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June 2017
GREYHAWK REBORN: BEHIND THE SCENES
Tell Us What You Think
Campaign Organization The campaign staff is always eager to hear what your enjoyed,
what you didn't enjoy, and, most importantly, why. You may ask
GHR ADMINS AND LEAD: questions of the campaign staff or ask for rules clarification Wed
Dave Guerrieri love to hear any suggestions or comments you may have.
Keith Garrigan
FIND US ONLINE
Anthony Keller
Samantha McMullen The Greyhawk Reborn Website
The GHR Facebook Group
TJ Shorb
The GHR Facebook Page
Jay Stypinski The GHR Yahoo Group
John Lent
All Greyhawk Reborn campaign announcements will be made in
Matt Dunn the above locations.
Ben Eastman In addition, you may contact the campaign at
info@greyhawkreborn.net with any Greyhawk Reborn questions.
CAMPAIGN GUIDE CREATION AND DESIGN:
Anthony Antonich
Allen Davis
Keith Garrigan
Dave Guerreri
Nick Haws
Anthony Keller
Samantha McMullen
Dave Peterson
TJ Shorb
Wizards of the Coast, Dungeons and Dragons, Greyhawk and their logos are trademarks of Wizards of the Coast LLC in the United States and
other countries. 2009 Wizards. All Rights Reserved.
Greyhawk Reborn is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Greyhawk Reborn may use
the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example,
DUNGEONS & DRAGONS, D&D, PLAYER'S HANDBOOK 2, and DUNGEON MASTER'S GUIDE are trademark[s] of Wizards of the Coast
and D&D core rules, game mechanics, characters and their distinctive likenesses are the property of the Wizards of the Coast. For more
information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at
(www.wizards.com).
Greyhawk Reborn Campaign Guide
TABLE OF CONTENTS
Welcome to Greyhawk Reborn! ...............................................................1 Building a Structure ...................................................................11
After Living Greyhawk .......................................................................1 Performing Sacred Rites ..........................................................11
Using the Greyhawk Setting.............................................................1 Recuperating .................................................................................11
Rising from the Ashes, Greyhawk is Reborn! ..........................1 Running a Business ....................................................................11
Greyhawk Reborn Overview .....................................................................2 Training ...........................................................................................11
Living Campaigns ..................................................................................2 Combat .......................................................................................................12
Central Campaign Rules.....................................................................2 Bloodied ..........................................................................................12
Ethical Play Guidelines .......................................................................2 Spellcasting Services ...........................................................................12
Character Creation and Advancement..................................................3 Available Spellcasting Services ............................................12
Starting Player Characters................................................................3 Funding Spellcasting Services ..............................................12
Races ...........................................................................................................3 Commerce and Trade..........................................................................12
Classes ........................................................................................................3 Purchasing Items ........................................................................12
Additional Class Features .......................................................3 Trading and Lending Items and Gold ................................12
Playable Human Ethnicities ...................................................3 Selling Items ..................................................................................12
Hit Points and Hit Dice .......................................................................4 Miscellaneous Campaign Rules ......................................................12
Starting Ability Scores ........................................................................4 Affliction with Misfortune ......................................................12
Backgrounds............................................................................................4 Using a Dead Characters Equipment ................................13
Playable Backgrounds ..............................................................4 Reincarnate ....................................................................................13
Customizing Backgrounds ......................................................4 Online Play .....................................................................................13
Languages .................................................................................................4 Spell Limitations..............................................................................................14
Lifestyle and Upkeep ...........................................................................4 Conjuring Spells .....................................................................................14
Alignment .................................................................................................5 Planar Ally ................................................................................................14
Home Region ...........................................................................................5 Campaign Groups............................................................................................15
Starting Equipment ..............................................................................5 Adventuring Companies ....................................................................15
Custom Starting Equipment ..................................................5 Description.....................................................................................15
Character Advancement ....................................................................5 Sponsorship ...................................................................................15
Feats ..................................................................................................5 Petition for Sponsorship..........................................................15
Multiclassing .................................................................................5 Benefits ............................................................................................15
Changing Deity .............................................................................5 Constraints .....................................................................................15
Character Ability Limitations ..........................................................5 Appendix A: Additional Character Creation Options .....................16
Druid: Wild Shape.......................................................................5 Optional Colleges: Bard......................................................................16
Druid: Elemental Wild Shape ................................................6 College of Enlightenment ........................................................16
Multiple Classes: Find Familiar ............................................6 Optional Domains: Cleric ..................................................................16
Ranger: Rangers Companion................................................6 Protection Domain .....................................................................16
