GHR CAMPAIGN GUIDE v1.0 1 PDF
GHR CAMPAIGN GUIDE v1.0 1 PDF
Version 1.0
CY 615
July 24, 2015
Tony Antonich, Allen Davis, Dave Guerreri, Keith Garrigan, Nick Haws,
Anthony Keller, Sam McMullen, Dave Peterson, TJ Shorb
GREYHAWK REBORN: BEHIND THE SCENES
CAMPAIGN GUIDE CREATION AND DESIGN: All Greyhawk Reborn campaign announcements will be
made in the above locations.
Anthony Antonich
In addition, you may contact Dave Guerrieri at
Allen Davis [email protected] with general Greyhawk
Keith Garrigan Reborn questions.
Dave Guerreri
Nick Haws
Anthony Keller
Samantha McMullen
Dave Peterson
TJ Shorb
TABLE OF CONTENTS
Welcome to Greyhawk Reborn! 1 Practicing a Profession 9
Post-LG Greyhawk 1 Recuperating 9
Running a Business 9
Rising from the Ashes, Greyhawk is Reborn! 1 Training 9
Greyhawk Reborn Overview 2 Combat 9
Bloodied 9
Living Campaigns 2 Masterwork Weapons 9
Using the Greyhawk Setting 2 Spells 10
Central Campaign Rules 2 Conjuring Spells 10
Rule One: Fun & Entertainment 2 Reincarnate 11
Rule Two: It’s About the Story 2 Spellcasting Services 11
Rule Three: Things are Handled at the Table 2 Summoning Spells 12
Other Campaign Rules 2 Miscellaneous Campaign Rules 12
Rules Updates and Changes 2 Changing Deity 12
Ethical Play Guidelines 3 Equipment 12
Character Creation 4 Feats 13
Starting Player Characters 4 Lycanthropy 13
Multiclassing 13
Starting Ability Scores 4 Scroll Levels 13
Races 4 Selling Items 13
Languages 5 Trading Items 13
Using the Dead Character’ Equipment 13
Classes 5
Customizing Backgrounds 5 Adventure Records & Rewards 14
Alignment 5
Favors & Influence 14
Hit Points 5 Favor Worth 14
Starting Equipment 5 Out of Region Favors 14
Additional Equipment 5 Lifestyle & Upkeep 14
Home Region 5 Treasure & Rewards 14
APL and Rewards 14
Stories & Adventures 6 Items Found 14
Adventures 6 Magic Items Found 15
Adventure Tiers 6 Upgrading an Item to Magic Item Slot 15
Adventure Types 7 Magic Item Body Slots 15
Interactive Adventures 7 Campaign Groups 16
Adventure Categories 7
Adventure Settings 7 Campaign Groups 16
Adventure Records 7 Adventuring Companies 16
Description 16
Adventuring Days (ADs) 7 Sponsorship 16
Travel between Regions 8 Petition for Sponsorship 16
Changing Home Regions 8 Benefits 16
Constraints 16
At the Table 8
Average Party Level (APL) & Rewards 8 Appendix A—Additional Character Creation
Table Size 8 Options 17
Online Play 8 Appendix B—Greyhawk Reborn Deities 23
Playing Again 8
Appendix C—Join the GHR Team! 29
Greyhawk Reborn Rewards Cards 8
Adventure Play & Campaign Rules 9
Adventuring Days 9
Building a Structure 9
Crafting 9
Performing Sacred Rites 9
Greyhawk Reborn Living Campaign Guide
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CHARACTER CREATION
Before you can play, you need a player character. To Demi-human races that are currently not available for
create a Greyhawk Reborn character, you will need the play in Greyhawk Reborn:
following:
Dwarf, Duergar Human, Rhennee
D&D 5E Basic Rules and/or Player’s Handbook
Elf, Gray Human, Olman
A character sheet of some sort
Elf, Valley Human, Touv
device pencil or pen
Elf, Dark (Drow) Dragonborn
The following rules are for character creation and
Elf, Wild (Grugach) Tiefling
advancement. All GHR PCs must conform to the
following rule: All PCs start at 1st level with zero XP.
A standard human is considered to be a mix of several
Starting Player Characters races, with no discernible dominant race. Each of the
human sub-races have distinguishing physical features,
All player characters begin play at level 1. Your and PCs will have physical traits denoting their main
character will advance a level approximately every 3 to heritage. Greyhawk has traditionally had several human
5 adventures. Play a character that you will enjoy and sub-races, such as Baklunish, Flannae, Oeridian and
that other players at the table will enjoy interacting Suloise.
with.
Greyhawk Reborn human PCs may be either a
standard human as described in the Player’s
Starting Ability Scores Handbook, or one of the following sub-races listed
below.
You may use one of the following methods to determine
your starting ability scores:
You may use the following ability scores and assign
them to your abilities as you prefer; 15, 14, 13, 12, Playable Human Sub Races
10, and 8, and then make any changes necessary
based upon your choice of race Baklunish:
+1 to Strength, two other abilities
you may use the variant 27 point buy ability score Bonus Feat: Mounted Combat
system as described in the PHB on page 19 Bonus Language: Ancient Baklunish
Due to the nature of a living-style shared world Flan:
campaign, you may not determine your ability scores +1 to Constitution, two other abilities
using any type of dice rolling method. Proficient in Nature & Survival;
+5 foot bonus to speed;
Races Bonus Language: Flan.
