Campaign Reference

Rules & Guidelines

§ Character Creation

New to character creation? Start here → Creating a Character (PHB 2024)

  • Ability scores use 27-point buy — no exceptions
  • Maximum HP at 1st level, average HP every level after
  • 2014 characters choose one bonus feat at 1st level: Skilled, Tough, or Magic Initiate
  • 2024 characters receive one origin feat at 1st level as per 2024 rules

§ Character Sheets

You may use any of the following to manage your character sheet:

Free options

  • D&D Beyond — recommended if you own the relevant source books. Free account required. Share your character via link in #character-submissions
  • Official Fillable PDF — official WotC fillable PDF, works for everyone regardless of book ownership

Whatever format you use, submit your sheet in #character-submissions before your first session.

§ Leveling Up

  • We use XP leveling — no milestone
  • HP beyond 1st level is always the average listed in your class description
  • No free magic item at level 5 — spend your gold, that's what it's for

§ Rebuilding a Character

  • Fully or partially rebuild between sessions with no restrictions
  • Rebuilt characters keep all gear, treasure, magic items, and XP
  • Rebuilding from 2014 → 2024? You may swap magic items 1-for-1 by rarity from the valid source books

§ Valid Source Books

All character options must come from these books. Magic items from adventure hardcovers may only be acquired by playing those adventures.

Player's Handbook (2014 or 2024)
Dungeon Master's Guide (2014 or 2024)
Monster Manual (2014 or 2025)
Xanathar's Guide to Everything
Tasha's Cauldron of Everything
Volo's Guide to Monsters
Mordenkainen's Tome of Foes
Book of Many Things
Bigby Presents: Glory of Giants
Fizban's Treasury of Dragons
Mordenkainen Presents: Monsters of the Multiverse
Sword Coast Adventurer's Guide
Spelljammer: Adventures in Space
Planescape: Adventures in the Multiverse
Eberron: Rising from the Last War
Van Richten's Guide to Ravenloft
Dragonlance: Shadow of the Dragon Queen
Astral Adventurer's Guide
Sigil and the Outlands
Strixhaven: Curriculum of Chaos
Icewind Dale: Rime of the Frost Maiden
Hoard of the Dragon Queen
Tomb of Annihilation
Forgotten Realms: Heroes of Faerûn Player Expansion
Forgotten Realms: Adventures in Faerûn DM Expansion
Eberron: Forge of the Artificer

§ Tools & Resources

  • 5e.tools — free reference for spells, items, feats, subclasses and more. Only use options from the valid source books listed above
  • D&D Beyond — recommended for building and managing your character sheet, integrates directly with Foundry VTT
  • Point Buy Calculator — for working out your ability scores

§ Bastions

  • Every character may have a Bastion using the rules on DMG 2024 p. 333
  • Both 2014 and 2024 characters may have a Bastion
  • Free map builder for designing your Bastion: Dungeon Scrawl

Combining Bastions

Two or more players may combine their Bastions into a single structure. Each Bastion retains its own hirelings and special facilities. Bastion Defenders may be shared between combined Bastions if one suffers losses.

Shared Bastions

Players with multiple characters may share Bastions between them as if run by different players. Shared Bastions may be used as hubs for storing and trading items between characters.

§ Buying & Selling

  • Mundane gear from the PHB may be bought or sold freely between sessions unless the DM rules otherwise
  • Magic items must be bought and sold during a session through roleplay, unless approved by the DM

Minimum settlement requirements for magic items

  • Common — any town or city
  • Uncommon — town or city
  • Rare — city only
  • Very Rare — wondrous locations only (e.g. Sigil, City of Brass)

§ Glavius the Merchant

Snap your fingers three times and say "there's no one like Glavius" — his tent will materialize nearby, provided there is no danger. He is highly risk-averse and will not appear — or will instantly disappear — if combat or danger is anywhere nearby.

  • Glavius only appears at the beginning or end of a session, never in the middle
  • Freely buys and sells non-magical PHB items
  • Looted non-magical items sell for half list price

Buying Magic Items from Glavius

  • Common — 100 gp
  • Uncommon — 400 gp
  • Rare — 4,000 gp
  • Very Rare — 40,000 gp
  • Legendary — 200,000 gp (special offers only)
  • Artifact — Only acquired through adventuring

Selling Magic Items to Glavius

  • Nets one quarter the listed sale value
  • Not subject to Persuasion checks
  • Maximum one magic item sold per player per inter-session interval

Persuasion Discount (buying only)

  • DC 20 → 5% discount
  • DC 25 → 10% discount
  • DC 30 → 25% discount
  • DC 35 → 50% discount

