You are falling through the dark between worlds - the same dark that once swallowed a whole city. Your memories scattered on the way in. Catch them as they return; each one is a piece of who you are.
Welcome to
ARCADIA
Character Creation

Welcome to Character Creation at Arcadia. Before you start: campaign QR ready, character creation cards and pens out, playlist on, TV plugged in. Read the narrator text aloud if the room is settled - it sets the tone for the whole hour.

D&D Beyond QR
Scan for D&D Beyond
Get set up
✦  Wi-Fi: ARCADIA GAMES 5G
✦  Password: rollforinternet
D&D Beyond Setup
D&D Beyond → Create a Character → Custom Character → Standard Build
In the HOME tab, configure:■ enable■ disable■ select
Sources
■  Homebrew
■  5.5e Core Rules
■  5.5e Expanded Rules
■  5e Core Rules
■  5e Expanded Rules
■  Legacy / Noncore
Settings
■  All Partnered Content
■  Dice Rolling
■  Optional Class Features
■  Customize Your Origin
■  Advancement: Milestone
■  Hit Points: Fixed
■  Feat Prerequisites
■  Multiclass Requirements
■  Show Level-Scaled Spells
■  Encumbrance: No Encumbrance
■  Ignore Coin Weight
■  Ability Score: Modifiers Top
■  Privacy: Public
Your Class
The first memory strikes like flint: a drawn blade, a half-sung verse, hands moving through practised work. What you did when it mattered most. Your class.
Easy to play
BarbarianRage to hit harder and take less damage. Doesn't wear armour.
FighterMaster of weapons and armour. More attacks than any other class.
MonkFight unarmed and unarmoured. Fast, mobile, and multiple attacks.
RogueSneak attack for big damage. Stealth, survey, steal and stab.
Medium
BardSupports, heals and inspires the party through performance, or beguiles the enemy with charms.
ClericDivine magic from your diety. Their connection is weaker in Arcadia. Heals, protects & fights in armour.
PaladinMighty knight bound by a holy oath. Heavy armour, healing, and divine powered strikes, smiting your foes.
RangerHunter and scout. Masters of the land and beasts, while also having some nature magic.
SorcererMagic lives within you innately. Fewer spells, but with higher versatility on how you use them.
WarlockMagic gifted to you from a patron. A small amount of strong spells that replenish after a short rest.
Hard
ArtificerMagic through magic items and artifice: infused items, potions, gadgets. Particularly good crafters.
Blood HunterMonster hunter fuelled by blood magic. Sap your own hit points in exchange for powerful curses.
DruidMagic user of the wilds. Can shapeshift into animals, command the elements and a friend to beasts.
WizardMagic through rigorous study. Can cast magic from a vase spellbook, specialising in a specific school
Your Background
The second memory arrives more gently: the life you led before the fall. A trade, a home, neighbours who knew your name. All of it is worlds away now - but the skills and habits came with you.
AcolyteYou served in a temple, learning rites and guiding worshippers to the divine.
ArtisanYou apprenticed in a workshop and mastered a craft.
CharlatanYou worked taverns and markets, parting fools from their coin under false names.
CriminalYou made your living in back alleys - picking pockets and running with a crew.
EntertainerYou grew up among travelling performers, playing fairs and festivals.
FarmerYou were raised working the land, tending crops and animals in every season.
GuardYou stood long watches on a town wall, learning to spot trouble far off.
GuideYou came of age in the wilds, leading travellers along routes few know.
HermitYou lived in seclusion for years, tending a shrine with only your thoughts.
MerchantYou apprenticed to a trader, moving goods between towns and haggling.
NobleYou were raised in wealth and privilege, trained in etiquette and politics.
SageYou spent your formative years among books, studying lore in libraries.
SailorYou lived the seafaring life, working ships between distant ports.
ScribeYou trained in a scriptorium, copying documents with a careful hand.
SoldierYou trained for war and served under a banner, drilled in weapons and orders.
WayfarerYou grew up on the streets with nothing, surviving by wit, always moving.
Your Species
A shard of mirror tumbles past, and you catch your reflection: horns, scales, feathers, or plain skin. Time to see who you are.
2024 Player's Handbook
AasimarHealing touch, radiant power
DragonbornBreath weapon, damage resistance
DwarfTough, darkvision, poison resist
ElfKeen senses, trance, free cantrip
GnomeSmall, clever, magic resistance
GoliathLarge frame, giant ancestry boons
HalflingSmall, lucky, brave
HumanExtra skill and origin feat
OrcAdrenaline surge, tough, darkvision
TieflingFiendish magic, resistance choice
Additional Officially Published Species
Beast-kin
Aarakocra
Harengon
Kenku
Leonin
Lizardfolk
Loxodon
Minotaur
Owlin
Tabaxi
Thri-kreen
Tortle
Yuan-ti
Fey & spirits
Centaur
Changeling
Fairy
Firbolg
Hexblood
Reborn
Satyr
Shifter
Elemental & planar
Astral Elf
Genasi (Air)
Genasi (Earth)
Genasi (Fire)
Genasi (Water)
Githyanki
Githzerai
Triton
Goblinkin & deep folk
Bugbear
Deep Gnome
Duergar
Goblin
Hobgoblin
Kobold
Constructed & uncommon
Autognome
Plasmoid
Simic Hybrid
Vedalken
Warforged
Your Abilities
Six measures describe what you can do: might, quickness, endurance, wit, instinct, presence. They decide every roll you make from here.
Standard Array15  14  13  12  10  8
Point Buy27 points to spend
Where your best numbers go
BarbarianSTR · CON · DEX
BardCHA · DEX · CON
ClericWIS · CON · STR
DruidWIS · CON · DEX
FighterSTR · CON · DEX
MonkDEX · WIS · CON
PaladinSTR · CHA · CON
RangerDEX · CON · WIS
RogueDEX · CON · CHA
SorcererCHA · CON · DEX
WarlockCHA · CON · DEX
WizardINT · CON · DEX
ArtificerINT · CON · DEX
Your Equipment
The heaviest memories return last: a blade worn to your grip, a pack that still smells of the road. You reach into the mist and pull them out, one by one.
Two Equipment PacksYou get one pack from your class and one from your background. Select the equipment options, not the gold equivalent - both populate your inventory automatically.
Weapon MasteryIf you chose weapon masteries earlier, pick weapons your masteries apply to.
Equip EverythingOn the Inventory page, click the wear, wield or use button on each item until it turns red, so that weapons all appear usable on the character sheet and your Armour Class is correct.
Suggested Spells
The Weave made the crossing with you, fully intact - your spells will work here. Remember these spells first: proven, reliable picks that will keep you alive long enough to learn the rest.
Cantrips
Free to cast, unlimited times.
Spell Slots
Fuel for bigger spells - limited per rest.
Save DC & Attack Bonus
D&D Beyond calculates both automatically.
At level 3 - full casters have four 1st-level and two 2nd-level slots · Paladins & Rangers have three 1st-level · Warlocks have two slots, always 2nd-level
BardCantrips: Vicious Mockery, Dancing Lights
1st: Healing Word, Faerie Fire, Dissonant Whispers
2nd: Invisibility
ClericCantrips: Sacred Flame, Guidance
1st: Bless, Cure Wounds, Guiding Bolt
2nd: Spiritual Weapon
DruidCantrips: Produce Flame, Druidcraft
1st: Entangle, Cure Wounds, Thunderwave
2nd: Moonbeam
SorcererCantrips: Fire Bolt, Prestidigitation
1st: Magic Missile, Shield, Sleep
2nd: Misty Step
WarlockCantrips: Eldritch Blast, Minor Illusion
1st: Hex, Armor of Agathys
2nd: Misty Step
WizardCantrips: Fire Bolt, Mage Hand
1st: Magic Missile, Shield, Find Familiar
2nd: Misty Step
Paladin1st: Bless, Cure Wounds, Shield of Faith
Ranger1st: Hunter's Mark, Cure Wounds, Ensnaring Strike
ArtificerCantrips: Fire Bolt, Mending
1st: Cure Wounds, Faerie Fire
Keystone
Welcome to
Keystone