Rewards & Adventure Records ................................................................7 Travel Domain ..............................................................................17
Greyhawk Reborn Rewards Cards................................................7 Optional Oaths: Paladin .....................................................................17
Favors and Influence ...........................................................................7 The Divine Prankster ................................................................17
The Worth of a Favor ................................................................7 The Valiant of Mayaheine .......................................................18
Lifestyle Costs .........................................................................................7 The White Paladins of Murlynd ...........................................18
Treasure & Rewards............................................................................7 The Crusaders of Pelor .............................................................19
Average Player Level (APL) and Rewards ......................7 The Heralds of Rao .....................................................................20
Items Found .............................................................................................7 The Votaries of St. Cuthbert ...................................................20
Magic Items Found ...............................................................................8 Optional Domains: Wizard ...............................................................21
Equipping Magic Items .......................................................................8 Arcane Tradition: Sea Magic............................................................21
Upgrading an Item to Magic Item Slot ........................................8 Optional Background: Shaman.......................................................22
Stories and Adventures................................................................................9 Special Certification Race: Lizardfolk .........................................23
Adventures ...............................................................................................9 Appendix B Greyhawk Reborn Deities..............................................25
Adventure Types ...................................................................................9 Common or Unknown Origins ........................................................25
Adventure Categories .........................................................................9 Dwarven Pantheon...............................................................................26
Adventure Settings ...............................................................................10 Elven Pantheon ......................................................................................26
At the Table ..............................................................................................10 Gnome Pantheon ...................................................................................27
Table Size ........................................................................................10 Halfling Pantheon .................................................................................27
Playing Again ................................................................................10 Human: Baklunish Pantheon...........................................................28
Adventure Play & Campaign Rules .........................................................11 Human: Flan Pantheon.......................................................................28
Adventuring Days (ADs) ....................................................................11 Human: Oeridian Pantheon .............................................................29
Travel between Regions ..........................................................11 Human: Suloise Pantheon .................................................................30
Changing Home Regions..........................................................11 Appendix C Join the GHR Team! ...........................................................31
Crafting ............................................................................................11
Practicing a Profession.............................................................11
Greyhawk Reborn Living Campaign Guide
We welcome you to our Greyhawk Rebornsometimes referred rumored that great fiends and other abyssal creatures now sit at
to as GHRorganized play campaign. Our primary goal is to the top rung of the ladder, with the strong ruling the weak.
provide entertaining gaming opportunities for the gaming What were once powerful, unified empires have now become
community. small city-states, barely controlling the territory with a days ride
Greyhawk Reborn is a new type of living campaign where authors of their walls. Kings, lords and nobles now clash against one
create and judge their own adventures. We use Dungeons and another, trying to become the one who is able to unite the various
Dragons 5E as a basis for our Greyhawk Reborn campaign. Where small political entities. Some want to do it for the benefit of all,
there are differences between the D&D 5E rules and GHR others only to feed their own egos and power.
campaign, the rules in this document take precedence. No, it is not a safe world anymore, not since The Breaking.
Please keep in mind that the Greyhawk Reborn campaign will
constantly strive to provide the best play experiences possible for
our players. As additional options become available, the Using the Greyhawk Setting
campaign staff will examine them carefully, and adjust the Greyhawk is one of the first, and therefore one of the oldest,
campaign rules accordingly. The rules in this document, and published campaign settings. Created by E. Gary Gygax and Dave
other Greyhawk Reborn documents to follow, may be changed or Arneson, originally published by TSR, and now owned by
tweaked, whether to adjust to rules updates, allow for better Wizards of the Coast/Hasbro, the Greyhawk setting is one of the
game balance, or simply to create more player enjoyment. most loved and deepest detailed settings in the history of role-
playing.
After Living Greyhawk Greyhawk Reborn aims to keep the feel and flavor that Messrs.
Gygax and Arneson developed in the early years of Dungeons and
The Flanaess needs new heroes. Are you ready to answer the Dragons and we often refer back to both the 1st edition World of
call? Greyhawk Fantasy Game Setting and the 3rd edition Living
It is no longer safe to be out at night. It is dangerous to travel Greyhawk campaign materials.
from town to town, except in groups. The night somehow seems
darker, more sinister. Only the very powerful travel alone or after
dark. - or the very foolish.
What was once thriving farming hamlets are now walled villages.
Towns are heavily fortified. Only the desperate are outside the
safety of town walls at night; even the farmers travel to the fields
to mind their crops during the day, returning to the protection of
civilization at dusk.
Goblin, kobolds and their ilk fill the vast spaces between towns
now, bullied by hobgoblins, and gnolls, and orcs. It is said that
their evil grows stronger each day. There are likely fouler, more
evil masters above them, such as trolls, and giants, and drow,
with even more hideous evil creatures above them. It is even
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Greyhawk Reborn Campaign Guide
One of the main principles of our living campaign is that your characters actions mean something within the campaign and can
have a lasting impression. For instance, during a royal wedding festival, the local rogues' guild has a contest in which a Qualls
Tree Token is to be placed in the most outrageous or inappropriate location. If you place the Tree Token in the reflection pool
in the royal palace, it may show up there in future adventures. You and your characters actions have meaning!
