1500 AT

Basic Guidelines
Character Creation and more

NOTE: This is subject to change to address balance and functional issues. If you see issues with the guidelines, please let me know so we can address them

General Information and Base Rules for 1500 AT

The Game will average at least 50% to 60% Role-Play focus. This will vary on events and encounters, but will hold true most of the time

With the following exceptions, the base rule set for 1500 AT is 5e.

The following source material is available for use in building a character
• Player’s Handbook
• Dungeon Master’s Guide
• Tyranny of Dragons story line backgrounds and spells
○ Hoard of the Dragon Queen
○ Rise of Tiamat
• Elemental Evil story line backgrounds and spells
○ Princes of the Apocalypse
• Rage of Demons story line backgrounds and spells
○ Out of the Abyss
• Sword Coast Adventurer’s Guide
• Custom Backgrounds as discussed with the DM
• New Backgrounds included below

Character Building and Advancement

All Character concepts, Backgrounds, Ideals, Flaws, Etc should be communicated to the DM prior to the game. I am open to any secrets or connections between players, past and present, and encourage story and role play. Faction Alignment will be discussed as a part of game play, or in secret with the PC as it is assumed that level 1 PCs will start with no factions.

Advancement will be done using milestones and communicated by the DM

Ability Scores are to be done via Point Buy with a base of 29 points.

NOTE: NO ability score can be below 6 and any scores below 8 will result in disadvantage on Saving Throws, Skill and Ability Checks using that Ability.

All races in the above source material are available, including

• Aarakocra
• Genasi
• Goliath
• Deep Gnome – Svirneblin
• Eladrin – Elf Subrace (DMG pg 286)

In addition, the following races are considered playable with the stated limitations, and on DM approval. Consult with the DM for other abilities (Speed, etc.) and starting statistics.

• Kobold – Not Sunlight Sensitive, -2 to strength, +2 to Dexterity.
○ Special Note: Strength based attacks will be with disadvantage is Strength score is below 8
• Orc – +2 to Strength, – 2 to Intelligence
• Ogre – +4 to Strength, -4 to Intelligence, -2 to Wisdom – Large

The following are available, but will need to be built by the DM and Player together

• Warforged – Mechanical Man
• Half-Dragonborn
• Aasimar – Celestial Decendant (DMG Pg 286)

No Evil Alignments are allowed unless cleared by the DM prior to the first game.

General Knowledge of Events

Only those trained in history, with the Sage background, or that are a Member of the Order of the Dragon Riders will reliably know anything of the events in the last 750 years. Only Dragon Riders above 5th level will know most of the history accurately. All other PCs will know only the last 100 years reliably until informed by others. All other history will be mythical to you. Use your imaginations. Perhaps the Fall of Tiamat is only Symbolic to you and did not really occur.


All life spans for races have been altered due to the change in the weave caused by event in Rise of Tiamat and After Tiamat, including adventures that have not yet been played out. The new average max ages are as follows:

• Dwarves – 200 years, claims adulthood at 35
• Elves (All Subraces) – 400 years, claims adulthood at 60
• Halfling – 130 years, claims adulthood at 20
• Human – 120 years, claims adulthood at 17
• Dragonborn – Same as Human
• Gnomes (all Subraces) – 300 years, claims adulthood at 40
• Half-Elf – 150 years, claims adulthood at 17
• Half-Orcs – 100 years, claims adulthood at 14
• Orcs – 80 years, claims adulthood at 14
• Ogre – 60 years, claims adulthood as early as 6
• Tiefling – Same as Human
• Goliath – Same as Human, claims adulthood at 14
• Aarokroca – 50 years, claims adulthood at 4
• Kobold – Same as Orcs
• Half-Dragonborn – Same as Human
• Aasimar – Same as Halfling
• Warforged – Infinite as long as repairs are made, however none are older than 120 at the start of the adventure.

