The Ages of Orden
Legal Books (The rules, races, and classes in these books are all allowed)
Sword Coast Adventurer’s Guide: Bladesinging is restricted to races with long lives instead of just elves. The one caveat is that a Bladesinger must have been tought by a High Elf.
Volo’s guide to Monsters: Playable races are described below, no monstrous PCs
Elemental Evil Player’s Companion: Goliath’s have been replaced by Volo’s goliaths. No Deep Gnomes.
Humans, Elves, Half-Elves, Dwarves, Gnomes, Halflings, Half-Orcs, Dragonborn (Chromatic), Half Dragons (Metallic), and Tieflings
As a note, Humans are one of the rarest species in this setting, their numbers were decimated during the Siege of Heaven and they are struggling to recover.
Volo’s Guide to Monsters:
Aasimar, Goliath, Kenku, Tabaxi, and Triton
Elemental Evil Player’s Companion:
Aarakocra and Genasi
Custom Race Alterations: (The following alterations are to be applied to races in the Player’s Handbook)
Fey Ancestry – While Elves are in the Feywild or have been there in the past decade, they do not age.
Fey Ancestry – Half-Elves can extend their life through frequent exposure to the Feywild. They can often reach ages as long as 300.
Men of Stone – Dwarves are not born, they are Made. Prospective parents pray to the ancient God Porth for the Miracle of Childbirth. If their prays are answered they are given a holy Seed of Life which they plant into a stone or a chosen metal. When the child is ‘born’ it emerges encased forever by the metal they were planted in.
You can pick between:
Stone Skin: Resistance to slashing damage.
Platinum skin: Resistance to Acid and Necrotic damage.
Adamantine Skin: +1 AC.
Mithral Skin: Proficiency in acrobatics.
Half-Orcs have a choice of ancestry:
War Breed – Proud of your prowess on the battlefield, you gain Battlecry once per long rest. Each creature you choose within 30ft gains advantage to attacks until your next turn, you can then make one attack as a bonus action.
Battlefield Ghost – Practiced in the art of Spear Dancing, If you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of the turn.
Players who make a Tiefling character have a choice between two heritages:
Bale’s Chosen – Descendants of the Tieflings who fought in the war of heaven, when they drop to 0 hit points Bale’s Chosen start their saving throws with one success.
Isuroc’s Children – These Tieflings were created by Isuroc after the war, these Tieflings can choose from the variants in the Sword Coast Adventurer’s Guide.
Minotaurs have a choice of ancestry:
Thralls – These former slaves find themselves leaning towards both violence and servitude, Thralls gain disadvantage on WIS saves vs Charm and the Aggressive trait. (Bonus action to move up to half your speed towards an enemy)
Chain Breakers – These free men find themselves reacting violently against any who try to coerce or enslave them. Chain Breakers gain advantage on saves vs charm. On a successful save vs charm the character can use a reaction to move up to their speed towards the origin of the save and make an attack if in range.
Classes & Backgrounds
Accepted Unearthed Arcana:
Sorcerer: Phoenix & Stone
The Revised Ranger
Fighter: Arcane Archer, Knight, and Sharpshooter: The Arcane Archer can use ‘Arcane Arrow’ a number of times equal to their proficiency bonus every short or long rest.
Gothic Heroes: Monster Hunter
While Alignment isn’t used in my games for player characters, you can use an alignment as a rough idea of how your character thinks; with that said there are some exceptions: You cannot make evil aligned characters nor any characters who are chaotic neutral. The characters in this campaign are heroes, not douchebags.