GHR Campaign Guide v1.0
GHR Campaign Guide v1.0
GHR Campaign Guide v1.0
Version 1.0
CY 615
July 24, 2015
Tony Antonich, Allen Davis, Dave Guerreri, Keith Garrigan, Nick Haws,
Anthony Keller, Sam McMullen, Dave Peterson, TJ Shorb
Dave Guerrieri
FIND US ONLINE
Samantha McMullen
Anthony Antonich
Allen Davis
Keith Garrigan
Dave Guerreri
Nick Haws
Anthony Keller
Samantha McMullen
Dave Peterson
TJ Shorb
TABLE OF CONTENTS
Welcome to Greyhawk Reborn!
Post-LG Greyhawk
Rising from the Ashes, Greyhawk is Reborn!
1
1
1
Living Campaigns
2
Using the Greyhawk Setting
2
Central Campaign Rules
2
Rule One: Fun & Entertainment
2
Rule Two: Its About the Story
2
Rule Three: Things are Handled at the Table 2
Other Campaign Rules
2
Rules Updates and Changes
2
Ethical Play Guidelines
3
Character Creation
4
4
4
5
Classes
Customizing Backgrounds
Alignment
Hit Points
Starting Equipment
Additional Equipment
Home Region
5
5
5
5
5
5
5
Adventures
Adventure Tiers
Adventure Types
Interactive Adventures
Adventure Categories
Adventure Settings
Adventure Records
6
6
7
7
7
7
7
7
8
8
At the Table
8
8
8
8
8
9
9
9
9
9
Practicing a Profession
Recuperating
Running a Business
Training
Combat
Bloodied
Masterwork Weapons
Spells
Conjuring Spells
Reincarnate
Spellcasting Services
Summoning Spells
Miscellaneous Campaign Rules
Changing Deity
Equipment
Feats
Lycanthropy
Multiclassing
Scroll Levels
Selling Items
Trading Items
Using the Dead Character Equipment
Campaign Groups
Campaign Groups
Adventuring Companies
Description
Sponsorship
Petition for Sponsorship
Benefits
Constraints
9
9
9
9
9
9
9
10
10
11
11
12
12
12
12
13
13
13
13
13
13
13
14
14
14
14
14
14
14
14
15
15
15
16
16
16
16
16
16
16
16
23
29
Story is king.
Post-LG Greyhawk
CHARACTER CREATION
Before you can play, you need a player character. To
create a Greyhawk Reborn character, you will need the
following:
Human, Rhennee
Elf, Gray
Human, Olman
Elf, Valley
Human, Touv
Dragonborn
Tiefling
Races
Oeridian:
+1 to Wisdom, two other abilities
Bonus Feat: Savage Attacker;
Bonus Language: Old Oeridian
Suloise:
+1 to Intelligence, two other abilities
Bonus Feat: Magic Initiate;
Bonus Language: Suloise.
Dwarf, Hill
Halfling, Stout
Dwarf, Mountain
Gnome, Rock
Elf, High
Gnome, Forest
Elf, Wood
Half-Elf
Halfling, Lightfoot
Half-Orc
Languages
The following are languages that can be learned in the
GHR campaign:
Ancient Baklunish
Common
Draconic
Flan
Dwarvish
Giant
Keolandish
Elvish
Goblin
Old Oeridian
Gnomish
Sylvan
Suloise
Halfling
Undercommon
Orcish
Other languages may become available through
campaign play.
Classes
All of the classes in the Player's Handbook are available
for play in the Greyhawk Reborn campaign. You may
use the Quick Build option and Equipment suggestions
as recommended for your chosen class and background,
or you may make your own choices regarding ability
scores, class features, backgrounds, equipment and the
like.
You may choose the suggested background for your
class, or choose any of the backgrounds available in the
Player's Handbook. You must take the skill proficiencies
and languages as listed in the backgrounds, but you may
choose your own equipment if desired (see the
Equipment section below for more details). You should
choose a personality trait, ideal, bond and flaw for your
character from the lists for each background.
Additional Greyhawk Reborn class options are available
in Appendix A of this document.
CUSTOMIZING BACKGROUNDS
You may create your own background for your
character, but it must be submitted and approved by the
campaign before you may use it. Use the backgrounds as
written in the Player's Handbook as both a template and
guideline for creating your new background. The
Greyhawk Reborn campaign reserves the rights to use
any original submitted backgrounds in the GHR
campaign. Approved backgrounds are listed in
Appendix A of this document.
Hit Points
At first level, a PC receives maximum hit points for its
class. For each additional level, they the fixed value of
hit points as shown in their class entry, plus their
Constitution modifier. For example, when a fighter gains
a level, she will gain 6+CON modifier.
Starting Equipment
You may choose the suggested equipment listed in class
and background descriptions, or you may choose your
own equipment. To begin play a PC starts with the
maximum total gold pieces funds for their class as listed
on page 143 of the PHB.
ADDITIONAL EQUIPMENT
Anything 75 gold pieces or less from the follow tables is
available for purchase for a starting character:
armor
weapons
adventuring gear
tools
mounts and other animals (except camels)
tack, harness & drawn vehicles
waterborne vehicles
trade goods
be
available
with
campaign
Home Region
Every player character hails from somewhere, whether
it is a specific village or town or simply a country. Every
PC must choose a home region from the areas listed on
a Greyhawk map. It could be a hamlet or large city, a
country, or even a mountain range or forest. This may
have an impact upon your use of Adventuring Days or it
could help or hinder you during and adventure.