New Backgrounds and Skills

This is a list of custom Backgrounds available for 1500 AT

Child of the Riders

A child of a rider or riders, you have spent your whole life anticipating the day of your bonding, or you have resisted the day with all of your might
Proficiencies – Draconic, Land Vehicles, Persuasion, and History
Starting Equipment – Same as Noble
Feature – Same as Noble


This new world has seen an increase in technology. Who needs Magic when you have Steam and Steel
Proficiencies – Mechanics, Slight of Hand, Mechano (Language), Mechanics Tools
Starting Equipment – Mechanics tool set, Parcel of spare parts, small copper gear, belt pouch with 15 gold
Feature – Mechanic’s Touch – You can figure out the workings of most mechanical devices given time. You have advantage on all Mechanics(INT) checks for determining the workings of s device or machine that is mechanical and not magical in nature

Relic of War (Warforged only) – See DM

Child of the Cult

You can trace your past to the cult who tried to do the unthinkable. You are not certain of its goals, however you do feel the shame of it hovering near. You are always wondering what will happen if others find out about your heritage.
Proficiencies – Deception, Slight of Hand, Thieves Tools, Gaming Set
Starting Equipment – Thieves Tools, Old cult sigil passed down from your parents, small dragon scale, one gaming set, a belt pouch with 10 gold
Feature – Honor Among One’s Own – Children of the Cult have learned to recognize one another and assist, sometimes openly, sometimes secretly, and can be called upon in a crisis. You have advantage on all insight checks to determine if another is a Child of the Cult and advantage on Persuasion (CHR) checks with other children of the cult


Science can approximate Magic, if enough time is taken. The Alchemist has studied how elements combine to create something new and wonderful, and most likely very dangerous.
Proficiencies – Chemistry, Nature, Chemist’s Kit, poisoner’s kit
Starting Equipment – Chemist Kit, Solid Lump from a failed chemical reaction, vial of unidentified liquid, water skin filled with purified water, and a belt pouch with 16 gold
Feature – Mixologist – As a Alchemist, you can tell if a body of water is fit to drink or food is good to eat. Advantage on all Chemistry checks to determine safety of food or water

The following are new skills that can be added and trained


Dragon Riders

If you wish your Player to be incorporated into the Order of the Dragon Riders, please confirm with the DM prior to the first table. I will need to know your preferred color of Dragon. All colors, Chromatic and Metallic are available. All Dragons will be NPCs at this time. The player will have great sway over the dragon, but the Rider must always remember this is a partnership with a sentient creature, not a pet to be owned.

The Bonding will take place once the Characters reach Level 3 and new features will be added to your character in addition to the normal progression of your selected class. This will be detailed when we arrive at that point in the story

Hero Points

You will receive one Hero Point per level, capped at 6 Hero Points. These reset when your character advances levels.

Further Information will be coming and as always, ask any questions

What the Characters know
Information the Characters would know from living in the realms

The world of 1500AT is as much different from the old world as it is the same. While advances in technology have given many benefits, the changes in society have perpetuated many of the old situations.

Wind and steam power have created a world where almost all cities and towns have running water, hot and cold, and working indoor plumbing, so no trips to the outhouse except in the wilds and small outpost settlements. This has improved the level of health for most individuals and made keeping clean much easier.

The airships travel between all major cities and cities of modest size, and steam powered wagons on rails connect smaller communities with these hubs. Travel away from these main channels is still by ox drawn wagon, on horseback, or on foot. Rumor has it that some mechanically driven wagons are found in the cities, but they are so unreliable, no one will depend on them for long distance travel. Also, the tunnels to the Dwarves cities have been shut off for the last 20 years and the Elves refuse to allow the rails access to the forrest. They did allow one airship port until 10 years ago, when they closed the port and refused entry to any representatives trying to re-establish trade. The Underdark has several direct lines to the surface world, though only the bravest on both sides make the trip for trade or business.

This expanded travel capability has reduced the time to market for food and goods, as well as making certain news and entertainment spread far and wide across the realms. The uneasy border with Thay is usually a plot point in all stories and entertainment, as is the mysterious people of the deserts of Calimshan. Especially popular are stores of the great desert races that happen every few years.

