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# Archipelago Character Generation
###### Draft rules February 2021

## Class-based ASIs
Racial Ability Score Increase traits are removed. In their place, the class you choose at 1st-level gains a new “practice” feature, as detailed below. You don't gain the practice features of classes you gain levels in through multiclassing.

#### Artificer Practice [C]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Choose **Constitution** or **Intelligence**. Increase the chosen ability score by **2**, then increase a different ability score by **1**.

#### Barbarian Practice [C++ MAD]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Choose **Strength**, **Dexterity** or **Constitution**. Increase the chosen ability score by **1**, then increase any two ability scores by **1**.

#### Bard Practice [S]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Increase your **Charisma** by **2**, then increase a different ability score by **1**.

#### Cleric Practice [A++]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Increase your **Wisdom** by **2**,  then increase a different ability score by **1**.

#### Druid Practice [A]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Increase your **Wisdom** by **2**, then increase a different ability score by **1**.

#### Fighter Practice [B+]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Choose **Strength** or **Dexterity**. Increase the chosen ability score by **2**, then increase a different ability score by **1**.

#### Monk Practice [D MAD]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Increase any two ability scores by **1**, then increase any two ability scores by **1**.

#### Paladin Practice [A+ MAD]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Choose **Strength** or **Charisma**. Increase the chosen ability score by **1**, then increase any two ability scores by **1**.

#### Ranger Practice [C+]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Choose **Strength**, **Dexterity** or **Wisdom**. Increase the chosen ability score by **1**, then increase any three ability scores by **1**.

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#### Rogue Practice [B]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Increase any one ability score by **1**, then increase any two ability scores by **1**.

#### Sorcerer Practice [B++]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Choose **Constitution** or **Charisma**. Increase the chosen ability score by **2**, then increase a different ability score by **1**.

#### Warlock Practice [B+++]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Increase your **Charisma** by **2**, then increase a different ability score by **1**.

#### Wizard Practice [S+]
At 1st level, through practicing the arts and skills of your class, some of your ability scores improve. Increase your **Intelligence** by **2**, then increase a different ability score by **1**.

## Archipelago Races
The islands are populated by orcs and elves, and their children, living peacefully together. When you create your character, choose one of these options.

### Sea Orcs [Hardy]
_Sea orcs predate other inhabitants of the archipelago; but where they came from in turn is not known. They tend to live in widely dispersed settlements - it is not unusual to find a hospitable orc homestead clinging to a tiny islet jutting from the water. Sea orcs have a reputation as bold explorers, quick to put themselves in the way of danger for the sake of others._

* **Orcish Resilience** You have advantage on saving throws against poison, and you have resistance against poison damage.

* **Tenacity** Choose one ability. You gain proficiency in saving throws using the chosen ability.

* **Toughness** At 1st-level, your hit point maximum increases by 1. When you gain a level, add 1 to each hit die rolled to determine your hit point maximum.

* **Age** Orcs typically regard it as fortunate to be called without delay to other planes, and sorrow over death only as much as they would for family or friends departing on a long voyage. They reach adulthood in their late teens and live to be a century or more old. 

* **Languages** You can speak, read, and write Pelagic, and Orcish. Orcish is strong and expressive, with evocative intonations and flexible grammar. Orcish narratives are rich and varied, and their epics and poems the warmest and most stirring. Bards learn their language so that they can deliver revered Orcish classics.

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* **Size** Orcs are sometimes over 6 feet tall and can weigh up to 280 pounds. Your size is **Medium**.

* **Speed** Your base walking speed is **30 feet**.

### Copper Elves [Versatile]
_Copper elves came out of the Feywild, exhausted by strife between seelie and unseelie courts. On the islands, they found orcs settled and thriving, yet willing to share what they had. Being thus welcomed, they mingled while preserving traditions that they valued. Elves linger on the material plane, and some still recall the creatures and places of the Feywild with clarity, yet they may be reluctant to pass down the history of their affiliations there._

* **Fey Resilience** You have advantage on saving throws you make to avoid or end the charmed condition on yourself, and magic can't put you to sleep.

* **Skill Versatility** You gain two skill, weapon, or tool proficiencies of your choice.

* **Spell Versatility** You learn one cantrip and one 1st-level spell of your choice from the wizard spell list. You can cast the 1st-level spell without expending a spell slot. After doing so, you can't cast it with this trait again until you finish a long rest. If you have spell slots, you may cast it using them. Choose Intelligence, Wisdom or Charisma. Whichever you choose becomes your spellcasting ability for these spells.

* **Age** A fey understanding of adulthood encompasses a long span of reflecting upon the outer world and slowly developing awareness. Their children might claim an adult name after their first few decades, and then linger on the material plane for up to half a millennium.

* **Languages** You can speak, read, and write Pelagic, and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

* **Size** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is **Medium**.

* **Speed** Your base walking speed is **30 feet**.

### Islanders [Blessed]
_Islanders frequently share the culture and practices of their parents, while also noticing what others might miss - bringing their communities empathy and new ideas.
Many are frank with their feelings, and wild or fine performances fill them with joy. Others are pensive, enjoying quieter habits. Most find a way to combine elven studiousness with an undeniable orcish flair._

* **Knack** Choose one skill or tool in which you have proficiency. You gain expertise with that skill or tool, which means that your proficiency bonus is doubled for any ability check you make with it.

* **Lucky** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

* **Quick** When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

* **Age** Islanders reach adulthood in their late teens and their lives may span close to three centuries. They enjoy their time on the Prime Material plane, yet follow their parents in not grieving overmuch for those travelling onwards.

* **Languages** You can speak, read, and write Pelagic, and Orcish or Elvish. The Pelagic language is widely preferred for technical treatises and catalogues of knowledge about the natural world.

* **Size** Islanders have diverse builds, sometimes favouring one or other parent. Your size is **Medium**.

* **Speed** Your base walking speed is **35 feet**.

## Archipelago Classes

#### Artificer
Alchemist, Battle Smith

#### Barbarian
Path of the Ancestral Guardian, Path of the Totem Warrior

#### Bard
College of Eloquence, College of Lore

#### Cleric
Light Domain, Tempest Domain

#### Druid
Circle of the Moon, Circle of Stars

#### Fighter
Battle Master, Eldritch Knight

#### Monk
Way of Mercy, Way of Shadow

#### Paladin
Oath of Devotion, Oath of the Ancients

#### Ranger
Fey Wanderer, Gloom Stalker

#### Rogue
Arcane Trickster, Hexknife

#### Sorcerer
Aberrant Mind, Draconic Bloodline

#### Warlock
The Fiend, The Hexblade

#### Wizard
Order of Scribes, School of Divination

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