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Alignment
You may choose any non-evil alignment for your PC.
You are not required to choose a deity, however any PC
that casts a divine spell must have a deity and the PC’s
alignment must be within one step of that deity's
alignment.
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take a certain amount of game time to play each they would receive level 2 rewards. This represents the
adventure. Each actual day of adventure time counts as approximate proportional contribution to the table and
one AD. So, each play session could take a different the adventure.
amount of time, depending upon how many days the
adventure takes, how often you take a long rest, how TABLE SIZE
fast you travel, and where you call home.
Table size for all normal Greyhawk Reborn adventures
Your character might also spend Adventuring Days by at a convention or game day event is 4-7 players and 1
joining Campaign Groups, or being imprisoned or DM. This gives an optimal game experience for the
captured, or volunteering to help NPCs or those less players and DM alike.
fortunate.
When a PC is out of Adventuring Days for the year, you ONLINE PLAY
cannot play them until the start of the next calendar
year. Greyhawk Reborn is intended to bring gamers together,
and as such, it's primary focus is face-to-face at game
days and conventions. Since it is also intended to foster
TRAVEL BETWEEN REGIONS gaming, we also allow for online play. Obviously, online
When determining the total Adventuring Days for an play must follow all Greyhawk Reborn guideline,
adventure, a player should compare the Adventure including the adventure being run by its author.
Record of the prior adventure to the current adventure. Adventure Records must be distributed properly and in
a timely manner.
If the region for the prior adventure record matches the
current record, there is no additional AD cost to the
character.
PLAYING AGAIN
If the region for the prior adventure record does not A character can only play an adventure once. Most
match the current record, the character must pay an adventures can be played again by the same player
additional five (5) ADs to reflect the time traveling unless specifically noted. If playing the adventure again,
between regions. please don’t ruin the fun or surprises for anyone else
that may be playing the adventure for the first time.
CHANGING HOME REGIONS Authors/DMs may only play their own adventures if the
adventure is co-written with other authors and ran by
A character who wishes to change home regions must those authors/DMs.
expend thirty (30) Adventuring Days to reflect the time
moving his or her residence. A PC may only be a
resident of one region. Greyhawk Reborn Rewards
Cards
At the Table Greyhawk Reborn Rewards Cards are given away at
To determine the Average Party Level of the table, add conventions and each card is specially created for that
the number of total character levels of the PCs at the event. The rewards cards grant PCs benefits not limited
table and divide by the number of players. Fractions ½ to rerolls and special reactions. Players may use the
and above round up while fractions below ½ round rewards cards at any GHR event for any character.
down. This is the APL of the table. The players at the
table may then decide to either play up one level above Players start with one card in their stack at first
APL, play at table level, or play down one level below level. They may add an additional card to their
APL. If playing up, please be aware that our DMs are stack at level 5, level 9, level 13 and level 17.
instructed to “take the gloves off”. Players may choose the cards in their card stack
between adventures.
In addition, all PCs at the tables must be within a range
of 5 levels. For instance, a level 1 and a level 5 character The card stack must be placed on the table before
may play at the same table, but a level 6 character and a the adventure starts.
level 1 may not play at the same table.
Only one card may be used per round.
AVERAGE PARTY LEVEL & REWARDS Card effects must be used before the roll, unless
otherwise stated.
Rewards after the adventure for each character are
determined by the level of the PC at the start of the Cards cannot be loaned to another player before,
adventure, and then adjusted if the adventure was during or after the adventure.