Dave Guerrieri, Lead Administrator
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PLAYABLE BACKGROUNDS
All backgrounds offered in the Players Handbook are available
for play. Additional backgrounds are available from additional Languages
D&D sourcebook material and the creative aspirations of our The following languages are available for play in Greyhawk
players. Reborn. Other languages may become available through
Campaign Specific* campaign play.
Shaman Ancient Baklunish Common Draconic
Flan Dwarvish Giant
Sword Coast Adventurers Guide Keolandish Elvish Goblin
City Watch Clan Crafter (dwarf only) Old Oeridian Gnomish Sylvan
Courtier Mercenary Veteran Suloise Halfling Undercommon
Urban Bounty Hunter Orcish
CUSTOMIZING BACKGROUNDS
You may create your own background for your character, but it
must be submitted and approved by GHR staff before you may
use it. Use the backgrounds as written in the Player's Handbook
as both a template and guideline for creating your new
background. The Greyhawk Reborn campaign reserves the rights
to use any original submitted backgrounds in the GHR campaign.
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Familiars
albatross** boar cat crab
frog hawk imp* lizard
monkey** octopus owl parrot**
poisonous
pseudodragon* quazit* quipper
snake
rat raven seahorse spider
sprite* weasel
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Greyhawk Reborn Campaign Guide
In the world of Greyhawk, magic items are rare. They are powerful, magnificent items found in an old tomb, a dragons hoard,
or with a powerful person. Many magic items have been lost to the passage of time, while others have been forgotten. Others
are resting, maybe in the skeletal hand of a dead adventurer, waiting to be found and used once again.
Dave Guerrieri, Lead Administrator
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Greyhawk Reborn Campaign Guide
Record.
Masterwork Weapons
A masterwork weapon is a superbly constructed version of a
normal weapon, which provides a +1 bonus on attack rolls only. A
weapon must be crafted as a masterwork weapon. Creating a
masterwork weapon costs 100 gold pieces plus the cost of a
normal weapon of the same type. A weapon must be masterwork
quality before it can become a magic weapon, and the +1 bonus
to attack rolls does not stack with the magic bonus. Masterwork
weapons are only available for purchase with Adventure Record
documentation.
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Adventure Types
Adventures are designated as either stand-alone adventures or
story arc adventures. They type of adventure should be noted in
the adventure blurb.
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Greyhawk Reborn Campaign Guide
URBAN ADVENTURES
An urban adventure occurs in a city or large town, and the
majority, or all, of the adventure will take place in an urban
setting.
DUNGEON ADVENTURES
A dungeon adventure occurs in a smaller space, likely in a series
of connected or interconnected rooms, such as a dungeon or a
mine. It would likely be underground, though adventuring
through a wizards tower or evil temple would also fall into this
category.
WILDERNESS ADVENTURES
A wilderness adventure occurs in the great outdoors. Players
could be trying to find ancient ruins or acting as caravan guards
for a long trek. Or, they could be sent on a discovery or
exploration mission to a sparsely populated area.
PLANAR ADVENTURES
A planar adventure would take place on other planes of existence.
It would likely involve strange beings and surviving adverse
conditions. It could involve aspects of other adventures, but in a
landscape foreign to the characters.
At the Table
Average Party Level (APL) ensures that a judge provides a
challenging yet fair adventure for the players. To determine APL,
add the total character levels of the PCs at the table and divide by
the number of players. Round up above .
Once APL is determined, the players at the table may choose to
play at APL or up. If the PCs play at level, then they receive
experience and gold based on their character level at the start of
the adventure. If the PCs play up, then they receive experience
and gold based on one above their character level at the start of
the adventure. While there are benefits to playing up, judges
are encouraged to take their gloves off, so expect a challenging
adventure.
In addition, all PCs at the tables must be within a range of 5
levels. For instance, a level 1 character and a level 5 character
may play at the same table, but a level 6 character and a level 1
may not play at the same table.
TABLE SIZE
Table size for all normal Greyhawk Reborn adventures at a
convention or game day event is 3-7 players and 1 DM. This gives
an optimal game experience for the players and DM alike.
PLAYING AGAIN
A character can only play an adventure once. Most adventures
can be played again by the same player unless specifically noted.
