CAMPAIGN GUIDE

Version 1.0
CY 617
June 2017
GREYHAWK REBORN: BEHIND THE SCENES
Tell Us What You Think
Campaign Organization The campaign staff is always eager to hear what your enjoyed,
what you didn't enjoy, and, most importantly, why. You may ask
GHR ADMINS AND LEAD: questions of the campaign staff or ask for rules clarification We’d
• Dave Guerrieri love to hear any suggestions or comments you may have.
• Keith Garrigan
FIND US ONLINE
• Anthony Keller
• Samantha McMullen • The Greyhawk Reborn Website
• The GHR Facebook Group
• TJ Shorb
• The GHR Facebook Page
• Jay Stypinski • The GHR Yahoo Group
• John Lent
All Greyhawk Reborn campaign announcements will be made in
• Matt Dunn the above locations.
• Ben Eastman In addition, you may contact the campaign at
info@greyhawkreborn.net with any Greyhawk Reborn questions.
CAMPAIGN GUIDE CREATION AND DESIGN:
• Anthony Antonich
• Allen Davis
• Keith Garrigan
• Dave Guerreri
• Nick Haws
• Anthony Keller
• Samantha McMullen
• Dave Peterson
• TJ Shorb

GHR Staff Playing in the Campaign
We feel it is very important that GHR campaign staff stay fully
involved and invested in the campaign itself, so we encourage our
staff and leads to play PCs at tables whenever possible.
Authors/DMs may only play their own adventures if the
adventure is co-written with other authors and ran by those
authors/DMs.

Wizards of the Coast, Dungeons and Dragons, Greyhawk and their logos are trademarks of Wizards of the Coast LLC in the United States and
other countries. © 2009 Wizards. All Rights Reserved.
Greyhawk Reborn is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Greyhawk Reborn may use
the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example,
DUNGEONS & DRAGONS®, D&D®, PLAYER'S HANDBOOK 2®, and DUNGEON MASTER'S GUIDE® are trademark[s] of Wizards of the Coast
and D&D® core rules, game mechanics, characters and their distinctive likenesses are the property of the Wizards of the Coast. For more
information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at
(www.wizards.com).
Greyhawk Reborn Campaign Guide

TABLE OF CONTENTS
Welcome to Greyhawk Reborn! ...............................................................1 Building a Structure ...................................................................11
After Living Greyhawk .......................................................................1 Performing Sacred Rites ..........................................................11
Using the Greyhawk Setting.............................................................1 Recuperating .................................................................................11
Rising from the Ashes, Greyhawk is Reborn! ..........................1 Running a Business ....................................................................11
Greyhawk Reborn Overview .....................................................................2 Training ...........................................................................................11
Living Campaigns ..................................................................................2 Combat .......................................................................................................12
Central Campaign Rules.....................................................................2 Bloodied ..........................................................................................12
Ethical Play Guidelines .......................................................................2 Spellcasting Services ...........................................................................12
Character Creation and Advancement..................................................3 Available Spellcasting Services ............................................12
Starting Player Characters................................................................3 Funding Spellcasting Services ..............................................12
Races ...........................................................................................................3 Commerce and Trade..........................................................................12
Classes ........................................................................................................3 Purchasing Items ........................................................................12
Additional Class Features .......................................................3 Trading and Lending Items and Gold ................................12
Playable Human Ethnicities ...................................................3 Selling Items ..................................................................................12
Hit Points and Hit Dice .......................................................................4 Miscellaneous Campaign Rules ......................................................12
Starting Ability Scores ........................................................................4 Affliction with Misfortune ......................................................12
Backgrounds............................................................................................4 Using a Dead Character’s Equipment ................................13
Playable Backgrounds ..............................................................4 Reincarnate ....................................................................................13
Customizing Backgrounds ......................................................4 Online Play .....................................................................................13
Languages .................................................................................................4 Spell Limitations..............................................................................................14
Lifestyle and Upkeep ...........................................................................4 Conjuring Spells .....................................................................................14
Alignment .................................................................................................5 Planar Ally ................................................................................................14
Home Region ...........................................................................................5 Campaign Groups............................................................................................15
Starting Equipment ..............................................................................5 Adventuring Companies ....................................................................15
Custom Starting Equipment ..................................................5 Description.....................................................................................15
Character Advancement ....................................................................5 Sponsorship ...................................................................................15
Feats ..................................................................................................5 Petition for Sponsorship..........................................................15
Multiclassing .................................................................................5 Benefits ............................................................................................15
Changing Deity .............................................................................5 Constraints .....................................................................................15
Character Ability Limitations ..........................................................5 Appendix A: Additional Character Creation Options .....................16
Druid: Wild Shape.......................................................................5 Optional Colleges: Bard......................................................................16
Druid: Elemental Wild Shape ................................................6 College of Enlightenment ........................................................16
Multiple Classes: Find Familiar ............................................6 Optional Domains: Cleric ..................................................................16
Ranger: Ranger’s Companion................................................6 Protection Domain .....................................................................16
Rewards & Adventure Records ................................................................7 Travel Domain ..............................................................................17
Greyhawk Reborn Rewards Cards................................................7 Optional Oaths: Paladin .....................................................................17
Favors and Influence ...........................................................................7 The Divine Prankster ................................................................17
The Worth of a Favor ................................................................7 The Valiant of Mayaheine .......................................................18
Lifestyle Costs .........................................................................................7 The White Paladins of Murlynd ...........................................18
Treasure & Rewards............................................................................7 The Crusaders of Pelor .............................................................19
Average Player Level (APL) and Rewards ......................7 The Heralds of Rao .....................................................................20
Items Found .............................................................................................7 The Votaries of St. Cuthbert ...................................................20
Magic Items Found ...............................................................................8 Optional Domains: Wizard ...............................................................21
Equipping Magic Items .......................................................................8 Arcane Tradition: Sea Magic............................................................21
Upgrading an Item to Magic Item Slot ........................................8 Optional Background: Shaman.......................................................22
Stories and Adventures................................................................................9 Special Certification Race: Lizardfolk .........................................23
Adventures ...............................................................................................9 Appendix B – Greyhawk Reborn Deities..............................................25
Adventure Types ...................................................................................9 Common or Unknown Origins ........................................................25
Adventure Categories .........................................................................9 Dwarven Pantheon...............................................................................26
Adventure Settings ...............................................................................10 Elven Pantheon ......................................................................................26
At the Table ..............................................................................................10 Gnome Pantheon ...................................................................................27
Table Size ........................................................................................10 Halfling Pantheon .................................................................................27
Playing Again ................................................................................10 Human: Baklunish Pantheon...........................................................28
Adventure Play & Campaign Rules .........................................................11 Human: Flan Pantheon.......................................................................28
Adventuring Days (ADs) ....................................................................11 Human: Oeridian Pantheon .............................................................29
Travel between Regions ..........................................................11 Human: Suloise Pantheon .................................................................30
Changing Home Regions..........................................................11 Appendix C – Join the GHR Team! ...........................................................31
Crafting ............................................................................................11
Practicing a Profession.............................................................11
Greyhawk Reborn Living Campaign Guide

WELCOME TO GREYHAWK REBORN!
● ● ●

Rising from the Ashes, Greyhawk is Reborn!
Once again explore one of the oldest, most beloved campaign worlds of all time. The world of Greyhawk
will come alive again as your characters, your heroes, wander upon the Flanaess, pushing back the
darkness.
Venture forth anew in the realm that brought you classics such as The Village of Hommlet, White Plume
Mountain, Against the Giants, Against the Slave Lords, and the Living Greyhawk campaign. Revisit places
such as Saltmarsh, Greyhawk City, the Vast Swamp and the Amedio Jungle.
Create new player characters in your favorite world, with classic races and classes. Create mighty
warriors, powerful wizards, saintly clerics and dubious rogues. Your characters have a place in the world
and their actions will help shape the world.
● ● ●

We welcome you to our Greyhawk Reborn—sometimes referred rumored that great fiends and other abyssal creatures now sit at
to as GHR—organized play campaign. Our primary goal is to the top rung of the ladder, with the strong ruling the weak.
provide entertaining gaming opportunities for the gaming What were once powerful, unified empires have now become
community. small city-states, barely controlling the territory with a day’s ride
Greyhawk Reborn is a new type of living campaign where authors of their walls. Kings, lords and nobles now clash against one
create and judge their own adventures. We use Dungeons and another, trying to become the one who is able to unite the various
Dragons 5E as a basis for our Greyhawk Reborn campaign. Where small political entities. Some want to do it for the benefit of all,
there are differences between the D&D 5E rules and GHR others only to feed their own egos and power.
campaign, the rules in this document take precedence. No, it is not a safe world anymore, not since The Breaking.
Please keep in mind that the Greyhawk Reborn campaign will
constantly strive to provide the best play experiences possible for
our players. As additional options become available, the Using the Greyhawk Setting
campaign staff will examine them carefully, and adjust the Greyhawk is one of the first, and therefore one of the oldest,
campaign rules accordingly. The rules in this document, and published campaign settings. Created by E. Gary Gygax and Dave
other Greyhawk Reborn documents to follow, may be changed or Arneson, originally published by TSR, and now owned by
tweaked, whether to adjust to rules updates, allow for better Wizards of the Coast/Hasbro, the Greyhawk setting is one of the
game balance, or simply to create more player enjoyment. most loved and deepest detailed settings in the history of role-
playing.
After Living Greyhawk Greyhawk Reborn aims to keep the feel and flavor that Messrs.
Gygax and Arneson developed in the early years of Dungeons and
The Flanaess needs new heroes. Are you ready to answer the Dragons and we often refer back to both the 1st edition World of
call? Greyhawk Fantasy Game Setting and the 3rd edition Living
It is no longer safe to be out at night. It is dangerous to travel Greyhawk campaign materials.
from town to town, except in groups. The night somehow seems
darker, more sinister. Only the very powerful travel alone or after
dark. - or the very foolish.
What was once thriving farming hamlets are now walled villages.
Towns are heavily fortified. Only the desperate are outside the
safety of town walls at night; even the farmers travel to the fields
to mind their crops during the day, returning to the protection of
civilization at dusk.
Goblin, kobolds and their ilk fill the vast spaces between towns
now, bullied by hobgoblins, and gnolls, and orcs. It is said that
their evil grows stronger each day. There are likely fouler, more
evil masters above them, such as trolls, and giants, and drow,
with even more hideous evil creatures above them. It is even

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Greyhawk Reborn Campaign Guide

GREYHAWK REBORN OVERVIEW
Living Campaigns RULE THREE: THINGS ARE HANDLED AT THE TABLE
A “living” campaign comes from the idea that more than one The campaign staff believes strongly in both the letter of the rules
table, at more than one time, can exist and help shape a and the spirit of the rules; they should be balancing between fair
campaign. A living campaign springs from the idea that a home- and fun while managing game balance and individual play styles.
style role-playing campaign can be expanded to include tens, Since the author is judging his or her own adventure, our DMs are
hundreds, or even thousands of different players and characters. to listen to persuading arguments and then make a decision
In essence, when you play an adventure, other players with other based on the game play. Whenever there is any confusion or
characters can experience the same adventure, and maybe have a contradiction about a rule, the table DM is the final arbiter, using
completely different experience than you. Many players (and the current version of the Dungeons and Dragons 5E rules and
many characters) can share the same world, and have some any previous DM experience with the situation.
shared experiences, and some not-so-shared experiences. As with any game, sometimes people at a table will have different
interpretations of a given rule. We don't want interpretation of
the rules to grind your gaming session to a halt.
Central Campaign Rules
We want everyone to enjoy themselves, whether they are a RULES UPDATES AND CHARACTER CHANGES
player, a judge or a volunteer. Each Greyhawk Reborn player will
As new source material is released from Wizards of the Coast,
have a different play style, and that is a part of what makes a
occur, there may be instances where the changes in the rules
living campaign interesting to play. In any shared world
significantly alter the way that characters play. When changes
campaign, we keep in mind these simple rules to monitor of
occur, the campaign staff will provide guidance on how
structure, organization and balance of Greyhawk Reborn.
characters can be tweaked so that they can remain within the
rules of the game, and so that they are true to the original
RULE ONE: FUN & ENTERTAINMENT character concept. Guidance for those changes will be provided
Everyone seated at the table is sacrificing time and/or money to when needed, usually with a window of opportunity to make
be able to play this particular game including the DM. Players those changes.
should feel vested in the campaign and part of the story. We
understand that roll-playing and role-playing are not mutually
exclusive and we do our grant play experiences to both types of Ethical Play Guidelines
players. Greyhawk Reborn is a game of heroes and requires We expect our players, DM's, volunteers and staff to conduct
group cooperation to be successful, both in-character and out-of- themselves with integrity and in a manner compatible with group
character. Our best volunteers have started as players having a cooperation and everyone's enjoyment of the game. Specifically:
great time. Together, we strive for fun, interactive play Be considerate of the fun of everyone at the table, and be
opportunities for all involved in the Greyhawk Reborn campaign. understanding of all variety of play styles.
Remember that Greyhawk Reborn is a team game. • Play fair and honestly, and stay away from "Shadyville" in
rules interpretations.
RULE TWO: IT’S ABOUT THE STORY • You cannot intentionally damage or hinder other player
The campaign staff strongly believes that Greyhawk Reborn is a characters without their permission.
unique shared storytelling campaign. We have tales we’d like to • Play adventures for the story and challenges, not for specific
share with our players and likely, the player characters wish to rewards.
become part of the stuff of legends. We also know that some
players love to push the envelope. Our story is the most unique • Please stay focused on the game. We understand that smart
part of our campaign and we ensure that every adventure is tied phones and tablets are often part of a player’s arsenal today,
into the overarching story that Greyhawk Reborn has to share. but be polite to everyone around the table. Please be
Consequently, our judges are aware that player character actions conscious that continuous texting and web surfing pulls your
are not always heroic. We encourage consequences for player attention away from the game at hand.
characters’ actions when they directly oppose rulers, leaders and
the like.

