Aurora Rule Guide

A quick reference to the Aurora Player Handbook. When in doubt, the handbook and your DM have the final say.

At a glance

Starting level1–3lower start = bonus ASI/feat
Starting gold15 gp+ class starting equipment
Item point limitLevel + 3prestige levels count
Consumables per quest2 × PB
Downtime weeks4 / monthfrom level 3; +1 per 20 AP, never expire
Ability score cap25permanent scores
Summons / companionsMax 4
D&D 2024 contentNot allowed

Character creation

Making a character (D&D Beyond)

Home settings

Class, background & species

Starting level

Start atBonus
Level 1+2 ASI or a feat
Level 2+1 ASI
Level 3None

Ability scores

Standard array, point buy, or an Aurora array:

Specialist17 / 15 / 13 / 10 / 10 / 7
Well-Rounded14 / 13 / 13 / 13 / 12 / 9
Auroraverse Special16 / 14 / 12 / 12 / 10 / 8

Equipment

Allowed books

Ask your Player Manager before taking a background from an adventure or setting book.

Core

Supplemental

Setting

Adventures

Items only. See allowed adventure items and the banned items.

Ban list

Banned spells (outside the WM too)

1stDistort Value, Silvery Barbs
2ndHold Person (on another player)
5thCreation, Reincarnate
7thDream of the Blue Veil, Simulacrum
8thFeeblemind
9thWish

Banned items have their own list below.

Multiple characters

Respecing

Tomes & ability score caps

Progression

Leveling & ranks

Aurora uses Adventure Points (AP) instead of XP. You track your own AP and keep the Bot up to date.

ActivityAP
Normal quest at your rank, RP night, downtime night, legacy quest10
Raid or equivalent event15
Normal session below your rank5
Quest above your rankno bonus
Session log within 48 hours+2

AP per level

123456789101112
0204060120180240300360420480540

Ranks

RankLevelsRank reward
Rank 11–4—
Rank 25–8Free uncommon item
Rank 39–12Free rare item

Claim a rank reward by creating an in-game event for it before reaching the rank’s halfway level. You can also opt out of AP to stay at a level.

Prestige

After level 12, keep earning AP to unlock prestige levels (every 60 AP).

APRewardEffect
600Signature StyleCustom feature with the Content Expansion Team (≈ strong uncommon / weak rare item).
660Increased ReputationEstate Die rolls can’t go below 5; your estate can become a permanent World Anvil location.
720Personal CraftCustom item (very rare or lower) or custom spell (4th level or lower).
780Ability Score Increase+2 to one score or +1 to two (max 20), or a feat instead.
840Signature StyleA second custom feature, same scale as the first.
900Household NameImmortalised on the World Anvil with a Lore Scribe; your faction can be too.
960The Stuff of LegendsCustom item (legendary or lower) or custom spell (6th level or lower).
1020Experienced Legends+4 to one score or +2 to two (max 24, ignoring the 20 cap), or a feat.

At the table

Game rulings

Updated on World Anvil 25 Oct 2026 This summary may be out of date until it’s reviewed: read the handbook article.

These override a DM’s ruling, except the ones marked DM optional.

Multiclassing
Not allowed with a Project Aurora homebrew subclass.
Consumables
Use one as a bonus action. Throwing or administering it takes an action. Spell-casting consumables use the spell’s or item’s action type.
Healing potions
Action = maximum healing. Bonus action = roll normally.
Help with skills
You need proficiency in the skill to Help with it.
Death saves
Rolled by the player, visible only to them and the GM.
Drawing weapons
Drawing and switching weapons is free, within reason.
Hit points
Always take the average hit die on level-up; never roll.
Overkill
Massive damage doesn’t kill: you fail one death save immediately.
Critical hits
Add the dice’s maximum instead of rolling extra (2d6+5 → 2d6+5+12). Applies to Smite, Sneak Attack, etc.
Inspiration
Hold one at most. Reroll any one die, including another player’s with their consent.
Nat 20 / Nat 1
Auto hit/miss on attacks only. Checks and saves go purely by the DC; the DM may judge degree of success.
Crimson Rite + two weapons
One bonus action ignites both weapons.
Divine Smite
Declare before the attack roll; a miss keeps the slot.
Two-weapon fighting
The off-hand attack is part of the Attack action (once per turn), and ranged too with Crossbow Expert or Firearm Specialist. It can’t be combined with a magic item’s bonus-action attack that turn.
Bonus action spells
No two leveled spells from your action and bonus action in one turn (Action Surge is fine).
Bad News
The Exandria firearm counts as a rare magic weapon.
Size & weapons
Creature or weapon size doesn’t change damage or reach unless a feature says so.
Summons
Max four summons or companions at once. Summoned zombies and skeletons can attune, are proficient with all weapons and armor, and use the summoner’s level as CR for PB.
Hold Person
Can’t be used on another PC in PvP.
Spell scrolls
Anyone can cast any scroll, with no check for higher levels.
Death save bonuses
Only effects that say “death saves” apply (not Aura of Protection).
Flame Tongue
The 2024 version is allowed in the West Marches.
Drow
2014 PHB Drow may ignore Sunlight Sensitivity.
Exhaustion (DM optional)
Gain one level of exhaustion when raised from unconscious.
Flanking (DM optional)
Allies on opposite sides flank. You can’t flank something bigger than you by a size or more, and incapacitated allies don’t count. NPCs can flank.