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REINCARNATE
Any rolls that result in a dragonborn, dark elf or tiefling must be
rerolled. If a human is indicated, use the following chart to
determine ethnicity:
Percentile Dice Human Ethnicity
01-60 Standard Human
61-70 Human, Baklunish
71-80 Human, Flan
81-90 Human, Oeridian
91-100 Human, Suel
Online Play
Greyhawk Reborn is intended to bring gamers together, and as
such, our primary focus is face-to-face at game days and
conventions. Since it is also intended to foster gaming, we also
allow for online play. Obviously, online play must follow all
Greyhawk Reborn guidelines, including the adventure being run
by its author. Adventure Records must be distributed properly
and in a timely manner.
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Greyhawk Reborn Campaign Guide
SPELL LIMITATIONS
For player ease of access, specific character abilities listed across
sourcebooks are located here. To ensure game balance, specific Planar Ally
elements of the following spells may be modified. At this time, only an imp and a quazit may be summoned using
the planar ally spell.
Conjuring Spells
This list encompasses the current acceptable beings that can be
summoned using any of the Conjure spells. We have notated
creature rating and the summoned creature for ease of access.
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CAMPAIGN GROUPS
Campaign groups are organizations primarily focused on BENEFITS
pursuing goals and activities that further their own agenda. Each
Each character in an Adventuring Company gains the following
campaign group has their own motives, goals, agendas and
benefits:
philosophies. Some campaign groups will be larger and others
small. Some will be very public while others prefer to operate in Favor of the Sponsor (reusable, once per adventure)
the background. Sometimes groups with similar goals may work Possible benefits per interactive
together, while at other times groups may oppose one another. Possible item access through play
Campaign groups will be introduced through play, and your Other secret benefits
character will be given the opportunities to join campaign groups
based upon their interactions with NPCs and actions at the table. CONSTRAINTS
More information regarding campaign groups will be A player may only have one character in an Adventuring
forthcoming in the months ahead. Company at any given time.
A character may resign from an Adventuring Company without
Adventuring Companies penalty. The player must notify the Adventuring Company point-
of-contact.
Each Adventuring Company must maintain a current roster of
DESCRIPTION participants.
A group of characters may organize and establish their own Each Adventuring Company must maintain five (5) members in
Adventuring Company. An Adventuring Company is a formal order to maintain its sponsorship.
organization, which is recognized through play and may grant the
characters in game benefits (and potentially hindrances)
depending upon character choices.
Each Adventuring Company should have the following:
Purpose
Theme
Eligibility Requirements
Base of Operations
Sponsor
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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Appendix A Additional Character Creation Options Greyhawk Reborn Campaign Guide
Divine Resistance
Starting at 17th level, you can use your action to allow you and
Optional Oaths: Paladin
your allies to gain resistance to one damage type for one minute. In addition to the domains available in the Players Handbook,
you may also choose one of the options listed below. Originally
released in Dragon Magazine Issue 306, The Paladins of
TRAVEL DOMAIN Greyhawk, by Gary Holian, provided special options for holy
The gods of travel encourage their followers to experience the warriors dedicated to a handful of deities unique to the
vastness of creation for themselves, rather than read about it in a Greyhawk setting. These paladin options are revisited for the 5th
book. Clerics with the Travel domain are empowered by divine edition Dungeons and Dragons rules. Each option represents a
energy to overcome any obstacle that might prevent them, and commitment made by the paladin to the cause of his/her deity, a
their companions, from exploring the unknown, finding lost sacred bond that should never be broken. These specialty paladin
treasures, and experience life to the fullest. options are available for immediate use in organized play, with
one special limitation: the path of a specialty paladin is a narrow
Travel Domain Spells oneany character that takes a level in a class other than paladin
Cleric Level Spells immediately becomes an evil paladin, the Oathbreaker per the
1st longstrider, jump rules in the Dungeon Masters Guide. An evil character cannot be
played in Greyhawk Reborn.
3rd pass without trace, spider climb
5th water walk, fly THE DIVINE PRANKSTER
7th dimension door, freedom of movement The Divine Pranksters of Garl Glittergold are not your normal
9th teleportation circle, tree stride righteous and stoic warriors of faith. As champions of the
"Forgotten Folk", they seek to humor, pranks and quips to
Bonus Proficiencies brighten their lives. When threatened with violence they remain
When you choose this domain at 1st level, you gain proficiency in vigilant, protecting the weak and seeking out hostile races,
survival and learn an additional language of your choice. especially the kobolds. Divine Pranksters are respected leaders
among the gnomes but are rarely taken seriously by the taller
Well-Travelled races which soon find themselves the butt of the joke. They
generally don flashy outfits and tend to wear medium armor
From 1st level, you gain the Natural Explorer ability from the often painted in bright colors. They tend to wear their holy
Ranger class featured in the PHB on page 91. You may only symbol (a gold nugget) around their neck as opposed to on their
choose one of the following terrains: coast, desert, forest, shield but either way is accepted.
grassland or mountain.