One of the main principles of our living campaign is that your characters actions mean something within the campaign and can
have a lasting impression. For instance, during a royal wedding festival, the local rogues' guild has a contest in which a Quall’s
Tree Token is to be placed in the most outrageous or inappropriate location. If you place the Tree Token in the reflection pool
in the royal palace, it may show up there in future adventures. You and your characters’ actions have meaning!
Dave Guerrieri, Lead Administrator

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Greyhawk Reborn Campaign Guide

CHARACTER CREATION AND ADVANCEMENT
Greyhawk Reborn expands standard character creation with PLAYABLE DEMI-HUMANS
additional character creation options. You will need a D&D 5E The following demi-human races are currently available for play
Players Handbook or the D&D 5E Basic Rules set to assist in Greyhawk Reborn:
creation of your character. Follow the character creation in the
player’s handbook unless specifically notated in this section of Dwarf, Hill Dwarf, Mountain Elf, High
the campaign guide. Elf, Wood Gnome, Forest Gnome, Rock
Halfling, Lightfoot Halfling, Stout Half-Elf
Half-Orc
Starting Player Characters
Tiefling, dragonborn and drow are not playable races in
All PCs start at 1st level with zero XP. Your character will
Greyhawk Reborn.
advance a level approximately every 3 to 5 adventures. Play a
character that you will enjoy and that other players at the table
will enjoy interacting with. Classes
All of the classes in the Player's Handbook are available for play
Races in the Greyhawk Reborn campaign. You may use the Quick Build
option and Equipment suggestions as recommended for your
To create the traditional feel and flavor of the World of
chosen class and background, or you may make your own choices
Greyhawk, specific races and subraces are available for play. With
regarding ability scores, class features, backgrounds, equipment,
appropriate campaign documentation, unique races may be used
etc.
when creating characters. See Appendix A for unique races.

ADDITIONAL CLASS FEATURES
PLAYABLE HUMAN ETHNICITIES Upon the release of additional D&D sourcebook material, the
following class features are now available for play in Greyhawk
A standard human is considered to be a mix of several ethnicities with
no discernible dominant race. Each human ethnicity has
Reborn.
distinguishing physical features and PCs will have physical traits Campaign Specific*
denoting their main heritage. Greyhawk Reborn allows players to
choose from four traditional human ethnicities at this time. Bard College of Old Lore, College of Enlightenment

Baklunish Cleric Protection Domain, Travel Domain
Baklunish folk have golden-hued skin and hair that ranges from blue-
black to dark brown. Their eyes are often green or gray-green. Paladin Oath of the Divine Prankster, Oath of the
Ability Score Increase. +1 to Strength, +1 to two other abilities. Valiant of Mayaheine, Oath of the White
Feat. You gain the Mounted Combat feat. Paladins of Murlynd, Oath of the Crusaders of
Language. You can read, write and speak Ancient Baklunish. Pelor, Oath of the Heralds of Rao, Oath of the
Flan Votaries of St. Cuthbert
Pureblooded Flan boast a bronze-colored complexion, varying from a Wizard Arcane Tradition: Sea Magic
light copper shade to a deep brown hue. Eyes are typically dark
brown, black, brown, or amber. Their wavy or curly hair is usually
black, brown-black, dark brown, or brown. Sword Coast Adventurer’s Guide
Ability Score Increase. +1 to Constitution, +1 to two other abilities.
Skills. You are proficient in Nature and Survival.
Barbarian Totem Paths
Speed. Your base walking speed increases to 35 feet. Bard All instruments on page 124 (no Zulkoon)
Language. You can read, write and speak Flan.
Cleric Arcana Domain
Oeridian
Oeridian skin ranges from tan to olive. Their hair is an array from
Monk Way of the Soul
honey blond to black though brown and reddish brown predominate. Rogue Mastermind, Swashbuckler
Eye coloration varies, and brown and gray are most common.
Sorcerer Storm Sorcery
Ability Score Increase. +1 to Wisdom, +1 to two other abilities.
Feat. You gain the Savage Attacker feat.
Details of the customized, approved Greyhawk Reborn class
Language. You can read, write and speak Old Oeridian.
options are available in Appendix A.
Suloise
Purebred Suel typically have pale skin, with albinism being far more
common than among other races. Violet and pale blue eyes are
common, with gray and deep blue less common. Hair color is fair,
from several shades of blond to light red, and is often kinky in texture.
Ability Score Increase. +1 to Intelligence, +1 to two other abilities.
Feat. You gain the Magic Initiate feat.
Language. You can read, write and speak Suloise.

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Greyhawk Reborn Campaign Guide

Hit Points and Hit Dice
At first level, PCs receive maximum hit points for their class hit LIFESTYLE & UPKEEP
die plus their Constitution modifier. For each additional level,
they gain fixed value of hit points as shown in their class entry, Players choose a lifestyle for their character at the
plus their Constitution modifier. For example, when PCs gain an beginning of each adventure. This defines their standard
additional level of fighter, they will gain 6+CON modifier. of living for the adventure. Your background may dictate
a minimum lifestyle cost for the character, as per the
table below.
Starting Ability Scores
You may use one of the following methods to determine your Wealthy Lifestyle Modest Lifestyle
starting ability scores: Courtier Acolyte
• You may use the following ability scores array and assign Noble City Watch
them to each ability; 15, 14, 13, 12, 10, and 8, and then make
any changes necessary based upon your choice of race. Entertainer
Folk Hero
• You may use the variant 27-point buy ability score system as Comfortable Lifestyle
described in the PHB on page 19. Mercenary Veteran
Charlatan
Due to the nature of a living-style shared world campaign, you Sage
Clan Crafter
may not determine your ability scores using any type of dice Sailor
rolling method. Guild Artisan
Shaman
Soldier
Poor Lifestyle
Backgrounds Criminal
Urban Bounty Hunter
All backgrounds from the Players Handbook are acceptable for
Hermit
play in Greyhawk Reborn. You may choose the suggested
background for your class or choose any of the other Outlander
backgrounds available in the Player's Handbook. Urchin
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 You must declare your desired upkeep to the DM
should choose a personality trait, ideal, bond and flaw for your before play starts, and may not change upkeep during
character from the lists for each background. the adventure.

PLAYABLE BACKGROUNDS
All backgrounds offered in the Player’s Handbook are available
for play. Additional backgrounds are available from additional Languages
D&D sourcebook material and the creative aspirations of our The following languages are available for play in Greyhawk
players. Reborn. Other languages may become available through
Campaign Specific* campaign play.
Shaman Ancient Baklunish Common Draconic
Flan Dwarvish Giant
Sword Coast Adventurer’s Guide Keolandish Elvish Goblin
City Watch Clan Crafter (dwarf only) Old Oeridian Gnomish Sylvan
Courtier Mercenary Veteran Suloise Halfling Undercommon
Urban Bounty Hunter Orcish

Details of the custom, approved Greyhawk Reborn
background options are available in Appendix A.

CUSTOMIZING BACKGROUNDS
You may create your own background for your character, but it
must be submitted and approved by GHR staff 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.

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Greyhawk Reborn Campaign Guide

Alignment Character Advancement
You may choose any non-evil alignment for your PC. Characters Characters gain levels when the players gain experience points
that cast divine spells are required choose a deity. When (XP)_ from adventures according to the XP chart in the PHB.
choosing an alignment, the PC can be within one-step of the Players are responsible for keeping track of their character’s
deity’s alignment. For example, if the PCs deity is lawful good, experience points on their Adventure Records. Characters in GHR
then the PC can be lawful neutral, neutral good or true neutral. will generally gain a level upon successful completion of three to
four adventures.
Lawful Neutral Chaotic
Good Good Good
FEATS
Lawful True Chaotic
Neutral Neutral Neutral Feats are allowed using the rules on pages 165 - 170 of the
Player's Handbook. Other feats may become added in the future.
Lawful Neutral Chaotic
Evil Evil Evil
MULTICLASSING
Deities worshipped in the campaign, as well as other information Multiclassing is allowed using the rules on pages 163 - 165 of the
regarding deities can be found in Appendix B. Deities may be Player's Handbook.
added, edited, or removed from the campaign in the future.
CHANGING DEITY
Home Region Please contact campaign staff to plan to change a worshipped
Every PC has a home, whether it’s a hamlet, a large city, a region, deity along with the specific reason. The campaign staff can
or even a mountain range or forest. The chosen area may impact determine how best to proceed, including the possibility of a
use of Adventuring Days or it could affect the PC during and special mission.
adventure. Players can hail from any location on the Greyhawk
map. The most common starting regions and locations include:
Character Ability Limitations
Keoland To ensure game balance, specific elements of the following
Niole Dra Gradsul New Silverdeep abilities may be modified.
Haven Woodsage Dreadwood
DRUID: WILD SHAPE
The Hold of the Sea Princes A Druid that uses this ability may select an appropriate creature
Walharbor Duchy of Berghof Salton from the list below.
Monmurg Hokar Hool Marsh
Creature Rating and Approved Forms
Geoff
baboon, badger, bat, cat, crab, deer, eagle, frog,
Dim Forest Stark Mounds Gorna giant fire beetle, goat, hawk (falcon), hyena, jackal,
CR 0
Aberglain Dersyth Tycha lizard, octopus, owl, quipper, rat, raven, scorpion,
seahorse, spider, vulture
Other Notable Cities
blood hawk, camel, flying snake, giant crab, giant
Num Eor Saltmarsh Ravonnar CR 1/8 rat, giant weasel, pony, mastiff, mule, poisonous
Westkeep Jaedra Hochoch snake
axe beak, boar, constrictor snake, draft horse, elk,
giant badger, giant bat, giant centipede, giant frog,
Starting Equipment CR 1/4
giant lizard, giant owl, giant poisonous snake, giant
You may choose the suggested equipment listed in class and wolf spider, panther, riding horse, wolf
background descriptions or you may choose your own starting ape, black bear, crocodile, giant goat, giant
CR 1/2
equipment. A PC starts with the maximum total gold pieces seahorse, giant wasp, reef shark, warhorse
notated for their class as listed on page 143 of the PHB. brown bear, dire wolf, giant eagle, giant hyena,
CR 1 giant octopus, giant spider, giant toad, giant
CUSTOM STARTING EQUIPMENT vulture, lion, tiger
A starting character may purchase anything 75 gold pieces or less giant boar, giant constrictor snake, giant elk,
from the player’s handbook including: CR 2 hunter shark, polar bear, rhinoceros, saber-
Armor Weapons Tools toothed tiger
Mounts/Animals Trade Goods Tack & Harness CR 3 giant scorpion, killer whale
Adventuring Gear Waterborne Vehicles Land Vehicles CR 4 elephant
CR 5 giant crocodile, giant shark
Camels and elephants may not be purchased in Greyhawk
Reborn. CR 6 mammoth

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Greyhawk Reborn Campaign Guide

DRUID: ELEMENTAL WILD SHAPE
A Druid that casts uses this ability may select one of the following
elementals from this list.