Item limits

Each quest you can bring items worth up to your level + 3 points, prestige levels included (prestige 3 → 18 points).

CommonUncommonRareVery rareLegendary
01357

Roleplay nights

Minor boons (d10)

  1. Storyteller’s Grace: Reroll one Persuasion, Intimidation, Deception or Performance check after seeing the result.
  2. Clever Instincts: Advantage on a Perception, Survival or Investigation check (extra d20 if you already have it).
  3. Lucky Footwork: Choose not to provoke an opportunity attack (not a Disengage for Sentinel etc.).
  4. Healing Resonance: +5 to healing you receive or give (automatic).
  5. Elemental Touch: After a melee hit, add 1d12 acid, cold, fire, lightning or poison damage.
  6. Arcane Insight: Advantage on an Arcana or Religion check (extra d20 if you already have it).
  7. Nimble Escape: +5 to an Athletics or Acrobatics check, declared before rolling.
  8. Traveler’s Blessing: Bonus action: ignore nonmagical difficult terrain for an hour.
  9. Inspired Words: Reaction before the roll: give an ally advantage on an attack or ability check.
  10. Keen Senses: Gain 60 ft. darkvision, or extend yours by 60 ft., for the session.

Major boons (d10)

  1. Battle Ready: Advantage on initiative (extra d20 if you already have it); automatic.
  2. Survivor’s Resolve: Your first failed death save becomes a success.
  3. Tactician’s Resolve: Bonus action: a creature you can see gets +2 AC until the start of its next turn.
  4. Blade’s Precision: +3 to an attack roll, declared before rolling.
  5. Mage’s Empowerment: +1 to the save DC of one spell.
  6. Fated Strike: Your first hit adds 2d6 force, necrotic, psychic, radiant or thunder damage.
  7. Guardian’s Fortitude: First initiative roll: temp HP equal to 2× your proficiency bonus.
  8. Quick Reflexes: Dash as a bonus action (or as a free action if you already could).
  9. Shadow Veil: Advantage on a Sleight of Hand, Stealth or Deception check (extra d20 if you already have it).
  10. Unyielding Focus: Turn disadvantage on an attack or ability check into advantage.

Downtime

ActivityWhat it isWeeksLimit
BrawlingArena fights for gold1Once a month
CraftingMake magic items with time, gold and a componentBy rarity—
CrimeTheft, scams, smuggling1Once a month
InquiringAsk an NPC you’ve met three questionsFree2 a month
PreachingServe a benevolent deity for favoursYou choose—
ResearchStudy a topic (needs a DM)You choose—
ShoppingBuy and sell mundane itemsFree—
TrainingLearn proficiencies, languages, a ritual spellBy what you learn—
WorkingTemporary jobsYou choose500 gp a month
EstatesBuild or change an estateFree—
Faction ConstructionPut weeks and gold into your faction’s project (needs a DM)You choose—

Each activity has a template to post on the Downtime forum. Your character’s Downtime log builds it for you, with what the app knows already filled in.

Brawling

Sanctioned fights in rings, pits and arenas for money. Once a month. Make three checks, each against its own DC of 6 + 2d10 (your opponents vary):

  • Strength (Athletics)
  • Dexterity (Acrobatics)
  • A flat Constitution check plus your largest hit die

You can replace one of them with a weapon attack, using that weapon’s hit modifier. Say which skill you replaced, or put N/A.