Alignment
You may choose any non-evil alignment for your PC.
You are not required to choose a deity, however any PC
that casts a divine spell must have a deity and the PCs
alignment must be within one step of that deity's
alignment.
5
Adventures
Each time you sit down at a Greyhawk Reborn
adventure it will be a unique experience, one created by
the particular combination of players around the table
as well as the individual DM. Some adventures may be a
classic dungeon crawl, while others may require you to
solve a mystery. Some will be combat intensive, and
others will focus upon character interactions with NPCs.
Many more will be some combination of the above.
You could be hired as guards for a caravan carrying
something vitally important or you could be sent to
investigate why an ore shipment is overdue from a
silver mine. You could be sent to rescue a princess, a
merchant, or another adventurer. Or you could be sent
to deal with a group of bandits, eliminating the threat
once and for all.
Most adventures will be planned to play in about a three
to four hour time frame, from the time everyone sits
down at the table to the time everyone leaves after the
adventure is wrapped up and paperwork completed.
This would be considered a one-round adventure and
most of our adventures will fall into this category. Some
adventures will be longer, and become two-round or
three-round adventures, but these will be rare.
It is possible that there may be encounters in
adventures that you are not meant to fight. Not all
ADVENTURE TIERS
In Greyhawk Reborn, your heroes will begin their
adventuring careers on the local level, helping out
towns and villages. They are not yet well known, and
are not very powerful. As they continue to adventure,
they will become more recognized and more powerful.
The adventure tiers for Greyhawk Reborn will reflect
that concept. Characters will at first influence Greyhawk
at the local level, and as they increase in power, so will
their influence. The PCs will progress through the local
level to where they are now dealing with nobles that
rule a city or province. From there, they will deal with
the problems of kingdoms, and eventually the PCs will
be involved with Oerth-shattering events. Our tiering
system is as follows:
ADVENTURE TYPES
Adventures will be designated as either stand-alone
adventures or story arc adventures. The type of
adventure will be noted in the adventure blurb.
A stand-alone is a separate adventure all unto itself, to
be played completely in one session. The story will have
a beginning, middle, and an end. No other adventures
will directly relate to a stand-alone adventure.
Story arc adventures will be a connected series of
adventures that will be told over time through several
adventures. It may be composed of as little as two
adventures, or a series of six or more, depending upon
the author/DM. It will likely be beneficial for you to play
a story arc adventure with the same character for each
as well as to play them in the intended order. The story
arc, and each adventures place in it, will be noted in
each adventures blurb.
Interactive Adventures
Primarily scheduled at conventions, IAs offer a unique
experience to players as their characters are brought
together with not just one table but many tables for a
singular cause. IAs are only offered once, making them
exclusive to the particular event at which they are
offered.
These events, commonly referred to as battle
interactives, feature more than battles, armies and
opposing forces. IAs include battles for the small,
adventuring party all the way to the adventuring party
acting on battleships to recover treasure. IAs may also
offer heavy amounts of role-play in the form of social
events to make significant changes in the world of
Greyhawk while others may require characters to use
their refined skills in infiltration, cooperation, and even
friendly competition.
As the campaign grows, it is possible other types of
adventures and events could be created.
ADVENTURE CATEGORIES
We realized our players come in all shapes, sizes, and
style. As such, we plan to let them know what each
adventure is about so that they may make intelligent
choices as to which adventures to play and with which
character.
Adventures will fall under one of three categories:
tactical, social, or universal. A tactical adventure will
have more of an emphasis on combat and tactical
situations. The use of combat and brute force is likely
necessary to be successful in this type of adventure. It
could include scenarios such as a classic dungeon
crawls, mass combat scenarios, and the like.
A social adventure will have more of an emphasis on
role-playing. It will be more focused on character
interaction and the use of social skills to be successful.
Samples would be a classic murder investigation,
negotiating diplomatic relations, and so forth.
ADVENTURE SETTINGS
Adventures will also be noted as set in urban, dungeon,
wilderness, or planar settings. As play numbers and
interest dictates, it is possible that other types of
adventures and events could be offered.
An urban adventure will take place in a city or large
town, and the majority (or all) of the adventure will
take place within that setting.
A dungeon adventure will take place in a smaller space,
likely in a series of connected or interconnected rooms,
such as a dungeon or a mine. It would likely be
underground, though adventuring through a wizards
tower or evil temple would also fall under this category.
A wilderness adventure would take place in the great
outdoors. You could be trying to find ancient ruins or
acting as caravan guards for a long trek. Or you could be
sent on a discovery and exploration mission to a
sparsely populated area.
A planar adventure would take place on other planes of
existence. It would likely involved strange beings and
surviving adverse condition. It could involve aspects of
other adventures, but in a landscape foreign to your
characters.
We are currently focusing our attention in the
southwestern section of the Sheldomar Valley, including
Keoland, the Hold of the Sea Princes, and the Free City
of Westkeep. Adventures at this time will be occurring
in one of those regions. As the campaign grows, and
more people become involved in the campaign, it is
likely that adventures will be created for other areas.
ADVENTURE RECORDS
Adventure records will be provided to track experience
and access to found items and influences gained
through play.
TABLE SIZE
Table size for all normal Greyhawk Reborn adventures
at a convention or game day event is 4-7 players and 1
DM. This gives an optimal game experience for the
players and DM alike.