Dungeon Master’s Basic Rules
Air elemental Earth elemental
Fire elemental Water elemental

MULTIPLE CLASSES: FIND FAMILIAR
A Warlock pact offers additional familiars notated below. See
pact restrictions in the Player’s Handbook for more details.

Familiars
albatross** boar cat crab
frog hawk imp* lizard
monkey** octopus owl parrot**
poisonous
pseudodragon* quazit* quipper
snake
rat raven seahorse spider
sprite* weasel

*Warlock Only Option
** Sea Magic Arcane Tradition Wizard Only Option

RANGER: RANGER’S COMPANION
A Ranger may choose one of the following from the beasts listed
below.

Creature Approved Forms
Rating
baboon, badger, bat, cat, crab, deer, eagle, frog,
giant fire beetle, goat, hawk (falcon), hyena, jackal,
CR 0
lizard, octopus, owl, quipper, rat, raven, scorpion,
seahorse, spider, vulture
blood hawk, flying snake, giant crab, giant rat,
CR 1/8
giant weasel, pony, mastiff, mule, poisonous snake

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Greyhawk Reborn Campaign Guide

REWARDS & ADVENTURE RECORDS
After completing a Greyhawk Reborn adventure, your PC receives
an adventure record—an AR. In each adventure, you can pick Lifestyle Costs
something up that makes your character a little better, a little Use the lifestyle rules and costs on page 157-158 of the Player's
stronger, or a little more versatile. Handbook to calculate lifestyle. Multiply the price per day by the
number of Adventuring Days for the adventure to determine final
lifestyle cost for each adventure, rounding up.
Greyhawk Reborn Rewards Cards It is possible that certain situations provide bonuses and
Greyhawk Reborn Rewards Cards are created exclusively for the penalties for an individual PC or the entire group. For instance, if
major event where they are given away. Rewards cards grant PCs trying to infiltrate a secret rogue organization, or attempting to
additional benefits to be used during adventures. Rewards cards gather rumors in certain areas of town, it may not be beneficial to
may be used at any Greyhawk Reborn event and are have a luxury lifestyle. Conversely, a character may not be
interchangeable between characters. allowed into certain places if they are living a Wretched or
• Players start with one card in their stack at first level. They Squalid lifestyle.
may add an additional card to their stack at level 5, level 9,
level 13 and level 17.
• Players may choose the cards in their stack between
Treasure & Rewards
adventures and must place them on the table before the In every adventure, PCs will find treasure locked in chests, loot
adventure starts. their foes, or receive rewards from grateful individuals or groups.
Treasure comes as various items. They may find magic items,
• Only one card may be used per round. such as weapons, armor, shields and the like. They could also be
• Card effects must be used before the roll unless otherwise masterwork items, silvered items, scrolls, potions, or other
stated. unique items, magical and mundane, unique to the adventure.
Cards cannot be loaned to another player before, during or
after the adventure. AVERAGE PLAYER LEVEL (APL) AND REWARDS
APL is determined by the average level of the party at the
Favors and Influence beginning of the adventure. At start, players choose to play “at
APL” or “up”. If the PCs play “at level”, then they receive
In each adventure, PCs interact with noteworthy non-player experience and gold based on their character level at the start of
characters with their own beliefs and agenda. These NPC the adventure. If the PCs play “up”, then they receive experience
characters can provide benefit, opportunity, punishment or and gold based on one above their character level at the start of
consequence for the actions of the PCs. Other times, you may find the adventure. This represents the approximate proportional
that your PC’s emotional or physical body may change. Some of contribution to the table and the adventure.
these favors are forced based on PC actions. Others must be
resolved before leaving the table, and a few can be visited at a
later date.
ITEMS FOUND
These items may be ordinary, mundane items, or they may be of
masterwork craftsmanship. Items found may also be scrolls,
THE WORTH OF A FAVOR potions or other consumable magic items. When you choose an
PCs receive favors for interacting with non-player characters for item to fill the Item Found section after an adventure, you don't
their actions in the adventure. Favors are tiered by grade and have to pay any gold for the item.
worth. While a PC can expend a favor from one region while in
On each AR, you can choose one item that is listed in the Items
another region, the favor is treated as one tier lower. A Type D
Found section of the Adventure Record. This must be chosen at
favor may not be expended outside of its region.
the end of the adventure and written in the Item Found line on
• Type A – Royalty the AR before you leave the table.
• Type B – Major Noble
• Type C – Lesser Noble / Notable Organization Scroll Levels
All scrolls found during an adventure are of the lowest level that
• Type D – Other the spell can be cast, unless otherwise stated on the Adventure

In the world of Greyhawk, magic items are rare. They are powerful, magnificent items found in an old tomb, a dragon’s hoard,
or with a powerful person. Many magic items have been lost to the passage of time, while others have been forgotten. Others
are resting, maybe in the skeletal hand of a dead adventurer, waiting to be found and used once again.
Dave Guerrieri, Lead Administrator

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Record.

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.

MAGIC ITEMS FOUND
Each PC begins with one Magic Item slot and gains one additional
Magic Item slot each time they gain a level—to a maximum 20
Magic Item slots total. If the Magic Items Found section is present
on the AR and your PC has a magic item slot available, you may
choose one magic item and write in the Magic Item Found line on
the AR. Once you have used a Magic Item Found slot to acquire an
item, you cannot reuse the slot even if you later sell, lose or
otherwise dispose of the Magic Item.
When you choose an item to fill a Magic Item Found slot after an
adventure, you don't have to pay any gold for the item. More than
one player at a table may select the same item, even if it isn't
realistic. However, each PC can only have one of any item in the
game unless the item is part of a matched set.
If the PC must pay to upgrade the item, then the Magic Item does
not take a Magic Item Found slot as the PC is using gold for the
upgrade.
You may not sell magic items without campaign documentation.

EQUIPPING MAGIC ITEMS
Each PC can equip a maximum of ten Magic Items and these slots
must be decided before an adventure begins. PCs may only
receive benefits of one head slot item, one neck slot item, one
armor slot item, one set of arm slot items, one set of glove slot
items, one set of feet slot items, two hand slot items and two ring
slot items. Of those items, a PC may only equip three attuned
Magic Items.
A PC must concentrate for one hour to attune a Magic Item to
receive its benefit.
PCs can carry wondrous items such as a bag of holding that does
not need to be equipped to gain the magical effect it offers. Items
of this nature are described on the AR.

UPGRADING AN ITEM TO MAGIC ITEM SLOT
PCs may receive an opportunity to upgrade an item they receive
to a Magic Item Found. When an item is upgraded, it replaces any
Magic Item Found for that adventure. An upgrade that replaces
the Magic Item Found may only be chosen if the PC has an open
Magic Item slot available.
Exceptions to this general rule are notated on the AR where
details are notated specifically.

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STORIES AND ADVENTURES
Each time you sit down at a Greyhawk Reborn adventure it will STAND ALONE ADVENTURES
be a unique experience, one created by the particular
A stand-alone adventure is a separate adventure all unto itself, to
combination of players around the table as well as the individual
be played completely in one session. They story will have a
DM. Some adventures may be a classic dungeon crawl, while
beginning, middle and an end, and no other adventures will
others may require you to solve a mystery. Some will be combat
directly relate to the adventure.
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
STORY ARC ADVENTURES
vitally important or you could be sent to investigate why an ore Story arc adventures are a connected series of adventures that
shipment is overdue from a silver mine. You could be sent to will be told over time through several adventures. It may be
rescue a princess, a merchant, or another adventurer. Or you composed of as little as two adventures or a series of six or more
could be sent to deal with a group of bandits, eliminating the depending on the plot length of the story arc.
threat once and for all.
Most adventures are structured to play in three to four hours INTERACTIVE ADVENTURES
including introductions, conclusions and paperwork. Some An interactive adventure occurs at conventions. Interactives offer
adventures will be longer and become two-round or three-round a unique experience to players as their characters are brought
adventures, but these will be rare. together with not just one table but many tables for a singular
Adventures will have a brief description (called a blurb) that tells cause. IAs are only offered once, making them exclusive to the
you a little about the adventure, such as where it occurs. It will event at which they are offered.
also include level range, as well as the type, category and setting
of the adventure.
Adventure Categories
Adventures are notated by category to help players prepare for
Adventure Tiers the type of adventure that they are going to play. Each category
In Greyhawk Reborn, your heroes begin their adventuring provides insight on the encounters and skills best suited for the
careers on the local level helping in towns and villages. As they adventure. Adventures categories include tactical, social or
continue to adventure, they will become more recognized and universal and will be provided in the adventure blurb.
more powerful. The adventure tiers of Greyhawk Reborn reflect
the concept. TACTICAL ADVENTURES
• Local tier adventures are the lowest level in GHR and A tactical adventure will emphasize combat and tactical
involve the PCs in events at the town and village level. situations. The use of combat and brute force is likely necessary
These adventures are levels 1 through 4. to be successful in this type of adventure. Example scenarios
• Regional tier adventures bring the heroes into conflicts that include a classic dungeon crawl or mass combat scenarios.
involved provinces and baronies and possibly even
kingdoms. These adventures are of levels 5 through 10. SOCIAL ADVENTURES
• Multi-regional tier adventures concern the PCs in the A social adventure will emphasize role-playing. The focus of the
events of kingdoms and empires. These adventures will be adventure is character interaction and the use of social skills to
of levels 11-16. be successful. Example scenarios include a classic murder
• Global tier adventures will engage the heroes in struggles investigation or negotiating diplomatic relations.
against threats to all of the Flanaess, the Oerth and planar
menaces. These adventures will be of levels 17-20. UNIVERSAL ADVENTURES
Adventures are written for their story with a specific range of A universal adventure emphasizes both tactical and social
levels in mind. Under most circumstances, the adventures will fall strategies. It may have alternate paths to success. In addition, the
within these tiers; however, tier overlapping can occur when the author may create a freeform, sandbox adventure and allow the
adventure story makes sense for levels from both tiers. Examples heroes to find their way through it.
may include introductory adventures for level 1 characters only
and adventures for levels 1-10 or 8-13.

Adventure Types
Adventures are designated as either stand-alone adventures or
story arc adventures. They type of adventure should be noted in
the adventure blurb.

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If playing the adventure again, please don’t ruin the fun or
Adventure Settings surprises for anyone else that may be playing the adventure for
The setting of an adventure can set the tone of an entire the first time.
adventure. Players can expect certain features based on the
adventure being urban, dungeon, wilderness or planar. The type
of setting will be notated in the adventure blurb.

URBAN ADVENTURES
An urban adventure occurs in a city or large town, and the
majority, or all, of the adventure will take place in an urban
setting.

DUNGEON ADVENTURES
A dungeon adventure occurs 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 wizard’s tower or evil temple would also fall into this
category.

WILDERNESS ADVENTURES
A wilderness adventure occurs in the great outdoors. Players
could be trying to find ancient ruins or acting as caravan guards
for a long trek. Or, they could be sent on a discovery or
exploration mission to a sparsely populated area.

PLANAR ADVENTURES
A planar adventure would take place on other planes of existence.
It would likely involve strange beings and surviving adverse
conditions. It could involve aspects of other adventures, but in a
landscape foreign to the characters.

At the Table
Average Party Level (APL) ensures that a judge provides a
challenging yet fair adventure for the players. To determine APL,
add the total character levels of the PCs at the table and divide by
the number of players. Round up above ½.
Once APL is determined, the players at the table may choose to
play “at APL” or “up”. If the PCs play “at level”, then they receive
experience and gold based on their character level at the start of
the adventure. If the PCs play “up”, then they receive experience
and gold based on one above their character level at the start of
the adventure. While there are benefits to playing “up”, judges
are encouraged to take their gloves off, so expect a challenging
adventure.
In addition, all PCs at the tables must be within a range of 5
levels. For instance, a level 1 character 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.

TABLE SIZE
Table size for all normal Greyhawk Reborn adventures at a
convention or game day event is 3-7 players and 1 DM. This gives
an optimal game experience for the players and DM alike.