Let it breathe. You step out of the archway into a circular plaza at the highest point of a round, rather grand city - pale stone, lush parks, bustling marketplaces, people in brightly-coloured clothes. Behind you the archway stands ordinary-looking, purple mist just dissipating.

Keystone Ingrid
IngridGuildmaster
"Welcome to Keystone! Come along."
Guild hall Ingrid
IngridADVENTURERS' GUILDMASTER
"New Arrivals! Welcome to Keystone. My name is Guildmaster Ingrid, head of the Adventurers’ Guild. The portal can be rough, so take a moment to find your bearings."
IngridGuildmaster
"Keystone was built 1000 years ago by the Six Founders, if only some of them were still around to answer some questions. Over a year ago, Keystone was lifted from it’s original place on it’s plane of existence, and was hurtled through the multiverse, landing here, in a world we call Arcadia!"
IngridGuildmaster
"But since this great predicament, we have found adventurers from across the planes arriving in our time of need. I’m talking about you!"
Add them to your sheet
Character sheet → Inventory → Manage Inventory → search and Add:
✦ Potion of Healing (Greater) × 2
✦ Adventurer’s Key
✦ XP - how we track levelling
IngridGuildmaster
"Here, take these, you’ll need it no doubt. Two Greater Potions of Healing and an Adventurer’s Key. The Key holds some of the Founders magic and can protect you if you find yourself in mortal danger."
The Last Gift
Your Key wakes only when you would truly die - three failed death saves, massive damage, or an effect that kills outright. Falling to 0 HP is unchanged. When you would die, you do not. You choose:
✦ Be Saved - the Key carries you home to the Halls of Healing. You are out for the rest of the session, back recovered next time.
✦ One Last Stand - one final turn with advantage on every roll. At its end you die, and nothing can prevent it.
The choice is always yours alone - never the party’s, never the GM’s.
IngridGuildmaster
"Use it when dying to perform a last heroic stand, or otherwise teleport back to the Halls of Healing and avoid certain death."
Guild hall Ingrid
Register with the Guild
IN THE DISCORd
DOWNTIME, TRADING & CRAFTING
 FIND THE CHANNELS
 PRESS REGISTER -> NAME, LEVEL 3
Get your D&D Beyond share link

privacy must be Public
Scan to join the

DISCORD!
Discord QR
IngridADVENTURERS' GUILDMASTER
"Now, we'll get you signed up to be an adventurer in no time! Just need to fill out the contract papers, insurance papers, key deed, safety waiver, next of kin..."     *sigh*
"...Just  a name will do for now."
Map of Arcadia
The world of Arcadia
Pick your session in the Tavern
YOU'RE READY!
ARCADIA
AWAITS!
Head downstairs and choose your session on the questboard!
Welcome to Keystone

Read it aloud, then hand over to session sign-up: the board in the Tavern is Ingrid's board - take a tab off the paper for your session. Announcements in the Tavern at 7pm, or 2pm on Saturday afternoons.

GM notes · Slide 1
Arcadia Character Creation · GM run sheet
Press P to close. Use your browser's print command for paper.