played either up or down. So, a level 3 character will get
level 3 rewards if the table is neither playing up or
down. If a level 3 PC is playing up at a table, they would
receive level 4 rewards, and if the table is playing down,
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Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat,
Spells raven
Beasts (CR 1/8): mastiff, mule, poisonous snake
CONJURING SPELLS Beasts (CR 1/4): boar, constrictor snake, panther,
wolf
The player whose character casts the spell may select
an appropriate creature from the list below. Monster Manual, Appendix A - All of the beasts from
the Player's Handbook, plus the following:
Wild Shape Beasts (CR 0): baboon, badger, crab, deer, eagle,
Player's Handbook, Appendix D: giant fire beetle, goat, hyena, jackal, lizard, octopus,
quipper, scorpion, seahorse, spider, vulture
Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat, Beasts (CR 1/8): blood hawk, flying snake, giant
raven crab, giant rat, giant weasel, pony
Beasts (CR 1/8): mastiff, mule, poisonous snake Beasts (CR 1/4): giant badger, giant centipede,
Beasts (CR 1/4): boar, constrictor snake, panther, giant frog, giant poisonous snake, giant wolf spider
riding horse, wolf
Undead Thralls:
Beasts (CR 1/2): black bear, crocodile, reef shark,
warhorse Player's Handbook: skeleton, zombie
Beasts (CR 1): brown bear, dire wolf, giant eagle,
giant spider, lion, tiger Awaken
Player's Handbook, Appendix D:
Monster Manual, Appendix A - All of the beasts from
the Player's Handbook, plus the following: Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat,
raven
Beasts (CR 0): baboon, badger, crab, deer, eagle, Beasts (CR 1/8): mastiff, mule, poisonous snake
giant fire beetle, goat, hyena, jackal, lizard, octopus,
Beasts (CR 1/4): boar, constrictor snake, panther,
quipper, scorpion, seahorse, spider, vulture
riding horse, wolf
Beasts (CR 1/8): blood hawk, camel, flying snake,
Beasts (CR 1/2): black bear, crocodile, reef shark,
giant crab, giant rat, giant weasel, pony warhorse
Beasts (CR 1/4): axe beak, draft horse, elk, giant
Beasts (CR 1): brown bear, dire wolf, giant eagle,
badger, giant bat, giant centipede, giant frog, giant
giant spider, lion, tiger
lizard, giant owl, giant poisonous snake, giant wolf
spider Monster Manual, Appendix A - All of the beasts from
Beasts (CR 1/2): ape, giant goat, giant seahorse, the Player's Handbook, plus the following:
giant wasp
Beasts (CR 0): baboon, badger, crab, deer, eagle,
Beasts (CR 1): giant eagle, giant hyena, giant giant fire beetle, goat, hyena, jackal, lizard, octopus,
octopus, giant toad, giant vulture, tiger
quipper, scorpion, seahorse, spider, vulture
Beasts (CR 2): giant boar, giant constrictor snake,
Beasts (CR 1/8): blood hawk, camel, flying snake,
giant elk, hunter shark, polar bear, rhinoceros, giant crab, giant rat, giant weasel, pony
saber-toothed tiger
Beasts (CR 1/4): axe beak, draft horse, elk, giant
Beasts (CR 3): giant scorpion, killer whale badger, giant bat, giant centipede, giant frog, giant
Beasts (CR 4): elephant lizard, giant owl, giant poisonous snake, giant wolf
Beasts (CR 5): giant crocodile, giant shark spider
Beasts (CR 6): mammoth Beasts (CR 1/2): ape, giant goat, giant seahorse,
For use in conjunction with the 10th level druid class giant wasp
feature, elemental wildshape. Beasts (CR 1): giant eagle, giant hyena, giant
octopus, giant toad, giant vulture, tiger
Dungeon Master's Basic Rules: air elemental, earth Beasts (CR 2): giant boar, giant constrictor snake,
elemental, fire elemental, water elemental giant elk, hunter shark, polar bear, rhinoceros,
Find Familiar (Familiars in italics are only available to saber-toothed tiger
chain-pact warlocks) Beasts (CR 3): giant scorpion, killer whale
Beasts (CR 4): elephant
Player's Handbook: bat, cat, frog, hawk, poisonous Beasts (CR 5): giant crocodile, giant shark
snake, owl, rat, raven, imp, pseudodragon, quazit,
Beasts (CR 6): mammoth
sprite
Beasts (CR 7): giant ape
Monster Manual: crab, lizard, octopus, quipper,
seahorse, spider, weasel Dungeon Master's Basic Rules:
Ranger's Companion Plants: awakened shrub, awakened tree
Player's Handbook, Appendix D:
Conjure Celestials
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Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat, SPELLCASTING SERVICES
raven
Any community the size of a thorp will have some
Beasts (CR 1/8): mastiff, mule, poisonous snake
availability of spellcasting available. The level of spells
Beasts (CR 1/4): boar, constrictor snake, panther, available are primarily determined by the size of the
riding horse, wolf town, as per the chart below.
Beasts (CR 1/2): black bear, crocodile, reef shark,
warhorse Name Population Spells Available
Beasts (CR 1): brown bear, dire wolf, giant eagle, Thorp 0-80 Level 1 spells
giant spider, lion, tiger
Hamlet 81-400 Level 2 & 3 spells
Monster Manual, Appendix A - All of the beasts from
the Player's Handbook, plus the following: Village 401-900 Level 4 & 5 spells
Beasts (CR 0): baboon, badger, crab, deer, eagle, Town 900-6,500 Level 6 & 7 spells
giant fire beetle, goat, hyena, jackal, lizard, octopus,
quipper, scorpion, seahorse, spider, vulture City 6,500+ Level 8 & 9 spells
Beasts (CR 1/8): blood hawk, camel, flying snake,
giant crab, giant rat, giant weasel, pony Characters must be able to travel to the settlement to
Beasts (CR 1/4): axe beak, draft horse, elk, giant purchase spellcasting. Spellcasting services available
badger, giant bat, giant centipede, giant frog, giant are generally healing and recovery spells, as well as
lizard, giant owl, giant poisonous snake, giant wolf informational spells. Other spell services may be
spider available if specified in the adventure or per the DM's
Beasts (CR 1/2): ape, giant goat, giant seahorse, discretion. The DM may also limit the number of spells
giant wasp available.