PLAYING AGAIN
A character can only play an adventure once. Most adventures
can be played again by the same player unless specifically noted.
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ADVENTURE PLAY & CAMPAIGN RULES
The purpose of house rules is to tailor a specific subset of rules BUILDING A STRUCTURE
released by Wizards of the Coast to best meet the intended play
A character may spend ADs between adventures to build a
experience for the Greyhawk Reborn Campaign.
structure, provided that they have GHR campaign documentation
While the administration recognizes there may be many for an appropriate plot of land for the structure. Please see the
additional rules that could benefit from tailoring for the rules on page 128 of the Dungeon Master's Guide. The below
Greyhawk Reborn Campaign, it is the position of the structures are the only ones available to construct at this time.
administration that the Campaign House Rules remain limited to For any structure 5,000 gp and over, you will also need the
a minimal number. express permission to build of the local powers in charge.
The campaign staff prefers to limit the number of published
house rules to avoid establishing a cumbersome reference guide
Building Structure Cost in gold pieces and ADs
or to introduce additional campaign paperwork.
Cottage 500 gp & 15 ADs
Residence, simple house 1,000 gp & 30 ADs
Adventuring Days (ADs) Residence, grand house 5,000 gp & 60 ADs
Each character has a fixed amount of time to adventure and
Noble estate w/ manor 25,000 gp & 150 ADs
explore our world each year and that is represented in
Adventuring Days (AD). A PC begins each calendar year with 364 Business, basic w/ residence 1,000 gp & 30 ADs
ADs to use. This represents one AD for each day in the Greyhawk Guildhall, town of city 5,000 gp & 60 ADs
calendar. Religious, shrine 1,000 gp & 30 ADs
The most common way to spend ADs is through adventuring. Religious, church 5,000 gp & 60 ADs
Each play session takes a different amount of time depending
upon how many days the adventure takes, how often you take a Religious, cathedral 25,000 gp & 150 ADs
long rest, how fast you travel and where you call home. Also, Trading post 5,000 gp & 60 ADs
over-expended ADs from one year roll over to the next year. Outpost or fort 15,000 gp & 100 ADs
When a PC expends all ADs for the year, the PC cannot be played Tower, fortified 15,000 gp & 100 ADs
until the start of the next calendar year.
School of magic or training 5,000 gp & 60 ADs
College of magic or training 25,000 gp & 60 ADs
TRAVEL BETWEEN REGIONS
When determining the total ADs for an adventure, a player
should compare the Adventure Record of the prior adventure to PERFORMING SACRED RITES
the current adventure. If the region for the prior adventure A divine character may spend ADs performing sacred rites.
record matches the current record, there is no additional AD cost Please see page 129 of the Dungeon Master's Guide.
to the character. If the region for the prior adventure record does
not match the current record, the character must pay an RECUPERATING
additional five (5) ADs to reflect the time traveling between
regions. You may spend ADs after an adventure attempting to shake off
the effects of a debilitating injury, disease, or poison, per the rules
in the Player's Handbook, page 187. If you do not succeed, or do
CHANGING HOME REGIONS not spend the adventuring days to attempt to remove the
If you wish to change your PC’s home region, you must expend condition, you begin the next adventure affected by it.
thirty (30) ADs to reflect the time moving your residence. You
may only be a resident of one region. RUNNING A BUSINESS
If you have built a business or have other campaign
CRAFTING documentation stating that you own a business, you may spend
You may use Adventuring Days to craft non-magical items (PHB, ADs to run your business. Please see page 129 of the Dungeon
p. 187), however multiple characters may not combine to create Master’s Guide.
items.
TRAINING
PRACTICING A PROFESSION You may use ADs between adventures learning a new language or
You may use adventuring days to practice a profession. Please training with a set of tools, as per the rules in the Player's
see the rules on page 187 in the Player’s Handbook. 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.

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Type B – contributes 937 gp
Combat •
• Type C – contributes 625 gp

BLOODIED • Type D – contributes 312 gp
Should PCs contribute enough favors to exceed the cost of the
You have a bloodied value equal to half your hit point maximum.
above spellcasting, the characters do not receive “change” or any
When your hit points are equal to or less than your bloodied
gp in excess of the cost of the spell casting.
value, you are bloodied. We find this a good house rule to
represent damage levels in the game without using hit point A character with the acolyte background may request one spell
numbers. each day for free from the spellcasting services listed above. It
must be requested from a temple of their faith, and any material
cost must be paid for by the character or their party.
Spellcasting Services
Any community the size of a thorp will have spellcasting services
available. PCs must be able to travel to the location services Commerce and Trade
available are generally healing and recovery spells and
informational spells. Other spell services may be available if PURCHASING ITEMS
specified in the adventure or per the DM's discretion. The DM
Any community the size of a thorp will have items available for
may also limit the number of spells available.
purchase. As the population increases, so do the value of the
items available. The items available are primarily determined by
AVAILABLE SPELLCASTING SERVICES the size of the town, as per the chart below. Other items may be
The level of spells available is primarily determined by the size of available if specified in the adventure or per the DM's discretion.
the town as per the chart below. Location Population GP Value of Items
Location Population Spells Available Thorp 1-80 75 gp or less
Thorp 1-80 Level 1 spells Hamlet 81-400 Up to 150 gp
Hamlet 81-400 Up to Level 3 spells Village 401-900 Up to 400 gp
Village 401-900 Up to Level 5 spells Town 900-6,500 Up to 1,000 gp
Town 900-6,500 Up to Level 7 spells City 6,500 + Up to 9,999 gp
City 6,500 + Up to Level 9 spells
Poisoner's kits, poisons, camels, elephants, and ships other
than a rowboat may only be purchased with campaign
Spells may available based on location and the cost may vary. documentation.
Sample costs as provided in the chart below. The below is only a
guideline:
TRADING AND LENDING ITEMS AND GOLD
Spell Name Cost
Items may not be traded to another PC. During the adventure,
Cure Wounds (1st Level) 10 gp you may loan items and coin to other PCs for the duration of the
Divination 210 gp adventure. The loaned items and anything purchased with
Greater Restoration 450 gp borrowed GP revert to your PC at the end of the game. If a loaned
item is destroyed, its loss is reflected on your AR and wealth.
Identify 20 gp
Lesser Restoration 40 gp You may not loan money to a friend to buy an item you cannot
normally buy for yourself.
Prayer of Healing (2nd Level) 40 gp
Raise Dead 1,250 gp SELLING ITEMS
Remove Curse 90 gp
Players may sell mundane items from the tables in Chapter 5:
Speak with Dead 90 gp Equipment section for ½ the full cost of the item. Magic items
may not be sold at this time.
FUNDING SPELLCASTING SERVICES
Any number of PCs may contribute to purchase a spellcasting Miscellaneous Campaign Rules
service. At least one PC in the party must survive the adventure
in order to have a Raise Dead or other similar spell option
AFFLICTION WITH MISFORTUNE
available. PCs participating in the adventure may contribute time
in service to pay off the gold piece cost required for the Raise PCs afflicted with lycanthropy, vampirism or similar misfortune
Dead or similar spell casting. Each AD spent working yields 2 gp. are not playable in the Greyhawk Reborn campaign unless
specifically notated in the Greyhawk by Night campaign notes.
Characters may expend Favors to reduce the cost of a Raise Dead
These conditions allow PCs powers and abilities not suitable for
spell in bringing a dead comrade back to life.
GHR, as well as likely changing their alignment to a non-playable
The spell casting may be reduced by the following amounts: one. Before the PC may be played again, they must remedy the
• Type A – contributes 1,250 gp situation in one of the following ways.

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Lycanthropy: A remove curse spell will cure the afflicted
character. This spell is available as a spellcasting service for 90 gp
or it may be cast by another PC at the table.
Vampirism: This PC may be cured by a wish spell cast by a fellow
PC or an NPC as determined by the DM, or they may be killed and
returned to life by a raise dead spell at the normal cost.
The GHR campaign staff is willing to discuss other options for
solving these issues with you.

USING A DEAD CHARACTER’S EQUIPMENT
Equipment left behind by a dead PC may only be used by other
PCs until the end of the adventure. If the dead PC is not raised or
resurrected, all of their items are considered buried/destroyed
with the body. The only exception allowed, at the DM's discretion,
is if the dead PC was carrying an item vital to the plot of the
adventure story arc.

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 ethnicity:
Percentile Dice Human Ethnicity
01-60 Standard Human
61-70 Human, Baklunish
71-80 Human, Flan
81-90 Human, Oeridian
91-100 Human, Suel

Online Play
Greyhawk Reborn is intended to bring gamers together, and as
such, our 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 guidelines, including the adventure being run
by its author. Adventure Records must be distributed properly
and in a timely manner.

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SPELL LIMITATIONS
For player ease of access, specific character abilities listed across
sourcebooks are located here. To ensure game balance, specific Planar Ally
elements of the following spells may be modified. At this time, only an imp and a quazit may be summoned using
the planar ally spell.

Conjuring Spells
This list encompasses the current acceptable beings that can be
summoned using any of the Conjure spells. We have notated
creature rating and the summoned creature for ease of access.

Beast Creature Rating and Approved Summons
baboon, badger, bat, cat, crab, deer, eagle, frog,
giant fire beetle, goat, hawk (falcon), hyena, jackal,
CR 0
lizard, octopus, owl, quipper, rat, raven, scorpion,
seahorse, spider, vulture
blood hawk, camel, flying snake, giant crab, giant
CR 1/8 rat, giant weasel, pony, mastiff, mule, poisonous
snake
boar, constrictor snake, draft horse, elk, giant
badger, giant bat, giant centipede, giant frog, giant
CR 1/4
lizard, giant owl, giant poisonous snake, giant wolf
spider, panther, riding horse, wolf
ape, black bear, crocodile, giant goat, giant
CR 1/2
seahorse, giant wasp, reef shark, warhorse
brown bear, dire wolf, giant eagle, giant hyena,
CR 1 giant octopus, giant spider, giant toad, giant
vulture, lion, tiger
giant boar, giant constrictor snake, giant elk,
CR 2 hunter shark, polar bear, rhinoceros, saber-
toothed tiger
CR 3 giant scorpion, killer whale
CR 4 elephant
CR 5 giant crocodile, giant shark
CR 6 mammoth
CR 7 giant ape

Celestial Creature Rating and Approved Summons
CR 2 pegasus

Elemental Creature Rating and Approved Summons
CR 2 gargoyle
air elemental, earth elemental, fire elemental,
CR 5
water elemental

Woodland/Fey Creature Rating and Approved Summons
CR 1/4 sprite

Woodland Being Creature Rating and Approved Summons
CR 2 gargoyle
air elemental, earth elemental, fire elemental,
CR 5
water elemental

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CAMPAIGN GROUPS
Campaign groups are organizations primarily focused on BENEFITS
pursuing goals and activities that further their own agenda. Each
Each character in an Adventuring Company gains the following
campaign group has their own motives, goals, agendas and
benefits:
philosophies. Some campaign groups will be larger and others
small. Some will be very public while others prefer to operate in • Favor of the Sponsor (reusable, once per adventure)
the background. Sometimes groups with similar goals may work • Possible benefits per interactive
together, while at other times groups may oppose one another. • Possible item access through play
Campaign groups will be introduced through play, and your • Other secret benefits
character will be given the opportunities to join campaign groups
based upon their interactions with NPCs and actions at the table. CONSTRAINTS
More information regarding campaign groups will be A player may only have one character in an Adventuring
forthcoming in the months ahead. Company at any given time.
A character may resign from an Adventuring Company without
Adventuring Companies penalty. The player must notify the Adventuring Company point-
of-contact.
Each Adventuring Company must maintain a current roster of
DESCRIPTION participants.
A group of characters may organize and establish their own Each Adventuring Company must maintain five (5) members in
Adventuring Company. An Adventuring Company is a formal order to maintain its sponsorship.
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
Each Adventuring Company must have a sponsor in order to
receive formal recognition.
A sponsor may take the form of an NPC of some influence or an
organization. Each NPC will typically only elect to sponsor one
Adventuring Company.
An organization may elect to sponsor more than one Adventuring
Company.
An Adventuring Company should select a sponsor whose beliefs
the characters align with. An Adventuring Company that
performs actions, which conflict with the beliefs of the sponsor,
may lose any in-game benefits.

