as spear)or Spade (as club),Homemade PaddedArmor, Backpack,Bedroll, Sack of
Vegetables,Waterskin, 2d6 sp
--
46 Fisherman Spear, Club,Dagger, Light
Armor, Nature,Survival,
Chondathan
WaterVehicles
+2 Strength,+2 Constitution,
+2 Dexterity
Clothes (common),Club, Dagger,
Homemade PaddedArmor, Backpack,
Bedroll, Waterskin,2d6 sp
--
47 Footpad Club, Dagger,Shortsword,Deception,
Intimidation,Stealth, Chondathan
-- +2 Strength,+2 Dexterity
Clothes (common),Bronze-Headed Club,Dagger, Shortsword,
Sack, Wineskin,2d6 gp
--
48 Forester/Hunter/Trapper
Dagger, Club,Shortbow, Spear,
Light Armor,Nature, Perception,
Survival,Chondathan, One
AdditionalLanguage
WoodcarvingTools
+2 Dexterity,+2 Wisdom
Clothes (traveler’s),Dagger, Shortbow,20 arrows, LeatherArmor, Hunter’sTrap, 1d6 BeaverPelts, Backpack,
Bedroll,Woodcarving Tools,Collection of SmallWooden Animals,Waterskin, 10 gp
--
49 Gambler Dagger, Club,Deception, Insight,
Sleight of Hand,Chondathan, Three
Additional
Gaming Sets(cards &
dice)
+2 Dexterity,+2 Charisma
Clothes (fine),Dagger in HiddenSheath, Backpack,Bedroll, Coat withHidden Pockets,
Wineskin, Dice &
--
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Languages Cards, Deed to aRuined House in
Neverwinter,1d10x10 gp, Choose
One: FlamboyantHat, Gold Tooth,
Glass Eye, or FalseEyepatch.
50 Grave Digger Dagger, Club,Athletics,
Intimidation,Chondathan
-- +2 Strength,+4 Constitution
Clothes (common),Shovel (treat as club),
Dagger, Bedroll,Waterskin, 2d6 sp
--
51 GraveRobber
Dagger, Shortsword,Club, Light Armor,
Investigation,Stealth, Chondathan
-- +2 Strength,+2 Charisma
Clothes (traveler’s),Shortsword, Dagger,
Leather Armor,Shovel (per club),Backpack, Sack,
Bedroll, Waterskin,Pouch of 50 gp ofJewelry (assortedrings, necklaces,
earrings, andbrooches stolen from
graves), 10 gp
--
52-55 Guild Artisan Dagger, Club,Insight, Persuasion,Chondathan, One
AdditionalLanguage
Two sets ofArtisan’s
Tools (yourchoice)
+2 to AllAttributes
Clothes (traveler’s),Dagger, Club, One
Set of Artisan’s Tools(pg. 154) Backpack,Bedroll, Waterskin,
Mule w/ Saddlebags,Letter of
Recommendationfrom Former Master,
20 gp
--
56 Innkeeper(former)
Dagger, Club,Insight, Persuasion,Chondathan, Two
AdditionalLanguages
One MusicalInstrument
+2 Wisdom,+2 Charisma
Clothing (traveler’s),Dagger, Wineskin,Backpack, Sack,
Bedroll, 150 gp (lifesavings from sellingwhat was left of your
burnt-down inn)
--
57 Jester/Juggler/
Entertainer
Dagger, Club,Acrobatics,
Performance,Sleight of Hand,Chondathan, One
AdditionalLanguage
One MusicalInstrument
+2 Dexterity,+2 Charisma
Clothes (traveler’s &performer’s motley),
Dagger, JugglingBalls, One MusicalInstrument of YourChoice, Backpack,Bedroll, Waterskin,
10 gp
--
58 Laborer/Porter
Dagger, Club,Athletics,
Intimidation,
-- +4 Strength, +2Constitution
Clothes (common),Club, Sack,
Waterskin, Push Cart,
--
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Chondathan 2d6 sp
59 Locksmith’sApprentice
Dagger, Perception,Sleight of Hand,
Chondathan
Thieves’Tools,
Tinker’sTools
+2 Dexterity,+2 Intelligence
Clothes (common),Dagger, Backpack,Bedroll, Thieves’
Tools, Ring ofSkeleton Keys, 4Locks (w/keys),
Waterskin, 20 gp
--
60-63 Mercenary Dagger, Shortsword,Longsword, Spear,
