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## Standard Character Creation Rules

We use these in every game, I figured it's time to write them up properly, to have a single document which we can all reference.

### Rolling Stats

We tend to roll two sets. You get to choose one or the other, and assign them as you see fit. You can copy and paste this template into Roll20:

<div class='descriptive'>
##### Set 1:

[[5d6d2]], [[5d6d2]], [[4d6d1]], [[4d6d1]], [[4d6d1]], [[4d6d1]].


##### Set 2:

[[5d6d2]], [[5d6d2]], [[4d6d1]], [[4d6d1]], [[4d6d1]], [[4d6d1]].
</div>

I would suggest making a record of the set you choose to use somewhere on your sheet, and including your racial bonuses, like so:

<div class='descriptive'>
17, 16, 15, 14, 12, 10

H. Human: +2 STR, +1 WIS, +1 CON
</div>

If you ever need to change something, or your DM needs to reference something, this makes life a lot easier.

### Rolling HP

When you level up, or start at a higher level, you can roll for health. At level 1, your hit die is always maxed, but after that, it's all down to chance. However, to avoid crippled characters due to bad rolls,  if you roll lower than the average result (given in the PHB and the table below), you may choose to use the average instead. So if you roll a 3 on a d8, it can count as a 5 and so on.

| Hit Die | Average |
|:-------:|:-------:|
|d6|4|
|d8|5|
|d10|6|
|d12|7|

As before, I would recommend keeping good record of your HP on your character sheet, for the exact same reason. I would suggest doing it in this format:

<div class='descriptive'>

**Health**

1: 6 + 3 = 9

2: 9 + 4 + 3 = 16

3: 16 + 4 + 3 = 23

4: 23 + 4 + 3 = 30
</div>

```
```


### Feats

We find that a free feat at level 1 really helps you make a unique and enjoyable character. Which perhaps is why the party for Shadows is made up mostly of humans... *cough*.

You get a free feat at level 1, then are able to take more in place of ASI as you continue to level up. For most classes, this happens at level 4, 8, 12, 16, and 19. Fighters get additional ones at level 6 and 14, and rogues get an additional one at level 10.

As before, I would recommend listing all your feats and ASI as shown below, for clarity:

<div class='descriptive'>
**ASI**

Free Feat: Weapon Master

ASI @4th: Heavy Armour Mastery (+1 STR)

ASI @8th: +2 WIS
</div>

### Races

As everyone gets a free feat, standard humans are boring, and variant humans get a free feat, we decided to make our own version of human, which is used at the table:

[Hybrid Human 1.2](http://homebrewery.naturalcrit.com/share/BJ-AlOalRW)

In addition, there are a few notes for playing certain races:

 
* Tieflings are fairly rare, and people often find them scary.
* Genasi are downright ***hated*** in Calimshan, where the genies used to rule over human slaves - their genie blood means they often have to hide their lineage.

You should also consider which area of Faerun your character is from - you can get a free language based on the region they are from. For example, a character from Calimshan would know Alzhedo, the language spoken there.

### House Rules

There are several house rules that we use universally in addition to what is listed above:

* Flanking doesn't mean advantage - it is a flat +2 bonus. This is in order to make advantage feel more special when you get it.
* [Clashing](http://homebrewery.naturalcrit.com/share/r10SXE-c) When a melee attack hits the AC exactly, not above or below it, it initiates a clash. 
	* The attacker rolls athletics (or acrobatics if they have a finesse weapon). The defender rolls their choice of athletics (to block) or acrobatics (to dodge).
    * If the attacker's roll is higher, the attack hits as usual. 
    * If the defender's roll is higher, they take half damage. 
    * If the defender's roll is higher by 5 or more, they manage to avoid the attack completely and take no damage.
* If you multiclass, and multiple classes give the exact same feature at the exact same level, you can use your total character level as opposed to your class level to get it. This is mostly apparent with ASI: If you play a Rogue 3/ Bard 1, your total level is still 4. Both classes get an ASI at level 4, therefore you get the ASI as well. Another example is multiattack. Fighter 2/ Monk 3 would get Extra Attack at character level 5.
\page

* Potions have levels, not tiers (greater, superior etc.) as described [here.](
http://homebrewery.naturalcrit.com/share/BkHIZ9fCZ)
* Healer's kits have an aditional use:
  * You can spend 1 minute administering aid to a creature of your choice. Doing so consumes one use of the medkit, but allows the creature to roll one hit die to heal as one would during a short rest. Each additional minute spent and use of the medkit consumed allows the creature to spend more hit dice.

***Wild Magic Surge.*** In order to make a wild magic surge happen more often, you can use the following variant rule. Roll a d20 after every spell or cantrip cast - The DC is equal to the spell's level + 1. This means that more powerful spells have a higher chance of causing a surge, as shown in the table below:

|Spell Level|DC|
|:--:|:--:|
|Cantrip|1|
|Level 1|2|
|Level 2|3|
|Level 3|4|
|Level 4|5|
|Level 5|6|
|Level 6|7|
|Level 7|8|
|Level 8|9|
|Level 9|10|


***Variant Spellcasting Rules.*** In order to bring them more in line with how they are roleplayed in our games, the rules for spellcasting are altered according to the document [here](http://homebrewery.naturalcrit.com/share/HJWpgKWmcf). This has little mechanical impact besides some very specific circumstances. A bound and gagged spellcaster is still neutralised for the most part. This simply makes spellcasting more flexible and fun, eliminating the need for juggling materials and foci.


