Aurora Rule Guide
A quick reference to the Aurora Player Handbook. When in doubt, the handbook and your DM have the final say.
Nothing matches that search.
At a glance
Character creation
Making a character (D&D Beyond)
Home settings
- Sources: only 5e Core Rules, 5e Expanded Rules, Legacy/Noncore and Homebrew.
- Partnered content: only Critical Role and The Griffon’s Saddlebag.
- Advancement Milestone · Hit points Fixed · Encumbrance Use Encumbrance · Ignore coin weight on.
- Dice rolling, all optional features, prerequisites and level-scaled spells on.
- Ability display Modifiers Top · Character privacy Public.
Class, background & species
- Don’t use anything from Core Rules: pick from Expanded Rules, Legacy (2014) or Critical Role.
- Enable everything in the class’s Optional Feature Manager.
- No 2024 spells. If a spell’s source says “D&D Free Rules (2024)”, it’s out.
- Species filter: All Sources + Show Legacy Content. Custom backgrounds: double-check proficiencies.
Starting level
| Start at | Bonus |
|---|---|
| Level 1 | +2 ASI or a feat |
| Level 2 | +1 ASI |
| Level 3 | None |
Ability scores
Standard array, point buy, or an Aurora array:
| Specialist | 17 / 15 / 13 / 10 / 10 / 7 |
| Well-Rounded | 14 / 13 / 13 / 13 / 12 / 9 |
| Auroraverse Special | 16 / 14 / 12 / 12 / 10 / 8 |
Equipment
- Class starting equipment + 15 gp.
- Explicit firearm proficiency: swap a ranged weapon for a Musket or Pistol.
- No modern or futuristic weapons.
Allowed books
Ask your Player Manager before taking a background from an adventure or setting book.
Core
- Basic Rules (2014)
- Player’s Handbook (2014)
- Dungeon Master’s Guide (2014)
Supplemental
- Acquisitions Incorporated
- Book of Many Things
- Fizban’s Treasury of Dragons
- Mordenkainen Presents: Monsters of the Multiverse
- Mordenkainen’s Tome of Foes
- Tasha’s Cauldron of Everything
- The Griffon’s Saddlebag: Book Two (items only)
- Volo’s Guide to Monsters
- Xanathar’s Guide to Everything
Setting
- Bigby Presents: Glory of the Giants
- Dragonlance: Shadow of the Dragon Queen
- Eberron: Rising from the Last War
- Explorer’s Guide to Wildemount
- Guildmaster’s Guide to Ravnica
- Mythic Odysseys of Theros
- Spelljammer: Adventures in Space
- Strixhaven: A Curriculum of Chaos
- Sword Coast Adventurer’s Guide
- Tal’Dorei Reborn
- Van Richten’s Guide to Ravenloft
Adventures
Items only. See allowed adventure items and the banned items.
Ban list
- Content: all D&D 2024 content.
- Backgrounds: any that grant a feat (e.g. Astral Drifter), except Aurora homebrew. You can still use the background without the feat.
- Feats: Lucky, Bountiful Luck, and Sentinel + Polearm Master together (each is fine alone).
- Races: Custom Lineage, Fairy, Hadozee, Kender, Eberron dragonmarked races, Xeno-Beast (unless in the New Age Babylon setting).
- Spells in the West Marches: you can’t cast 7th level or higher except through racial or class features. Items can’t let you cast them either.
Banned spells (outside the WM too)
| 1st | Distort Value, Silvery Barbs |
| 2nd | Hold Person (on another player) |
| 5th | Creation, Reincarnate |
| 7th | Dream of the Blue Veil, Simulacrum |
| 8th | Feeblemind |
| 9th | Wish |
Banned items have their own list below.
Multiple characters
- Everyone starts with 1 slot.
- Auroran Elite: all the extra slots, along with canon levels, the prestige system and faction leadership eligibility.
- Auroran Explorer, Supporter and Vanguard don’t add slots.
- Buy extra slots with credits, or get 1 by subscribing to Sensei’s Twitch. Slots a prepaid tier gave you stay. Max 6 slots.
- TC characters don’t use a slot and can’t trade with your other characters.
Respecing
- One free respec while the character is Rank 1. Change anything except race and subrace.
- Open a General Questions ticket and tell your PM what you’re changing.
- Quests can also respec a character (race included), usually with DM-set costs such as deleveling.
Tomes & ability score caps
- Permanent ability scores cap at 25 (outside specific TCs). Temporary boosts like a Belt of Cloud Giant Strength may exceed it.
- You benefit once from each of: Manual of Bodily Health, Manual of Gainful Exercise, Manual of Quickness of Action, Tome of Clear Thought, Tome of Leadership and Influence, Tome of Understanding, and the Bag of Beans egg (81–90 roll).
