Character Creation Guide
Welcome to the Myzelis D&D Character Creation Guide.
This guide is for D&D 5e 2014. If you are looking to make a basic character and/or are new to D&D, the entirety of the Player's Handbook is approved for use (we advise using the standard ability scores of 15, 14, 13, 12, 10, 8).
Additionally, our Discord has a #character-help channel where we answer all of your character creation questions, so you can make the most of your next session. Please don't hesitate to use these resources!
If you need a character sheet, here is a PDF that can be filled out:
If you are interested in making a more complex character, please read below.
STARTING STATS
Starting Ability Scores
Your attributes are determined before you apply any modifiers from your Ancestry* selection.
* Note: Player character Races (as they are referred to in official material) are instead referred to as Ancestries in Radiant Realm.
All games
All characters start with the standard 27 point buy, with a maximum of 15 points in any ability score. A list of the possible standard arrays are below, if you would like to select one from a list. A character is allowed to start with one or more ability scores below 8 but do not get extra points to spend for doing so.
SAMPLE STANDARD ARRAYS (Click to Expand)
15, 15, 15, 8, 8, 8
15, 15, 14, 10, 8, 8
15, 15, 14, 9, 9, 8
15, 15, 13, 12, 8, 8
15, 15, 13, 11, 9, 8
15, 15, 13, 10, 10, 8
15, 15, 13, 10, 9, 9
15, 15, 12, 12, 9, 8
15, 15, 12, 11, 10, 8
15, 15, 12, 11, 9, 9
15, 15, 12, 10, 10, 9
15, 15, 11, 11, 11, 8
15, 15, 11, 11, 10, 9
15, 15, 11, 10, 10, 10
15, 14, 14, 12, 8, 8
15, 14, 14, 11, 9, 8
15, 14, 14, 10, 10, 8
15, 14, 14, 10, 9, 9
15, 14, 13, 13, 9, 8
15, 14, 13, 12, 10, 8
15, 14, 13, 12, 9, 9
15, 14, 13, 11, 11, 8
15, 14, 13, 11, 10, 9
15, 14, 13, 10, 10, 10
15, 14, 12, 12, 11, 8
15, 14, 12, 12, 10, 9
15, 14, 12, 11, 11, 9
15, 14, 12, 11, 10, 10
15, 14, 11, 11, 11, 10
15, 13, 13, 13, 11, 8
15, 13, 13, 13, 10, 9
15, 13, 13, 12, 12, 8
15, 13, 13, 12, 11, 9
15, 13, 13, 12, 10, 10
15, 13, 13, 11, 11, 10
15, 13, 12, 12, 12, 9
15, 13, 12, 12, 11, 10
15, 13, 12, 11, 11, 11
15, 12, 12, 12, 12, 10
15, 12, 12, 12, 11, 11
14, 14, 14, 13, 9, 8
14, 14, 14, 12, 10, 8
14, 14, 14, 12, 9, 9
14, 14, 14, 11, 11, 8
14, 14, 14, 11, 10, 9
14, 14, 14, 10, 10, 10
14, 14, 13, 13, 11, 8
14, 14, 13, 13, 10, 9
14, 14, 13, 12, 12, 8
14, 14, 13, 12, 11, 9
14, 14, 13, 12, 10, 10
14, 14, 13, 11, 11, 10
14, 14, 12, 12, 12, 9
14, 14, 12, 12, 11, 10
14, 14, 12, 11, 11, 11
14, 13, 13, 13, 13, 8
14, 13, 13, 13, 12, 9
14, 13, 13, 13, 11, 10
14, 13, 13, 12, 12, 10
14, 13, 13, 12, 11, 11
14, 13, 12, 12, 12, 11
14, 12, 12, 12, 12, 12
13, 13, 13, 13, 13, 10
13, 13, 13, 13, 12, 11
13, 13, 13, 12, 12, 12
Customizing Ability Bonuses
Ability bonuses from a character’s Ancestry and subtype (if applicable) do not have to be assigned to the Ability Scores listed in the source material. For example, a player with a character who is a High Elf can choose to put the +2 Dexterity from being an Elf into Strength instead, and the +1 Intelligence from being a High Elf subtype of Elf into Constitution instead. The amount of the bonus cannot change, but where it is placed can be. All other Ancestry traits remain the same. Additionally, with the exception of Changeling, the ability score bonuses must go into different ability scores. They can not be stacked in one ability score.