PETITION FOR SPONSORSHIP
To request sponsorship, a group of adventurers must draft a
Petition for Sponsorship. A petition for sponsorship should be an
In-Character document of no more than one page in length that is
submitted to the Regional Administration.
Each Petition for Sponsorship must include five (5) characters of
at least 3rd level interested in creating the Adventuring Company.
Petitions for Sponsorship will be reviewed by each sponsor and
the Adventuring Company that best fits the interests of the
sponsor will be selected.

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APPENDIX A: ADDITIONAL CHARACTER CREATION OPTIONS
Below are additional custom character creation options from PROTECTION DOMAIN
additional sourcebooks and campaign specific options.
The gods of protection are gods of defensive strength, an
unyielding force that guards against the forces of evil. Sometimes
Optional Colleges: Bard the god of protection is a martial deity, usually male, who stands
as the ideal for sentinels and paladins. Other times they are a god
In addition to the bard colleges available in the Player’s of community, often female, who embodies the community’s
Handbook, you may also choose the College of Enlightenment as cohesiveness and responsibility to protect and care for each
listed below. other. The Protector entrusts you with the strength and
endurance to protect the innocent so that you can become a
COLLEGE OF ENLIGHTENMENT beacon of hope in a darkened world. You protect the weak from
The College of Enlightenment is often closely associated with a the wicked, and nothing stirs your righteous fury so much as
church that seeks to bring music and knowledge to the populace. witnessing harm brought to those your god calls you to protect.
Combining the powers of the divine and the powers of inspiration The most devoted and enlightened followers of the Protector are
yields a potent force capable of healing wounds and staving off bulwarks of defense in a violent world. Many seek to take the
death. The most popular College is located in the Theocracy of fight to the enemy, delving into dungeons to root out threats
Ravonnar, though smaller colleges exist throughout the Flanaess. before they can spread. On the edge of civilization, the Protector’s
clerics organize defenses, train local militias, and bring justice to
Bonus Proficiencies a lawless land.
When you join the College of Enlightenment at 3rd level, you gain Protection Domain Spells
proficiency in one of the following skills: Religion, Insight,
History, or Tool Proficiency (Harp). Your proficiency bonus is Cleric Level Spells
doubled for any check using this skill. You also gain proficiency 1st protection from evil and good, sanctuary
with medium armor and shields. 3rd aid, warding bond
5th dispel magic, protection from energy
Words of Enlightenment
7th death ward, freedom of movement
Starting at 3rd level, you learn how to improve your healing spells
with the power of music. When you cast a spell that restores hit 9th dispel good and evil, raise dead
points, you may expend a number of bardic inspiration dice to
restore an additional number of hit points equal to the total of the Bonus Proficiencies
number rolled on the inspiration dice. You may spend up to one When you choose this domain at 1st level, you gain proficiency
inspiration die per level of the spell cast. with heavy armor.
Additional Magical Secrets Holy Guarding
Starting at 6th level, you learn two additional spells from the bard, From 1st level, when a creature you can see attacks a target other
cleric or paladin spell list. A spell you choose must be of a level than you that is within 5 feet of you, you can use your reaction to
you can cast, as shown on the Bard table, or a cantrip. The chosen impose disadvantage on the attack roll. You must be wielding a
spells count as bard spells for you but do not count against the shield.
number of bards spells you know.
Channel Divinity: Divine Shelter
Light of Inspiration
Starting at 2nd level, you can use your Channel Divinity to defend
Starting at 14th level, when you are reduced to below 0 hit points, one of your allies. When a creature within 25 feet of you takes
you may expend all your remaining bardic inspirations to damage, you may use your reaction to reduce the damage the
immediately heal up to half of your maximum hit points. Allies creature takes by 2d8. If you are at least 11th level, reduce the
within 30 feet are also healed 1d10 hit points for each bardic damage by 4d8 instead.
inspiration die expended, and enemies within 30 feet take 1d10
radiant damage for each bardic inspiration die so expended. You Channel Divinity: Blessing of the Protector
regain use of this ability when you finish a Long Rest.
Starting at 6th level, you can use your Channel Divinity to create a
30 foot burst of divine energy centered on you that removes the
Optional Domains: Cleric following conditions on all creatures within the burst: blinded,
charmed, deafened, frightened, paralyzed, poisoned and stunned.
In addition to the domains available in the Player’s Handbook,
you may also choose the Arcana domain from the SCAG or
Sacred Defense
Protection or Travel as listed below.
Starting at 8th level, you and all allies within 30 feet of you gain a
+1 bonus to saving throws. When you reach level 14, this bonus
becomes +2.

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Divine Resistance
Starting at 17th level, you can use your action to allow you and
Optional Oaths: Paladin
your allies to gain resistance to one damage type for one minute. In addition to the domains available in the Player’s Handbook,
you may also choose one of the options listed below. Originally
released in Dragon Magazine Issue 306, The Paladins of
TRAVEL DOMAIN Greyhawk, by Gary Holian, provided special options for holy
The gods of travel encourage their followers to experience the warriors dedicated to a handful of deities unique to the
vastness of creation for themselves, rather than read about it in a Greyhawk setting. These paladin options are revisited for the 5th
book. Clerics with the Travel domain are empowered by divine edition Dungeons and Dragons rules. Each option represents a
energy to overcome any obstacle that might prevent them, and commitment made by the paladin to the cause of his/her deity, a
their companions, from exploring the unknown, finding lost sacred bond that should never be broken. These specialty paladin
treasures, and experience life to the fullest. options are available for immediate use in organized play, with
one special limitation: the path of a specialty paladin is a narrow
Travel Domain Spells one—any character that takes a level in a class other than paladin
Cleric Level Spells immediately becomes an evil paladin, the Oathbreaker per the
1st longstrider, jump rules in the Dungeon Master’s Guide. An evil character cannot be
played in Greyhawk Reborn.
3rd pass without trace, spider climb
5th water walk, fly THE DIVINE PRANKSTER
7th dimension door, freedom of movement The Divine Pranksters of Garl Glittergold are not your normal
9th teleportation circle, tree stride righteous and stoic warriors of faith. As champions of the
"Forgotten Folk", they seek to humor, pranks and quips to
Bonus Proficiencies brighten their lives. When threatened with violence they remain
When you choose this domain at 1st level, you gain proficiency in vigilant, protecting the weak and seeking out hostile races,
survival and learn an additional language of your choice. especially the kobolds. Divine Pranksters are respected leaders
among the gnomes but are rarely taken seriously by the taller
Well-Travelled races which soon find themselves the butt of the joke. They
generally don flashy outfits and tend to wear medium armor
From 1st level, you gain the Natural Explorer ability from the often painted in bright colors. They tend to wear their holy
Ranger class featured in the PHB on page 91. You may only symbol (a gold nugget) around their neck as opposed to on their
choose one of the following terrains: coast, desert, forest, shield but either way is accepted.
grassland or mountain.
Tenets of Garl Glittergold
Channel Divinity: Quick Step
Paladins who follow the divine prankster seek to brighten the
Starting at 2nd level, you can use your Channel Divinity as a gloomiest moments with a quip or well-placed prank.
bonus action to move at an incredible pace. Your speed increases Support the community. A community is more than the sum
by 5 feet and you can use Dash as a bonus action on each of your of its parts. We are the force that binds the many moving pieces
turns after this one. Components: V, S. Duration: Concentration, of a community. Defend the weak, defend the innocent, and
up to 10 minutes. defend home.
Channel Divinity: Unburdened Steps Use your gift. If you take yourself too seriously, no one else
will. Make your community a brighter place in thought, word and
Starting at 6th level, you can use your Channel Divinity to prevent deed.
a creature from any binding or impediment to movement. As an
action, you present your holy symbol and invoke the name of No harm, no foul. A prank is harmless unless it's meant to
your deity. You or one of your allies within 30 feet of you receives cause harm.
the benefits from the freedom of movement spell. Alternatively, as
a reaction, you may invoke this power upon yourself without Oath Spells
presenting your holy symbol or invoking your deity’s name. You gain oath spells at the paladin levels listed.
When activated as a reaction, your freedom of movement spell Paladin Level Spells
will last for a number of rounds equal to your Cleric level.
3rd Tasha’s hideous laughter, silent image
Potent Spellcasting 5th invisibility, mirror image
Starting at 8th level, you add your Wisdom modifier to the 9th major image, hypnotic pattern
damage you deal with any Cleric cantrip you cast. 13th greater invisibility, confusion
One Step, Many Steps 17th animate objects, mislead
Starting at 17th level, you can cast one of the following spells
without using a spell slot once per day: Teleportation Circle, Channel Divinity: Taunt
Plane Shift or Etherealness. You must have a properly attuned When you take this oath at 3rd level, you can use your Channel
fork to cast Plane Shift. Divinity to target up any number of creatures who can see or
hear you equal to your Charisma modifier. Each target must make

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a Wisdom saving throw. On a fail, the target is charmed for one
minute and must use their action to attack only you. The target Oath Spells
can still use their move and bonus action (if any) freely. If the You gain oath spells at the paladin levels listed.
target cannot attack, then the target takes no action. The target Paladin Level Spells
can make a Wisdom saving throw at the end of each turn to end
3rd healing word, hellish rebuke
the effect.
5th hold person, warding bond
Divine Glamour 9th beacon of hope, protection from energy
Starting at 5th level, you can use your action to call upon Garl 13th fire shield, guardian of faith
Glittergold to aid you in the deception of your enemies. For the 17th hallow, hold monster
next minute, the targets of your illusion spells have disadvantage
on saving throws or skill checks made to overcome the effects of
the spell. Channel Divinity: Shield Maiden’s Grace
When you take this oath at 3rd level, you gain the protection of
Aura of the Prankster the Shield Maiden herself. When you are hit with an attack, you
At 7th level, when an enemy within your Aura of Protection may use your reaction to add your Charisma modifier to your
attacks an ally, you may use your reaction to give disadvantage to armor class until the end of your next turn. If this bonus would
that enemy's attack roll and all subsequent attack rolls against cause the attack to miss, you take no damage from the attack.
that same ally. The aura increases to 30 feet at 18th level.
Channel Divinity: Shield of the Innocent
Improved Aura of the Prankster When you take this oath at 3rd level, you can use your reaction to
At 15th level, as a reaction, you may grant disadvantage to an switch places with a non-evil creature adjacent to you that is
enemy's saving throw if that enemy is within your aura. targeted by an attack or spell. The target takes no damage, even
from an area spell, and any attack that would have resolved
Epic Prank against the creature instead resolves against you. If the creature
you are shielding is unconscious, you have advantage on your
At 20th level you gain Tasha's hideous laughter as a cantrip and
saving throw against the spell and any attack that are now
may cast it as a 1st level spell as a bonus action. If the target of
resolving against you are made with disadvantage.
this spell has magic resistance, it does not gain advantage on the
saving throw against this spell. Heal the Weak
Starting at 7th level, whenever you restore hit points to a
THE VALIANT OF MAYAHEINE creature, you heal double the normal amount if that creature has
Once a mortal paladin of Pelor herself, the faithful order of a level or challenge rating lower than yours.
Mayaheine emerged from within the ranks of the existing
Pelorian knighthood. The last two decades have been good to the Aura of Grace
order since the arrival of their patroness in the Flanaess during Beginning at 15th level, all allies within 10 feet of you benefit
the Greyhawk Wars. Many women who were considered too from your Shield Maiden’s Grace when you use that feature. At
weak to serve by this orders found the Order of the Valiant 18th level, the area of this aura increases to 30 feet.
welcoming them with open arms. The Valiant of the Shield
Maiden tend to prefer bladed weapons, particularly the bastard Bulwark against Evil
sword. They always carry shields.
At 20th level, as an action, you can take up a defensive stance to
Tenets of Mayaheine protect others from the onslaught of evil. For 1 minute, any
hostile creature that can see you must make a Charisma saving
Worshippers of the Shield Maiden tend to have a martial attitude, throw against your Spell DC whenever it tries to target a creature
but are known for their unending optimism. other than you with an attack or cast a harmful spell that does
Valor is judged by the heart. The Shield Maiden does not not include you in its area of effect. If it fails the saving throw, its
judge others by their gender, but the valor of their hearts. attacks must target you and it must change the direction of its
Defend the weak. The Shield Maiden always protects the spell such that you are caught in its area of effect. Once you use
good, the downtrodden and the innocent. this feature, you can’t use it again until you finish a long rest.
Speak, think, act true. Honor and honesty are the greatest
defenses we have against the wicked.

