Everything you need to roll up a character and sit down to the game, and the two house rules that make our table ours.
Character creation, in brief
4d6 drop lowest ×6 · Start at Level 1 · Milestone leveling · Max HP at 1st
Building Your Character
You are one of Treefall’s own: frontier folk, not yet heroes. Here is how we make you.
Rules and Sources
2024 by default
We play the 2024 edition. If you’d rather build under the 2014 rules, that’s your call, per character. Expanded sourcebooks are open (our band already includes an Air Genasi and a Warforged), so bring the species and subclass you want; just run anything unusual past the DM.
Ability Scores
we roll
Roll 4d6, drop the lowest die, six times, and arrange the results as you like. Everyone rolls their own set.
Safety net: if your set has no score of 15 or higher, or your modifiers add up to +2 or less, scrap it and roll the whole set again.
Level and Advancement
milestone
Everyone starts at Level 1. We level by story, milestones, no experience-point bookkeeping to track. Your first step up comes quickly.
Hit Points
your call, and no 1s
Maximum at 1st level. Every level after, your choice: take the fixed (average) value for your Hit Die, or roll it. If you roll, a 1 is always rerolled, so a roll never lands on its worst face.
Feats and Multiclassing
both on
Both are in play. Take feats freely. Multiclass if it suits your story, just a quick word with the DM first.
Your Gear
you start with almost nothing
You’re townsfolk, not adventurers. Build your sheet’s starting equipment as normal, but in the story you don’t have it yet. When things first go wrong you’ll have your bedclothes and whatever’s to hand.
Your true kit, weapons, armor, a wonder or two, comes into your hands soon after, from a certain village smith. Trust the story; the gear is coming.
Where You’re From
all of you
Every one of you is Treefall born and raised, and you grew up as one circle of friends. Let your background tie into the town and its people. See your Treefall record.
At the Table
No Plot Armor
the dice mean it
The world won’t cheat to kill you, and it won’t cheat to save you, either. Choices matter and danger is real. Play smart, look out for each other.
Safety, Always On
lines, veils, the raised hand
Anything you never want in the game is a line. Anything to keep off-camera is a veil. And anyone, at any time, can raise a hand to pause, skip, or dial back a scene, no reason owed.
This world has hard moments in it. These tools stay on the table for all of them.
A Few Small Calls
house comforts
Inspiration is in play. You may drink a potion as a bonus action. We keep encumbrance loose, just don’t be absurd about what you haul.
I. Flanking Is Earned
Standing on the far side of a foe earns you nothing by itself. Teamwork does.
When you strike at a creature a friend is also fighting in melee, that friend, if they haven’t yet used their reaction, can spend it to open the way for you: a feint, a shove, an insult, a fistful of thrown grit. Tell us what they do, and your attack is made with advantage.
It costs your friend their reaction, and it works only on a foe that can actually notice the trick. A mindless ooze is not undone by a taunt. One helper, one attack.
Why: piling onto a flank shouldn’t be free geometry. This keeps the teamwork and gives every opening a moment worth describing.
II. Casting While Unseen
Invisibility is for slipping past, setting up, and shielding your friends, not for raining fire from nowhere.
While you are invisible:
| When you cast… | …what happens |
|---|---|
| A harmless cantrip a light, a message, a small trick | You stay unseen. No roll. |
| A greater spell that helps only you or your allies a shield of speed, a healing word, a step of flight | Hold the weave together: roll spellcasting ability + proficiency against DC 15 + the spell’s level. Make it and you stay unseen; miss and you shimmer into view. |
| Anything turned against a foe an attack, a blast, a curse, a spell that forces them to resist | You appear at once. No roll, you’re simply there. |
And remember, unseen is not unheard. A spoken incantation carries, and a sharp-eared enemy can still find your voice in the dark.
Bring a character you’ll be glad to sit beside for a long road.
The rest we’ll find together, at the table.