### Equipment
The equipment varies between games, and is decided by the DM during character creation. As a rule of thumb, you tend to get the basic starting equipment from your class and background. Your DM might give you additional gold and magic items, which you can spend to get more gear.



## Optional Rules

The following rules may or may not be used in games, depending on the DM's choice. By default, they are all unused, unless the DM says otherwise. 

### House rules


***Proficiency Dice.*** Instead of a static proficiency bonus, you can use a proficiency die. This is done through applying a setting on your character sheet's setting page. The proficiency dice are as follows:

| Level | Proficiency Bonus | Proficiency Die|
|:-:|:-:|:-:|
|1st-4th| +2 | 1d4|
|5th-8th| +3 | 1d6|
|9th-12th| +4 | 1d8|
|13th-16th| +5 | 1d10|
|17th-20th| +6 | 1d12|

After some playtesting, I really like the variance that this introduces. And somehow, it seems to make characters more consistent. If you're proficient, you're rolling two dice. It's almost like mini advantage. And Roll20 handles all the calculations, thankfully. The DM might still use static proficiency for enemies such as monsters with regular stat blocks.


### Ribbons

One optional addon that we sometimes use are ribbons. You get one at levels 2, 6, 10, 14, and 18. These are small buffs that simply make a character more interesting and don't do much to upset balance.

### Talents

Talents are essentially a more powerful version of ribbons, offering some very interesting options. You get one at levels 1, 6, 12, and 18.


>### Notes
> The following are subject to change based on playtesting:
>
> ***Wild Magic Surge.*** The exact mathematics might be changed if the surge proves to happen too often.


\page

## Homebrew
Many of the people within the group like to create their own homebrew content. While it follows the same rules as all other homebrew, in that it must be approved by the DM, I thought it would be nice to compile a list of it here, so everyone is able to reference and use it.

##### Maya
|Name|Detail|Source|
|:--:|:----:|:----:|
|Path of the Battlecharger| Barbarian subclass based on Yang from RWBY| [Link](http://homebrewery.naturalcrit.com/share/rJQCoasKuM)|
|Hybrid Human| Replacement for the Human race from the PHB| [Link](http://homebrewery.naturalcrit.com/share/BJ-AlOalRW)|
|Pixie (WIP)| New PC race with some unique mechanics| [Link](http://homebrewery.naturalcrit.com/share/SkpagzdfM)|


##### Antony
|Name|Detail|Source|
|:--:|:----:|:----:|
|Lythari|Lycantrhophic Elven subrace|[Link](http://homebrewery.naturalcrit.com/share/BJ4k0fl4x)|
|Tressym| Winged cat, 'nuff said|[Link](http://homebrewery.naturalcrit.com/share/BJ--Zw--VG)|
|Summoner| Warlock subclass centred around a pet|[Link](http://homebrewery.naturalcrit.com/share/rJ-08s-fl)|
|Dervish| New class, blending monk and fighter together|[Link](http://homebrewery.naturalcrit.com/share/HkKoangNl)|
|Way of the Elusive Fist| Monk subclass focused on defence and counterrattacks|[Link](http://homebrewery.naturalcrit.com/share/H1b3Vrcxb-)|
|School of Assimilation| Wizard subclass that uses monsters' abilities|[Link](http://homebrewery.naturalcrit.com/share/HJWpJDVKFf)


##### Elvenoob
|Name|Detail|Source|
|:--:|:----:|:----:|
|Circle of the Guardians| Melee Druid subclass focused on guarding their Domain via direct application of Shillelaghs to faces| [Link](https://www.gmbinder.com/share/-L1C9PD4ymxGIJlcEz5m)|
|Child of the Spirits (WIP)|Fae-flavoured Sorcerer subclass inspired by the Divine Soul (But with Druid spells instead.) Has it's own identity  too, though~!|[Link](https://www.gmbinder.com/share/-L1CCPNrFxQIGXBPrCtM)|
|Worldshaper Warlock Patron|These warlocks are all about creation and creativity, in whatever form that may take|[Link](https://www.gmbinder.com/share/-L5NVUAZiGAYCest4dkg)
|SCAG-style Archery Cantrips|A pair of cantrips for archers who feel like they're missing out on the SCAG goodness, and pair of cantrips for a more radiant weapon usage experience|[Link](https://www.gmbinder.com/share/-L6zDIrU-o5HY67XiToC)
|Theocratist Rogue|A 1/3 Divine Caster Rogue, with a slight dash of equalled opposition to the Mastermind|[Link](https://www.gmbinder.com/share/-L2yrR5T7rGl1Buv4Pvk)
|Nymph Race|A race, with a set of four subraces, for playing as fae spirits of all kinds|[Link](https://www.gmbinder.com/share/-L208LTMQMZMZOGS9DLn)