THE WHITE PALADINS OF MURLYND
The White Paladins of Murlynd are the most esoteric holy
warriors in all of the Flanaess, a narrow sect, existing outside of
the standard traditions of Heironeous. They usually wear a
hodge-podge of strange self-crafted armor and clothing: foreign
hats, odd breastplates, or shirts of chain in combination with
leather breaches or pantaloons are common. All of the White
Paladins incorporate the six-pointed star of Murlynd into their
raiment. The most jealously guarded inventions of the White
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Paladins are called firebrands, remarkable (some think magical) The Secret of the Firebrand
devices that can fire small metallic balls with sufficient force to Starting at 7th level, you may purchase any of the Firearms listed
pierce flesh and penetrate hide at great distances. in the Renaissance Item table (see pages 267-268 of the Dungeon
Master’s Guide), and you are considered proficient in their use.
Tenets of Murlynd Any feat, spell or class feature that applies to use of other ranged
They have an unquenchable curiosity for all things otherworldly weapons can be applied to the use of firearms you possess.
and mechanical, and seek to use technology to aid the struggle
against evil. They are non-conformists and trailblazers with a Reverse Engineering
strong will, but also an equally strong sense of honor and justice. Beginning at 15th level, you have learned to unlock the formulae
Talk slowly, think quickly. Generally, you ain’t learnin’ of magic items in your possession. For one-half of the cost shown
nothing when your mouth’s a-jawin’. under Crafting Magic Items on page 129 of the Dungeon Master’s
Learn something from yesterday. Tomorrow is the most Guide, you may transfer any magical enchantment from one item
important thing in life. It’s perfect when it arrives and puts itself you own to a non-magical item you own. The time it takes to
in our hands. transfer a magical enchantment is as follows: Common: 2 ADs,
Uncommon: 10 ADs, Rare: 50 ADs, Very Rare: 150 ADs,
Mean what you say. Tellin’ a man to git lost and makin’ him do
Legendary: 365 ADs. There are no additional lifestyle costs due
it are two entirely different propositions.
while magic is being transferred.
Stand tall. Courage is being scared to death—and saddling up
anyway. Last Man Standing
At 20th level, when all of your allies have died or been knocked
Oath Spells unconscious in a battle against a major foe (DM’s discretion), you
You gain oath spells at the paladin levels listed. remain upright even after having been dealt mortal wounds. You
Paladin Level Spells do not fall unconscious at 0 hit points and do not die until you
3rd magic missile, shield reach negative your hit point maximum or until your foe is
defeated (whichever comes first.) While below 0 hit points, you
5th shatter, heat metal cannot take reactions – the will of Murlynd is slow but
9th dispel magic, counterspell implacable. You continue to make death saving throws as normal
13th Otiluke’s resilient sphere, Leomund’s secret and if you fail three such saving throws, normal healing magic
chest will not work on you – you are considered “dead” for purposes of
such spells and can only be restored by magic that would return
17th animate objects, contact other plane
the dead to life. Once you use this feature, you can’t use it again
until you have completed a long rest.
Channel Divinity: Arcane Insight
When you take this oath at 3rd level, you can use your channel
divinity to activate any spell scroll you possess, even if that spell THE CRUSADERS OF PELOR
does not appear on your spell list or is of a higher level than you
normally can cast. No Intelligence (arcana) check is required. Paladins of Pelor are sworn foes of the undead, whose presence
their religion finds anathema to all living things. They always
Channel Divinity: Piecemeal Patchwork honor the Sun God with a gold orb holy symbol worn somewhere
on their person, usually emblazoned on chest-plates or shields.
When you take this oath at 3rd level, you can use your channel
All paladins of Pelor wear a so- emblazoned inky black cloak on
divinity as a bonus action to activate the features of any
formal occasions or when engaging in a planned battle with the
additional piece of worn equipment you possess, those features
forces of darkness (such as a war). When so garbed, the Pelorians
lasting for 10 minutes. Murlynd’s followers are known for piecing
blend into the darkness, looking like floating suns charging into
together individual parts to make a new whole. As a result, the
battle.
paladin may benefit from wearing one half to a set or receive
stacked benefits from items for a short amount of time. This is an Tenets of Pelor
exception to the general rule that in order to operate, items that
are intended to be worn as a pair must be worn together and that Pelorian paladins tend to be altruists and selfless crusaders,
you can only benefit from one item of a particular kind at a time. always willing to make great sacrifices to save the helpless.
Hope is found in even the smallest light. In the deepest
Replacement Fighting Style darkness, even the smallest light shines true. Anyone can be a
At third level, whatever fighting style you chose at 2nd level is hero if they are but given the chance.
lost and replaced with the Archery fighting style and Ranged Shine on. Never back down before the forces of darkness and
fighting style. decay, the sun is always there even if you can’t see it.
Archery. You gain a +2 bonus to attack rolls you make with Share selflessly. Seek not power for your own sake: the sun
ranged weapons. doesn’t keep its warmth for itself but gives freely with all that it
Ranged. Any paladin spells or features that normally can be is.
used with melee weapon attacks can now only be used with
ranged attacks. Oath Spells
You gain oath spells at the paladin levels listed.

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Paladin Level Spells Rao are no fools to wander the wilds unarmed: they generally
3rd guiding bolt, healing word wear chainmail or leather armor and wield light, single-handed
weapons such as shortswords and maces. They rarely wear
5th enhance ability, prayer of healing
helms and almost never carry shields. Serene, patrician figures,
9th beacon of hope, mass healing word most possess spotless manners and erudition.
13th divination, wall of fire Peace is rarely bought cheaply. Peace must often be won at
17th flame strike, mass cure wounds the point of a sword and enforced through strength of arms.
When conditions make discourse impossible, do not hesitate to
Channel Divinity: Disrupt Undead use force to keep the peace.
When you take this oath at 3rd level, you can use your bonus Know your enemy. Learning their every vice and weakness,
action when you hit an undead creature with a weapon attack to and use your knowledge to quell tumult and violence.
disrupt its negative energy by channeling divine power into your Calm is the father of wisdom. Make decisions not from a fiery
assault. If, after you resolve the damage from your attack, the heart, but from a tranquil and detached place, free from
target has 25 hit points or fewer, it must make a Wisdown saving emotional confusion.
throw against your spell DC or be destroyed. On a successful save,
the creature becomes frightened of you until the end of your next Oath Spells
turn. You gain oath spells at the paladin levels listed.
Paladin Level Spells
Channel Divinity: Reveal the Hidden
3rd charm person, comprehend languages
When you take this oath at 3rd level, you can use your bonus
action to emit a sudden burst of tangible light. All obscurement, 5th augury, calm emotions
natural and magical is instantly negated in a 30 foot radius 9th clairvoyance, sending
centered on you. Spells that create obscurement are immediately 13th divination, Mordenkainen’s private sanctum
dispelled and creatures that were hidden are suddenly evident
until they hide again. Natural darkness returns at the end of your 17th legend lore, scrying
next turn as the light fades.
Channel Divinity: Calm the Many
Scalding Faith of the Sun When you take this oath at 3rd level, you can use the teachings of
Starting at 7th level, any time you deal radiant damage to an Rao to defuse a dangerous situation. If you are not wearing heavy
undead creature, it is treated as being vulnerable to that damage. armor and do not have a weapon drawn, you may use your action
If the target is already vulnerable to radiant damage, it takes to make any creatures within 30 feet of you make a Charisma
triple damage instead of double from your radiant attacks. Your saving throw with a DC equal to 8+ the better of your Charisma
attacks ignore radiant immunity. (Persuasion) or Wisdom (Religion), or have their attitude toward
you and your allies improved by one (hostile creatures become
The Sun Shines on Us All indifferent, indifferent creatures become friendly). This effect
Beginning at 15th level, you and your allies within a 30 foot lasts as long as you concentrate or until any of the targets are
radius gain the effects of your Scalding Faith of the Sun feature. attacked.

Let the Light Guide Your Path Channel Divinity: Divine Insight
At 20th level, as an action, you can allow the light of Pelor to When you take this oath at 3rd level, you open yourself to the
guide your actions. For 1 minute, your eyes are replaced by vast knowledge of your patron. As a bonus action, you gain
glowing motes of pure sunlight. You have advantage on all attacks insight into the inner workings of your foes. You instantly know
against fiends or undead and you have truesight out to the range the maximum hit point total, armor class, saving throws,
of your normal vision. Once you use this feature, you can’t use it resistances, weaknesses and immunities of one target creature.
again until you finish a long rest. You can also sense whether the target is hostile, indifferent or
friendly to you.

Serenity
THE HERALDS OF RAO Starting at 7th level, you may add your Wisdom modifier to your
Paladins of Rao place their faith in the concepts of peace and saving throw DC, spell attack modifier, and Aura of Protection, in
reason. Many believe that his adherents would rather die than lift addition to your Charisma modifier
a sword in anger, preferring to outwit or outmaneuver their foes
by guile or magic. Although few in number, Raoan paladins are Aura of Calm
exceedingly formidable individuals chosen for both their martial Beginning at 15th level, you emit an aura of wisdom, inner calm
abilities and their keen wisdom and intellect. Rao's symbol, the and sagacity. You and any allies within 30’ of you may draw upon
white mask of serenity, is embroidered over their chests. your confidence to gain a bonus to any one d20 roll per turn,
equal to your Wisdom modifier. This does not cost any actions
Tenets of Rao and may be declared after you know the results of the die roll.
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
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Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

The Gift of Foresight Cuthbert’s Smite
At 20th level, you may cast Foresight without using a spell-slot or Starting at 7th level, all spells or features that you have which
any components. Once you use this feature, you can’t use it again normally only work on evil, fiendish or celestial creatures also
until you finish a long rest. work on chaotic creatures as well. This includes the extra 1d8
damage that you deal with Divine Smite.

THE VOTARIES OF ST. CUTHBERT Humble Heart
Paladins of St. Cuthbert are forthright and deliberate warriors You are immune to charm and compulsion effects.
who seek to apply the common sense and truth embodied in their
god's teachings while combating those who would deceive the The Cudgel
good or injure the unenlightened. They emphasize practicality At 20th level, you are the embodiment of St. Cuthbert’s holy
over honor or pride. Once a decision has been made, the Votary mission to thwart the machinations of Iuz the Evil One. You are
takes swift and efficient action. The often-repaired (seldom instantly aware of the presence of any worshippers of Iuz within
replaced) armor frequently shows signs of battle, including dings 100 feet, and cannot be surprised by them. In addition, all attacks
and dents. Cuthbertines tend to have long facial hair and a you make against worshippers of Iuz are made with advantage,
common man's taste for smoke and fermented drinks. They wear all saving throws they make against your spells are at
no other particular symbols and do not to tend to offer other disadvantage, all saving throws you make against their spells are
obvious displays of their association. at advantage, and all attacks they make against you are at
disadvantage. You ignore all of their resistances and immunities.
Tenets of St. Cuthbert
Votaries focus on living a lawful and orderly life, and place little MORE TO COME
value on wealth or titles: only forthrightness and perspicuity gain More great options for the Paladins of Greyhawk Reborn are
their admiration. St. Cuthbert's paladins tend to be dour, sober coming soon including Heironeous (Glory Axe), Al’Akbar (Exalted
folk, favoring drab clothing and heavy, practical armor with no One), Azor’alq (Son/Daughter of Light), Pholtus (Inquisitor),
filigree. Trithereon (Hound), and Hextor (Fist).
Maintain Balance. Protect the common folk from those who
would use power and wealth to deny them the fruits of their
labor.
Understand efficiency. If you beat your head against the wall Optional Domains: Wizard
it is your head which breaks and not the wall; don’t waste your In addition to the arcane traditions available in the Player’s
efforts where they are of no value. Handbook, you may also choose the arcane tradition of Sea Magic.
Be and teach genuineness. Fight against the forces of
disorder and confusion that distract men’s minds and distort the ARCANE TRADITION: SEA MAGIC
truth. While not a school of magic in the traditional sense, Sea Wizards
(often referred to as Sea Mages) are wizards who choose to take
Oath Spells
to the high seas to hone their craft. They are merchants, sailors
You gain oath spells at the paladin levels listed. and pirates who use their magic to strengthen their chances of
Paladin Level Spells life on the sea.
3rd goodberry, shillelagh
Charm of the Sea
5th shatter, spiritual weapon
Starting at 2nd level, a Sea Wizard can create a small charm to
9th protection from energy, glyph of warding help him during his daily travels. The charm can be any small
13th Fabricate, Stone Shape worn or carried item such as a piece of driftwood or an idol. The
17th Creation, Wall of Stone charm grants one ability at level 2 and one additional ability at
levels 6, 10, and 14. You may change the ability of the charm
during a long rest. The charm bestows its protections on any
Channel Divinity: Practical Wisdom
creature that wears it, and it loses its potency after 24 hours if
As a reaction, after you roll but before you know success or not restored by the Sea Wizard.
failure, you may grant a bonus equal to your Wisdom modifier to
The charm may grant one of the following abilities:
any untrained skill check or saving throw made by you or any
• one use of the spell water breathing
friendly creature who can see and hear you.
• add swim speed of 30 feet and double your current sight
Channel Divinity: Simple Faith underwater
• advantage on acrobatic checks
When you take this oath at 3rd level, you may use your action to
• the ability to communicate with marine-based animals
dispel any mind controlling effects in place on all creatures
using simple gestures and sounds
within 30 feet of you. To successfully dispel an effect, make a
spell attack against the saving throw DC of the caster. If the target Additional Familiars
under the mind controlling effect is a good aligned humanoid and
not considered nobility, you roll with advantage. You may select the following additional animals as familiars:
parrot, monkey, crab, or albatross

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The Wind at your Back
Starting at 6th level, you may use your Intelligence modifier
instead of your Dexterity modifier for Dexterity saving throws. In
addition, when you cast gust of wind the duration of the spell is
Concentration, up to 1 hour.