Crossbow,Shortbow, Light &Medium Armors,Shields, Athletics,Animal Handling,
Intimidation,Chondathan, One
AdditionalLanguage
-- +2 Strength,+2 Constitution
Clothes (traveler’s),Leather Armor,Shield Painted
w/Symbol of FormerMercenary Company,Longsword, Dagger,Whetstone & Oily
Rag, Backpack,Bedroll, Wineskin,5d6 gp, Momento(roll 1d6): (1) Hiltfrom a Broken Orc
Scimitar, (2) ElfArrow, (3) Uthgardt
Snowcat-fangNecklace, (4) Troll’s
Finger (stillwiggling), (5)
Zhentilar Captain’sBaton, or (6) Pouchof Tin Soldiers from
your Childhood
--
64-65 Merchant Dagger, Club,Deception, Insight,
Persuasion,Chondathan, Three
AdditionalLanguages
-- +2 Dexterity,+2 Charisma
Clothes (traveler’s &fine), Dagger,
Backpack, Bedroll,Wineskin, Pony(w/saddle andsaddlebags),
Merchant’s Scale,Steel Mirror,Tinderbox,
50 gp
--
66 Miner Dagger, Club, LightHammer, War Pick,Warhammer, Maul,Athletics, Survival,
Chondathan
Mason’sTools
+2 Strength,+2 Constitution
Clothes (common),Pickaxe (Treat as
Club), Sack, Bedroll,Waterskin, 2d6 sp
--
67 Minstrel Dagger, Club,Performance,
Sleight of Hand,Chondathan, Two
AdditionalLanguages
ThreeMusical
Instruments
+2 Dexterity,+2 Charisma
Clothes (traveler’s &fine), Dagger in
Hidden Wrist Sheath,One Musical
Instrument of YourChoice, Backpack,Bedroll, Waterskin,
20 gp
--
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68-69 Noble,Dilettante
(Waterdeep)
Longsword, Rapier,Dagger, Light &Medium Armor,Shields, History,
Persuasion,Chondathan, Two
AdditionalLanguages
Gaming Set +2 Intelligence,+2 Charisma
Fine Clothes,Masterwork
Longsword or Rapier(+1 damage), Dagger,
Chain Shirt, GoldSignet Ring,
Backpack, Potion ofHealing, Wineskin,
Bedroll, 200 gp
Feature:Money from
Father (3times peryour life,you mayrequest
money fromhome equalto 1,000 gpx current
level)
70 Noble,Second Son(Cormyr)
Longsword,Shortsword, Lance,Dagger, Club, AllArmor, Shields,
History, Persuasion,Two Additional
Languages
-- +2 Strength,+2 Constitution
+2 Charisma
Fine Clothes,Masterwork
Longsword (+1damage), Dagger,Chain Shirt, Gold
Signet Ring,Backpack, Bedroll,Potion of Healing,Waterskin, 200 gp
Feature:Cormyrianto the Bone(You haveAdvantage
on anysocial rollsinvolving
otherCormyrians)
71 NorthmanReaver
Dagger, Club,Battleaxe, Handaxe,Longsword, Light &
Medium Armor,Shields,
Intimidation,Survival,
Chondathan,Illuskan
WaterVehicles
+2 Strength,+2 Constitution
Clothes (traveler’s),Handaxe, Longswordor Battleaxe, Dagger,Chain Shirt, WoodenShield, Horned Helm,
Holy Symbol toUmberlee, Sack,Wineskin, 2d6 gp
HumanOnly
72 Peddler Dagger, Club,Animal Handling,
Insight, Persuasion,Chondathan, One
AdditionalLanguage
-- +2 Wisdom,+2 Charisma
Clothes (traveler’s),Dagger, Backpack,Bedroll, Waterskin,Mule loaded with 50gp of Trade Goods
(your choice), 10 gp
--
73 Pig Keeper Dagger, Club, Sling,Animal Handling,
Survival,Chondathan
-- +2 Strength,+2 Dexterity
+2 Constitution
Clothes (common),Dagger, Sling, Sack,
Bedroll, WarmWinter Cloak andGloves Sewn By
Your Mother, Lucky(but worthless) Rock,
Waterskin,2d6 sp
--
74 Pimp Dagger, Club,Insight,
Intimidation,Persuasion,
Chondathan, OneAdditionalLanguage
-- +2 Strength,+2 Charisma
Clothing (traveler’s& fine), Fancy Hat,
Dagger, Sap (treat asClub) Boot with
Hollow Heel,Wineskin, Backpack,