ONLINE PLAY
Greyhawk Reborn is intended to bring gamers together,
and as such, it's primary focus is face-to-face at game
days and conventions. Since it is also intended to foster
gaming, we also allow for online play. Obviously, online
play must follow all Greyhawk Reborn guideline,
including the adventure being run by its author.
Adventure Records must be distributed properly and in
a timely manner.
PLAYING AGAIN
At the Table
To determine the Average Party Level of the table, add
the number of total character levels of the PCs at the
table and divide by the number of players. Fractions
and above round up while fractions below round
down. This is the APL of the table. The players at the
table may then decide to either play up one level above
APL, play at table level, or play down one level below
APL. If playing up, please be aware that our DMs are
instructed to take the gloves off.
In addition, all PCs at the tables must be within a range
of 5 levels. For instance, a level 1 and a level 5 character
may play at the same table, but a level 6 character and a
level 1 may not play at the same table.
PRACTICING A PROFESSION
You may use adventuring days to practice a profession
as per the rules in the Players Handbook page 187.
RECUPERATING
BUILDING A STRUCTURE
RUNNING A BUSINESS
Adventuring Days
Structure
Cottage
Residence, simple house
Residence, grand house
Noble estate w/ manor
Business, basic w/ residence
Guildhall, town of city
Religious, shrine
Religious, church
Religious, cathedral
Trading post
Outpost or fort
Tower, fortified
School of magic or training
College of magic or training
Cost in gp and AD
500 gp & 15 days
1,000 gp & 30 days
5,000 gp & 60 days
25,000 gp & 150 days
1,000 gp & 30 days
5,000 gp & 60 days
1,000 gp & 30 days
5,000 gp & 60 days
25,000 gp & 150 days
5,000 gp & 60 days
15,000 gp & 100 days
15,000 gp & 100 days
5,000 gp & 60 days
25,000 gp & 60 days
CRAFTING
You may use Adventuring Days to craft non-magical
items (PHB, p. 187), however multiple characters may
not combine to create items.
TRAINING
You may use adventuring days between adventures
learning a new language or training with a set of tools,
as per the rules in the Player's Handbook, page 187. In
addition, you must have GHR campaign documentation
providing an instructor willing to teach you, or belong
to a Campaign Group providing access to an instructor.
Combat
BLOODIED
You have a bloodied value equal to half your hit point
maximum. When your hit points are equal to or less
than your bloodied value, you are bloodied. We find this
a good house rule to represent damage levels in the
game without using hit point numbers.
MASTERWORK WEAPONS
A masterwork weapon is a superbly constructed
version of a normal weapon, which provides a +1 bonus
on attack rolls only. A weapon must be crafted as a
masterwork weapon. Creating a masterwork weapon
costs 100 gold pieces plus the cost of a normal weapon
of the same type. A weapon must be masterwork quality
before it can become a magic weapon, and the +1 bonus
to attack rolls does not stack with the magic bonus.
Masterwork weapons are only available for purchase
with Adventure Record documentation.
9
Spells
CONJURING SPELLS
The player whose character casts the spell may select
an appropriate creature from the list below.
Wild Shape
Player's Handbook, Appendix D:
Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat,
raven
Beasts (CR 1/8): mastiff, mule, poisonous snake
Beasts (CR 1/4): boar, constrictor snake, panther,
riding horse, wolf
Beasts (CR 1/2): black bear, crocodile, reef shark,
warhorse
Beasts (CR 1): brown bear, dire wolf, giant eagle,
giant spider, lion, tiger
Ranger's Companion
Player's Handbook, Appendix D:
Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat,
raven
Beasts (CR 1/8): mastiff, mule, poisonous snake
Beasts (CR 1/4): boar, constrictor snake, panther,
riding horse, wolf
Beasts (CR 1/2): black bear, crocodile, reef shark,
warhorse
Beasts (CR 1): brown bear, dire wolf, giant eagle,
giant spider, lion, tiger
Awaken
Player's Handbook, Appendix D:
Undead Thralls:
Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat,
raven
Beasts (CR 1/8): mastiff, mule, poisonous snake
Beasts (CR 1/4): boar, constrictor snake, panther,
wolf
Conjure Celestials
10
Conjure Elementals
Conjure Animals/Fey
Player's Handbook, Appendix D:
Beasts (CR 0): bat, cat, frog, hawk (falcon), owl, rat,
raven
Beasts (CR 1/8): mastiff, mule, poisonous snake
Beasts (CR 1/4): boar, constrictor snake, panther,
riding horse, wolf
Beasts (CR 1/2): black bear, crocodile, reef shark,
warhorse
Beasts (CR 1): brown bear, dire wolf, giant eagle,
giant spider, lion, tiger
Create Undead
REINCARNATE
Any rolls that result in a dragonborn, dark elf or tiefling
must be rerolled. If a human is indicated, use the
following chart to determine sub-race:
01-60
Standard Human
61-70
Human, Baklunish
71-80
Human, Flan
81-90
Human, Oeridian
91-100
Human, Suel
SPELLCASTING SERVICES
Any community the size of a thorp will have some
availability of spellcasting available. The level of spells
available are primarily determined by the size of the
town, as per the chart below.
Name
Population
Spells Available
Thorp
0-80
Level 1 spells
Hamlet
81-400
Village
401-900
Town
900-6,500
City
6,500+
Cost
10 gp
20 gp
40 gp
40 gp
90 gp
90 gp
210 gp
450 gp
1,250 gp
SUMMONING SPELLS
The player whose character casts the spell may select
an appropriate creature from the following list.