Progression
Leveling & ranks
Aurora uses Adventure Points (AP) instead of XP. You track your own AP and keep the Bot up to date.
| Activity | AP |
|---|---|
| Normal quest at your rank, RP night, downtime night, legacy quest | 10 |
| Raid or equivalent event | 15 |
| Normal session below your rank | 5 |
| Quest above your rank | no bonus |
| Session log within 48 hours | +2 |
AP per level
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 20 | 40 | 60 | 120 | 180 | 240 | 300 | 360 | 420 | 480 | 540 |
Ranks
| Rank | Levels | Rank reward |
|---|---|---|
| Rank 1 | 1–4 | — |
| Rank 2 | 5–8 | Free uncommon item |
| Rank 3 | 9–12 | Free 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).
| AP | Reward | Effect |
|---|---|---|
| 600 | Signature Style | Custom feature with the Content Expansion Team (≈ strong uncommon / weak rare item). |
| 660 | Increased Reputation | Estate Die rolls can’t go below 5; your estate can become a permanent World Anvil location. |
| 720 | Personal Craft | Custom item (very rare or lower) or custom spell (4th level or lower). |
| 780 | Ability Score Increase | +2 to one score or +1 to two (max 20), or a feat instead. |
| 840 | Signature Style | A second custom feature, same scale as the first. |
| 900 | Household Name | Immortalised on the World Anvil with a Lore Scribe; your faction can be too. |
| 960 | The Stuff of Legends | Custom item (legendary or lower) or custom spell (6th level or lower). |
| 1020 | Experienced 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).
| Common | Uncommon | Rare | Very rare | Legendary |
|---|---|---|---|---|
| 0 | 1 | 3 | 5 | 7 |
- Consumables: up to 2 × proficiency bonus per quest (magic ammo, scrolls, tattoos, potions, ointments, dusts that run out).
- No Rare+ items in Rank 1 games; no Very Rare+ in Rank 2 games.
- Artificer infusions are worth 0.
Roleplay nights
- No deaths or lasting injuries unless agreed with the DM beforehand.
- No gold reward, but up to 200 gp of goods or gold through activities.
- At the end, roll on the boon tables. A boon works once in your next session (any character), then expires. DMs may pick a boon instead of rolling, or give inspiration.
Minor boons (d10)
- Storyteller’s Grace: Reroll one Persuasion, Intimidation, Deception or Performance check after seeing the result.
- Clever Instincts: Advantage on a Perception, Survival or Investigation check (extra d20 if you already have it).
- Lucky Footwork: Choose not to provoke an opportunity attack (not a Disengage for Sentinel etc.).
- Healing Resonance: +5 to healing you receive or give (automatic).
- Elemental Touch: After a melee hit, add 1d12 acid, cold, fire, lightning or poison damage.
- Arcane Insight: Advantage on an Arcana or Religion check (extra d20 if you already have it).
- Nimble Escape: +5 to an Athletics or Acrobatics check, declared before rolling.
- Traveler’s Blessing: Bonus action: ignore nonmagical difficult terrain for an hour.
- Inspired Words: Reaction before the roll: give an ally advantage on an attack or ability check.
- Keen Senses: Gain 60 ft. darkvision, or extend yours by 60 ft., for the session.
Major boons (d10)
- Battle Ready: Advantage on initiative (extra d20 if you already have it); automatic.
- Survivor’s Resolve: Your first failed death save becomes a success.
- Tactician’s Resolve: Bonus action: a creature you can see gets +2 AC until the start of its next turn.
- Blade’s Precision: +3 to an attack roll, declared before rolling.
- Mage’s Empowerment: +1 to the save DC of one spell.
- Fated Strike: Your first hit adds 2d6 force, necrotic, psychic, radiant or thunder damage.
- Guardian’s Fortitude: First initiative roll: temp HP equal to 2× your proficiency bonus.
- Quick Reflexes: Dash as a bonus action (or as a free action if you already could).
- Shadow Veil: Advantage on a Sleight of Hand, Stealth or Deception check (extra d20 if you already have it).
- Unyielding Focus: Turn disadvantage on an attack or ability check into advantage.
Downtime
- Each character gets 4 downtime weeks on the 1st of every month once they reach level 3, plus 1 per 20 AP earned at any level. Weeks never expire; you track them.
- Characters can’t pool weeks on the same task.
- Each activity’s weeks are in the table below. Submit with its template on the Discord Downtime forum and wait for a DM to confirm.
- In TCs, downtime is up to the TC’s DM.
| Activity | What it is | Weeks | Limit |
|---|---|---|---|
| Brawling | Arena fights for gold | 1 | Once a month |
| Crafting | Make magic items with time, gold and a component | By rarity | — |
| Crime | Theft, scams, smuggling | 1 | Once a month |
| Inquiring | Ask an NPC you’ve met three questions | Free | 2 a month |
| Preaching | Serve a benevolent deity for favours | You choose | — |
| Research | Study a topic (needs a DM) | You choose | — |
| Shopping | Buy and sell mundane items | Free | — |
| Training | Learn proficiencies, languages, a ritual spell | By what you learn | — |
| Working | Temporary jobs | You choose | 500 gp a month |
| Estates | Build or change an estate | Free | — |
| Faction Construction | Put 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.
| Successes | Reward |
|---|---|
| 0 | Nothing |
| 1 | 50 gp |
| 2 | 100 gp |
| 3 | 150 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.