There is an “elected” government, however there are many beings who are disenfranchised depending on their location. Dragon’s Rest, the main city on Dracosee’ere, is the most “Enlightened,” however, oppression exists even here. All across the realms, the old “kings and queens” have been replaced by a new nobility consisting of a high level merchant’s class as well as a political class made of nobles as well as, but rarely, common people. Though society has been focused on new horizons, there is still bigotry and classism rampant in the world, even in Dragon’s Rest. It is not unusual to hear War-Forged veterans referred to as “Clankers” or Kobolds as “Drats” (Dragon Rats). With the isolationist attitude of the dwarves and elves, they are denigrated and while both are more plentiful in Dragon’s Rest than anywhere else, they are very few in number and tend to stay with those of their same mindset. The humans of Dragon’s Rest sometimes refer to the Dwarves as the Stoneheads and Elves as “Points”, but usually not within earshot of any of them

The Common citizen knows there are major forces at work and there is a bit of an unease across the lands outside of Dracosee’ere. The common folk seem to think that the world is stacked against them if they aren’t born into a well placed family or hit the jackpot by discovering some new product that could make them rich. While you would think all of the advances would bring a time of peace, comfort, and plenty, there is a growing disparity between the have’s and the have not’s and it is creating a new noble class as the people’s rights gained in the declarations and protected in several bloody wars has started to slip away in favor of the status quo

It is into this bit of unrest you find yourselves, approaching the city of Dragon’s Rest, on the independent island of Dracosee’ere. What does the future hold for you? Come and see.

Character Options and Add-ons

In this Post, I am outlining character class features available to you as an add-on to your current class.  For Dragon Rider’s, It’s easy, you’ve already chosen your path, so you only have to apply the new features to your characters under the section with the imaginative title “Dragon Riders.” 

For the rest of you, it’s a little tougher as you will need to pick one of these potential class additions (Other than Dragon Rider of course) to work with your character. Don’t worry about choosing poorly as I am going to let you swap this out up to 6th level. Also, if one of these doesn’t seem to fit you, please let me know and we will work on an option for you. And YES, more than one of you can pick the same thing

So without further ado, here we go:

Outline of below information

Class Add-ons

Dragon Rider
Autonomics – Creation of Mechanical “life”
Demolitionist – Well, pretty self-explanatory
Medicinal Artist – Help with healing
Battleforge Smith – For those who wish to make special armor

Class Add-ons

Dragon Rider

3rd level – Dragon Bond – You gain a Dragon Bondmate with the color of the dragon at the DMs discretion. You and your dragon are now irrevocably linked. You are unable to bond with any other dragon from that moment forward and the death of you or your dragon mate will possibly push you toward madness. The DM can choose to roll up to three items from the madness tables in the DMG in this event. If the dragon survives, it goes into a blood frenzy until restrained by other dragons or the cause of the mate’s death is avenged.
You are able to share thoughts at will, or keep thoughts private with practice. The personality and play of the Dragon is at the DMs discretion as well. If you do not already know draconic, you instantly gain a knowledge of draconic.
As long as you are on the same plane as your dragon, you have advantage on all history checks made on topics that involve dragons.

Also, if you are on the same plane as your mate, you can always sense the direction to your bondmate. If you are on different planes, you can only sense that your bondmate lives.

4th level – Draconic Toughness – Your bond with your dragon has infused you with the toughness of draconic kind. You now have the “Tough” feat. You may not take this feat again.

5th level – Draconic Mount – By 5th level, your young dragon is now large enough to carry one medium or two small creatures. You also gain the benefits of the “Mounted Combat” feat. When mounted, you have a move and fly speed and can hover and your AC is yours or your dragon’s whichever is higher. When not mounted, you can use your bonus action to request your dragon move up to half its speed.

6th level – Draconic Action – by 6th level, your bond with your dragon and its maturity allow it to attack. Your dragon can use your action to use its breath weapon, or multi-attack per the DM provided stat sheet.

8th level – Draconic Growth – Your dragon is now considered a young adult dragon.

9th level – Breath Weapon Recharge – Your Dragon’s Breath Weapon now recharges on a 6 or higher on a d8

11th level – Draconic Action – Your familiarity with your mate has improved. Now your dragon can act on your bonus action rather than your action, also your dragon can now move on your turn as free acton up to half its speed

More to come


This science trespasses in domains normally reserved for the gods—the creation of life, or at least pseudo-life. Heroes who study this science gain servants who can be of great assistance in their other endeavors, but they also run the risk of their servants’ potential treachery or failure.