Complete List of GHR Legal Creatures (by source).
Familiars
PHB: bat, cat, frog, hawk, poisonous snake, owl,
rat, raven, imp, pseudodragon, quazit, sprite,
MM: crab, lizard, octopus, quipper, seahorse,
spider, weasel.
Familiars in italics are only available to Chain
Warlocks.
Beasts (PHB Appendix D)
Beasts (CR 0): bat, cat, frog, hawk (falcon), owl,
rat, raven
Beasts (CR 1/8): mastiff, mule, poisonous snake,
Beasts (CR 1/4): boar, constrictor snake, panther,
riding horse, wolf
Beasts (CR 1/2): black bear, crocodile, reef shark,
warhorse
Beasts (CR 1): brown bear, dire wolf, giant eagle,
giant spider, lion, tiger
Beasts (MM Appendix A) - All of the beasts from the
PHB, plus the following:
Beasts (CR 0): baboon, badger, crab, deer, eagle,
giant fire beetle, goat,
hyena,
jackal,
lizard, octopus, quipper,
scorpion, seahorse,
spider, vulture
Beasts (CR 1/8): blood hawk, camel, flying
snake, giant crab, giant rat, giant weasel, pony,
Beasts (CR 1/4): axe beak, draft horse, elk, giant
badger, giant bat, giant centipede, giant frog, giant
lizard, giant owl, giant poisonous snake, giant wolf
spider,
Beasts (CR 1/2): ape, giant goat, giant
seahorse, giant wasp,
Undead
PHB: Skeleton, Zombie
DM Basic Rules: Ghoul, mummy, wight (create
undead)
Monster Manual: Ghast (create undead)
Celestials
DM Basic Rules: Pegasus
Elementals
DM Basic Rules: Air Elemental, Earth Elemental,
Fire Elemental, Gargoyle, Water Elemental.
When casting conjure minor elementals, your only
CR 2 option is the Gargoyle.
Plants
DM Basic Rules: Awakened Shrub, Awakened
Tree
Fiend
PHB: Imp, Quazit.
Characters summoning fiends with planar ally are
stuck with Imps and Quazits as their only options.
Miscellaneous Campaign
Rules
CHANGING DEITY
Please contact campaign staff if your PC wants to
change deity, along with the specific reason. The
campaign staff will work with you directly to determine
how best to proceed, including the possibility of a
special mission.
EQUIPMENT
Any community the size of a thorp will have some items
available for purchase. As the population increases, so
does the items available. The items available are
primarily determined by the size of the town, as per the
12
Population
GP Value of Items
Thorp
0-80
75 gp or less
Hamlet
81-400
76 to 150 gp
Village
401-900
151 to 400 gp
Town
900-6,500
401 to 1,000 gp
City
6,500+
1,000 gp and up
FEATS
Feats are allowed using the rules on pages 165 - 170 of
the Player's Handbook. It is possible that other feats
may become available in the future.
LYCANTHROPY
A PC afflicted with lycanthropy, vampirism or similar
misfortune are not playable in the Greyhawk reborn
campaign. These conditions allow PCs powers and
abilities not suitable for GHR, as well as likely changing
their alignment to a non-playable one. Before the PC
may be played again, they must remedy the situation in
one of the following ways.
SELLING ITEMS
Players may sell mundane items from the tables in
Chapter 5: Equipment section for the full cost of the
item. No other items may be sold at this time.
TRADING ITEMS
Items may not be traded to another PC. During
adventure play you may loan items and coin to other
PCs for the duration of the adventure, but loaned items
and anything purchased with borrowed GP reverts back
to your PC at the end of the game. If a loaned item is
destroyed, its loss is reflected on your AR and coin
totals at the end of the game. You may not loan money
to a friend to buy an item you cannot normally buy for
yourself.
MULTICLASSING
Multiclassing is allowed using the rules on pages 163 165 of the Player's Handbook.
SCROLL LEVELS
All scrolls found during an adventure are of the lowest
level that the spell can be cast, unless otherwise stated
on the Adventure Record.
13
Type A Royalty
Type D Other
Lifestyle Costs
Background
Minimum Lifestyle
Acolyte
Modest
Charlatan
Comfortable
Criminal
Poor
Entertainer
Modest
Folk Hero
Modest
Guild Artisan
Comfortable
Hermit
Poor
Noble
Wealthy
Outlander
Poor
Sage
Modest
Sailor
Modest
Shaman
Modest
Soldier
Modest
Urchin
Modest
ITEMS FOUND
In every adventure you will find treasure locked in a
chest, the loot of your foes, or receive rewards from
grateful individuals or groups. We feel that in each
adventure, you should be able to pick something up that
makes your character a little better, a little stronger, or
a little more versatile.
In each adventure you will be able to take an item that
is listed in the Items Found section of the Adventure
14
15
CAMPAIGN GROUPS
CAMPAIGN GROUPS
Campaign groups are organizations primarily focused
on pursuing goals and activities that further their own
agenda. Each campaign group will have their own
motives, goals, agendas and philosophies. Some
campaign groups will be larger, and others small. Some
will be very public, while others prefer to operate in the
background. Sometimes groups with similar goals may
work together, while at other times groups may oppose
one another.
Campaign groups will be introduced through play, and
your character will be given the opportunities to join
campaign groups based upon their interactions with
NPCs and actions at the table.
More information regarding campaign groups will be
forthcoming in the months ahead.