| Item | Weeks | Gold |
|---|---|---|
| Common | 1 | 50 |
| Uncommon | 2 | 200 (100/week) |
| Rare | 8 | 2,000 (250/week) |
| Very rare | 25 | 10,000 (400/week) |
| Legendary | 50 | 100,000 (2,000/week) |
| Component | Creature CR | To buy |
|---|---|---|
| Common | 1–3 | 25 gp |
| Uncommon | 4–8 | 100 gp |
| Rare | 9–12 | 1,000 gp |
| Very rare | 13–18 | 10,000 gp |
| Legendary | 19+ | 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.
| Difficulty | DC | Payout |
|---|---|---|
| Petty | 10 | 50 gp |
| Sketchy | 15 | 100 gp |
| Tough | 20 | 200 gp |
| Royale | 25 | 500 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:
| Favours | For |
|---|---|
| 1 | 10 days of rations, a vial of holy water, a full healer’s kit, or a potion of healing |
| 2 | A scroll of Augury or Lesser Restoration |
| 3 | A scroll of Remove Curse |
| 5 | A 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.
| Learning | Weeks |
|---|---|
| Gaming set | 2 |
| Vehicle or instrument | 4 |
| Artisan’s tool or standard language | 8 |
| Other tool or exotic language | 10 |
| Skill or 1st-level ritual spell | 12 |
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).
| Roll | Pay per week |
|---|---|
| 9 or less | 5 gp |
| 10–14 | 10 gp |
| 15–20 | 20 gp |
| 21–25 | 40 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.
| Power | Die | Cost | Req. level |
|---|---|---|---|
| 1 | 1d4 | Default | — |
| 2 | 1d6 | 100 gp | 3rd |
| 3 | 1d8 | 300 gp | 5th |
| 4 | 1d10 | 500 gp | 7th |
| 5 | 1d12 | 700 gp | 9th |
| 6 | 1d12+3 | 900 gp | 11th |
| Influence | Pledges | Cost |
|---|---|---|
| 1 | 0 | Default |
| 2 | 1 | 100 gp |
| 3 | 2 | 150 gp |
| 4 | 3 | 200 gp |
| 5 | 4 | 250 gp |
| 6 | 5 | 300 gp |
Factions
Bigger than an estate: a faction can sway several regions, if not a whole continent. Your tracker is under Factions.
Founding one
- An estate with power 3+ and influence 5+; its location is the faction’s home.
- At least four level-5 characters pledged to that estate, besides the owner.
- A 1,000 gp down payment, pooled by any members of the estate.
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.
| Class | Adds +1 to |
|---|---|
| Artificer, Blood Hunter | Any |
| Barbarian, Fighter | Strength |
| Druid, Wizard | Knowledge |
| Bard, Cleric | Influence |
| Monk, Ranger | Strength or Knowledge |
| Paladin, Sorcerer | Strength or Influence |
| Rogue, Warlock | Knowledge 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.
| Level | EXP | Gains |
|---|---|---|
| 1 | — | Projects (Tiers 0–1) |
| 2, 5, 8, 11 | 100, 400, 700, 1,000 | Public Outreach: +2 reputation at home and +2 in one other continent |
| 3, 6, 9 | 200, 500, 800 | Attribute Score Improvement: +2, or +1 and +1 (max 20) |
| 4, 7, 10 | 300, 600, 900 | Faction feat (minor, major, superior) and Projects Tier 2, 3, 4 |
| 12 | 1,100 | Endless 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.
| Tier | Level | Item rarity | Weeks | Gold | EXP |
|---|---|---|---|---|---|
| 0 | 1 | Common | 20 | 500 | +0 |
| 1 | 1 | Uncommon | 125 | 3,000 | +25 |
| 2 | 4 | Rare | 150 | 6,000 | +50 |
| 3 | 7 | Very Rare | 150 | 9,000 | +75 |
| 4 | 10 | Legendary | 150 | 9,000 | +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)
- Divine Intervention: a deity offered, you accepted.
- Miracle of Alchemy: a full-body transmutation.
- Lost Between Worlds: you came back from the Feywild or Chaos Plane changed.
- Gone Far Too Soon: a mundane death, then revived in a new body.
- A Random Item: a strange artifact vanished, and so did the old you.
- Effect Without Cause: you just woke up someone else.
Retirement
Pick one path. Benefits of another can be negotiated with a Lore Scribe.
| Path | Requires | Playable again? | Result |
|---|---|---|---|
| Satisfied Adventurer | Nothing (tell a DM) | Narrative/RP sessions with DM approval | NPC at 2 levels below peak; DMs use them, you control them |
| Standby Hero | Level 7+, PM permission | Yes, with PM permission | Shelved PC that doesn’t use a slot; keeps their highest level |
| Founder | Faction leader or maxed estate, DML permission | No | Important NPC with a permanent location, faction or organisation |
| Legend | Level 12, talk to a Lore Scribe | No (special NPC stat block) | Major NPC with a stronger stat block from the Lore Scribes |
| Ascended | Auroran Elite tier, level 12, Lore Scribe | No (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