Initial Creations

At 4th level, on choosing this path, you construct a mechanical homunculus to act as your servant, and it begins to grow in power as you do. Add your proficiency bonus to its AC, attack rolls, and damage rolls. Its hit point maximum equals half of your own, and it possesses hit dice equal to half of your own. Its alignment is the same as yours. The homunculus also gains the ability to speak any languages you do, though its Telepathic Bond can still only communicate senses and emotions.
The construct obeys your commands as best as it can. It takes its turn on your initiative, but it doesn’t take an action unless you command it to. On your turn, you can mentally command the construct where to move (no action required by you). You can use your action to mentally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Alternatively, instead of requiring an action to command it, you may command your homunculus to perform a certain basic task, “defend this room; attack this creature…” as a bonus action. Your homunculus performs this task without further action required from you until the task is complete, whereupon you must command it as a bonus action again. The instructions must be simple and complete in one sentence of five words or less.
As its creator, you can use your action to attempt to fix a damaged construct. You can make a Mechanics check as your action to return any number of HP to your construct up to one half its total HP. The DC is set by the DM based on the situation. Others can make the same check on your behalf, but do so at disadvantage.
If your construct is destroyed, you may create another one by spending 10 downtime days working with your alchemical supplies. If you die, your homunculus becomes inert machinery and must be re-created if you are raised or resurrected.

Discoveries of Creation
At 6th and 10th levels, your studies of the Science of Creation allow you to discover a new secret that can enhance and augment your creations. You can also select one of these discoveries.

Repair Unliving Flesh. You can cast cure wounds in a way that affects constructs and the undead. This does not use a spell slot. You regain this ability after a short rest

Disguised Construct. Your homunculus can, in response to your mental command, shed its wings and grow to Small size, causing it to appear as a short but unremarkable member of your party. Its statistics otherwise remain the same

Independent Construct. Your homunculus gains the ability to take the Attack, Dash, Disengage, Dodge, or Help action on your turn without your mental prompting, allowing you to take an action on your own turn while it does so.

Spellbound Construct. Whenever you are the target of a spell that would normally affect you as the target, you can choose to have it affect your construct instead (as long as the spell can affect your construct) regardless of the distance between the two of you, as long as you are on the same plane.

Awaken Construct

All experimentation with constructs has led to this. At 14th level, you are able to create a greater homunculus, a mechanical construct with the statistics of a flesh golem, without needing to use a manual
of golems. Furthermore, through the use of an alchemical process, you are able to grant your creation a mind beyond that of a regular flesh golem. However, this requires a special material component which your supplies cannot replace, but which has no set price: the preserved brain of a recently deceased sentient humanoid race with your same alignment.
The greater homunculus gains Intelligence and Charisma scores of 10, can speak any languages you do, and adds your proficiency bonus to its attack rolls, saving throws, and damage rolls. It gains a Hit Die every time you do. Its alignment is the same as yours, but may shift depending on how you treat it.
In combat, the greater homunculus takes its turn on your initiative but doesn’t take an action unless you command it to. On your turn, you can mentally command the construct where to move (no action required by you), and you can use your action to mentally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
You cannot have a greater homunculus and a standard homunculus at the same time. Some builders incorporate their first construct into their ultimate one, while others simply
allow it to cease functioning. If your greater homunculus is destroyed, you may create another one by spending 80 downtime days working with your supplies and acquiring another preserved brain. If you die, your construct becomes free-willed and can never be controlled by you again, even if you are raised or resurrected.

More to Come


While the techniques of destruction are most useful for doing injury to one’s opponents, they can nonetheless be used in ways that don’t involve hurting anyone, probably. Explosions can really solve far more problems than they will ever create. You gain Bomb Making Slots per the table below


Basic Bombs

At 4th level, on choosing this path, you gain the ability to quickly assemble and throw explosive weapons that do various sorts of damage to your targets. Throwing a bomb is a ranged weapon attack with a range of 20/60. You are proficient with bombs that you throw.