Tenets of Garl Glittergold
Channel Divinity: Quick Step
Paladins who follow the divine prankster seek to brighten the
Starting at 2nd level, you can use your Channel Divinity as a gloomiest moments with a quip or well-placed prank.
bonus action to move at an incredible pace. Your speed increases Support the community. A community is more than the sum
by 5 feet and you can use Dash as a bonus action on each of your of its parts. We are the force that binds the many moving pieces
turns after this one. Components: V, S. Duration: Concentration, of a community. Defend the weak, defend the innocent, and
up to 10 minutes. defend home.
Channel Divinity: Unburdened Steps Use your gift. If you take yourself too seriously, no one else
will. Make your community a brighter place in thought, word and
Starting at 6th level, you can use your Channel Divinity to prevent deed.
a creature from any binding or impediment to movement. As an
action, you present your holy symbol and invoke the name of No harm, no foul. A prank is harmless unless it's meant to
your deity. You or one of your allies within 30 feet of you receives cause harm.
the benefits from the freedom of movement spell. Alternatively, as
a reaction, you may invoke this power upon yourself without Oath Spells
presenting your holy symbol or invoking your deitys name. You gain oath spells at the paladin levels listed.
When activated as a reaction, your freedom of movement spell Paladin Level Spells
will last for a number of rounds equal to your Cleric level.
3rd Tashas hideous laughter, silent image
Potent Spellcasting 5th invisibility, mirror image
Starting at 8th level, you add your Wisdom modifier to the 9th major image, hypnotic pattern
damage you deal with any Cleric cantrip you cast. 13th greater invisibility, confusion
One Step, Many Steps 17th animate objects, mislead
Starting at 17th level, you can cast one of the following spells
without using a spell slot once per day: Teleportation Circle, Channel Divinity: Taunt
Plane Shift or Etherealness. You must have a properly attuned When you take this oath at 3rd level, you can use your Channel
fork to cast Plane Shift. Divinity to target up any number of creatures who can see or
hear you equal to your Charisma modifier. Each target must make
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Appendix A Additional Character Creation Options Greyhawk Reborn Campaign Guide
Paladins are called firebrands, remarkable (some think magical) The Secret of the Firebrand
devices that can fire small metallic balls with sufficient force to Starting at 7th level, you may purchase any of the Firearms listed
pierce flesh and penetrate hide at great distances. in the Renaissance Item table (see pages 267-268 of the Dungeon
Masters Guide), and you are considered proficient in their use.
Tenets of Murlynd Any feat, spell or class feature that applies to use of other ranged
They have an unquenchable curiosity for all things otherworldly weapons can be applied to the use of firearms you possess.
and mechanical, and seek to use technology to aid the struggle
against evil. They are non-conformists and trailblazers with a Reverse Engineering
strong will, but also an equally strong sense of honor and justice. Beginning at 15th level, you have learned to unlock the formulae
Talk slowly, think quickly. Generally, you aint learnin of magic items in your possession. For one-half of the cost shown
nothing when your mouths a-jawin. under Crafting Magic Items on page 129 of the Dungeon Masters
Learn something from yesterday. Tomorrow is the most Guide, you may transfer any magical enchantment from one item
important thing in life. Its perfect when it arrives and puts itself you own to a non-magical item you own. The time it takes to
in our hands. transfer a magical enchantment is as follows: Common: 2 ADs,
Uncommon: 10 ADs, Rare: 50 ADs, Very Rare: 150 ADs,
Mean what you say. Tellin a man to git lost and makin him do
Legendary: 365 ADs. There are no additional lifestyle costs due
it are two entirely different propositions.
while magic is being transferred.
Stand tall. Courage is being scared to deathand saddling up
anyway. Last Man Standing
At 20th level, when all of your allies have died or been knocked
Oath Spells unconscious in a battle against a major foe (DMs discretion), you
You gain oath spells at the paladin levels listed. remain upright even after having been dealt mortal wounds. You
Paladin Level Spells do not fall unconscious at 0 hit points and do not die until you
3rd magic missile, shield reach negative your hit point maximum or until your foe is
defeated (whichever comes first.) While below 0 hit points, you
5th shatter, heat metal cannot take reactions the will of Murlynd is slow but
9th dispel magic, counterspell implacable. You continue to make death saving throws as normal
13th Otilukes resilient sphere, Leomunds secret and if you fail three such saving throws, normal healing magic
chest will not work on you you are considered dead for purposes of
such spells and can only be restored by magic that would return
17th animate objects, contact other plane
the dead to life. Once you use this feature, you cant use it again
until you have completed a long rest.