ADVENTURING COMPANIES
DESCRIPTION
A group of characters may organize and establish their
own Adventuring Company. An Adventuring Company
is a formal organization, which is recognized through
play and may grant the characters in game benefits (and
potentially hindrances) depending upon character
choices.
Each Adventuring Company should have the following:
Purpose
Theme
Eligibility Requirements
Base of Operations
Sponsor
SPONSORSHIP
BENEFITS
A character with membership in an Adventuring
Company may gain some in-game benefits.
Each character in an Adventuring Company gains the
following benefits:
CONSTRAINTS
A player may only have one character in an Adventuring
Company at any given time.
A character may resign from an Adventuring Company
without penalty. The player must notify the
Adventuring Company POC.
Each Adventuring Company must maintain a current
roster of participants.
Each Adventuring Company must maintain five (5)
members in order to maintain its sponsorship.
16
5th
9th
13th
17th
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options:
Shield Maidens Grace. As a reaction, when you are
hit with an attack, you can add your Charisma modifier
to your armor class until the end of your next turn. It
this bonus would cause the attack to miss, you take no
damage from the attack.
Shield of the Innocent. As a reaction, when a nonevil creature who is adjacent to you is targeted by an
attack or about to be caught in the area of harmful spell
effect, you may swap places with that creature. It takes
no damage from an area spell, and any attack that
would have resolved against the creature instead
resolves against you. If the creature you are shielding
17
5th
9th
13th
17th
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options:
Arcane Insight. As an action, you can activate any
spell scroll you possess, even if that spell does not
appear on your spell list or is of a higher level than you
normally can cast. No Intelligence (arcana) check is
required.
Piecemeal Patchwork. As a bonus action you may
activate the features of any additional piece of worn
equipment you possess, those features lasting for 10
minutes. This is an exception to the general rule that in
order to operate, items that are intended to be worn as
pairs must be worn together, and that you can only
benefit from one item of particular kind at a time. For
example, you could not normally benefit from both a
Cloak of Protection and a Cloak of Elvenkind, or one
Boot of Speed and one Boot of Springing and Striding.
However, Murlynds followers are known for piecing
together individual parts to make a new whole. As a
result, the paladin may benefit from wearing one boot
from a set of Boots of Springing and Striding, and then
use this feature to activate the powers from a one Boot
of Speed.
REPLACEMENT FIGHTING STYLE
At third level, whatever fighting style you chose at 2nd
level is lost and replaced with:
Archery
You gain a +2 bonus to attack rolls you make with
ranged weapons.
In addition, any paladin spells or features that normally
can be used with melee weapon attacks, can now only
be used with ranged attacks.
THE SECRET OF THE FIREBRAND
Starting at 7th level, you may purchase any of the
Firearms listed in the Renaissance Item table (see pages
267-268 of the Dungeon Masters Guide), and you are
considered proficient in their use. Any feat, spell or
class feature that applies to use of other ranged
weapons can be applied to the use of firearms you
possess.
REVERSE ENGINEERING
Beginning at 15th level, you have learned to unlock the
formulae of magic items in your possession. For onehalf of the cost shown under Crafting Magic Items on
18
5th
9th
13th
17th
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options:
Disrupt Undead. As a bonus action, when you hit an
undead creature with a weapon attack, you may disrupt
its negative energy by channeling divine power into
your assault. If, after you resolve the damage from your
attack, the target has 25 hit points or fewer, it must
make a Wisdom saving against your spell DC or be
destroyed. On a successful save, the creature becomes
frightened of you until the end of your next turn.
Reveal the Hidden. As a bonus action, you emit a
sudden burst of tangible light. All obscurement, natural
and magical, is instantly negated in a 30 foot radius
centered on you. Spells that create obscurement are
immediately dispelled, and creatures that were hidden
are suddenly evident until they hide again. Natural
darkness returns at the end of your next turn as the
light fades.
SCALDING FAITH OF THE SUN
Starting at 7th level, any time you deal radiant damage
to an undead creature, it is treated as being vulnerable
to that damage. If the target is already vulnerable to
radiant damage, it takes triple damage instead of double
from your radiant attacks. Your attacks ignore radiant
immunity.
THE SUN SHINES ON US ALL
Beginning at 15th level, the effects of your Scalding
Faith of the Sun feature affect allies within a 30 foot
radius as well as you.
LET THE LIGHT GUIDE YOUR PATH
At 20th level, as an action, you can allow the light of
Pelor to guide your actions. For 1 minute, your eyes are
replaced by glowing motes of pure sunlight. You have
advantage on all attacks against fiends or undead and
you have truesight out to the range of your normal
vision. Once you use this feature, you cant use it again
until you finish a long rest.
THE HERALDS OF RAO
Paladins of Rao place their faith in the concepts of peace
and reason. Many believe that his adherents would
rather die than lift a sword in anger, preferring to
outwit or outmaneuver their foes by guile or magic.
Although few in number, Raoan paladins are
exceedingly formidable individuals chosen for both
their martial abilities and their keen wisdom and
intellect. They are excellent negotiators, diplomats, as
well as nuanced tacticians and field commanders. While
the image of the "man with the swordless scabbard"
pervades their legends, Heralds of Rao are no fools to
wander the wilds unarmed: they generally wear
chainmail or leather armor and wield light, singlehanded weapons such as shortswords and maces. They
rarely wear helms and almost never carry shields.
Serene, patrician figures, most possess spotless
manners and erudition. Rao's symbol, the white mask of
serenity, is embroidered over their chests.