SuccessesReward
0Nothing
150 gp
2100 gp
3150 gp and a common potion of your choice
Crafting

Make magic items that usually can’t be bought. You need:

  • Tool proficiency in a fitting tool (Smith’s Tools for metal weapons, Tinker’s Tools for machinery, Jeweler’s Tools for jewellery). Without it, hire an NPC for 25 gp per week, or another player can offer theirs.
  • Gold and weeks by rarity, below. Potions, scrolls, ammunition and spellwrought tattoos take half. Class features like Magic Item Adept can also reduce both; some items like Crafting Tokens reduce the gold or weeks of legendary items, never both. Weeks can’t go below 1, but at 1 you may craft two. Gold and weeks are separate: reducing one doesn’t reduce the other.
  • One component of equal or higher rarity per item.
ItemWeeksGold
Common150
Uncommon2200 (100/week)
Rare82,000 (250/week)
Very rare2510,000 (400/week)
Legendary50100,000 (2,000/week)
ComponentCreature CRTo buy
Common1–325 gp
Uncommon4–8100 gp
Rare9–121,000 gp
Very rare13–1810,000 gp
Legendary19+50,000 gp

A creature gives 1 component, plus 1 for each size above Medium. The DM may ask for a Survival check, or rule it impossible for the creature’s size or anatomy. Components also come as quest rewards, or can be bought.

Post as you go: Magic Item with its rarity (and Consumable), Proficiency (borrowed from a player: their name in brackets; bought: “Purchased”), Component with the creature it came from (or “Purchased”), Progress as “X out of X weeks”, and Weeks you’re putting in now. Split the gold and weeks however you like; at the full weeks, the item goes into your inventory. Items from the DMG, official homebrew and the allowed-books list can be crafted; the forum’s pinned messages have the exceptions.

Crime

Theft, scams, smuggling or otherwise. Once a month. Pick a difficulty, then roll three checks with your modifiers for: any Dexterity skill, any Charisma skill, and one of Perception, Insight or Investigation. Flavour is optional and has no effect.

DifficultyDCPayout
Petty1050 gp
Sketchy15100 gp
Tough20200 gp
Royale25500 gp

All 3 succeed: the full payout. 2: half. 1: you escape with nothing. None: you pay the payout’s worth in fines or lying low.

Inquiring

Ask an NPC questions outside a quest. No downtime weeks; 2 attempts per character, refreshed on the 1st of each month. You must have met the NPC at least once, and know where they are or have a way to reach them. 3 questions per attempt. NPCs can lie or refuse, but a DM always answers in some way. Post the continent and the NPC; a DM from that continent replies. You may ping the DM who played the NPC if they’ve said that’s fine.

Preaching

Serve a benevolent deity or entity, usually at a temple. Make an Intelligence (Religion), Charisma (Persuasion) or Wisdom (Insight) check, with advantage if you have the acolyte background, the cleric or paladin spell list, the Aasimar, Blue Orc or Kitsune race, or the Celestial Warlock, Zealot Barbarian, Righteous Fist Monk or Valkyrie Fighter subclass.

10 or less: no lasting impression. 11–20: 1 favour. 21+: 2 favours. Hold up to 5 favours (you track them) and spend them with that temple, outside games:

FavoursFor
110 days of rations, a vial of holy water, a full healer’s kit, or a potion of healing
2A scroll of Augury or Lesser Restoration
3A scroll of Remove Curse
5A scroll of Raise Dead or Greater Restoration
Research

Study something, through Arcana, History, Religion or Nature; what you learn comes from that field’s point of view (an obsidian skull: Arcana says how it was made, History who uses those methods, Religion which cult, Nature where the obsidian came from). +5 for each week past the first. A DM from the relevant continent rolls for you:

5 or less: nothing. 6–14: a vague rumour that may not be true. 15+: a reliable truth. Some topics have so little to find that you’ll need a quest instead; downtime is a very thorough library search.

Shopping

Buy and sell mundane items. No downtime weeks: record it and update your D&D Beyond sheet straight away. Items must be in the Player’s Handbook, Dungeon Master’s Guide or the forum’s list; mundane with a written price (no magic items, including potions); not a mount, animal or vehicle; and not “Futuristic” or “Modern”.

Selling anything but trade goods, treasure, or food and drink gets half its price (a 10 gp battleaxe sells for 5 gp), including items from a Business estate. Also allowed: buying spell components with a listed price (like a 300 gp diamond for Revivify), and selling items a DM gave an explicit price.

Training

Learn a proficiency or language through an apprenticeship or classes, at 25 gp per week (or another player offers theirs). Split the weeks and cost however you like; you track your progress.

LearningWeeks
Gaming set2
Vehicle or instrument4
Artisan’s tool or standard language8
Other tool or exotic language10
Skill or 1st-level ritual spell12

At most 2 skills or ritual spells in total from training, and not Find Familiar.

Working

Temporary work wherever you are. Roll a d20 plus your modifier for the job’s skill: Laborer (Athletics), Courier (Acrobatics), Scout (Stealth), Magewright (Arcana), Priest (Religion), Bookkeeper (History), Gardener (Nature), Clerk (Persuasion), Entertainer (Performance), Rancher (Animal Handling), Guard (Perception), Healer (Medicine), Hunter (Survival), Crafter (an artisan’s tool, with Wisdom or Intelligence), Musician (an instrument, with Charisma).