Channel Divinity: Arcane Insight
When you take this oath at 3rd level, you can use your channel
divinity to activate any spell scroll you possess, even if that spell THE CRUSADERS OF PELOR
does not appear on your spell list or is of a higher level than you
normally can cast. No Intelligence (arcana) check is required. Paladins of Pelor are sworn foes of the undead, whose presence
their religion finds anathema to all living things. They always
Channel Divinity: Piecemeal Patchwork honor the Sun God with a gold orb holy symbol worn somewhere
on their person, usually emblazoned on chest-plates or shields.
When you take this oath at 3rd level, you can use your channel
All paladins of Pelor wear a so- emblazoned inky black cloak on
divinity as a bonus action to activate the features of any
formal occasions or when engaging in a planned battle with the
additional piece of worn equipment you possess, those features
forces of darkness (such as a war). When so garbed, the Pelorians
lasting for 10 minutes. Murlynds followers are known for piecing
blend into the darkness, looking like floating suns charging into
together individual parts to make a new whole. As a result, the
battle.
paladin may benefit from wearing one half to a set or receive
stacked benefits from items for a short amount of time. This is an Tenets of Pelor
exception to the general rule that in order to operate, items that
are intended to be worn as a pair must be worn together and that Pelorian paladins tend to be altruists and selfless crusaders,
you can only benefit from one item of a particular kind at a time. always willing to make great sacrifices to save the helpless.
Hope is found in even the smallest light. In the deepest
Replacement Fighting Style darkness, even the smallest light shines true. Anyone can be a
At third level, whatever fighting style you chose at 2nd level is hero if they are but given the chance.
lost and replaced with the Archery fighting style and Ranged Shine on. Never back down before the forces of darkness and
fighting style. decay, the sun is always there even if you cant see it.
Archery. You gain a +2 bonus to attack rolls you make with Share selflessly. Seek not power for your own sake: the sun
ranged weapons. doesnt keep its warmth for itself but gives freely with all that it
Ranged. Any paladin spells or features that normally can be is.
used with melee weapon attacks can now only be used with
ranged attacks. Oath Spells
You gain oath spells at the paladin levels listed.
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Paladin Level Spells Rao are no fools to wander the wilds unarmed: they generally
3rd guiding bolt, healing word wear chainmail or leather armor and wield light, single-handed
weapons such as shortswords and maces. They rarely wear
5th enhance ability, prayer of healing
helms and almost never carry shields. Serene, patrician figures,
9th beacon of hope, mass healing word most possess spotless manners and erudition.
13th divination, wall of fire Peace is rarely bought cheaply. Peace must often be won at
17th flame strike, mass cure wounds the point of a sword and enforced through strength of arms.
When conditions make discourse impossible, do not hesitate to
Channel Divinity: Disrupt Undead use force to keep the peace.
When you take this oath at 3rd level, you can use your bonus Know your enemy. Learning their every vice and weakness,
action when you hit an undead creature with a weapon attack to and use your knowledge to quell tumult and violence.
disrupt its negative energy by channeling divine power into your Calm is the father of wisdom. Make decisions not from a fiery
assault. If, after you resolve the damage from your attack, the heart, but from a tranquil and detached place, free from
target has 25 hit points or fewer, it must make a Wisdown saving emotional confusion.
throw against your spell DC or be destroyed. On a successful save,
the creature becomes frightened of you until the end of your next Oath Spells
turn. You gain oath spells at the paladin levels listed.
Paladin Level Spells
Channel Divinity: Reveal the Hidden
3rd charm person, comprehend languages
When you take this oath at 3rd level, you can use your bonus
action to emit a sudden burst of tangible light. All obscurement, 5th augury, calm emotions
natural and magical is instantly negated in a 30 foot radius 9th clairvoyance, sending
centered on you. Spells that create obscurement are immediately 13th divination, Mordenkainens private sanctum
dispelled and creatures that were hidden are suddenly evident
until they hide again. Natural darkness returns at the end of your 17th legend lore, scrying
next turn as the light fades.
Channel Divinity: Calm the Many
Scalding Faith of the Sun When you take this oath at 3rd level, you can use the teachings of
Starting at 7th level, any time you deal radiant damage to an Rao to defuse a dangerous situation. If you are not wearing heavy
undead creature, it is treated as being vulnerable to that damage. armor and do not have a weapon drawn, you may use your action
If the target is already vulnerable to radiant damage, it takes to make any creatures within 30 feet of you make a Charisma
triple damage instead of double from your radiant attacks. Your saving throw with a DC equal to 8+ the better of your Charisma
attacks ignore radiant immunity. (Persuasion) or Wisdom (Religion), or have their attitude toward
you and your allies improved by one (hostile creatures become
The Sun Shines on Us All indifferent, indifferent creatures become friendly). This effect
Beginning at 15th level, you and your allies within a 30 foot lasts as long as you concentrate or until any of the targets are
radius gain the effects of your Scalding Faith of the Sun feature. attacked.
