Main Page
Adventures in the rolling plains of Elturgard, the bustling port of Baldur's Gate, and beyond.
I've added some info about Elturgard (and its capital, Elturel) here, focusing on both the theocracy and its surrounding environs as well as the two military orders in the country - one secular, one religious - and the one thing that makes Elturgard really unique, which is the Companion - a shining golden sun that hangs over the High Hall of Elturel, visible from anywhere in Elturgard's borders at any time of day, even alongside the regular sun. (Blackout curtains are very popular in Elturel.)
I'd ask you not to google or wiki-search much outside of what's available there; since the bones of this campaign are a D&D published product, you may accidentally spoil yourself on important story beats (or draw incorrect conclusions, since some things will have majorly changed).
You can start with an Elturel primer. After that, check out the different sections of the story to see the people, places, and things of relevance that came up there.
Mechanically, here are the house rules in effect. (You'll need to be logged into D&D Beyond to see homebrew stuff hosted there.)
- Faster health potions: Drinking a health potion is a bonus action. If you use your regular action to drink it instead, heal max health. This does not apply when administering potions to other people.
- Critical damage: roll your dice, add your bonuses, then double that total. Hopefully this time we'll remember it every time.
- Free feats: If you take a background that grants a free feat - which right now consists of Hellrider, Order of the Companion, and the Strixhaven backgrounds - do not take an additional feat at first level. Otherwise, take a free feat at first level.
- Cleaving through creatures: When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
- Marking: When a creature makes a melee attack, it can also mark its target. Until the end of the attacker’s next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn’t expend the attacker’s reaction, but the attacker can’t make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
Be sure and turn on the following options when making your character:
- Sources: Homebrew Content, Critical Role Content, Magic: the Gathering Content, Eberron Content, Noncore D&D Content
- Homebrew backgrounds available: Hellrider and Order of the Companion are both available as custom backgrounds for people that want them. There are other backgrounds appropriate to these organizations, of course. If your character is a member of one of these and you want to include a copy of the Creed Resolute that you can actually read (as opposed to just a custom item), add Copy of the Creed Resolute to your inventory.
- Optional Features: Optional Class Features and Customize Your Origin
- Advancement Type: Milestone