RollPay per week
9 or less5 gp
10–1410 gp
15–2020 gp
21–2540 gp
26+80 gp

At most 500 gp a month from working.

Estates

To build: play 3 sessions on the continent, get the continent lead’s OK on the location, and pay 500 gp. There’s no upkeep. You can have one estate of each type and use each type once per session.

Garrison
Add the Estate Die to a failed Athletics, Acrobatics, Strength save or weapon attack.
Institute
Pick two of Arcana, History, Nature, Religion, Animal Handling, Medicine or Performance. Add the die to a failed check (once each per session).
Sanctum
Subtract the die from a creature’s successful Str/Dex save against your spell or feature.
Business
Start of session: gain die × 5 gp, or mundane 5e goods worth up to die × 10.
Sanctuary
Start of session: temp HP = die + PB. Once, add the die to a hit-die roll.
Haven
Add the die to a failed Stealth, Sleight of Hand, Deception or Intimidation check. Advantage on hiding what your estate really is.

Requests go on the Estates downtime channel (no weeks), and a DM replies with whether it’s fine and what it costs: Establish (ask the continent’s DM lead where), Upgrade power or influence, Invite or remove pledges (ping them; each reacts with 👍), Renovate to another type, Transfer to someone else, or Demolish. Your character’s Estates tab builds the post. Founding a faction goes through the Faction section instead.

Characters pledged to an estate use it at one power level lower (a d2 at level 1). You can be pledged to one estate, run one with pledges, and be in one faction.

PowerDieCostReq. level
11d4Default—
21d6100 gp3rd
31d8300 gp5th
41d10500 gp7th
51d12700 gp9th
61d12+3900 gp11th
InfluencePledgesCost
10Default
21100 gp
32150 gp
43200 gp
54250 gp
65300 gp

Factions

Bigger than an estate: a faction can sway several regions, if not a whole continent. Your tracker is under Factions.

Founding one

A faction keeps every estate benefit, holds up to 15 pledges, has a Treasury, and takes part in Faction Events. It doesn’t count as an estate for pledges, so you can be in one faction and pledged to one estate. Members and Admins use its estate die one size lower.

Keeping it

At least 5 non-retired characters from 5 active players (DM’d or played a quest in the past 3 months). A player’s extra characters don’t count. Checked every 3 months, or the faction disbands.

Stats

Strength (labour, direct action), Knowledge (research, information) and Influence (diplomacy) run 1–20 with D&D modifiers (+5 at 20). Each starts at 8, plus 5 creation points to share out, ASIs at levels 3, 6 and 9, and +1 per full member from their main class. Only projects can push one past 20. Reputation runs 1–20, starting at 12 at home and 10 elsewhere.

ClassAdds +1 to
Artificer, Blood HunterAny
Barbarian, FighterStrength
Druid, WizardKnowledge
Bard, ClericInfluence
Monk, RangerStrength or Knowledge
Paladin, SorcererStrength or Influence
Rogue, WarlockKnowledge or Influence

Members

Admins up to 5, including the leader · level 3+
Approve treasury withdrawals.
Members up to 10 · level 3+
Count toward Faction Composition.
Initiates no limit
Don’t count toward composition, miss some benefits, and donate half as much.

Treasury

Holds gold, downtime weeks, components and items. Each month a member can donate gold up to level × 100, weeks up to their level, and items up to their level by rarity weight (Uncommon 1, Rare 3, Very Rare 5, Legendary 7). Initiates donate half, rounded down. Items only go in for projects or out-of-game use.

Events and levels

A Faction Event comes every 3–4 weeks. Pick an Approach (one per attribute) and roll d20 + that attribute’s modifier + your reputation modifier there + the approach’s bonus or malus. Then send 3 Representatives to an RP thread, each making a check against a DC set by that roll. 1–2 successes is usually a minor success; all 3 (or the best total) a major one.

EXP: 15 per session with 3+ members (max 45 a month), 25 / 50 for a minor / major event success, project EXP by tier, and monthly EXP from the Guild Hall line. A level every 100 EXP, to 12.

LevelEXPGains
1—Projects (Tiers 0–1)
2, 5, 8, 11100, 400, 700, 1,000Public Outreach: +2 reputation at home and +2 in one other continent
3, 6, 9200, 500, 800Attribute Score Improvement: +2, or +1 and +1 (max 20)
4, 7, 10300, 600, 900Faction feat (minor, major, superior) and Projects Tier 2, 3, 4
121,100Endless Mode: 500 gp to the treasury per further 100 EXP
Scouting Parties minor
Advantage on travel and navigation checks in your home continent.
Public Acceptance major
Add your proficiency bonus to Charisma checks with natives of your home continent.
Badge of Office superior
Members cast a chosen non-damaging cantrip or 1st-level ritual through the faction’s badge (not Guidance or Find Familiar).