Let the Light Guide Your Path Channel Divinity: Divine Insight
At 20th level, as an action, you can allow the light of Pelor to When you take this oath at 3rd level, you open yourself to the
guide your actions. For 1 minute, your eyes are replaced by vast knowledge of your patron. As a bonus action, you gain
glowing motes of pure sunlight. You have advantage on all attacks insight into the inner workings of your foes. You instantly know
against fiends or undead and you have truesight out to the range the maximum hit point total, armor class, saving throws,
of your normal vision. Once you use this feature, you cant use it resistances, weaknesses and immunities of one target creature.
again until you finish a long rest. You can also sense whether the target is hostile, indifferent or
friendly to you.
Serenity
THE HERALDS OF RAO Starting at 7th level, you may add your Wisdom modifier to your
Paladins of Rao place their faith in the concepts of peace and saving throw DC, spell attack modifier, and Aura of Protection, in
reason. Many believe that his adherents would rather die than lift addition to your Charisma modifier
a sword in anger, preferring to outwit or outmaneuver their foes
by guile or magic. Although few in number, Raoan paladins are Aura of Calm
exceedingly formidable individuals chosen for both their martial Beginning at 15th level, you emit an aura of wisdom, inner calm
abilities and their keen wisdom and intellect. Rao's symbol, the and sagacity. You and any allies within 30 of you may draw upon
white mask of serenity, is embroidered over their chests. your confidence to gain a bonus to any one d20 roll per turn,
equal to your Wisdom modifier. This does not cost any actions
Tenets of Rao and may be declared after you know the results of the die roll.
They are excellent negotiators, diplomats, as well as nuanced
tacticians and field commanders. While the image of the "man
with the swordless scabbard" pervades their legends, Heralds of
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Appendix A Additional Character Creation Options Greyhawk Reborn Campaign Guide
Evasion
Starting at 10th level, you can nimbly dodge out of the way of
certain area effects. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed and only half
damage if you fail.
Man Overboard
Starting at 14th level, you may use an action to summon a bubble
of shimmering force that encloses any number of large size or
smaller willing creatures that you can see. Each bubble has 50 hit
points, an armor class of 8 and contains 1 hour of breathable air.
This effect requires concentration, up to 1 hour. Once you use this
feature, you cant use it again until you finish a long rest.
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Appendix A Additional Character Creation Options Greyhawk Reborn Campaign Guide
d6 Ideal
FEATURE: VISION QUEST 1 Community: Everything I do is for the good of my tribe and kin.
(Lawful)
As a shaman, you have been given a vision quest by the gods, and
2 Greater Good: My gifts and the knowledge I have gained are to be
it is your sacred duty to carry out their will until the quest has
used to help as many children of the gods as possible, not for my
been completed. The exact nature of your vision quest depends own purpose. (Good)
on what gods you follow and the culture you are part of. It may be
3 Power: The gods have blessed me with great power and their
your duty to seek out a sacred text (assuming you can even read) permission to use it as I see fit. (Evil)
or to travel to the cairn of an ancient tribal hero and commune 4 Enlightenment: I desire to learn all that I can, so that I may better
with her spirit. For many shamans, a vision quest is less specific serve the gods and my people. (Any)
and more about seeing the world and learning all there is to 5 Change: The gods have plans for this world, ideas to make it a
know about it before returning home to enlighten the members better place for all. It is our duty to help usher in this new era.
of their tribes. (Chaotic)
While you are on your vision quest, you are considered to be 6 Tradition: I, like so many, have been chosen by the gods to serve as
protected by the gods. Those who share a similar culture or their instrument. It is my duty to carry out their wishes to the best
religious belief with you will assist you in completing your vision of my abilities. (Lawful)
quest. If you need supplies or seek shelter, they will d6 Bond
accommodate you as best they can, supporting you and any 1 While I am tasked to complete my vision quest, I have taken it upon
companions or guardians at a modest lifestyle. However, there myself to help as many people as I can along the way.
are also enemies of your gods, and they will see you as an 2 The gods are the most important thing to me, then my kinsmen, no
opportunity to strike out, perhaps furthering the will of their matter where I am in life or the world.
gods. 3 The voices of the gods have given me a great insight into the ways
Work with your DM to determine the nature of your vision quest of the world and to a threat that I must be willing to stop, no matter
and its impact on the campaign. 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.