Evasion
Starting at 10th level, you can nimbly dodge out of the way of
certain area effects. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed and only half
damage if you fail.

Man Overboard
Starting at 14th level, you may use an action to summon a bubble
of shimmering force that encloses any number of large size or
smaller willing creatures that you can see. Each bubble has 50 hit
points, an armor class of 8 and contains 1 hour of breathable air.
This effect requires concentration, up to 1 hour. Once you use this
feature, you can’t use it again until you finish a long rest.

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Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

Optional Background: Shaman d8 Personality Traits
Creator: Sean McClellan
1 I want to see as much of the wider world as I can before I return
You grew up in the wilderness, amongst a tribe you called kin. home to my people.
While your brothers, sisters, and cousins would go out on 2 It is my duty to enlighten and educate those around me about the
hunting expeditions, you were called to study under the tribe's will of the gods.
high shaman, the eyes and ears of your gods. You were chosen to 3 I believe that everything that happens in this life is only to prepare
become the tribe's next shaman, handpicked by the gods us for the life hereafter.
themselves. You can hear them whisper in your ears, see their 4 The gods speak to me constantly, often distracting me from the
faces in your dreams. Some would be driven mad by such things, words of the mortals around me.
but to you it is pleasant and comforting. You are never alone, for 5 I fear nothing, for I am always with the gods.
you walk with the gods. 6 I tend to speak in the chosen language of my gods rather than the
Skill Proficiencies: Insight, Religion language of mortals, switching tongues only when necessary.
Tool Proficiencies: Herbalism Kit 7 I see omens and signs from the gods all around me, and do my best
Languages: One of your choice of Abyssal, Celestial, Infernal, or to help others see them too.
Primordial 8 I have been chosen by the gods to serve as their eyes and ears.
Equipment: A staff, a set of traveler's clothes, an herbalism kit, Those who do not respect my power by choice will respect it by
and a belt pouch containing 10 gp force.

d6 Ideal
FEATURE: VISION QUEST 1 Community: Everything I do is for the good of my tribe and kin.
(Lawful)
As a shaman, you have been given a vision quest by the gods, and
2 Greater Good: My gifts and the knowledge I have gained are to be
it is your sacred duty to carry out their will until the quest has
used to help as many children of the gods as possible, not for my
been completed. The exact nature of your vision quest depends own purpose. (Good)
on what gods you follow and the culture you are part of. It may be
3 Power: The gods have blessed me with great power and their
your duty to seek out a sacred text (assuming you can even read) permission to use it as I see fit. (Evil)
or to travel to the cairn of an ancient tribal hero and commune 4 Enlightenment: I desire to learn all that I can, so that I may better
with her spirit. For many shamans, a vision quest is less specific serve the gods and my people. (Any)
and more about seeing the world and learning all there is to 5 Change: The gods have plans for this world, ideas to make it a
know about it before returning home to enlighten the members better place for all. It is our duty to help usher in this new era.
of their tribes. (Chaotic)
While you are on your vision quest, you are considered to be 6 Tradition: I, like so many, have been chosen by the gods to serve as
protected by the gods. Those who share a similar culture or their instrument. It is my duty to carry out their wishes to the best
religious belief with you will assist you in completing your vision of my abilities. (Lawful)
quest. If you need supplies or seek shelter, they will d6 Bond
accommodate you as best they can, supporting you and any 1 While I am tasked to complete my vision quest, I have taken it upon
companions or guardians at a modest lifestyle. However, there myself to help as many people as I can along the way.
are also enemies of your gods, and they will see you as an 2 The gods are the most important thing to me, then my kinsmen, no
opportunity to strike out, perhaps furthering the will of their matter where I am in life or the world.
gods. 3 The voices of the gods have given me a great insight into the ways
Work with your DM to determine the nature of your vision quest of the world and to a threat that I must be willing to stop, no matter
and its impact on the campaign. the cost.
4 I owe my life to my tribe's high shaman, as it was she that took me
in and helped me hear the gods.
SUGGESTED CHARACTERISTICS
5 I will do anything to protect shrines to my gods and their children.
Shamans are more often found in the far reaches of the 6 My only goal is to complete my vision quest so that I may return
wilderness or amongst uncivilized humanoid and goblinoid home to my people.
tribes, where they often have power rivaling that of the tribe's
chieftain. Many shamans receive vision quests during their d6 Flaw
youths, sending them across the world in search of knowledge 1 I take far too much pleasure in what the wider world has to offer,
and enlightenment so that when they return home they can share and occasionally I ignore the voices of the gods to pursue material
pleasure.
the knowledge they acquired in the wider world with their kin.
Unlike trained clerics, shamans tend to worship a pantheon of 2 The gods speak to me, so why should I listen to the words of petty
mortals?
gods rather than a specific deity, although they do often favor one
or two gods whose portfolios and ideals most closely match their 3 I pity those who cannot hear the voices of the gods, and often hold
them in contempt.
own.
4 I am jealous and covetous and will not share the knowledge of the
gods with anyone who does not meet my outrageous expectations.
5 I am slow to trust members of other races, tribes, and societies
6 I blindly trust those who claim that the gods speak to them, even if I
risk endangering myself doing so.

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Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

Special Certification Race: LIZARDFOLK TRAITS
Lizardfolk Your lizardfolk character has characteristics in common with all
other lizardfolk.
Lizardfolk are primitive reptilian humanoids that live in the
swamps and jungles of Greyhawk. Many live in the Hool Marsh Ability Score Increase. Your Constitution score increases by 1.
with exception to those who were pushed out of the swamp and Age. Lizardfolk mature at the age of seven and are expected to
into more social areas. settle into an adult life by around age 14. They can live 35 to 40
Social Acceptance. Lizardfolk are known for living in huts and years.
feasting upon all types of humanoids. It is no wonder that that Alignment. Lizardfolk tend toward no particular alignment.
most civilized folk have a very dim view of lizardfolk. At best, They have no understanding of traditional morality, and they find
they are briefly tolerated as a curiosity as they pass through the concepts of good and evil to be alien.
towns and villages. However, sentiments of the populace will run Size. Lizardfolk average about 4-6 feet tall and weigh about 70-
much more towards intolerance and bigotry should the lizardfolk 100 lbs. Your size is Medium.
attempt to interact with them, and approach loathing and
revulsion should lizardfolk attempt to settle in their towns and Speed. Your base walking speed is 30 feet.
villages. Swim Speed. Your base swim speed is 30 feet.
Interacting with a Lizardfolk. The life of a lizardfolk that has Hold Breath. Your lizardfolk can hold its breath for 15
taken to the adventuring life will not be an easy one. They will be minutes.
shunned and ignored in most places, and that is likely the best Natural Claws. Your lizardfolk has natural claws that act as
case situation for them. In others, they will be harassed and weapons. You can roll a d4 plus your strength modifier in place of
persecuted. It is unlikely that they will be able to find food or the normal damage of your unarmed strike.
accommodations in most hamlets, towns and villages of the land.
Languages. You can speak, read, and write Common and
Perhaps larger population’s centers will be slightly more tolerant,
Draconic.
as would places where outsiders usually congregate, such as the
docks areas, or slums and shantytown locations of larger towns Subraces. Four subraces of lizardfolk live in the Sheldomar
and cities. Valley: Greens, Cresties, Whitebellies, and Slivness. Choose one of
these subraces.
Finding Safety. A few locations are kinder than others for an
adventuring lizardfolk. Haven in Nume Eor, being founded as a
The Green Tribe
town of outcasts, will tolerate lizardfolk, and may actually accept
them as citizens, as long as they meet the demands and Hailing from the northern side of Salton, the Green Tribe
regulations of being resident of Haven. Westkeep will allow them lizardfolk are covered in emerald and forest green scales and
as well, as long as they bring something useful to the free city. Sir they have small dorsal spikes that run from the tops of their head
Kinth is doing all he can in Walharbor to welcome the lizardfolk, and stop at their shoulders. They are the physically smallest of
but citizens there are still very wary of these reptilian creatures. the tribes. As a member of the Green tribe, you have a knack for
deception and manipulation.
UNLOCKING LIZARDFOLK Ability Score Increase. Your Dexterity score increases by 1.
The lizardfolk race was unlocked during Hold of the Sea Princes Adaptation: Your lizardfolk has developed a special set of
interactive GHR-SEA16-IA03 Taking the Offensive at Spring skills. Choose two proficiencies from Deception, Medicine, Sleight
MEPaCon 2016 on April 23. Players can play the race only if they of Hand and Stealth.
received the special certification AR given at the end of the Alert. Your lizardfolk gains the Alert feat.
adventure and have used the following favors:
The Cresties Tribe
• One Favor of the Ur-Chief, and
• One Blessing of Semuyana and Once controlling the southwest Hool Marsh around Neareach, the
• One of the following favors to specify subrace: Cresties were the most expansive of the tribes. They have good
relations with Walharbor and are the most familiar with those
White Belly subrace: One Gratitude of the Peaceful Lizardfolk
not of the swamp. Cresties have emerald green scales and dorsal
Slivness subrace: One Favor of the Neutral Lizardfolk spikes that run from the tops of their head to the base of their
Cresties sub race: One Favor of the Cresties tales. The frilled neck of the Cresties is a large ruff of skin, usually
Greens sub race: One Favor of the Lizardfolk folded back against the head and neck. When these lizardfolk are
frightened or angered, they spread out their frill and display
Any Lizardfolk subrace: One Approval of the Lizardfolk brown and dark orange scales underneath. This tribe is known
for their religious and protective qualities.
Ability Score Increase. Your Wisdom score or Charisma score
increases by 1.
Menacing. You gain proficiency in the Religion or Intimidation
skill.
Easy Travels. Difficult terrain does not cost you extra
movement.

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Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

The Whitebelly Tribe
As the first lizardfolk tribe pushed out of the swamp, the White
Belly tribe now resides in and around the outskirts of Walharbor.
They are the most socialized of the lizardfolk tribes and are more
familiar with the customs of those not of the swamp. The White
Bellies have dark green scales on their body with white scales on
their abdomens. This tribe is known for their scavenging and
hunting abilities.
Ability Score Increase. Your Dexterity or Wisdom score
increases by 1.
Mask of the Wild. You can attempt to hide even when you are
only lightly obscured by foliage, heavy rain, falling snow, mist,
and other natural phenomena.
Proficiency with Improvised Weapons. You are skilled at
combat in difficult situations. You gain your proficiency bonus
when attacking with improvised weapons.