Faction projects

Each needs its gold, downtime weeks and a specific magic item in the treasury, then the Construction downtime activity (with a DM). A member can post their own contribution, or the leader posts for several at once. Contributions count at 1:1 for Elders, 2:1 for Members and 4:1 for Recruits (4 weeks or gold from a Recruit put 1 into the project). Your faction tracks its own progress.

Tiers open with the faction’s level: Tier 1 at 1–3, Tier 2 at 4–6, Tier 3 at 7–9, Tier 4 at 10. Wonders need a whole tree finished first, and tree paths exclude each other (no Alchemical Center and Holy Site). Knowingly falsifying progress, or swapping roles to game the ratios, resets all of a faction’s projects to 0.

TierLevelItem rarityWeeksGoldEXP
01Common20500+0
11Uncommon1253,000+25
24Rare1506,000+50
37Very Rare1509,000+75
410Legendary1509,000+100
Oathstone Tier 0 · Cloak of Billowing
A monolith: promises or treaties made before it are sacred to the faction and can’t be broken easily.
Vault of Echoes Tier 0 · Instrument of Scribing
A secure underground archive that can record and preserve any information.
Soldiers Yard Tier 1 · Weapon, +1
Each month: downtime weeks equal to the Strength modifier (min 1) to the treasury.
Guild Hall Tier 1 · Cloak of Protection
Each month: 10 EXP.
Medical Center Tier 1 · Periapt of Wound Closure
Admins and Members get a lesser healing potion at the start of quests (expires at the end).
War Room Tier 1 · Shield, +1
Everyone pledged can start quests with a 1d4 inspiration to use during them.
Workshop Tier 1 · All-Purpose Tool, +1
Everyone pledged can ignore the tool cost of crafting.
Diplomatic Embassies Tier 1 · Sending Stones
+1 Influence (can exceed 20).
Marketplace Tier 1 · Bag of Holding
Each month: gold equal to the Influence modifier × 100 (min 100) to the treasury.
Barracks Tier 1 · Periapt of Health
+1 Strength (can exceed 20).
Stables Tier 1 · Saddle of the Cavalier
Admins and Members get a mountable Beast of CR 1/2 or lower (no fly, swim, burrow or climb speed) each month if they don’t have one. Controlled mount: Dash, Disengage and Dodge only.
Library Tier 1 · Eyes of Minute Seeing
+1 Knowledge (can exceed 20).
Scribe’s Quarters Tier 1 · Arcane Grimoire, +1
Each month: 1st-level spell scrolls equal to the Knowledge modifier.
Builder’s Regiment Tier 2 · Weapon, +2 · after Soldiers Yard
Each month: downtime weeks equal to the Strength modifier × 2 (min 2), to share out.
Grand Hall Tier 2 · Ring of Protection · after Guild Hall
Each month: 20 EXP.
Holy Site Tier 2 · Amulet of the Devout, +2 · after Medical Center
Once a month an Admin can cast Revivify on a fallen member, ignoring the material cost.
Alchemical Center Tier 2 · Alchemical Compendium · after Medical Center
Admins and Members get a greater healing potion, Initiates a lesser one, at the start of quests (they expire at the end).
Academy Tier 2 · All-Purpose Tool, +2 · after Workshop
Everyone pledged always has common crafting components and ignores the tool cost of crafting.
Informant Networks Tier 2 · Duplicitous Manuscript · after Diplomatic Embassies
+1 Influence (can exceed 20).
Tradehall Tier 2 · Handy Haversack · after Marketplace
Each month: gold equal to (Influence + Reputation modifier) × 100 (min 200).
Military Outpost Tier 2 · Amulet of Health · after Barracks
+1 Strength (can exceed 20).
Beast Hall Tier 2 · Horseshoes of Speed · after Stables
Admins and Members get a mountable Beast of CR 1 or lower (no fly speed) each month if they don’t have one. Controlled mount.
Renowned Academies Tier 2 · Robe of Eyes · after Library
+1 Knowledge (can exceed 20).
Scriptorium Tier 2 · Arcane Grimoire, +2 · after Scribe’s Quarters
Each month: 2nd-level spell scrolls equal to the Knowledge modifier.
Architects Core Tier 3 · Weapon, +3 · after Builder’s Regiment
Each month: downtime weeks equal to the Strength modifier × 3 (min 3), to share out.
Blacksmith Tier 3 · Dwarven Thrower
Makes a Gem of Enhancement (raise an item’s rarity by one, up to very rare) on completion and every 4 months.
Citadel Tier 3 · Helm of Brilliance · after Grand Hall
Each month: 50 EXP.
Divine Temple Tier 3 · Amulet of the Devout, +3 · after Holy Site