Customizing Heritage
Half-Elves, Half-Orcs, Aasimar, Tieflings, Genasi, Kalashtar, Simic Hybrid, Yuan-ti, and any other playable Ancestry not specifically mentioned here that is a hybridization between two different species no longer need to be based on a human parent. You still must choose one set of racial traits and cannot mix and match traits. For example, a Minotaur character descended from a Fire Genasi could use the Fire Genasi racial traits instead of the Minotaur racial traits. Your character could then look like a Minotaur (or some combination thereof), but you would use all parts of the Fire Genasi racial traits to create your character sheet. If you do not disguise yourself, your heritage is obvious to others.
For species that are small size, such as an Aasimar who originates from Gnome parents, you can choose to be small size instead of medium size. If you choose to change size in this way, your character’s speed matches the speed of the small size Ancestry in your character’s heritage. For example, a half-orc character who is descended from a gnome and an orc would either be small with a speed of 25, or medium size with a speed of 30. This decision is separate from whether to use the other racial traits from the gnome or half-orc (aside from size and speed, you still only choose either one Ancestry’s traits or the other).
You do not gain any of the traits that might normally be associated with the physical characteristics of your other heritage. For example, a Genasi who is also descended from Aarakocra may still have wings, but they will not have the flight trait and their wings will be vestigial; a Genasi who is also descended from Centaur may still have an equine body, but they do not have the Fey type, or the Equine Build, Charge, or Hooves traits; they are more like their Planetouched ancestors than their Centaur ancestors, and that is the trade-off.
Similarly, Kalashtar arise from any Ancestry, not just humans. Their stat block is not changed, only their origin. Kalashtar can arise spontaneously from within communities that did not previously have Kalashtar. The spirits that fuse with another Ancestry to create a Kalashtar can arise from any locality, with different reasons for it to occur.
STARTING LEVEL
Your starting level depends on the campaign you are joining, so be sure to communicate with the GM of your campaign when making your character! You may be starting at level higher than 1, in which case you start with additional gold as detailed in the Higher Level Characters section.
PROFICIENCIES
Languages
Myzelis is an ancient world with civilizations that have been thriving separately for thousands of years; mingling, dividing, warring, joining, and breaking apart throughout history. Additionally, it is far more likely for languages to be based around a shared culture, as opposed to a shared Ancestry due to constant intermingling and trade in many places. As such, the languages of Myzelis are highly varied even when they share a similar Ancestry.
Before you choose your character's languages, please review "A Word about Languages" on the Setting Rules page.
Musical Instruments
Radiant Realm D&D uses alternate rules for Proficiency with Musical Instruments, allowing for greater versatility for your virtuoso.
Generalized Musical Instrument Proficiencies. Proficiency now represents training with a category of instruments rather than single, individual instrument. Categories are determined by the primary manner in which the instrument is played, rather than what material it is made of or what components it involves, and are as follows:
Bowed strings (e.g, violin, chello, hurdy-gurdy, húqin, yàzhēng, haegeum, lyra, igil, nyckelharpa, etc.)
Fingered strings (e.g. lute, yarting harp, lyre, guqin, sitar, mandolin, guitar, etc.)
Percussion (e.g. hand drum, tocken, wargong, tantan, bodhran, tabla, rattles, shakers, tambourine, jaw harp, idiophones in general)
Wind (e.g., birdpipes (shalm), zulkoon, longhorn, shawm, thelarr, glaur, gloon, conch shell, flute, carnyx, didgeridoo, duduk, ney, bagpipes, etc.)
Keyboard (e.g. water organ, accordion, clavichord, etc.)
Improvised (things not crafted for musical purpose but unconventional music can nonetheless be made with them. e.g., torches, weapons, …)
STARTING EQUIPMENT
The items that your character starts with before joining the game. All characters start with the following:
Starting equipment (or) the average amount of gold (from Player's Handbook page 143) from your Class, and equipment and gold from your Background (if any)
1 Trinket (from Player's Handbook page 159-161) that you may select from the chart.
CHARACTER OPTIONS
The following options are available for use by players for creating new characters or applying to their current characters moving forward.
Radiant Realm D&D uses the most recently updated version of published 5e 2014 rules.