§ Scrolls, Potions & Ammunition

Spell Scrolls

LevelCraft timeCraft costBuy price
Cantrip1 day15 gp30 gp
1st1 day25 gp50 gp
2nd3 days100 gp200 gp
3rd5 days150 gp300 gp
4th10 days1,000 gp2,000 gp
5th25 days1,500 gp3,000 gp
6th40 days10,000 gp20,000 gp
7th50 days12,000 gp24,000 gp
8th60 days15,000 gp30,000 gp
9th120 days50,000 gp100,000 gp
  • Scrolls of Protection are Rare and bought as a single magic item — not a spell scroll
  • Potions not listed in Xanathar's may be bought in bundles of 5 of the same rarity — potions cannot be sold
  • Magic ammunition may be bought in bundles of 10 at standard rarity prices — cannot be sold
  • Poisons may be bought at DMG 2024 p. 91 prices and sold for half list price

§ Trading

  • Characters at the same table may trade freely with no restrictions
  • Characters at different tables may trade 1-for-1 at the same rarity — no GP or downtime cost
  • Characters belonging to the same player trade as if at different tables

Shared Bastion Transfers

Characters with fast travel access to their Shared Bastion may deposit or withdraw gear freely.

  • A character may not withdraw an item more than one rarity tier above their current tier
  • Tier 1 (levels 1–4) → up to Uncommon
  • Tier 2 (levels 5–10) → up to Rare
  • Tier 3 (levels 11–16) → up to Very Rare
  • Tier 4 (levels 17–20) → up to Legendary
  • Artifacts and hard currency (GP, gems, jewelry) may be deposited but only withdrawn by the same character that deposited them

§ Encumbrance

  • Encumbrance is in effect — Foundry tracks item weights automatically
  • Currency weight is not tracked — carry as much gold as you like

§ How We Play

  • This is a text-based campaign — no microphone, no voice chat, ever
  • All roleplay, dialogue, and action is written in chat in Foundry VTT
  • Combat and mechanics are handled in Foundry VTT
  • Voice channels are available for casual chat but are never required
  • This format ensures every player has an equal voice — no one can talk over anyone else

Roleplay Flow

  • The DM posts a description of the scene
  • When the DM posts —Your move—, every player is expected to react before the scene continues
  • Your reaction can be anything — an action, a word, a gesture, a thought — but every player must post something
  • No one player speaks or acts for the group
  • If the DM addresses a specific player by name, only that player responds — others wait
  • Never post during a DM description — wait for the Your move signal

§ Chat Formatting

  • "Spoken words go in quotes"
  • Actions and descriptions are written in plain text
  • (Out of character talk goes in parentheses)

Mira presses herself against the cave wall, eyes scanning the kobolds carefully.

"How many do you count?" she whispers to the group.

(sorry brb 2 mins)

Technical

  • Use Google Chrome or a Chromium-based browser (Brave, Edge)
  • Firefox is not recommended — it may cause display issues
  • If you disconnect, post in #general on Discord

§ Exceptions & House Rules

Rogue — Quarterstaff Sneak Attack

  • Rogues may use a quarterstaff one-handed to perform Sneak Attack
  • This is a purely aesthetic exception — it grants no mechanical advantage
  • The quarterstaff's damage is reduced to 1d6 when used this way, matching the damage of a shortsword — the two-handed option is not available
  • This applies to plain quarterstaves only — magic staves do not qualify unless approved by the DM
  • All other Sneak Attack conditions still apply as normal

§ Weapon Swapping in Combat

The Two Rules

  • Equipping and Unequipping (PHB p.361) — You can either equip or unequip one weapon when you make an attack as part of this action, either before or after the attack.
  • Free Object Interaction (PHB p.20) — Once per turn you can interact with one object for free, including weapons.

Total Interactions Per Turn

  • 1 attack = 2 interactions
  • 2 attacks = 3 interactions
  • 3 attacks = 4 interactions

Dropping vs Sheathing

  • Sheathing requires deliberate placement — each weapon counts as a separate interaction
  • Dropping is a single reflexive motion — opening both hands simultaneously counts as one interaction
  • Picking each weapon back up costs one interaction per weapon

Examples

  • Two-handed sword → bow: Sheathe sword (free interaction), draw bow and shoot (attack action). Done in one turn.
  • Two swords → bow (dropping): Drop both swords (free interaction), draw bow and shoot (attack action). Done in one turn.
  • Two swords → bow (sheathing): 3 interactions needed. Requires Extra Attack or two turns.
  • Shield + sword swap trick: Attack with sword 1, sheathe it (attack action), draw sword 2 (free interaction), bonus action attack. Shield stays on, 2 attacks total.

Feat: Dual Wielder — Quick Draw

Allows you to stow two weapons as a single interaction, solving the two swords → bow problem without Extra Attack — and without dropping them.

§ Turn Timer

  • A timer is active during combat — when it's your turn, you have a limited window to act
  • This keeps the pace of battle moving and prevents long pauses mid-encounter
  • If the timer runs out before you act, your turn is skipped — no action, no bonus action, no movement
  • The timer is paused during DM narration and outside of combat entirely
  • If you need a moment due to a technical issue or a genuine emergency, let the DM know — exceptions can be made
  • Plan ahead during other players' turns so you're ready when yours comes
  • If a rule needs to be looked up, the DM can pause the game — the timer pauses with it until play resumes