Once a month an Admin can cast Raise Dead on a fallen member, ignoring material cost and penalties.
Distillarium Tier 3 · Cauldron of Rebirth · after Alchemical Center
Admins and Members get a superior healing potion, Initiates a greater one, and everyone pledged a common consumable, at the start of quests (they expire at the end).
Arcane Bastion Tier 3 · All-Purpose Tool, +3 · after Academy
Ignore the tool cost of crafting; once a month the faction makes a rare crafting component.
Tinkerer’s Market Tier 3 · Wand of Polymorph · after Academy
Ignore the tool cost of crafting and craft for 1/4 less.
Grand Exchange Tier 3 · Rod of Security · after Tradehall
Each month: gold equal to (Influence + Reputation modifier) × 150 (min 200).
Training Sanctuary Tier 3 · Horseshoes of a Zephyr · after Beast Hall
Everyone pledged gets a Large or smaller mountable Beast of CR 2 or lower each month if they don’t have one. Controlled mount.
Kindred Grove Tier 3 · Moon Sickle, +3 · after Beast Hall
Everyone pledged starts sessions with an allied Beast of CR 1 or lower.
Summoning Hall Tier 3 · Efreeti Bottle · after Beast Hall
Everyone pledged starts sessions with an unwilling Aberration, Celestial, Elemental, Fey, Fiend or Undead of CR 2 or lower, controlled with a bonus action.
Grimoire Hall Tier 3 · Arcane Grimoire, +3 · after Scriptorium
Each month: 3rd-level spell scrolls equal to the Knowledge modifier.
Legion of Works Tier 4 · Horn of Valhalla (Iron) · after Architects Core
Each month: downtime weeks equal to the Strength modifier × 4 (min 4), to share out.
Relic Vault Tier 4 · Universal Solvent + Sovereign Glue
Admins and Members can attune to one more magic item.
Eternal Throne Tier 4 · Rod of Lordly Might · after Citadel
Everyone pledged gains 1 extra downtime week each month.
Axis of Devotion Tier 4 · Holy Avenger · after Divine Temple
Once a month an Admin can cast Resurrection on a fallen member, ignoring the material cost (active PCs lose a level).
Catalyst Engine Tier 4 · Ioun Stone of Regeneration · after Distillarium
Everyone pledged gets a superior healing potion at the start of quests; each month Admins and Members get a very rare consumable that expires at the end of the month.
Archmage Tower Tier 4 · Crystal Ball of True Seeing · after Arcane Bastion
Ignore the tool cost of crafting; a very rare component every 2 months and a legendary one at the start of each year.
Sovereign’s Forge Tier 4 · Ioun Stone of Mastery · after Tinkerer’s Market
Ignore the tool cost of crafting and craft for half the cost.
Vault of Wonders Tier 4 · Scarab of Protection · after Grand Exchange
Each month: gold equal to (Influence + Reputation modifier) × 200 (min 400); everyone pledged buys components and mundane items for half price.
Throne of Winds Tier 4 · Cubic Gate · after Training Sanctuary
Everyone pledged gets a mountable Beast of CR 3 or lower each month if they don’t have one. Controlled mount.
Druid Grove Tier 4 · Moonblade · after Kindred Grove
Everyone pledged starts sessions with an allied Beast of CR 2 or lower.
Gatehouse of Echoes Tier 4 · Iron Flask · after Summoning Hall
Everyone pledged starts sessions with an unwilling creature (as Summoning Hall) of CR 3 or lower.
Infinite Lexicon Tier 4 · Staff of the Magi · after Grimoire Hall
Each month: 4th-level spell scrolls equal to the Knowledge modifier.

Endgame

Reincarnation, death & wills

Reincarnation
From level 5, after a significant event: restart at level 1–3 with changed aspects. You may keep your background, memories, belongings and estates. The first one is free, then 2,000 gp each. It’s permanent and gives no bonuses.
True Reincarnation
When a level 5+ character dies, a fragment of their soul passes to a brand-new character. You lose everything, but you gain the Successor background: two skills, one tool, one language, a curio and 15 gp. Its feature, Knowledge From Before, gives advantage on one of those skills once per dawn.
Legacy quest
A normal player-made quest, but your character retires immediately after it. Make it epic.
Wills
On death or retirement, list which characters get your items and estates. Prestige reward items can’t be given away.

