A Vibrant People.

Fueled by optimism and a spirit of creativity.

Overview

It’s time to get your character created! Who will you be? What will you do? Where will you go? Don’t delay now, dive in and start exploring all the race, class, and other character options you have available, including many new homebrew options!

Classes

Review dndbeyond.com for the list of playable classes for your character. All official classes and subclasses are allowed as well as the additional options from Critical Role (Blood Hunter class and other subclasses). You may also use current UA options or other homebrew options with permission. Keep in mind that if you play a homebrewed class or variant, the features and abilities may be subject to change throughout the campaign.

Races

Han has a wide variety of races from humans and various humanlike races such as the heartened to more fantastical and animal-like races like tabaxi or kenku. Most of the humans are Oscilian and live in the west, while the animal races are predominatly in the west. All races though, can be found anywhere. The list below represents the playable races as a character in Han.

Humans

There are two primary ethnicities of humans throughout Han, the Oscilians of west and the Kynians from the east.

The Oscilians are a knowledgeable and inventive people. Being naturally gifted with a keen mind, many can be haughty believing themselves to be superior and above the other races of Han.

The Kynians are a versatile and resilient people. They consider themselves well rounded and naturally suited to take on any challenge, even if that challenge is the occasional clash with an Oscilian.

Between the Oscilians and Kynians, humans are the most populous race on Han.

Heartened

In other worlds, heartened are called Genasi’s. Where their traits and features maybe the same, their origins differ. With the raw energy of WPE that permiates the world it will occasionally alter a humans nature. It is pure chance whether a human child is born heartened, and so they are rare.

There are a few homebrew adjustments to the genasi race. The features remain the same except for the following changes:

Air Heartened. +2 to Dexterity and +1 to a different score. No Darkvision.

Earth Heartened. +2 to Constitution and +1 to a different score. Tremorsense with 20ft range. No darkvision.

Fire Heartened.+2 to Intelligence and +1 to a different score. Everything you see in darkness is in a shade of red.

Water Heartened. +2 to Wisdom and +1 to a different score. No darkvision.

Bolmus
The Bolmus people (or ratfolk by others), are a a clever, adaptable, and fastidious people who happily crowd their large families into the smallest of living spaces.

Ratfolk love to travel, and they can often be found leading merchant ships, carry many of the great wonders of Han to all. They’re good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They’re also inveterate hoarders; bolmuli warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency.

Catfolk

There are two primary races of catfolk in Han, the mighty Leonin and the curious and playful Tabaxi. Most of these catfolk reside in the west, though many wonder about the world as free spirits.

There is a homebrew adjustment to the Tabaxi race and the Leonin remains unchanged.. The features for the Tabaxi remain the same except for the following change:

+2 to Dexterity and +1 to a different score

 

Changlings

With their ever-chaning and shifting appearances, Changelings are wildly mistrusted. In many towns among the commonfolk they are shunned and some are even despised. Some though have found a home among the rogues of society or they ply their nature for the nobles in spycraft.

 

Dwarf

Before the Great Expansion, the dwarven race nearly died out. With some help from the Oscilian Empire and great effort they have come back from the brink. Now a thriving and prosperous people, they have shown a great aptitude for crafting and building and have been instrumental in the ongoing rise of the Oscilian Empire.

There are a few homebrew adjustments to the dwarven race. The features remain the same except for the following changes:

Grey Dwarf is not available to play, Tool Proficiency and Stonecunning are removed and replaced by the following feature:

Artisan’s Expertise. You gain proficiency with two kinds of artisan’s tools of your choice. Choose one of these tools, your proficiency bonus is doubled for any ability check you make with the chosen tool.

In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works (such as canals and aqueducts), and the massive cogwork that underlies much of the construction of Lifont), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Gnomes

Gnomes are one of the few inhabitants of the Wilds. Only the truely adventurous venture up to the Midlands. Those that do are often viewed as a strange oddity do to their short stature and enlarged and pointy ears.

In Han there are only Forest Gnomes.

Goblins

In other worlds, goblins are often savages that raid and pillage, with hordes being feared by many. In Han, a horde is often still to be feared but mostly for the wanton chaos that comes from their crazy and sometimes destructive inventiveness. The vast majority of goblins reside within Glioport and drive much the invention and creation of new things there. Most of their creations are disregarded by Lifont, though there are a few who have gained prominence within that city.

There are a few homebrew adjustments to the goblin race. The features remain the same except for the following changes:

Nimble Escape is removed.

Stat Increase. +2 to Intelligence and +1 to a different score.

Crazy Tinker. You have proficiency with tinker’s tools. When you make a skill check using tinker’s tools you can gain a bonus to the check equal to your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

 

 

Grung

Grungs are another of one of the few inhabitants of the Wilds. Due to their agressive nature though, many have migrated to the Midlands, where it is safer with less spectres.

In this race remains the same with only the following change: Their water dependency trait is removed.

 

Harengon

The Harengon are another race that migrated to the midlands during the last 300 years.  Full of exuberence and energy they are often considered a good luck charm to those around them. They have found many a home in the west, though some have settled in the East.

Kenku

The Kenku are a feather folk that resemble large ravens. Though this race is not blessed with the gift of flight. Most reside in the west and they play a large part in the politics of Glioport. There are still some enclaves though that reside within Lifont.

Lizardfolk

The lizardfolk were the first to migrate from the Wastes (along with goblins). Though unlike goblins, they have stuck to their ways and ties to the natural world. They are mostly nomadic wondering around in enclaves of numerous airships made of bone, wood, and other natural materials.

Tortle

The tortles are natural wanderers and nomads. Some say they first came from the Wilds, but tortles say they have always wandered about. They fly on great ships with hulls fashioned from giant shells of a long forgotten creature. They not only carry thick shells upon their backs but ancient mystic wisdom.

Backstory

Create a Google Doc with your character’s backstory and share this doc with the DM (bduff03@gmail.com).  After you have outlined your character’s story (please no longer than one page), answer the following questions for your character.

Arctech

Technological magical art invented by brilliant artificers and tinkerers on Han. These wonderful devices have helped the world flourish and prosper, all powered by WPE and arcerium crystals.