Beasts (CR 1): giant eagle, giant hyena, giant A sample of spells and their costs, this is only a
octopus, giant toad, giant vulture, tiger guideline:
Beasts (CR 2): giant boar, giant constrictor snake, Name Cost
giant elk, hunter shark, polar bear, rhinoceros,
Cure Wounds (1st) 10 gp
saber-toothed tiger
Identify 20 gp
Beasts (CR 3): giant scorpion, killer whale
Lesser Restoration 40 gp
Beasts (CR 4): elephant Prayer of Healing (2nd) 40 gp
Beasts (CR 5): giant crocodile, giant shark Remove Curse 90 gp
Beasts (CR 6): mammoth Speak with Dead 90 gp
Beasts (CR 7): giant ape Divination 210 gp
Conjure Woodland Beings Greater Restoration 450 gp
Raise Dead 1,250 gp
Player's Handbook: sprite (CR 1/4)
Create Undead Any and/or all character may contribute to purchase a
spellcasting service.
Dungeon Master's Basic Rules: ghoul, mummy,
wight At least one character in the party must survive the
Monster Manual: ghast adventure in order to have a Raise Dead or other similar
spell option available. Characters participating in the
adventure may contribute Time In Service to pay off the
gold piece cost required for the Raise Dead or similar
spell casting. The exchange rate available to the
characters is 1 Adventuring Day (AD) yields 2gp.
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Characters may expend Favors to reduce the cost of a Beasts (CR 1): giant eagle, giant hyena, giant
Raise Dead spell in bringing a dead comrade back to life. octopus, giant toad, giant vulture, tiger
The spell casting may be reduced by the following Beasts (CR 2): giant boar, giant constrictor snake,
amounts: giant elk, hunter shark, polar bear, rhinocerous,
saber-toothed tiger,
Type A – contributes 1,250 gp Beasts (CR 3): giant scorpion, killer whale,
Type B – contributes 937 gp Beasts (CR 4): elephant,
Beasts (CR 5): giant crocodile, giant shark,
Type C – contributes 625 gp
Beasts (CR 6): mammoth
Type D – contributes 312 gp Beasts (CR 7): giant ape
Beasts in italics have a flying/swimming speed
In the event that characters contribute enough favors to (relevant for wildshape restrictions).
exceed the cost of the above spell casting, the characters
do not receive “change” or any gp in excess of the cost of Fey
the spell casting. PHB: sprite (CR 1/4)
A character with the acolyte background may request The Blink Dog (DM Basic Rules, CR1/4) is not
one spell each day for free from the spellcasting legal. Players summoning CR 1/4 fey must
services listed above. It must be requested from a choose the sprite as their only option.
temple of their faith, and any material cost must be paid Undead
for by the character or their party. PHB: Skeleton, Zombie
DM Basic Rules: Ghoul, mummy, wight (create
SUMMONING SPELLS undead)
The player whose character casts the spell may select Monster Manual: Ghast (create undead)
an appropriate creature from the following list. Celestials
Complete List of GHR Legal Creatures (by source). DM Basic Rules: Pegasus
Familiars Elementals
PHB: bat, cat, frog, hawk, poisonous snake, owl, DM Basic Rules: Air Elemental, Earth Elemental,
rat, raven, imp, pseudodragon, quazit, sprite, Fire Elemental, Gargoyle, Water Elemental.
MM: crab, lizard, octopus, quipper, seahorse, When casting conjure minor elementals, your only
spider, weasel. CR 2 option is the Gargoyle.
Familiars in italics are only available to Chain
Plants
Warlocks.
DM Basic Rules: Awakened Shrub, Awakened
Beasts (PHB Appendix D) Tree
Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, Fiend
rat, raven
PHB: Imp, Quazit.
Beasts (CR 1/8): mastiff, mule, poisonous snake,
Characters summoning fiends with planar ally are
Beasts (CR 1/4): boar, constrictor snake, panther, stuck with Imps and Quazits as their only options.
riding horse, wolf
Beasts (CR 1/2): black bear, crocodile, reef shark,
warhorse Miscellaneous Campaign
Beasts (CR 1): brown bear, dire wolf, giant eagle,
giant spider, lion, tiger Rules
Beasts (MM Appendix A) - All of the beasts from the
PHB, plus the following: CHANGING DEITY
Beasts (CR 0): baboon, badger, crab, deer, eagle, Please contact campaign staff if your PC wants to
giant fire beetle, goat, hyena, jackal, change deity, along with the specific reason. The
lizard, octopus, quipper, scorpion, seahorse, campaign staff will work with you directly to determine
spider, vulture how best to proceed, including the possibility of a
Beasts (CR 1/8): blood hawk, camel, flying special mission.
snake, giant crab, giant rat, giant weasel, pony,
Beasts (CR 1/4): axe beak, draft horse, elk, giant EQUIPMENT
badger, giant bat, giant centipede, giant frog, giant
lizard, giant owl, giant poisonous snake, giant wolf Any community the size of a thorp will have some items
spider, available for purchase. As the population increases, so
Beasts (CR 1/2): ape, giant goat, giant does the items available. The items available are
seahorse, giant wasp, primarily determined by the size of the town, as per the
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MULTICLASSING
Multiclassing is allowed using the rules on pages 163 -
165 of the Player's Handbook.