Bedroll, 50 gp
--
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75 Poisoner Dagger, Club,Medicine, Nature,Sleight of Hand,Chondathan, One
AdditionalLanguage
HerbalismKit,
Poisoner’sKit
+2 Dexterity,+2 Intelligence
Dagger, Clothes(traveler’s), Pouchwith 4 Pinches ofArsenic (ingested,
DC 15 Con Save or3d6 damage and
poisoned for 1 day),Vial of Antitoxin,
Backpack, Bedroll,Wineskin, 10 gp
--
76 Rat Catcher Dagger, Club, Sling,Deception, Sleightof Hand, Stealth,
Chondathan
-- +2 Dexterity,+2 Constitution
Clothes (ragged),Dagger, Sack, 1d6dried rats, 2d6 sp
--
77-78 RetiredVeteran
Dagger, Club,Shortsword,
Longsword, Spear,Crossbow, Light &Medium Armors,Shields, Animal
Handling, Survival,Chondathan, One
AdditionalLanguage
-- +2 Strength,+2 Wisdom
Clothes (traveler’s),Longsword, Dagger,
Leather Armor,Backpack, Bedroll,
Wineskin, 20 gp, andRoll 1d4: (1)
Eyepatch (you aremissing an eye), (2)Wooden Hand (you
are missing one hand,and may not use twoweapons), (3) Letterof Commendation,
(4) Potion of Healing.
--
79 Sailor Dagger, Club,Athletics,
Perception,Chondathan, Two
AdditionalLanguages
Navigator’sTools, Water
Vehicles
+2 Strength,+2 Dexterity,
+2 Constitution
Clothes (common),Dagger, Belaying Pin(per club), 50’ of SilkRope, Bedroll, Sack,
10 gp
--
80-81 Scholar/Sage Quarterstaff,Dagger, History,Arcana, Nature,
Chondathan, FourAdditionalLanguages
-- +4 Intelligence Clothes (traveler’s),Dagger, Quarterstaff,
Three ObscureTomes (on subjects
of your choice),Bottle of Ink, 10
Sheets of Parchment,Your Personal
Journal, Backpack,Wineskin, Bedroll,
50 gp
--
82 Scribe Dagger, Club,Arcana, History,Sleight of Hand,Two Additional
Languages
CalligraphersSupplies,
Forgery Kit
+2 Dexterity,+2 Intelligence
Clothes (traveler’s),Writing Kit &
Supplies, Forger’sKit, Dagger,
Backpack, Bedroll,20 gp
--
83 Servant Dagger, Club,Insight, Persuasion,
-- +2 to All Clothes (common),Dagger, Bedroll,
--
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Chondathan, OneAdditionalLanguage
Attributes Letter ofRecommendation
from FormerEmployer, Waterskin,
10 gp
84-85 Shepherd/Goat Herder
Dagger, Club,Quarterstaff, Sling,Athletics, Survival,
Chondathan
-- +2 Strength,+2 Dexterity
+2 Constitution
Clothes (common),Dagger, Sling,
Quarterstaff, Sack,Bedroll, Goat or
Sheep, Waterskin,2d6 sp
--
86 Stonemason Club, Dagger, LightHammer,
Warhammer, Maul,Light Armor,
Athletics,Chondathan
Mason’sTools
+4 Strength,+2 Constitution
Clothes (common),Sledge Hammer(treat as Maul),
Homemade PaddedArmor, Backpack,
Bedroll, Waterskin,10 gp
--
87-88 TempleAcolyte (City)
Club, Mace, LightHammer,
Warhammer, LightArmor, Shields,
History, Medicine,Religion,
Chondathan(Common), One
AdditionalLanguage
HerbalismKit
+2 Wisdom,+2 Intelligence
Clothes (traveler’s),Priest’s Robes, Mace,Holy Symbol, PrayerBook, Healer’s Kit,
Waterskin, Backpack,Bedroll, 20 gp
Orisons(Know 2,
Cast 3/day)
89 TempleAcolyte (Evilor War-like
Church)
Club, Mace, Dagger,Morningstar,
Warhammer, Light& Medium Armor,
Shields,Intimidation or
Stealth, Religion,Chondathan, One
AdditionalLanguage
Choose 1:Herbalism
Kit, ThievesTools,
Poisoner’sKit, or
Disguise Kit
+1 Strength,+1 Constitution,
+2 Wisdom
Clothing (traveler’s),Mace, Leather
