Skip to main content

Making Your Character

For the Wyrded World, we build a character using the following steps:

  1. Choose a Class
    • Check 2014 rulebooks. Official Supplements and Gooey Cube classes Allowed.
      • 2024 material allowed for some classes and circumstances. Talk to GM. 

  2. Choose an Ancestry
    • Use the standard ancestries from the PHBs and Official Supplements.
      Ask the GM about Gooey Cube Races and their benefits
      • Humans (Homineri)
      • Half-Orc (Orneri)
      • Elves
        • High Elves (Selen’hadrine)
        • Wood Elves (Verdea’hadrine)
        • Dark Elves (Duna’hadrine)
        • Various mixes of the three above Elves.
      • Half-Elves (and Half-Elf variants born of the 3 standard Elves races above)
      • Dwarves (Su’undra Dem)
        • Crown Dwarves (Trununda Dem)
        • Deeping Dwarves (Drunenda Dem)
      • Gnomes (Grondlefruuden)
        • High Gnomes (Bendlefruuden)
        • Dark Gnomes (Sundlefruuden)
      • Halflings (Fuudlinaffe)
        • Halflings (Quidlinaffe)
        • Soflings (Sudlinaffe) 

      Exclusive Races from the World of Zyathé

      • Sarth
      • Half-Sarth
      • Myruun
      • Fay’aree (available in Light or Dark variants)
      • Half-Fay’aree
      • Goruund
      • Half-Goruund
      • Aethyr
      • Half-Ogre
      • Ordrin (a hybrid of Half-Elf and Half-Orc)
      • Gorgari (a hybrid of Human and Ogre)
    • Ancestry

      Ability Score Increases

      Size

      Languages

      Speed

      Special Info

      Sarth

      Pg. 101

      +1 STR

      +1 DEX

      Medium

      Common,

      Sarthic

      35

      Insensate to the Everflow (Magic),

      Martial Savagery,

      Sarth Weapon Training

      Myruun

      Pg. 105

      +2 STR

      +1 WIS or CHA

      Medium

      Common,

      Myruunish

      25

      Myruun Weapon Training,

      Hold Breath,

      Storm Piercing Gaze

      Noble Fay'aree

      Pg. 109

      +2 Dex

      +1 CHA

      Small

      Elvish,

      Fay'aree

      30

      Ironcursed,

      Darkvision,

      Nobles of the Wild

      - Light Noble

      ADD +1 WIS

           

      Dramatist Supreme,

      Seelie Magic

      - Dark Noble

      ADD +1 CHA

           

      Cunning Manipulators,

      Unseelie Magic

      Goruund

      Pg. 115

      +2 STR

      +2 CON

      Medium

      Common,

      Goruundish

      30

      Natural Resonance,

      Goruundish Weapon Training,

      Lords of the Mountains,

      Long Memory, Powerful Build

      Aethyrian

      Pg. 120

      +2 DEX

      +1 WIS

      Medium

      Common, Aethyrian

      40

      Disciplined,

      Haggler,

      Subtle Speech,

      Windweaver

      • Ask GM for information for the Exclusive Races and read the Free Player Primer from Gooey Cube.
      • Dragonborn, Genasi of all types, Aasimar of all types, Tieflings of all types, and other similar races have a specific "Blood Touch" category. Talk to the GM about choosing one of them.

  3. Choose a Background
    • Backgrounds are about where your character comes from, what they were trained in, how they were brought up, and what they are knowledgeable in.
    • Select a background from the PHBs, or Official Supplements. 
    • You can also check out the Frenta Background from Gooey Cube.

  4. Assign your Ability Scores
    • Start by using the 5e standard ability score array of 15, 14, 13, 12, 10, 8. Distribute as you like.
    • Apply the racial ability score bonuses/penalties of your chosen race; for the sake of convenience and speed of character creation, don’t use alternative options that allow for reassigning racial ability scores.
    • Assign three (3) extra ability score points as you choose. We’ll refer to these as Gooey Ability Score Bonus Points. 
      • Keep the maximum starting ability score (including racial ability score improvements) at 18. If applying the rules above would result in a starting score higher than 18, re-assign the standard array scores and/or the Gooey Ability Score Bonus Points as needed such that no ability score starts above 18.

  5. Set Your Hitpoints
    • Use the PHBs and Supplements to set your starting hitpoints. Take the max HP for level 1.
    • Do a One-Time increase to your starting hitpoints by 6HP.
      • If doing this online in Foundry or Roll20, the additional HP may need to be done after character creation.

  6. Choose your starting Feat or Blood Touch
    • Players choosing a Blood Touch will work with the GM to set their Blood Touch which will gain bonuses at levels 5,9,13,17, and 20.
    • Players who are not Blood Touched will get a free feat at 1st-level, as well as their Origin/Extra feats from any racial traits.
      • If doing this online in Foundry or Roll20, the additional feats and features may need to be done after character creation.

  7. Set your Spell and Healing Slots
    • At first level, (primarily) spellcaster characters will gain a (one-time) three extra first-level spell slots.
      • Warlocks only get one extra spell slot, due to the bonus spells their patron provide them.

    • Spellcasters that are filling a "healer" role will also obtain an additional 2+Proficiency spell slots dedicated to healing spells.
      • These spell slots will always be of a level half your maximum spellcasting level (rounded up). So a level 1 healer gains level 1 healing spell slots. A level 6 healer gains 3rd level healing spell slots.

  8. Identify your Secret or Story Hook
    • Look at sample pre-generated characters, or read through the available story information, to identify your secret, goal, or direction you want your character to take. Work with the DM to make sure it aligns with the story and party.