SCROLL LEVELS
All scrolls found during an adventure are of the lowest
level that the spell can be cast, unless otherwise stated
on the Adventure Record.
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CAMPAIGN GROUPS
PETITION FOR SPONSORSHIP
CAMPAIGN GROUPS To request sponsorship, a group of adventurers must
draft a Petition for Sponsorship. A petition for
Campaign groups are organizations primarily focused sponsorship should be an In Character document of no
on pursuing goals and activities that further their own more than one page in length submitted to the Regional
agenda. Each campaign group will have their own Administration.
motives, goals, agendas and philosophies. Some
campaign groups will be larger, and others small. Some Each Petition for Sponsorship must include five (5)
will be very public, while others prefer to operate in the characters of at least 3rd level interested in creating the
background. Sometimes groups with similar goals may Adventuring Company.
work together, while at other times groups may oppose Petitions for Sponsorship will be reviewed by each
one another.
sponsor and the Adventuring Company that best fits the
Campaign groups will be introduced through play, and interests of the sponsor will be selected.
your character will be given the opportunities to join
campaign groups based upon their interactions with BENEFITS
NPCs and actions at the table.
A character with membership in an Adventuring
More information regarding campaign groups will be Company may gain some in-game benefits.
forthcoming in the months ahead.
Each character in an Adventuring Company gains the
following benefits:
ADVENTURING COMPANIES Favor of the Sponsor (reusable, once per
adventure)
DESCRIPTION Possible benefits per interactive
Possible item access through play
A group of characters may organize and establish their Other secret benefits
own Adventuring Company. An Adventuring Company
is a formal organization, which is recognized through
play and may grant the characters in game benefits (and
CONSTRAINTS
potentially hindrances) depending upon character A player may only have one character in an Adventuring
choices. Company at any given time.
Each Adventuring Company should have the following: A character may resign from an Adventuring Company
without penalty. The player must notify the
Purpose
Adventuring Company POC.
Theme
Eligibility Requirements Each Adventuring Company must maintain a current
Base of Operations roster of participants.
Sponsor Each Adventuring Company must maintain five (5)
members in order to maintain its sponsorship.
SPONSORSHIP
Each Adventuring Company must have a sponsor in
order to receive formal recognition.
A sponsor may take the form of an NPC of some
influence or an organization. Each NPC will typically
only elect to sponsor one Adventuring Company.
An organization may elect to sponsor more than one
Adventuring Company.
An Adventuring Company should select a sponsor
whose beliefs the characters align with. An Adventuring
Company that performs actions, which conflict with the
beliefs of the sponsor, may lose any in-game benefits.
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was unconscious, you have advantage on your saving You gain oath spells at the paladin levels listed.
throw against the spell and any attacks that are now Paladin Level Spells
resolving against you are made with disadvantage.
3rd Magic Missile, Shield
HEAL THE WEAK 5th Shatter, Heat Metal
Starting at 7th level whenever you restore hit points to
a creature, you heal double the normal amount if that 9th Dispel Magic, Counterspell
creature has a level or challenge rating lower than 13th Otiluke’s Resilient Sphere, Leomund’s
yours. Secret Chest
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page 129 of the Dungeon Master’s Guide, you may CHANNEL DIVINITY
transfer any magical enchantment from one item to When you take this oath at 3rd level, you gain the
another. The time it takes to transfer a magical following two Channel Divinity options:
enchantment is as follows: Common: 2 days, Disrupt Undead. As a bonus action, when you hit an
Uncommon: 10 days, Rare: 50 days, Very Rare: 150 undead creature with a weapon attack, you may disrupt
days, Legendary: 365 days. There are no additional its negative energy by channeling divine power into
lifestyle costs due while magic is being transferred. your assault. If, after you resolve the damage from your
attack, the target has 25 hit points or fewer, it must
LAST MAN STANDING make a Wisdom saving against your spell DC or be
At 20th level, when all of your allies have died or been destroyed. On a successful save, the creature becomes
knocked unconscious in a battle against a major foe frightened of you until the end of your next turn.
(DM’s discretion), you remain upright even after having Reveal the Hidden. As a bonus action, you emit a
been dealt mortal wounds. You does not fall sudden burst of tangible light. All obscurement, natural
unconscious at 0 hit points and do not die until you and magical, is instantly negated in a 30 foot radius
reach negative your hit point maximum or until your foe centered on you. Spells that create obscurement are
is defeated (whichever comes first.) While below 0 hit immediately dispelled, and creatures that were hidden
points, you cannot take reactions – the will of Murlynd are suddenly evident until they hide again. Natural
is slow but implacable. You continue to make death darkness returns at the end of your next turn as the
saving throws as normal and if you fail three such light fades.
saving throws, normal healing magic will not work on
you – you are considered “dead” for purposes of such SCALDING FAITH OF THE SUN
spells and can only be restored by magic that would Starting at 7th level, any time you deal radiant damage
return the dead to life. Once you use this feature, you to an undead creature, it is treated as being vulnerable
can’t use it again until you have completed a long rest. to that damage. If the target is already vulnerable to
radiant damage, it takes triple damage instead of double
THE CRUSADERS OF PELOR from your radiant attacks. Your attacks ignore radiant
Pelorian paladins tend to be altruists and selfless immunity.
crusaders, always willing to make great sacrifices to
save the helpless. Paladins of Pelor are sworn foes of the THE SUN SHINES ON US ALL
undead, whose presence their religion finds anathema Beginning at 15th level, the effects of your Scalding
to all living things. They always honor the Sun God with Faith of the Sun feature affect allies within a 30 foot
a gold orb holy symbol worn somewhere on their radius as well as you.
person, usually emblazoned on chest-plates or shields.
