Character Creation

This page is for creating characters within Storms Over Velathir with a quick guide on how to set-up new characters.

Character Sheet
First of all, you will want a blank character sheet - the main choices for online character sheets are usually Myth-Weavers or D&D Beyond.

Both of these websites require you to set up an account.

Myth-Weavers: From the homepage, go to Sheets and create one using the Dungeons & Dragons 5E template.

D&D Beyond: From the homepage, go to Tools and then the Character Builder.

The choice is mostly personal preference but D&D Beyond requires you to buy sourcebooks in order to access that material. Most of Velathir is homebrew so the recommendation is to go with Myth-Weavers.

D&D Beyond is more automated and players have been using it just fine.

Stat Array
First of the creation rolls is your stat array - this dictates what numbers you get to use for your Attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You don't have to choose which number goes where immediately.

To roll your stat array - use this tool here.

You can roll three times and choose which of the three arrays you would like to keep - take a note of these numbers for later.

Class Choice, Race Choice & Hit Points
Next is choosing your Class and Race from the lists of available classes here and races here.

Class Choice
I would recommend choosing a class first as this helps you figure out where to allocate your stat array.

Take note of the starting equipment - most classes have choices on what you can take.

Likewise, make sure to read your class features up to level 2 - most classes at level 3 can also choose their class archetype.

Classes also allow to choose which skills you are proficient in.

Rolling for Hit Points
Choosing your class also dictates what dice you roll for HP (Hit Points) - in Velathir, all new characters start at level 2.

The rules for Hit Points rolling works as below:

Level 1 - Take maximum hit points (for instance, a fighter receives 1d10, so you would get 10 hit points).

Every level afterwards - You can roll for hit points as many times as your constitution modifier (to a maximum of 3 times) - take half + 1 of your hit die if none of rolls are above that (for example - 6 on a d10, 5 on a d8).

Race Choice
After choosing a race, add the appropriate bonuses to your sheet - most races increase some attributes and have some situational traits.

If your race allows the choice of a Feat, then look at this list here for feats.

Divine & Mark Choice
Here is the list of divines available.

There are two choices to make here - your patron divine and your mark.

Patron Divine
Your patron divine is the one you follow and worship above all others - an important choice for divine spellcasters (druids, rangers, paladins, clerics). Druids and rangers gain their powers through nature, in whichever way they choose to be a part of its balance. Paladins gain their power through their divine oaths that bind them. Clerics gain their spells through their ideologies (centered around their Domain choice).

Druids and clerics especially are expected to follow a divine, if they do not their powers may be susceptible to being unpredictable. Faithless clerics (known as 'gray clerics') and druids (known as 'thorn druids') are typically looked down upon by their peers due to this perceived lack of commitment and devotion.

Marked Divine
Your marked divine is which month you were born under, as the divines also make up the world calendar of Velathir. You can choose any of the available Greater Divines for this. This marks your character in unseen ways, but will offer you special and unique options based on your choice for the DM.

For divine spellcasters, your patron divine is the same as your mark.

Background Choice
Background choice is essentially what your character is or was before the campaign, the list of available backgrounds are here.

If you have a backstory in mind, just choose the background most appropriate. If you don't, then this can help flesh out the character.

If your background choice has traits and flaws, you are welcome to choose them rather than roll them - if your backstory has a 'curse' or something similar to this, please notify the DM so it can be worked into your story.

Keepsake
When you start in the campaign, you will start with no money - however a character is allowed to start with a Keepsake.

These are entirely custom to your character, and can be anything that would have sentimental value to your character. They can be functional or thematic, but these items typically start as mundane - a longsword inherited from your father, or an ornate amulet with your family's crest are some examples.

Discuss which item you'd like with your DM.