To create a bomb, you must expend a bomb making slot as a bonus action. A 1st-level bomb making slot produces a bomb that does 3d8+your level of acid, fire, lightning or thunder damage (as chosen by you). The damage increases by 2d8 per bomb making slot above the 1st.

Discoveries of Demolition

At 6th and 10th levels, your studies allow you to discover secrets which can enhance and augment your bombs. You select one of these discoveries at 6th and 10th level. You cannot apply multiple discoveries to a single bomb.

Burst Bomb. Instead of acting as a ranged attack, you can cause your bombs to do their damage to all within a 20-foot radius within 60 feet of you. Those in that area make a Dexterity saving throw, taking half damage on a successful save.

Delay Bomb. Instead of immediately affecting the target, you can cause the bomb to explode on your turn in a later round, up to 10 rounds later.

Snare Bomb. Instead of doing damage, you can cause your bomb to force the target to make a Strength saving throw or be restrained until it is freed by another character using their action to free it, or until it succeeds in a Strength check. A snare bomb does not affect formless creatures, or those capable of incorporeal movement.

Emperor Bomb

In the end, your studies lead to the perfection of destruction. Starting at 14th level, you
gain the ability to create the ultimate explosive. This bomb deals 12d6 + (your level + your proficiency bonus) damage, split between two of the damage types of your standard bombs; half of the bomb’s damage is of one type, half is of the other type. Creation of the Emperor Bomb requires expending one bomb making slot and spending a full turn doing nothing but creating the device. Any damage taken while creating the bomb will require a concentration saving throw using your choice of either Intelligence, Wisdom, Charisma, or Dexterity as your modifier. The DC will otherwise follow all other requirements for a concentration check. Finally, you can use any number of bomb-related discoveries you possess on the Emperor Bomb, unless one discovery contradicts another. Due to its size and volatility, you can only carry one Emperor bomb at a time. After creating an Emperor Bomb, you cannot create another until you complete a short rest.

More to Come

Medicinal Artist

While many of the discoveries in the field of alchemical medicine have passed into the general knowledge of modern healers, others are still kept secret and sacred by those who focus on the healing arts.

Basic Regeneration

Starting at 4th level, your abilities to use medicine improve dramatically. Whenever you use a spell to restore hit points to a creature, the creature regains additional hit points equal to 10 + the spell’s level.

Discoveries of Regeneration
At 6th and 10th levels, your studies of the science of regeneration discover secrets that improve your ability to heal. You can also select one of these discoveries instead of a regular discovery at any appropriate alchemist level.

Fortify Patient: You can spend 10 minutes advising another creature on better habits for healthy living. Afterwards, the creature can use a bonus action to regain 1d6 hit points. The creature cannot benefit from this discovery again before taking a short or a long rest.

Medical Miracle: You can cast raise dead once per day without expending a spell slot.

Preservation: You can cast gentle repose once per day without expending a spell slot

Panacea: You can cast greater restoration once per day without expending a spell slot

Extended Discoveries
At 11th level your extended discoveries become second nature to you. You can now cast them once between short rests

True Regeneration
At 14th level, you have truly mastered and internalized the secrets of life and death. When you die, 1 minute later your corpse is immediately the target of a resurrection spell that requires no material component. You must complete a long rest before you can use this feature again.
You can also extend this ability to others, temporarily forsaking your ability to resurrect yourself for the ability to cast raise dead without a material component or using a spell slot. Again, you can only use this feature this once before taking a long rest, and remain dead if you die before doing so.

More to come

Battleforge Smith

The battleforge smiths are experts of armor crafting. The quality of a suit of armor makes the difference in many battles, so the maker of the armor has the lives of combatants in his hands even before a war begins. With the magic that they wield, battleforge smiths can produce the finest suits of armor that not only protect their wearers but also serve as formidable weapons of war. Every battleforge smith will eventually begin work on his own designs for personal suits of armor, specially attuned to the magical energies that he wields. Over the course of his career, the battleforge smith will make improvements to the armors’ magic to such a degree that he feels virtually invincible inside of it.
Battleforge smiths are in demand practically everywhere in the civilized world. Their designs and craftwork for protective wear are coveted by soldiers and adventurers alike. When a battleforge smith’s personal armor has been enhanced strongly, they are often called upon to serve as armored defenders in times of war.