Armor, Holy Symbol,Prayer Book,Healer’s Kit,
Backpack, Bedroll,Waterskin, 50 gp
Orisons(Know 2,
Cast 3/day)
90 TempleAcolyte
(Noble Birth)
Longsword, Club,Mace, Light Armor,Shields, Religion,
History, Persuasion,Chondathan, Two
AdditionalLanguages
Gaming Set,Herbalism
Kit
+2 Wisdom,+2 Charisma
Clothing (fine &traveler’s), Priest’sRobes, Mace, Holy
Symbol, PrayerBook, Healer’s Kit,
Waterskin, Backpack,Bedroll, 200 gp
Feature:Money from
Father (3times peryour life,you mayrequest
money fromhome equalto 1,000 gpx current
level)
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91 TempleAcolyte
(RoguishChurch)
Dagger, Club, Mace,Light Armor,
Deception, Stealth,Sleight of Hand,
Religion,Chondathan, One
AdditionalLanguage
Thieves’Tools
+2 Dexterity,+2 Wisdom
Traveler’s Clothing,Dagger, Club, Holy
Symbol, PrayerBook, Healer’s Kit,Backpack, Bedroll,Wineskin, Thieves’
Tools,10 gp
Orisons(Know 1,
Cast 1/day)
92 TempleGuard
Longsword,Shortsword, Mace,Club, Spear, Light
and Medium Armor,Shields, Athletics,
Perception,Religion,
Chondathan, OneAdditionalLanguage
-- +2 Strength,+2 Wisdom
Traveler’s Clothing,Chain Shirt, Mace,
Dagger, HolySymbol, Backpack,Bedroll, Waterskin,
20 gp
--
93 Thief Catcher Dagger, Shortsword,Club, Quarterstaff,Net, Sling, Light
Armor,Investigation,Intimidation,
Stealth, Chondathan,Two Additional
Languages
Disguise Kit,Thieves’
Tools
+2 Dexterity+2 Wisdom
Quarterstaff, 2Daggers, Shortsword,Clothes (traveler’s &
common), LeatherArmor, Vial of
Antitoxin, Bag of 20Caltrops, Manacleswith Lock & Key,Magnifying Glass,
Thieves’ Tools,Backpack, Bedroll,
20 gp
--
94 Tinker Dagger, Club, Sling,Perception, Sleight
of Hand,Chondathan, Two
AdditionalLanguages
Tinker’sTools,
Thieves’Tools
+2 Dexterity,+2 Charisma
Clothes (traveler’s),Dagger, Tinker’sTools, Thieves’
Tools, Mule loadedwith Collection of
Pots and CheapMetalwork (worth 10
gp), Bedroll,Waterskin, 10 gp
--
95 Tumbler/Acrobat
Dagger, Club,Quarterstaff,Acrobatics,Athletics,
Performance,Chondathan, One
AdditionalLanguage
One MusicalInstrument
+2 Strength,+2 Dexterity
Clothes (traveler’s &performer’s motley),
50’ Silk Rope,Dagger, Backpack,Bedroll, Waterskin,
5 gp
--
96 UthgardtBarbarianWanderer
(Griffon, Elk,Tree Ghost,or Blue Bear
Club, Greatclub,Longsword,Battleaxe,
Greatsword, Spear,Sling, Maul, Light& Medium Armor,
-- +2 Strength,+2 Constitution
One Weapon of YourChoice, Dagger, Hide
Armor (furs),Traveler’s Clothes,Bedroll, Waterskin,
5 gp
HumanOnly
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Tribes) Shields,Intimidation,
Survival,Chondathan,
Uthgardt
97 Village Priest Club, Mace,Quarterstaff, Sling,
Light Armor,Shields, Insight,
Medicine, Religion,Chondathan
(Common), OneAdditionalLanguage
HerbalismKit
+2 Wisdom,+2 Constitution
Clothing (traveler’s),Priest’s Robes,
Quarterstaff, HolySymbol, Prayer
Book, Healer’s Kit,Waterskin,
Backpack, Bedroll,10 gp
Orisons(Know 2,
Cast 3/day)
98-100
Wizard’sApprentice
Dagger,Quarterstaff,
Arcana, History,Chondathan, Three
AdditionalLanguages
HerbalismKit,
Alchemists’Supplies
+2 Intelligence,+2 Wisdom
Robes, Traveler’sClothes, Dagger,Former Master’sSpellbook with 4random 1st Level
Spells you have notyet mastered,
Backpack, Bedroll,Wineskin,
20 gp
Cantrips(Know 3,
Cast 3/day)