19
TENETS OF RAO
1. The god of reason knows well that peace is rarely
bought cheaply, but that it must often be won at the
point of a sword and enforced through strength of
arms. When conditions make discourse impossible,
do not hesitate to use force to keep the peace.
2. Know your enemy. Learning their every vice and
weakness, and use your knowledge to quell tumult
and violence.
3. Calm is the father of wisdom make decisions not
from a fiery heart, but from a tranquil and detached
place, free from emotional confusion.
OATH SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd
5th
9th
Clairvoyance, Sending
13th
Divination,
Sanctum
17th
Mordenkainens
Private
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options:
Calm the Many. So long as you are not wearing heavy
armor and do not have a weapon drawn, as an action,
you can use the teachings of Rao to defuse a dangerous
situation. Any creatures within 30 feet of you must
make a Charisma saving throw, with a difficulty equal to
8+ the better of your Charisma (Persuasion) or Wisdom
(Religion), or have their attitude towards you and your
allies improved by one (hostile creatures become
indifferent, indifferent creatures become friendly). This
effect lasts as long as you concentrate, or until any of
the targets are attacked.
Knowledge is Power. As a bonus action, the paladin
opens himself to the vast stores of knowledge of his
patron. As a result, he gains insight into the inner
workings of his foes. He instantly knows the alignment,
maximum hit point total, armor class, saving throws,
resistances, weaknesses and immunities of one target
creature.
SERENITY
Starting at 7th level, you may add your Wisdom
modifier to your saving throw DC, spell attack modifier,
and Aura of Protection, in addition to your Charisma
modifier
AURA OF CALM
Beginning at 15th level, you emit an aura of wisdom,
inner calm and sagacity. You and any allies within 30 of
you may draw upon your confidence to gain a bonus to
any one d20 roll per turn, equal to your Wisdom
modifier. This does not cost any actions and may be
declared after you know the results of the die roll.
Goodberry, Shillelagh
5th
9th
13th
17th
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options:
Practical Wisdom. As a bonus action, you may grant
a bonus equal to your Wisdom modifier to any
untrained skill check or saving throw made by you or
any friendly creature who can see and hear you.
Simple Faith. As an action, you can dispel any mind
controlling effects in place on all creatures within 30 of
you. To successfully dispel an effect, make a spell attack
against the saving throw DC of the caster. If the target
under the mind controlling effect is a good aligned
20
d8
1
2
3
4
5
6
7
8
d6
1
2
3
4
5
Personality Trait
I want to see as much of the wider world as I can
before I return home to my people.
It is my duty to enlighten and educate those around me
about the will of the gods.
I believe that everything that happens in this life is
only to prepare us for the life hereafter.
The gods speak to me constantly, often distracting me
from the words of the mortals around me.
I fear nothing, for I am always with the gods.
I tend to speak in the chosen language of my gods
rather than the language of mortals, switching tongues
only when necessary.
I see omens and signs from the gods all around me, and
do my best to help others see them too.
I have been chosen by the gods to serve as their eyes
and ears. Those who do not respect my power by
choice will respect it by force.
Ideal
Community: Everything I do is for the good of my tribe
and kin. (Lawful)
Greater Good: My gifts and the knowledge I have
gained are to be used to help as many children of the
gods as possible, not for my own purpose. (Good)
Power: The gods have blessed me with great power
and their permission to use it as I see fit. (Evil)
Enlightenment: I desire to learn all that I can, so that I
may better serve the gods and my people. (Any)
Change: The gods have plans for this world, ideas to
make it a better place for all. It is our duty to help
usher in this new era. (Chaotic)
21
d6
1
Bond
While I am tasked to complete my vision quest, I have
taken it upon myself to help as many people as I can
along the way.
The gods are the most important thing to me, then my
kinsmen, no matter where I am in life or the world.
The voices of the gods have given me a great insight
into the ways of the world and to a threat that I must
be willing to stop, no matter the cost.
I owe my life to my tribe's high shaman, as it was she
that took me in and helped me hear the gods.
I will do anything to protect shrines to my gods and
their children.
My only goal is to complete my vision quest so that I
may return home to my people.
2
3
4
5
6
d6
1
2
3
4
5
6
Flaw
I take far too much pleasure in what the wider world
has to offer, and occasionally I ignore the voices of the
gods to pursue material pleasure.
The gods speak to me, so why should I listen to the
words of petty mortals?
I pity those who cannot hear the voices of the gods, and
often hold them in contempt.
I am jealous and covetous and will not share the
knowledge of the gods with anyone who does not meet
my outrageous expectations.
I am slow to trust members of other races, tribes, and
societies
I blindly trust those who claim that the gods speak to
them, even if I risk endangering myself doing so.