Why you reincarnated (optional d6)

  1. Divine Intervention: a deity offered, you accepted.
  2. Miracle of Alchemy: a full-body transmutation.
  3. Lost Between Worlds: you came back from the Feywild or Chaos Plane changed.
  4. Gone Far Too Soon: a mundane death, then revived in a new body.
  5. A Random Item: a strange artifact vanished, and so did the old you.
  6. Effect Without Cause: you just woke up someone else.

Retirement

Pick one path. Benefits of another can be negotiated with a Lore Scribe.

PathRequiresPlayable again?Result
Satisfied AdventurerNothing (tell a DM)Narrative/RP sessions with DM approvalNPC at 2 levels below peak; DMs use them, you control them
Standby HeroLevel 7+, PM permissionYes, with PM permissionShelved PC that doesn’t use a slot; keeps their highest level
FounderFaction leader or maxed estate, DML permissionNoImportant NPC with a permanent location, faction or organisation
LegendLevel 12, talk to a Lore ScribeNo (special NPC stat block)Major NPC with a stronger stat block from the Lore Scribes
AscendedAuroran Elite tier, level 12, Lore ScribeNo (rare special events)High-tier NPC, possibly a patron, used in world-defining moments

Allowed adventure items

The only items allowed from adventure books. Items marked “quest reward only” can only be received as quest rewards.

Show all 134 items

Baldur’s Gate: Descent into Avernus

  • Battle Standard of Infernal Power
  • Fane-Eater
  • Gauntlets of Flaming Fury
  • Hellfire Weapon
  • Helm of Devil Command
  • Infernal Puzzle Box
  • Obsidian Flint Dragon Plate
  • Soul Coin

Candlekeep Mysteries

  • Alchemy Jug (Blue)
  • Alchemy Jug (Orange)
  • Cracked Driftglobe
  • Nether Scroll of Azumar
  • Serpent Scale Armor
  • Serpent’s Fang
  • Staff of Fate
  • Watchful Helm

Critical Role: Call of the Netherdeep

  • Earring of Message
  • Medal of the Meat Pie
  • Teleportation Tablet

Curse of Strahd

  • Gulthias Staff
  • Holy Symbol of Ravenkind

Descent into the Lost Cavern of Tsojcanth

  • Demon Skin
  • Iggwilv’s Horn
  • Potion of Polychromy
  • Tasha’s Creeping Keelboat (named “Creeping Keelboat”)

Dragonlance: Shadow of the Dragon Queen

  • Dragonlance
  • Kagonesti Forest Shroud

Ghosts of Saltmarsh

  • Charm of Plant Command
  • Cursed Luckstone
  • Helm of Underwater Action
  • Pipe of Remembrance
  • Pressure Capsule
  • Sekolahian Worshiping Statuette

Icewind Dale: Rime of the Frostmaiden

  • Cauldron of Plenty
  • Hook of Fisher’s Delight
  • Lantern of Tracking
  • Psi Crystal
  • Thermal Cube
  • Ythryn Mythallar

Infernal Machine Rebuild

  • Apparatus of Kwalish
  • Blood of the Lycanthrope Antidote
  • Bridle of Capturing
  • Crown of the Forest
  • Ioun Stone of Vitality
  • Mummy Rot Antidote

Keys from the Golden Vault

  • Shard of Xelaun
  • Shard Solitaire

Lost Laboratory of Kwalish

  • Galder’s Bubble Pipe
  • Gambler’s Blade
  • Heward’s Hireling Armor
  • Ioun Stone of Historical Knowledge
  • Ioun Stone of Language Knowledge
  • Ioun Stone of Natural Knowledge
  • Ioun Stone of Religious Knowledge
  • Ioun Stone of Self-Preservation
  • Ioun Stone of Supreme Intellect
  • Polymorph Blade

Out of the Abyss

  • Dawnbringer
  • Piwafwi of Fire Resistance
  • Spell Gem
  • Stonespeaker Crystal
  • Wand of Viscid Globs

Phandelver and Below: The Shattered Obelisk

  • Bracers of Celerity
  • Cape of Enlargement
  • Dragonguard
  • Flayer Slayer
  • Hew
  • Lightbringer
  • Luminous War Pick
  • Mind Crystal
  • Mindguard Crown
  • Mudslick Tower
  • Netherese Ring of Protection
  • Potion of Psionic Fortitude
  • Ring of the Orator
  • Spider Staff
  • Staff of Defense

Planescape: Adventures in the Multiverse

  • Portal Compass
  • Sensory Stone

Princes of the Apocalypse

  • Bottled Breath
  • Claws of the Umberhulk
  • Lost Crown of Besilmer
  • Seeker Dart
  • Wingwear