All paladins of Pelor wear a so- emblazoned inky black LET THE LIGHT GUIDE YOUR PATH
cloak on formal occasions or when engaging in a At 20th level, as an action, you can allow the light of
planned battle with the forces of darkness (such as a Pelor to guide your actions. For 1 minute, your eyes are
war). When so garbed, the Pelorians blend into the replaced by glowing motes of pure sunlight. You have
darkness, looking like floating suns charging into battle. advantage on all attacks against fiends or undead and
you have truesight out to the range of your normal
TENETS OF PELOR vision. Once you use this feature, you can’t use it again
1. In the deepest darkness, even the smallest light until you finish a long rest.
shines true. Anyone can be a hero if they are but
given the chance. THE HERALDS OF RAO
2. Never back down before the forces of darkness and Paladins of Rao place their faith in the concepts of peace
decay, the sun is always there even if you can’t see and reason. Many believe that his adherents would
it. rather die than lift a sword in anger, preferring to
3. Seek not power for your own sake: the sun doesn’t outwit or outmaneuver their foes by guile or magic.
keep it’s warmth for itself but gives freely with all Although few in number, Raoan paladins are
that it is. exceedingly formidable individuals chosen for both
their martial abilities and their keen wisdom and
OATH SPELLS intellect. They are excellent negotiators, diplomats, as
You gain oath spells at the paladin levels listed. well as nuanced tacticians and field commanders. While
Paladin Level Spells the image of the "man with the swordless scabbard"
pervades their legends, Heralds of Rao are no fools to
3rd Guiding Bolt, Healing Word wander the wilds unarmed: they generally wear
5th Enhance Ability, Prayer of Healing chainmail or leather armor and wield light, single-
handed weapons such as shortswords and maces. They
9th Beacon of Hope, Mass Healing Word rarely wear helms and almost never carry shields.
13th Divination, Wall of Fire Serene, patrician figures, most possess spotless
manners and erudition. Rao's symbol, the white mask of
17th Flame Strike, Mass Cure Wounds serenity, is embroidered over their chests.
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Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide
TENETS OF RAO
1. The god of reason knows well that peace is rarely THE GIFT OF FORESIGHT
bought cheaply, but that it must often be won at the At 20th level, you may cast Foresight without using a
point of a sword and enforced through strength of spell-slot or any components. Once you use this
arms. When conditions make discourse impossible, feature, you can’t use it again until you finish a long rest.
do not hesitate to use force to keep the peace.
2. Know your enemy. Learning their every vice and THE VOTARIES OF ST. CUTHBERT
weakness, and use your knowledge to quell tumult Paladins of St. Cuthbert are forthright and deliberate
and violence. warriors who seek to apply the common sense and
3. Calm is the father of wisdom – make decisions not truth embodied in their god's teachings while
from a fiery heart, but from a tranquil and detached combating those who would deceive the good or injure
place, free from emotional confusion. the unenlightened. They emphasize practicality over
honor or pride. Once a decision has been made, the
OATH SPELLS Votary takes swift and efficient action. Votaries focus on
You gain oath spells at the paladin levels listed. living a lawful and orderly life, and place little value on
Paladin Level Spells wealth or titles: only forthrightness and perspicuity
3rd Charm Person, Comprehend Languages gain their admiration. St. Cuthbert's paladins tend to be
dour, sober folk, favoring drab clothing and heavy,
5th Augury, Calm Emotions practical armor with no filigree. The often-repaired
(seldom replaced) armor frequently shows signs of
9th Clairvoyance, Sending
battle, including dings and dents. Cuthbertines tend to
13th Divination, Mordenkainen’s Private have long facial hair and a common man's taste for
Sanctum smoke and fermented drinks. They wear no other
particular symbols and do not to tend to offer other
17th Legend Lore, Scrying obvious displays of their association.
humanoid who is not considered nobility, you get travel to the cairn of an ancient tribal hero and
advantage on this roll. commune with her spirit. For many shamans, a vision
quest is less specific and more about seeing the world
CUTHBERT’S SMITE and learning all there is to know about it before
Starting at 7th level, all spells or features that you have returning home to enlighten the members of their
which normally only work on evil, fiendish or celestial tribes.
creatures also work on chaotic creatures as well. This
While you are on your vision quest, you are considered
includes the extra 1d8 damage that you deal with Divine
Smite. to be protected by the gods. Those who share a similar
culture or religious belief with you will assist you in
completing your vision quest. If you need supplies or
HUMBLE HEART
You are immune to charm and compulsion effects. seek shelter, they will accommodate you as best they
can, supporting you and any companions or guardians
THE CUDGEL at a modest lifestyle. However, there are also enemies
At 20th level, you are the embodiment of St. Cuthbert’s of your gods, and they will see you as an opportunity to
holy mission to thwart the machinations of Iuz the Evil strike out, perhaps furthering the will of their gods.