Anything meant for character creation from the following books in permitted:
Player’s Handbook
Dungeon Master’s Guide
Mordenkainen Presents: Monsters of the Multiverse
Mordenkainen’s Tome of Foes
Volo’s Guide to Monsters
Xanathar’s Guide to Everything
Tasha's Cauldron of Everything
Select content is permitted from other published books, and is included in the spreadsheets below as applicable:
Baldur's Gate: Descent into Avernus
Bigby Presents: Glory of the Giants
Curse of Strahd
Eberron: Rising from the Last War
Explorer's Guide to Wildemount
Fizban's Treasury of Dragons
Ghosts of Saltmarsh
Guildmaster's Guide to Ravnica
Out of the Abyss
Princes of the Apocalypse
Spelljammer: Adventures in Space
Storm King's Thunder
Strixhaven: A Curriculum of Chaos
Sword Coast Adventurer’s Guide
Tal'Dorei Campaign Setting Reborn
Tales from the Yawning Portal
The Wild Beyond the Witchlight
Van Richten’s Guide to Ravenloft
Unearthed Arcana
Content from Unearthed Arcana is not used until it makes it into an official publishing.
For the full list of what Magic Items, Purchasables, Ancestries, Class & Subclasses, Backgrounds, and Feats this includes, see the spreadsheets below.
Important: Although all of the options listed in the spreadsheets are permitted in Radiant Realm D&D, some may not be suitable for all campaigns. You should always reach out to your GM and let them know what you are making before your first session with that character, in case there are special considerations for the class/subclass you have selected.
Magic Items
Notes on Magic Items
Several magic items come with variable amounts and types of options, usually determined by the GM. See the note on the sheet for each item this pertains to for how many parts and of what kind yours will begin with.
The price listed is always for a single piece of ammunition unless a note specifically states otherwise.
Some magic items may have different qualities (such as if they require Attunement or not, or what Rarity they are, which also changes the cost for crafting). What is shown on the chart replaces what is listed on default magic item, and if there are any additional notes, they are shown in the "Notes" column on the right of the spreadsheet.
There are no Attunement restrictions based on character Ancestry in Radiant Realm D&D unless indicated by a GM as it concerns their specific Realm, however other Attunement restrictions (such as Class or other conditions) still exist.
As setting-specific lore, Strixhaven does not exist in Myzelis, neither do the Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom schools. Please work with your GM to come up with a suitable reskin for these options that fits the setting.
Purchasables
Notes on Purchasables
All items listed on the sheet above may be purchased with starting gold. This includes items created for Radiant Realm D&D, which can be found in the Item Supplement.
You may purchase additional Language and Tool proficiencies with starting gold to represent the 250 days of training per proficiency (see Player's Handbook pg 187) done in your character's history in prior to their first session. A "Tool" is everything on the Tools chart (see Player's Handbook pg 154), which includes artisan tools, gaming sets, kits, musical instruments, vehicles, etc.
Some animals/mounts may not be appropriate for all campaigns, especially those that are set in a particular environment or plane of existence. Consult with your GM about what creatures are appropriate and what other options they may have for their campaign.
Ancestries
Notes on Ancestries
Player character Races (as they are referred to in official material) are instead referred to as Ancestries in Radiant Realm.
There are no Class restrictions based on Ancestry in Radiant Realm D&D unless indicated by a GM as it concerns their specific Realm, however other restrictions (such as ability score minimums for multiclassing, etc) still exist.
Any reference to a campaign setting other than Radiant Realm D&D in the lore of an Ancestry is replaced with Radiant Realm D&D lore. For example, the Simic Combine does not exist in Myzelis, so Simic Hybrids are simply called "Hybrids" and represent another Aethrin and those that have engaged in bio-experimentation. Consult with your GM for details about any Ancestries you select that is native to another campaign setting and they will help you find a home for your character.
In instances where an Ancestry is published in multiple books, Radiant Realm D&D uses the most recently published 5e 2014 source, as shown in the spreadsheet. This applies to all character Ancestry options.
If your character is one of the Ancestries that had seen an update in a more recent published book, we offer you two options:
1.) You may continue to play your character using the legacy rules (from their next most recent printing) for your Ancestry. If you choose this option, nothing changes and you may continue to use the abilities as they are described in the Player's Handbook, Mordenkainen's Tome of Foes, Volo's Guide to Monsters, etc.
2.) You may also ask your GM to help you rebuild your character using the new rules. As always when there is an update of this nature, rebuilds are complimentary even if they require shuffling of feats, ability scores, and/or broad changes to the character's class(es).
"Tiefling (Variants)" includes all of the options shown in the sidebar (Sword Coast Adventurer's Guide, pg 118): Feral, Devil's Tongue, Hellfire, Winged.
When determining where your character is from, Gylidd Syn Aethri is always an acceptable answer. Gylidd is a sprawling metropolis at the heart a vast trade network spanning tens of thousands of years, and every playable species on this list can be found there and in its region of influence.
Classes & Sublcasses
Notes on Classes and Subclasses
Any reference to a campaign setting other than Radiant Realm D&D in the lore of a class or subclass is replaced with the Radiant Realm D&D. For example, the Purple Dragon Knights of Cormyr do not exist in Myzelis, and instead the class represents other factions in the Myzelis setting.