Quests from the Infinite Staircase

  • Heretic
  • Staff of Ruling

Sleeping Dragon’s Wake

  • Bonecounter

Storm King’s Thunder

  • Potion of Giant Size
  • Robe of Serpents

Tales from the Yawning Portal

  • Amulet of Protection from Turning
  • Balance of Harmony
  • Bracelet of Rock Magic
  • Eagle Whistle
  • Hell Hound Cloak
  • Loadstone
  • Mirror of the Past
  • Potion of Mind Control
  • Robe of Summer
  • Shatterspike
  • Spear of Backbiting
  • Wand of Entangle
  • Waythe

The Wild Beyond the Witchlight

  • Bobbing Lily Pad
  • Chromatic Rose
  • Dust of Corrosion
  • Eldritch Staff
  • Ornithopter of Flying
  • Pixie Dust
  • Potion of Advantage
  • Scissors of Shadow Snipping
  • Snicker-Snack
  • Steel
  • Woodcutter’s Axe

Tomb of Annihilation

  • Bookmark
  • Ghost Lantern
  • Mask of the Beast

Tyranny of Dragons

  • Insignia of Claws
  • Wand of Winter

Waterdeep: Dragon Heist

  • Bracer of Flying Daggers
  • Feather of Diatryma Summoning
  • Knave’s Eye Patch
  • Lord’s Ensemble
  • Paper Bird
  • Ring of Truth Telling
  • Smokepowder

Waterdeep: Dungeon of the Mad Mage

  • Black Crystal Tablet
  • Circlet of Human Perfection
  • Dagger of Blindsight
  • Dodecahedron of Doom
  • Horn of the Endless Maze
  • Professor Orb (quest reward only)
  • Propeller Helm

Wayfinder’s Guide to Eberron

  • Band of Loyalty
  • Docent

Banned items

No item may let you cast a spell of 7th level or higher. These items are banned outright:

Show all 101 items
  • Abjurer’s Bangle
  • Abracadabrus
  • Amulet of the Black Skull
  • Azuredge
  • Badge of the Watch
  • Bag of Bounty
  • Balloon Pack
  • Banner of the Krig Rune
  • Black Dragon Mask
  • Blackrazor
  • Blackstaff
  • Blade of Medusa
  • Blast Scepter
  • Blod Stone
  • Blood Spear
  • Blue Dragon Mask
  • Claw of the Wyrm Rune
  • Conch of Teleportation
  • Constantori’s Portrait
  • Deck of Several Things
  • Devastation Orb
  • Dragongleam
  • Dragonstaff of Ahghairon
  • Dragontooth Dagger
  • Drown
  • Flying Citadel Helm
  • Gavel of the Venn Rune
  • Gloves of Soul Catching
  • Green Dragon Mask
  • Gurt’s Greataxe
  • Hammock of Worlds
  • Hazirawn
  • Helm of the Scavenger
  • Horned Ring
  • Icon of Ravenloft
  • Ingot of the Skold Rune
  • Inquisitive’s Goggles
  • Ironfang
  • Jewel of Three Prayers
  • Keycharm
  • Korolnor Scepter
  • Leather Golem Armor
  • Matalotok
  • Medal of Muscle
  • Medal of the Conch
  • Medal of the Horizonback
  • Medal of the Maze
  • Medal of the Wetlands
  • Medal of Wit
  • Mimir
  • Mindblasting Cap
  • Mirror of Reflected Pasts
  • Navigation Orb
  • Night Caller
  • Opal of the Ild Rune
  • Orb of the Stein Rune
  • Orc Stone
  • Orcsplitter
  • Orcus Figurine
  • Pennant of the Vind Rune
  • Pennypuncher Slingshot
  • Piwafwi
  • Powered Armor
  • Professor Skant
  • Radiance
  • Red Dragon Mask
  • Ring of Red Fury
  • Ring of the Split Mind
  • Rings of Shared Suffering
  • Robe of Useful Items
  • Rod of the Vonindod
  • Ruidium Armor
  • Ruidium Shield
  • Ruidium Weapon
  • Ruinblade
  • Saint Markovia’s Thighbone
  • Scorpion Armor
  • Scribe’s Pen
  • Scroll of Tarrasque Summoning
  • Scroll of the Comet
  • Shard of the Ise Rune
  • Shield Guardian Amulet
  • Shield of the Hidden Lord
  • Shield of the Silver Dragon
  • Shield of the Uven Rune
  • Speaking Stone
  • Stone of Ill Luck
  • Stonky’s Ring
  • Storm Boomerang
  • Sunsword
  • Tearulai
  • The Codicil of White
  • Thessaltoxin Antidote
  • Tinderstrike
  • Weird Tank
  • Wheel of Wind and Water
  • White Dragon Mask
  • Windvane
  • Witchlight Vane
  • Witchlight Watch
  • Yester Hill Axe