One. You are instantly aware of the presence of any Work with your DM to determine the nature of your
worshippers of Iuz within 100 feet, and cannot be vision quest and its impact on the campaign.
surprised by them. In addition, all attacks you make
against worshippers of Iuz are made with advantage, all Suggested Characteristics
saving throws they make against your spells are at Shamans are more often found in the far reaches of the
disadvantage, all saving throws you make against their wilderness or amongst uncivilized humanoid and
spells are at advantage, and all attacks they make goblinoid tribes, where they often have power rivaling
against you are at disadvantage. You ignore all of their that of the tribe's chieftain. Many shamans receive
resistances and immunities. vision quests during their youths, sending them across
the world in search of knowledge and enlightenment so
More to Come: that when they return home they can share the
Heironeous (Glory Axe) knowledge they acquired in the wider world with their
Al’Akbar (Exalted One) kin. Unlike trained clerics, shamans tend to worship a
Azor’alq (Ascendant) pantheon of gods rather than a specific deity, although
Pholtus (Inquisitor) they do often favor one or two gods whose portfolios
Allitur (Holy Judge) and ideals most closely match their own.
Trithereon (Hound)
Hextor (Scourge)
d8 Personality Trait
1 I want to see as much of the wider world as I can
before I return home to my people.
OPTIONAL BACKGROUND: SHAMAN __________________ 2 It is my duty to enlighten and educate those around me
Creator: Sean McClellan about the will of the gods.
3 I believe that everything that happens in this life is
You grew up in the wilderness, amongst a tribe you only to prepare us for the life hereafter.
called kin. While your brothers, sisters, and cousins 4 The gods speak to me constantly, often distracting me
would go out on hunting expeditions, you were called to from the words of the mortals around me.
study under the tribe's high shaman, the eyes and ears 5 I fear nothing, for I am always with the gods.
of your gods. You were chosen to become the tribe's 6 I tend to speak in the chosen language of my gods
next shaman, handpicked by the gods themselves. You rather than the language of mortals, switching tongues
can hear them whisper in your ears, see their faces in only when necessary.
7 I see omens and signs from the gods all around me, and
your dreams. Some would be driven mad by such do my best to help others see them too.
things, but to you it is pleasant and comforting. You are 8 I have been chosen by the gods to serve as their eyes
never alone, for you walk with the gods. and ears. Those who do not respect my power by
choice will respect it by force.
Skill Proficiencies: Insight, Religion
Tool Proficiencies: Herbalism Kit
d6 Ideal
Languages: One of your choice of Abyssal, Celestial,
1 Community: Everything I do is for the good of my tribe
Infernal, or Primordial and kin. (Lawful)
Equipment: A staff, a set of traveler's clothes, an 2 Greater Good: My gifts and the knowledge I have
herbalism kit, and a belt pouch containing 10 gp gained are to be used to help as many children of the
gods as possible, not for my own purpose. (Good)
Feature: Vision Quest 3 Power: The gods have blessed me with great power
As a shaman you have been given a vision quest by the and their permission to use it as I see fit. (Evil)
gods, and it is your sacred duty to carry out their will 4 Enlightenment: I desire to learn all that I can, so that I
until the quest has been completed. The exact nature of may better serve the gods and my people. (Any)
your vision quest depends on what gods you follow and 5 Change: The gods have plans for this world, ideas to
the culture you are part of. It may be your duty to seek make it a better place for all. It is our duty to help
out a sacred text (assuming you can even read) or to usher in this new era. (Chaotic)
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Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide
d6 Bond
1 While I am tasked to complete my vision quest, I have
taken it upon myself to help as many people as I can
along the way.
2 The gods are the most important thing to me, then my
kinsmen, no matter where I am in life or the world.
3 The voices of the gods have given me a great insight
into the ways of the world and to a threat that I must
be willing to stop, no matter the cost.
4 I owe my life to my tribe's high shaman, as it was she
that took me in and helped me hear the gods.
5 I will do anything to protect shrines to my gods and
their children.
6 My only goal is to complete my vision quest so that I
may return home to my people.
d6 Flaw
1 I take far too much pleasure in what the wider world
has to offer, and occasionally I ignore the voices of the
gods to pursue material pleasure.
2 The gods speak to me, so why should I listen to the
words of petty mortals?
3 I pity those who cannot hear the voices of the gods, and
often hold them in contempt.
4 I am jealous and covetous and will not share the
knowledge of the gods with anyone who does not meet
my outrageous expectations.
5 I am slow to trust members of other races, tribes, and
societies
6 I blindly trust those who claim that the gods speak to
them, even if I risk endangering myself doing so.