In instances where a class/subclass is published in multiple books, Radiant Realm D&D uses the most recently published 5e 2014 source, as shown in the spreadsheet. This applies to all classes/subclasses, and in specific: Monk Way of the Sun Soul, Rogue Mastermind, Rogue Swashbuckler, Sorcerer Storm Sorcery (which all also appear in Sword Coast Adventurer's Guide).
Backgrounds
Notes on Backgrounds
There are many instances in which the lore of a background is based in another campaign setting. You must work with your GM to figure out a setting-appropriate replacement to the default options that this feature applies to. For instance, references to Baldur's Gate (for the Faceless) or Waterdeep (for the Waterdhavian Noble) would be changed to match a major city in Radiant Realm D&D.
Backgrounds from Guildmaster's Guide to Ravnica (Azorius Functionary, Boros Legionnaire, Dimir Operative, Gulgari Agent, Gruul Anarch, Izzet Engineer, Orzhov Representative, Rakdos Cultist, Selesnya Initiate, Simic Scientist) are not permitted, due to their granting of additional spells to the character's spell list, which is vastly more than other backgrounds provide. You may, instead, work with your GM to create a custom background that has a similar theme, proficiency, and feature.
Feats
Notes on Feats
In instances where a feat is published in multiple books, Radiant Realm D&D uses the most recently published 5e 2014 source, as shown in the spreadsheet. This applies to all feats, and in specific: Svirfneblin Magic (which also appears in Sword Coast Adventurer's Guide).
As setting-specific lore, Strixhaven does not exist in Myzelis, neither do the Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom schools. Please work with your GM to come up with a suitable reskin for these options that fits the setting.
Optional Class Features
Notes on Optional Class Features:
All options are approved for use, however be aware that while most of these features are in addition to what you normally get, some of the optional features replace an existing feature. Confirm with your GM which feature you have chosen.
HIGHER LEVEL CHARACTERS
As a game progresses, characters will gain levels through a series of plot-centered milestones unique to each campaign. When new characters are introduced to campaigns that have characters of higher than 1st level, the following additional rules apply.
Starting Level
A new character (regardless of whether the character is introduced by a new player to the table, or an existing player at that table) will always start out at the same level as the rest of the table's characters. To find out at what level a table is playing, please ask your GM.
Starting Gold & Equipment
A new character that starts at higher than 1st level is entitled to an additional amount of gold based on their level, as determined by the table below. This extra gold reflects the fruits of their previous adventures.
1st Level +0 gold
2nd Level +100 gold
3rd Level +200 gold
4th Level +400 gold
5th Level +650 gold
6th Level +1,250 gold
7th Level +2,000 gold
8th Level +3,000 gold
9th Level +4,250 gold
10th Level +6,000 gold
11th Level +7,750 gold
12th Level +10,000 gold
13th Level +12,500 gold
14th Level +15,500 gold
15th Level +19,000 gold
16th Level +23,000 gold
17th Level +27,500 gold
18th Level +32,000 gold
19th Level +37,000 gold
20th Level +43,000 gold
This additional gold may be spent on any mundane or magical item with the following caveats.
The gold cannot be exchanged for gems. Gems must be acquired in game.
The gold may be used to purchase any magic item, so long as any one magic item is not worth more than half of the total gold the character starts with (see the pricing chart above for magic item values). This limit is not a requirement for mundane items.
All expenditures must be approved by your GM, who may choose to disallow certain items for any reason. You will be allowed to spend the gold on something else approved by the GM, or keep the gold instead.
You may specify that certain items purchased with this gold were crafted by your character, but there is no discount for purchasing items in this way (to keep things fair). You may choose to keep some or all of your gold for crafting at a later time in game.
You may expend any amount of this gold to gain language, tool, kit, or vehicle proficiencies at a cost of 250 gold per proficiency. It's then expected that your character's backstory will include a period of 250 days spent learning this proficiency (as per PHB pg 187).
MOVING BETWEEN TABLES
To accommodate for schedule changes, life changes, and player comfort, moving a character from one game to another game in Radiant Realm D&D is allowed, so long as the table being moved to is not at its player cap, and the GM approves the player's transfer.
Transferring Payment
Players who move from one table to another must work out with their current GM and future GM any exchange of fees (if payment has already been given to the prior GM). GMs will not be required or mandated to make these accommodations, but for the sake of players and the program our GMs are most likely perfectly happy to make these transfers for you if the situation arises.