22
Baklunish Pantheon
Name
Align
Power
Spheres of Influence
Domains
Weapon
Sex
AlAkbar
LG
Lesser
Guardianship, Faithfulness,
Dignity, Duty
Protection
Falchion
AlAsran (Pelor)
NG
Greater
Life, Light
Mace
Greater
Knowledge
Staff
NG
Hero
Light
Scimitar
Daoud
Hero
Knowledge
Quarterstaff
Geshtai
Lesser
Protection, Nature
Spear
Istus
Greater
Knowledge
Net
Mouqol
Lesser
Protection
Dagger
Xan Yae
Lesser
Trickery
Paired Falchions
Zuoken
Demi
Protection
Unarmed Attack
NE
Greater
Death
Scythe
AlZarad (Boccob)
Azoralq
Cannot Be Worshipped
Tharoth the Reaper
(Nerull)
Dwarven Pantheon
Name
Align
Power
Spheres of Influence
Domains
Weapon
Sex
Abbathor
NE
Inter
Greed
Trickery
Dagger
Berronar Truesilver
LG
Inter
Protection, Life
Mace
Clangeddin Silverbeard
LG
Inter
Battle, War
War
Battleaxe
Dugmaren Brightmantle
CG
(NG)
Lesser
Knowledge, Light
Short Sword
Dumathoin
Inter
Mining, Exploration
Light, Nature
Warhammer
Gendwar Argrim
LN
Hero
War
Dwarven
Battleaxe
Moradin
LG
Greater
Knowledge, War,
Protection
Warhammer
Muamman Duathal
NG
Lesser
Protection
Mace
Inter
Trickery
Long Sword
Vergadain
23
Elven Pantheon
Name
Align
Power
Spheres of Influence
Domains
Weapon
Sex
CG
(CN)
Lesser
Tempest
Staff
Corellon Larethian
CG
Greater
Longsword or
Longbow
Deep Sashelas
CG
Inter
Light, Knowledge,
War
Nature, Tempest,
Protection
Trident
Erevan Ilesere
CN
Inter
Trickery
Short sword
CN
(CG)
Lesser
Trickery
Dagger
Gadhelyn
CN
Hero
Protection, Nature
Longbow
Hanali Celanil
CG
Inter
Protector
Dagger
Labelas Enoreth
CG
Inter
Knowledge
Staff
Rillifane Rallathil
CG
Inter
Nature, Protection
Bow
CG
(NG)
Inter
Knowledge, Death
Quarterstaff
War, Tempest,
Nature
Long Bow
Aerdrie Faenya
Fenmarel Mestarine
Sehanine Moonbow
Solonor Thelandira
CG
Inter
YeCind
CG
Demi
Knowledge
Long Sword
Align
Power
Spheres of Influence
Domains
Weapon
Sex
LG (N)
Lesser
Ethics, Propriety
Light
Spear
Club
Flan Pantheon
Name
Allitur
Beory
Greater
Nature, Life,
Protection
Berei
NG
Lesser
Protection
Sickle
Earth Dragon
LE
Demi
Protection,
Tempest
Pick
n/a
Ehlonna
NG
Lesser
Life, Nature
Long Bow
Mayaheine
LG
Demi
Protection, War
Bastard Sword
Myhriss
NG
Lesser
Protection
Shortbow or
Whip
Inter
Nature, Tempest
Staff
Pelor
NG
Greater
Life, Light
Mace (any)
Rao
LG
Greater
Knowledge
Lt. Mace
Red Fox
CG
Lesser
Crafts, Thievery
Trickery
Dagger
Vathris
LN
Hero
War
Longspear
Zodal
NG
Lesser
Protection
Unarmed strike
Kyuss
NE
Hero
Death
Club
Nerull
NE
Greater
Death
Scythe
Vecna
NE
Lesser
Knowledge, War
Dagger
Obad-Hai
Cannot Be Worshipped
24
Gnome Pantheon
Name
Align
Power
Spheres of Influence
Domains
Weapon
Sex
Baervan Wildwanderer
NG
Inter
Trickery, Nature
Spear
Baravar Cloakshadow
NG (N)
Lesser
Protection, Trickery
Dagger
Calladuran
Smoothhands
N (NG)
Inter
Life, Protection
Greataxe
Flandal Steelskin
NG
Inter
Light
Warhammer
Gaerdal Ironhand
LG
(LN)
Lesser
Protection, War
Warhammer
Protection,
Trickery
Axe (any)
Garl Glittergold
NG
Greater
Nebelun
CG
Lesser
Knowledge
Mace
Segojan Earthcaller
NG
Inter
Earth, Nature
Tempest, Nature
Mace
Gelf Darkhearth
CN
Inter
Entropy, Revenge
Death
Warhammer
Roykyn
NE
Hero
Cruelty
Trickery
Spiked Gauntlet
Inter
War
Spiked Gauntlet
Align
Power
Spheres of Influence
Domains
Weapon
Sex
Arvoreen
LG
Inter
Protection, War
Any silvered
Brandobaris
Lesser
Trickery
Short Sword
Charmalaine
Hero
Protection
Mace
Cyrrollalee
LG
Inter
Protection
Club
N (NG)
Inter
Tempest, Nature
Sickle
LG
Greater
Protection, Life
Sword, any
N (LN)
Demi
Death
Flail
Cannot Be Worshipped
Urdlen
CE
Halfling Pantheon
Name
Sheela Peryroyl
Yondalla
Cannot Be Worshipped
Urogalan
25
Oeridian Pantheon
Name
Align
Power
Spheres of Influence
Domains
Weapon
Sex
NG
Lesser
Life, Nature
Sling
Lesser
Light
Warhammer
N(G)
Inter
Knowledge
Spear
Cyndor
LN
Lesser
Knowledge
Sling
Daern
LN
Hero
Defenses, Fortifications
Protection
Shortspear
Delleb
LG
Lesser
Knowledge
Saber
Quarterstaff
Atroa
Bleredd
Celestian
Fharlanghn
N(G)
Inter
Knowledge,
Trickery
Heironeous
LG
Inter
Protector, War
Battleaxe or
Longsword
Johydee
NG
Hero
Trickery
Short Sword
Kurell
CN
Lesser
Trickery
Short Sword
Kuroth
CN
Hero