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Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
Baklunish Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Guardianship, Faithfulness,
Al’Akbar LG Lesser Protection Falchion M
Dignity, Duty
Al’Asran (Pelor) NG Greater Sun, Light, Strength, Healing Life, Light Mace M
Magic, Arcane Knowledge,
Al’Zarad (Boccob) N Greater Knowledge Staff M
Balance, Non-interference
Azor’alq NG Hero Light, Purity, Courage, and Strength Light Scimitar M
Geshtai N Lesser Lakes, Rivers, Wells, and Streams Protection, Nature Spear F
Fate, Destiny, Divination,
Istus N Greater Knowledge Net F
Predestination, Future, Honesty
Trade, Negotiation, Ventures,
Mouqol N Lesser Protection Dagger M
Appraisal, and Reciprocity
Twilight, Shadows, Stealth, and
Xan Yae N Lesser Trickery Paired Falchions F
Mental Power
Monks, Mental Powers, Physical and
Zuoken N Demi Protection Unarmed Attack M
Mental Mastery
Cannot Be Worshipped
Tharoth the Reaper Death, Darkness, Murder, The
NE Greater Death Scythe M
(Nerull) Underworld
Dwarven Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Berronar Truesilver LG Inter Safety, Truth, Home, Healing Protection, Life Mace F
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Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
Elven Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
CG
Aerdrie Faenya Lesser Air, Weather, Avians, Rain, Fertility Tempest Staff F
(CN)
Elves, Magic, Music, Arts & Crafts, Light, Knowledge, Longsword or
Corellon Larethian CG Greater M
War War Longbow
Nature, Tempest,
Deep Sashelas CG Inter Aquatic Elves, Oceans Trident M
Protection
Erevan Ilesere CN Inter Mischief, Change, Rogues Trickery Short sword M
CN Wild Elves, Outcasts, Scapegoats,
Fenmarel Mestarine Lesser Trickery Dagger M
(CG) Isolation
Independence, Outlawry, Feasting,
Gadhelyn CN Hero Protection, Nature Longbow M
Hunting
Hanali Celanil CG Inter Love, Romance, Beauty, Fine Art Protector Dagger F
Flan Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Cannot Be Worshipped
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Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
Gnome Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Baervan Wildwanderer NG Inter Forests, Nature, Travel Trickery, Nature Spear M
Baravar Cloakshadow NG (N) Lesser Illusions, Protection, Deception Protection, Trickery Dagger M
Calladuran Svirfneblin, Protection, Earth,
N (NG) Inter Life, Protection Greataxe M
Smoothhands Mining
Flandal Steelskin NG Inter Mining, Smithing, Fitness Light Warhammer M
LG
Gaerdal Ironhand Lesser Protection, Vigilance, Combat Protection, War Warhammer M
(LN)
Protection, Humor, Trickery, Protection,
Garl Glittergold NG Greater Axe (any) M
Gemcutting, Smithing Trickery
Nebelun CG Lesser Inventions, Good luck Knowledge Mace M
Cannot Be Worshipped
Halfling Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Sheela Peryroyl N (NG) Inter Nature, Agriculture, Weather Tempest, Nature Sickle F
Cannot Be Worshipped
Urogalan N (LN) Demi Earth, Death, Protection of the Dead Death Flail M
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Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
Oeridian Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Atroa NG Lesser Spring, East Wind, Renewal Life, Nature Sling F
Sotillion CG(N) Lesser Summer, South wind, Ease, Comfort Tempest, Nature Sickle F
Long Bow or
Stern Alia LN Demi Oeridian Culture, Law, Motherhood Protection F
Mace
Telchur CN Lesser Winger, North wind, Cold Tempest, Nature Shortspear M
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Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
Suloise Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Spiked
Beltar CE (CN) Lesser Malice, Caves, Pits War F
Gauntlet
Bow (Long or
Phaulkon CG Lesser Air, Winds, Clouds, Birds, Archery Tempest, Nature M
Short)
Longsword or
Pyremius NE Lesser Assassins, Fire, Poison, Murder War M
Whip
Lies, Deceit, Treachery, False
Syrul NE (LE) Lesser Trickery Dagger F
Promises
Wee Jas LN (E) Greater Magic, Death, Vanity (love), Law Death, Knowledge Dagger F
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Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
28
Appendix C – Join the GHR Team! Greyhawk Reborn Campaign Guide
Getting Involved
Do you want to be part of the Greyhawk Reborn experience? Please contact us at [email protected] with the
following information to introduce yourself!
A brief introduction of yourself including where you are living and your gaming background.
In which position(s) listed above are you interested in helping to shape Greyhawk Reborn? Why?
Provide samples/commendations of any previous experience with writing, organization, development, and/or art.
Expect an email from one of the GHR Leads that will introduce himself or herself and work with you one-on-one through
the “Getting Involved” process. During that time, we will get to know you and your skills and give you specialized
instruction based on your position(s) of choice!
Do you have something specific in mind that you can offer that is not listed above? We are interested in hearing from
you! Send us an email to [email protected] with the bulleted information listed above and tell us about your
ideas!
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