SUGGESTED CHARACTERISTICS
5 I will do anything to protect shrines to my gods and their children.
Shamans are more often found in the far reaches of the 6 My only goal is to complete my vision quest so that I may return
wilderness or amongst uncivilized humanoid and goblinoid home to my people.
tribes, where they often have power rivaling that of the tribe's
chieftain. Many shamans receive vision quests during their d6 Flaw
youths, sending them across the world in search of knowledge 1 I take far too much pleasure in what the wider world has to offer,
and enlightenment so that when they return home they can share and occasionally I ignore the voices of the gods to pursue material
pleasure.
the knowledge they acquired in the wider world with their kin.
Unlike trained clerics, shamans tend to worship a pantheon of 2 The gods speak to me, so why should I listen to the words of petty
mortals?
gods rather than a specific deity, although they do often favor one
or two gods whose portfolios and ideals most closely match their 3 I pity those who cannot hear the voices of the gods, and often hold
them in contempt.
own.
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 A Additional Character Creation Options Greyhawk Reborn Campaign Guide
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Appendix A Additional Character Creation Options Greyhawk Reborn Campaign Guide
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Appendix B Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
Dwarven Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Berronar Truesilver LG Inter Safety, Truth, Home, Healing Protection, Life Mace F
Elven Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
CG
Aerdrie Faenya Lesser Air, Weather, Avians, Rain, Fertility Tempest Staff F
(CN)
Light, Knowledge,
Corellon Larethian CG Greater Elves, Magic, Music, Arts & Crafts, War Longsword or Longbow M
War
Nature, Tempest,
Deep Sashelas CG Inter Aquatic Elves, Oceans Trident M
Protection
Erevan Ilesere CN Inter Mischief, Change, Rogues Trickery Short sword M
CN
Fenmarel Mestarine Lesser Wild Elves, Outcasts, Scapegoats, Isolation Trickery Dagger M
(CG)
Gadhelyn CN Hero Independence, Outlawry, Feasting, Hunting Protection, Nature Longbow M
Hanali Celanil CG Inter Love, Romance, Beauty, Fine Art Protector Dagger F
Rillifane Rallathil CG Inter Wood Elves, Woodlands, Nature, Druids Nature, Protection Bow M
CG Mysticism, Dreams, Far Journeys, Death, Full Knowledge, Death,
Sehanine Moonbow Inter Quarterstaff F
(NG) Moons, Transcendence Travel
War, Tempest,
Solonor Thelandira CG Inter Archery, Hunting, Wilderness Survival Long Bow M
Nature
YeCind CG Demi Music, Magical Songs Arcana, Knowledge Long Sword M
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Appendix B Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
Gnome Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Baravar Cloakshadow NG (N) Lesser Illusions, Protection, Deception Protection, Trickery Dagger M
Calladuran
N (NG) Inter Svirfneblin, Protection, Earth, Mining Life, Protection Greataxe M
Smoothhands
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, Gemcutting, Protection,
Garl Glittergold NG Greater Axe (any) M
Smithing Trickery
Nebelun CG Lesser Inventions, Good luck Knowledge Mace M
Halfling Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
Sheela Peryroyl N (NG) Inter Nature, Agriculture, Weather Tempest, Nature Sickle F
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Appendix B Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
AlAsran (Pelor) NG Greater Sun, Light, Strength, Healing Life, Light Mace M
Magic, Arcane Knowledge, Balance, Non-
AlZarad (Boccob) N Greater Arcana, Knowledge Staff M
interference
Azoralq 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, Predestination,
Istus N Greater Knowledge Net F
Future, Honesty
Trade, Negotiation, Ventures, Appraisal, and
Mouquol N Lesser Protection, Travel Dagger M
Reciprocity
Xan Yae N Lesser Twilight, Shadows, Stealth, and Mental Power Trickery Paired Falchions F
Monks, Mental Powers, Physical and Mental
Zuoken N Demi Protection Unarmed Attack M
Mastery
Cannot Be Worshipped
Tharoth the Reaper
NE Greater Death, Darkness, Murder, The Underworld Death Scythe M
(Nerull)
Earth Dragon LE Demi Earth, Weather, Hidden Treasure Protection, Tempest Pick n/a
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Appendix B Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
Sotillion CG(N) Lesser Summer, South wind, Ease, Comfort Tempest, Nature Sickle F
Stern Alia LN Demi Oeridian Culture, Law, Motherhood Protection Long Bow or Mace F
Wenta CG Lesser Autumn, West Wind, Harvest, Brewing Life, Nature Club F
Power, Prestige, Influence, Money,
Zilchus LN Inter Protection Dagger M
Business
Cannot Be Worshipped
CE Hate, Envy, Malice, Panic, Ugliness,
Erythnul Inter War Mace M
(CN) Slaughter
War, Discord, Massacres, Conflict, Fitness,
Hextor LE Inter War Any* M
Tyranny
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Appendix B Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide
31
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 on our webpage at http://greyhawkreborn.net/ to introduce
yourself!
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! Use the link above
for our website to share with us!
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