Transfer and Table Levels
In the event that the table a player character is being transferred from is higher or lower level than the table a player character is being transferred to, the player character's level may need to be modified. In either case, we offer several options:
If your player character is lower level than the characters at a table you are moving to, you have the option to either: increase your character's level to match the table's level, OR create a new character of the appropriate level for that table.
If your player character is higher level than the characters at a table you are moving to, you have the option to either: decrease your character's level to match the table's level, OR create a new character of the appropriate level for that table.
In either circumstance, any player that chooses to temporarily retire their player character while playing a different character must inform their GM when they request the transfer, so the GM can copy down the information from that character sheet for later reference when the player character is reinstated from retirement.
Transfer and Table wealth
In the event that the table a player character is being transferred from has greater wealth than the characters at a table a player character is being transferred to, the player character's wealth may need to be either banked, or surrendered. For the purposes of determining wealth, the GM will likely make a decision as to the value of each asset and item in that character's possession at the time of transfer.
You will have the option to either: bank your excess wealth until such time as your GM allows that wealth to be returned to you (or your character moves to another table where the GM decides that wealth is no longer required to be banked), OR you must work with your future GM to determine which items and how much wealth must be surrendered to bring your player character in line with the wealth of the rest of the table. For the purposes of these two terms, banked items cannot be accessed until/unless the GM permits, and surrendered items are lost. In either circumstance, the wealth decrease will be explained in character in a way that is mutually agreed upon by the GM and player, such as a bandit attack, a magical mishap, a literal bank deposit, Vrokíva's Brume, or the like.
In the event that the table a player character is being transferred from has lesser wealth than the characters at a table a player character is being transferred to, the player character's wealth may need to be increased. For the purposes of determining wealth, the GM will determine the value of each asset and item in the character's possession at the time of transfer, then compare the total value to the starting gold and equipment for a new character of the table's level. Characters with more wealth than the starting character value will not have their wealth increased in this way.
If your player character qualifies for an increase, you may have the option to either: accept an additional sum of gold equal to the difference (which may be spent on magic items or mundane items so long as no one item is worth more than half of the additional money), or you may decline the extra funds.
ADDITIONAL REFERENCE SHEETS
The following options are available for use by players for creating new characters or applying to their current characters moving forward. This section is a reference for features and spells, and may include nonstandard options.
Spell Options & Errata
Notes on Spells:
Spells in published sources that we allow for character creation (as listed in the Character Options section above) are permitted. The spells shown are this list are spells we allow that are either not in approved published sources, or to note RR errata for published spells from approved sources.
If a spell says "RR Errata" in the notes column, check the RR Spell Errata section of Setting Rules for details on changes.
'Find Familiar' Spell Options
Notes on Familiars:
You may "reskin" your Familiar to have the appearance of a beast that is not listed in the Find Familiar spell description as long as they share the same basic arrangement of limbs, however you must still choose one of the creatures on that list to represent the stat block for your Familiar. Consult with your GM about what beast you would like your Familiar to appear as and what stat block you want to use for it.
In order to summon creatures with Find Familiar that are not in the spell description, you must take either Magic Initiate or Strixhaven Initiate. This includes the tressym, and any creature that has the text such as: "With the GM’s permission, a person who casts the Find Familiar spell can choose to conjure a tressym instead of a normal cat."
Strixhaven Mascot familiars are approved for character creation with their standard requirements of having both the Strixhaven Initiate and Strixhaven Mascot feats, as well as being of at least 4th level, as described in the Strixhaven Mascot feat.
Other creatures, such as those with the "Familiar" trait, are beyond the scope of the Find Familiar spell and basic character creation options. They must be discussed with your GM on an individual basis if they are not already options available to you as a result of a class feature, such as Pact of the Chain. This includes creatures such as the Anvilwrought Raptor, Gazer, Imp, Pseudodragon, Quasit, etc.
Pact of the Chain Familiars
Notes on Chain Familiars:
You may "reskin" your Familiar to have the appearance of a beast that is not on the list above as long as they share the same basic arrangement of limbs, however you must still choose one of the creatures on the list to represent the stat block for your Familiar. Consult with your GM about what beast you would like your Familiar to appear as and what stat block you want to use for it.
Ranger Beast Companions
Notes on Beast Companions:
You may "reskin" your Companion to have the appearance of a beast that is not on the list above as long as they share the same basic arrangement of limbs, however you must still choose one of the creatures on the list to represent the stat block for your Familiar. Consult with your GM about what beast you would like your Companion to appear as and what stat block you want to use for it.
Continue on to the Setting Rules or the Introduction to Myzelis.