Theft, Treasure-Finding
Trickery
Dagger
Lirr
CG
Lesser
Knowledge
Rapier or
Shortspear
Merikka
LG
Demi
Protection
Sickle
Murlynd
LG
Hero
Magical Technology
Knowledge
Longsword
Olidammara
CN
Inter
Trickery
Rapier
Light
Staff
Tempest, Nature
Trident
Pholtus
LG (N)
Inter
Procan
CN
Inter
CN(G)
Demi
Trickery
Rapier, Stiletto,
or Shortbow
NG
Greater
Life, Light
Mace (any)
CG(N)
Lesser
Tempest, Nature
Sickle
F
F
Rudd
Sol (Pelor)
Sotillion
Stern Alia
LN
Demi
Protection
Long Bow or
Mace
Telchur
CN
Lesser
Tempest, Nature
Shortspear
Velnius
N(G)
Lesser
Sky, Weather
Tempest
Spear
Life, Nature
Club
Protection
Dagger
War
Mace
War
Any*
Wenta
CG
Lesser
Zilchus
LN
Inter
CE
(CN)
Inter
LE
Inter
Cannot Be Worshipped
Erythnul
Hextor
26
Suloise Pantheon
Align
Power
Spheres of Influence
Domains
Weapon
Sex
CE (CN)
Lesser
War
Spiked
Gauntlet
CG
Lesser
Trickery
Dagger
LG (N)
Lesser
Protection
Warhammer
Jascar
LG
Lesser
Hills, Mountains
Protection
Warhammer
Kord
CG
Inter
Tempest, War
Greatsword
Lendor
LN
Inter
Knowledge
Greatsword
Lydia
NG
Lesser
Knowledge, Light
Spear
Norebo
CN
Lesser
Trickery
Dagger
Osprem
LN
Lesser
Protection, Tempest
Trident
Phaulkon
CG
Lesser
Tempest, Nature
Bow (Long or
Short)
Phyton
CG
Lesser
Light, Nature
Scimitar
Pyremius
NE
Lesser
War
Longsword or
Whip
Syrul
NE (LE)
Lesser
Trickery
Dagger
Vatun
CN
Lesser
Tempest, War
Battleaxe
LN (E)
Greater
Death, Knowledge
Dagger
Lesser
Tempest
Trident
Name
Beltar
Dalt
Fortubo
Wee Jas
Xerbo
27
Align
Power
Spheres of Influence
Domains
Weapon
Sex
Bahamut
LG
Lesser
Good Dragons
Life, War
Heavy pick or
bite
Boccob
Greater
Knowledge
Staff
Joramy
N(G)
Lesser
Tempest, War
Staff
Demi
War
Any Sword
St. Cuthbert
LG (N)
Inter
Knowledge
Club
Trithereon
CG
Inter
War
Spear,
sword, or
club
Ulaa
LG
Inter
Life, War
Warhammer
CN
Demi
Trickery
Club
Blibdoolpoolp
NE
Inter
Kuo-toas
Death
Pincer Staff
Grolantor
CE
Inter
War
Club
Gruumsh
CE
Greater
Tempest, War
Spear
Hruggek
CE
Inter
Bugbears, Violence
War
Morningstar
Incabulos
NE
Greater
Plague, Famine
Death
Quarterstaff
Iuz
CE
Lesser
Pain, Oppression
Death
Greatsword
Kurtulmak
LE
Inter
War
Spear
Laogzed
CE
Demi
Troglodytes, Hunger
Death
Javelin
Lolth
CE
Inter
Drow, Spiders
Trickery
Whip
Maglubiyet
LE
Greater
Goblinoids, War
War
Greataxe or
battleaxe
Trickery
Staff
Kelanen
Zagyg
Cannot Be Worshipped
Ralishaz
CN(E)
Inter
Sekolah
LE
Inter
Nature, Tempest
Trident
Semuanya
Lesser
Lizardfolk, Survival
Life
Greatclub
Skoraeus Stonebones
Inter
Knowledge
Warhammer
Surtur
LE
Inter
Knowledge, War
Greatsword
Tharizdun
CE
Inter
Eternal Darkness
Trickery
Dagger
Thrym
CE
Inter
War
Greataxe
Tiamat
LE
Lesser
Evil Dragons
Trickery
Heavy pick or
bite
28
Authors/DMs
Artists
Editors
With great authorship, comes great editors. Editors
review, edit, modify, consolidate and format across the
various written documents of the campaign. They get a
sneak peak of new adventures, get to work on
supporting documents to improve the campaign
integrity, and provide the service of improving each
document to provide an incredible play experience for
players and a simple, efficient document for DMs.
Getting Involved
Do you want to be part of the Greyhawk Reborn experience? Please contact us at greyhawkreborn@comcast.net with the
following information to introduce yourself!
A brief introduction of yourself including where you are living and your gaming background.
In which position(s) listed above are you interested in helping to shape Greyhawk Reborn? Why?
Provide samples/commendations of any previous experience with writing, organization, development, and/or art.
Expect an email from one of the GHR Leads that will introduce himself or herself and work with you one-on-one through
the Getting Involved process. During that time, we will get to know you and your skills and give you specialized
instruction based on your position(s) of choice!
Do you have something specific in mind that you can offer that is not listed above? We are interested in hearing from
you! Send us an email to greyhawkreborn@comcast.net with the bulleted information listed above and tell us about your
ideas!
29