Armor Proficiency
At 4th level, you gain proficiency with medium and heavy armors.

Rune Armor
At 4th level, you can enhance a suit of non-magical medium or heavy armor by applying special glyphs to it, turning it into “rune armor”. While you are wearing the rune armor, you gain a +1 bonus to AC, stacking with whatever bonus the armor may already grant. With this feature, the rune armor is treated as magic armor for the purpose of interaction with effects. In addition, 1 + your Intelligence modifier (minimum 1) times per day, you can take a bonus action to gain resistance to your choice of any one of the following damage types (chosen when activating this ability): acid, cold, fire, force, lightning, necrotic, radiant, or thunder.. The effect lasts until the end of your next turn. Only you can use the benefits of the rune armor feature. Only one rune armor treated by you with this class feature can be active at any given time. To gain the benefits of the armor, you must attune to it as a magic item.

Cleric’s Option when choosing this class, you may choose to replace the option to gain resistance to gain the following feature: Your healing spells are more potent while wearing your rune armor. Your healing spells grant an additional 10+ the spells level hit points

It takes three days to enhance a different suit of armor with your Rune Armor feature. This requires a set of smith’s tools.

Suit Upgrade
At 6th, 10th, 14th, and 18th levels, you add another effect to your Rune Armor feature, chosen from the following list. Each effect can only be added once unless otherwise stated in the effect description.

Alacrity: Your rune armor adds 10 feet to your movement speed, and gives you Advantage on Strength (Athletics) checks made to jump.

Counter Surge: Choose any one of the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, or thunder. If you receive a hit from a melee weapon attack, the rune armor deals 1d4 damage of the chosen type to the attacker. This effect can be taken more than once for the Suit Upgrade feature.

Enduring Resistance: Choose any two of the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, or thunder. Your rune armor passively applies these resistances. This effect can be taken more than once for the Suit Upgrade feature.

Fortification: When you activate your rune armor’s ability to gain resistance, all critical hits made against you become normal hits until the end of your next turn. In addition, you can take a reaction to activate your rune armor’s ability to gain resistance when a critical hit is scored against you. This resistance can only be activated once per encounter

Stabilization: Your rune armor gives you Advantage on Dexterity (Acrobatics) checks made to balance, and saving throws made against forced movement. While in your rune armor, you lose only 5 feet from movement speed when you stand up from a prone position.

Stealth: Your rune armor removes any Disadvantage you would normally have to Stealth checks due to wearing certain types of medium or heavy armor.

Teleportation: Once per hour, your rune armor allows you spend 20 feet of movement to teleport up to 5 feet times your spell casting modifier (minimum 10 feet). You can take up to 100 lb. times your level with you.

Vitality: When you activate your rune armor’s ability to gain resistance, you regain hit points equal to your level + your spell casting modifier(Minimum 1) and gain Advantage on saving throws against poisons until the end of your next turn. Cleric’s Option If you chose the Cleric’s Option feature rather than resistance you gain the ability to cast Cure Wounds at 3rd level without using a spell slot.

War Chest: Your rune armor has been magically altered to store up to 1 + your Intelligence modifier (minimum 1) wieldable weapons or other objects weighing no more than 10 lb. each. The items are stored in a pocket dimension space that can be accessed by your rune armor’s magic. You can summon or return these items as a bonus action, having them appear or disappear in your hands. At least one hand must be free to use this ability. This effect can be taken more than once for the Suit Upgrade feature, adding more to the maximum number of stored items.

Recuperative Rest: When taking a short rest, any allies within 30 feet gain an additional 1d10 hit points when spending a hit die

Restoration: You gain the ability to cast Greater Restoration once per day without expending a spell slot

Regeneration: You gain the ability to empower your allies. Once per day, you enable allies within 20 feet to spend hit dice as if they were taking a short rest. They also add your spell casting modifier to each die roll along with their CON modifier.Once the encounter is over, all allies touched by this magic suffer one level of exhaustion. Once affected by this spell, the ally cannot be healed using this method again for 10 days or suffer 3 levels of exhaustion after the encounter is completed

More to Come


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