The Slivness Tribe
The last to be pushed out of the swamp, the Slivness tribe was the
most stable tribe. They believe in living off of the earth and are
wary of those not-of-the-swamp. They have green scales and a
broad silver stripe that starts at their nose and ends at the tip of
their tails. They also have very small spikes that run down the
center of their back. They are the largest of the lizardfolk. The
Slivness tribe is known for its craftmanship. Their artisan skills
are far superior than other lizardfolk tribes.
Ability Score Increase. Your Strength score increases by 1.
Tough Scales. Your hit point maximum increases by 1, and it
increases by 1 every time you gain a level.
Relentless Endurance. When you are reduced to 0 hit points
but not killed outright, you can drop to 1 hit point instead. You
can’t use this feature again until you finish a long rest.

25
Appendix A – Additional Character Creation Options Greyhawk Reborn Campaign Guide

APPENDIX B – GREYHAWK REBORN DEITIES
All PCS who cast divine spells must choose a deity; other PCs may choose not to take a deity. Divine casters must be within one step of their
deity’s alignment. Power levels, in order, are greater, intermediate, lesser, demi-god, and hero-deity.
Deities are divided by racial characteristic. Deities displayed in bold-italic are common in most areas and do not have to be taken by a
character of that race. Deities shown in simple italics cannot be worshipped by PCs, but are included for the sake of giving the players
knowledge of various evil deities.

Common or Unknown Origins
Name Align Power Spheres of Influence Domains Weapon Sex

Bahamut LG Lesser Good Dragons Life, War Heavy pick or bite M
Magic, Arcane Knowledge, Balance, Non-
Boccob N Greater Arcana, Knowledge Staff M
interference
Joramy N(G) Lesser Fire, Volcanoes, Wrath, Anger, Quarrels Tempest, War Staff F

Kelanen N Demi Swords, Sword skill, Balance War Any Sword M
Wisdom, Zeal, Common sense, Honesty,
St. Cuthbert LG (N) Inter Knowledge Club M
Truth, Discipline
Individuality, Liberty, Retribution, Self-
Trithereon CG Inter War Spear, sword, or club M
defense
Ulaa LG Inter Hills, Mountains, Gemstones Life, War Warhammer F
Humor, Occult studies, Eccentricity,
Zagyg CN Demi Arcana, Trickery Club M
Unpredictability
Cannot Be Worshipped
Blibdoolpoolp NE Inter Kuo-toas Death Pincer Staff F

Grolantor CE Inter Hills Giants, War War Club M

Gruumsh CE Greater Orcs, Storms, War Tempest, War Spear M

Hruggek CE Inter Bugbears, Violence War Morningstar M

Incabulos NE Greater Plague, Famine Death Quarterstaff M

Iuz CE Lesser Pain, Oppression Death Greatsword M

Kurtulmak LE Inter Kobolds, War, Mining War Spear M

Laogzed CE Demi Troglodytes, Hunger Death Javelin ?

Lolth CE Inter Drow, Spiders Trickery Whip F

Maglubiyet LE Greater Goblinoids, War War Greataxe or battleaxe M

Ralishaz CN(E) Inter Chance, Ill-luck, Misfortune, Insanity Trickery Staff M

Sekolah LE Inter Sahuagin, God of the Hunt Nature, Tempest Trident M

Semuanya N Lesser Lizardfolk, Survival Life Greatclub M

Skoraeus Stonebones N Inter Stone Giants, Art Knowledge Warhammer M

Surtur LE Inter Fire Giants, Craft Knowledge, War Greatsword M

Tharizdun CE Inter Eternal Darkness Arcana, Trickery Dagger M

Thrym CE Inter Frost Giants, Strength War Greataxe M

Tiamat LE Lesser Evil Dragons Trickery Heavy pick or bite F

26
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

Dwarven Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex

Abbathor NE Inter Greed Trickery Dagger M

Berronar Truesilver LG Inter Safety, Truth, Home, Healing Protection, Life Mace F

Clangeddin Silverbeard LG Inter Battle, War War Battleaxe M
CG
Dugmaren Brightmantle Lesser Scholarship, Discovery, Invention Knowledge, Light Short Sword M
(NG)
Dumathoin N Inter Mining, Exploration Light, Nature Warhammer M

Gendwar Argrim LN Hero Fatalism and Obsession War Dwarven Battleaxe M
Dwarves, Smithing, Engineering, Creation, Knowledge, War,
Moradin LG Greater Warhammer M
War Protection
Muamman Duathal NG Lesser Wanderers and Expatriates Protection, Travel Mace M

Vergadain N Inter Wealth and Luck Trickery Long Sword M

Elven Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex
CG
Aerdrie Faenya Lesser Air, Weather, Avians, Rain, Fertility Tempest Staff F
(CN)
Light, Knowledge,
Corellon Larethian CG Greater Elves, Magic, Music, Arts & Crafts, War Longsword or Longbow M
War
Nature, Tempest,
Deep Sashelas CG Inter Aquatic Elves, Oceans Trident M
Protection
Erevan Ilesere CN Inter Mischief, Change, Rogues Trickery Short sword M
CN
Fenmarel Mestarine Lesser Wild Elves, Outcasts, Scapegoats, Isolation Trickery Dagger M
(CG)
Gadhelyn CN Hero Independence, Outlawry, Feasting, Hunting Protection, Nature Longbow M

Hanali Celanil CG Inter Love, Romance, Beauty, Fine Art Protector Dagger F

Labelas Enoreth CG Inter Time, Longevity, History Knowledge Staff M

Rillifane Rallathil CG Inter Wood Elves, Woodlands, Nature, Druids Nature, Protection Bow M
CG Mysticism, Dreams, Far Journeys, Death, Full Knowledge, Death,
Sehanine Moonbow Inter Quarterstaff F
(NG) Moons, Transcendence Travel
War, Tempest,
Solonor Thelandira CG Inter Archery, Hunting, Wilderness Survival Long Bow M
Nature
Ye’Cind CG Demi Music, Magical Songs Arcana, Knowledge Long Sword M

27
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

Gnome Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex

Baervan Wildwanderer NG Inter Forests, Nature, Travel Trickery, Nature Spear M

Baravar Cloakshadow NG (N) Lesser Illusions, Protection, Deception Protection, Trickery Dagger M
Calladuran
N (NG) Inter Svirfneblin, Protection, Earth, Mining Life, Protection Greataxe M
Smoothhands
Flandal Steelskin NG Inter Mining, Smithing, Fitness Light Warhammer M
LG
Gaerdal Ironhand Lesser Protection, Vigilance, Combat Protection, War Warhammer M
(LN)
Protection, Humor, Trickery, Gemcutting, Protection,
Garl Glittergold NG Greater Axe (any) M
Smithing Trickery
Nebelun CG Lesser Inventions, Good luck Knowledge Mace M

Segojan Earthcaller NG Inter Earth, Nature Tempest, Nature Mace M
Cannot Be Worshipped
Gelf Darkhearth CN Inter Entropy, Revenge Death Warhammer M

Roykyn NE Hero Cruelty Trickery Spiked Gauntlet F
Greed, Bloodlust, Evil, Hatred, Blind
Urdlen CE Inter War Spiked Gauntlet M
Destruction

Halfling Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex

Arvoreen LG Inter Protection, Vigilance, War Protection, War Any silvered M

Brandobaris N Lesser Stealth, Thieves, Adventuring Trickery Short Sword M

Charmalaine N Hero Keen Senses, Narrow Escapes Protection Mace F

Cyrrollalee LG Inter Friendship, Trust, Home Protection Club F

Sheela Peryroyl N (NG) Inter Nature, Agriculture, Weather Tempest, Nature Sickle F

Yondalla LG Greater Halflings, Protection, Fertility Protection, Life Sword, any F
Cannot Be Worshipped
Urogalan N (LN) Demi Earth, Death, Protection of the Dead Death Flail M

28
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

Human: Baklunish Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex

Al’Akbar LG Lesser Guardianship, Faithfulness, Dignity, Duty Protection Falchion M

Al’Asran (Pelor) NG Greater Sun, Light, Strength, Healing Life, Light Mace M
Magic, Arcane Knowledge, Balance, Non-
Al’Zarad (Boccob) N Greater Arcana, Knowledge Staff M
interference
Azor’alq NG Hero Light, Purity, Courage, and Strength Light Scimitar M

Daoud N Hero Humility, Clarity, Immediacy Knowledge Quarterstaff M

Geshtai N Lesser Lakes, Rivers, Wells, and Streams Protection, Nature Spear F
Fate, Destiny, Divination, Predestination,
Istus N Greater Knowledge Net F
Future, Honesty
Trade, Negotiation, Ventures, Appraisal, and
Mouquol N Lesser Protection, Travel Dagger M
Reciprocity
Xan Yae N Lesser Twilight, Shadows, Stealth, and Mental Power Trickery Paired Falchions F
Monks, Mental Powers, Physical and Mental
Zuoken N Demi Protection Unarmed Attack M
Mastery
Cannot Be Worshipped
Tharoth the Reaper
NE Greater Death, Darkness, Murder, The Underworld Death Scythe M
(Nerull)

Human: Flan Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex

Allitur LG (N) Lesser Ethics, Propriety Light Spear M
Nature, Life,
Beory N Greater Oerth Mother, Nature, Rain Club F
Protection
Berei NG Lesser Home, Family, Agriculture Protection Sickle F

Earth Dragon LE Demi Earth, Weather, Hidden Treasure Protection, Tempest Pick n/a

Ehlonna NG Lesser Forests, Flowers, Meadows Life, Nature Long Bow F

Mayaheine LG Demi Protection, Justice, Valor Protection, War Bastard Sword F

Myhriss NG Lesser Love, Beauty, Romance Protection Shortbow or Whip F
Nature, Woodlands, Freedom, Hunting,
Obad-Hai N Inter Nature, Tempest Staff M
Beasts
Pelor NG Greater Sun, Strength, Light, Healing Life, Light Mace (any) M

Rao LG Greater Peace, Reason, Serenity Knowledge Lt. Mace M

Red Fox CG Lesser Crafts, Thievery Trickery Dagger M

Vathris LN Hero Anguish, Lost Causes, Revenge War Longspear M

Zodal NG Lesser Mercy, Home, Benevolence Protection Unarmed strike M
Cannot Be Worshipped
Kyuss NE Hero Creation & Mastery of the Undead Death Club M

Nerull NE Greater Death, Darkness, Murder, The Underworld Death Scythe M
Destruction, Evil Secrets, Magic, Hidden
Vecna NE Lesser Arcana, Knowledge Dagger M
Knowledge, Intrigue

29
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

Human: Oeridian Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex

Atroa NG Lesser Spring, East Wind, Renewal Life, Nature Sling F

Bleredd N Lesser Metal, Mines, Smiths Light Warhammer M
Arcana, Knowledge,
Celestian N(G) Inter Astronomy, Stars, Space, Wanderers Spear M
Travel
Cyndor LN Lesser Time, Continuity, Infinity Knowledge Sling M

Daern LN Hero Defenses, Fortifications Protection Shortspear F

Delleb LG Lesser Reason, Intellect, Study Knowledge Saber M
Knowledge,
Fharlanghn N(G) Inter Horizons, Distance, Travel, Roads Quarterstaff M
Trickery. Travel
Heironeous LG Inter Chivalry, Honor, Justice, Valor, War, Daring Protector, War Battleaxe or Longsword M

Johydee NG Hero Deception, Espionage, Protection Trickery Short Sword F

Kurell CN Lesser Jealousy, Revenge, Theft Trickery Short Sword M

Kuroth CN Hero Theft, Treasure-Finding Trickery Dagger M

Lirr CG Lesser Prose, Poetry, Literature, Art Knowledge Rapier or Shortspear F

Merikka LG Demi Farming, Agriculture, Home Protection Sickle F

Murlynd LG Hero Magical Technology Arcana, Knowledge Longsword M

Olidammara CN Inter Music, Revelry, Roguery, Wine Trickery Rapier M
Light, Resolution, Law, Order, Inflexibility,
Pholtus LG (N) Inter Light Staff M
Sun, Moons
Oceans, Seas, Salt, Sea life, Weather, Tempest, Nature,
Procan CN Inter Trident M
Navigation Travel
Rapier, Stiletto, or
Rudd CN(G) Demi Chance, Good luck, Skill Trickery F
Shortbow
Sol (Pelor) NG Greater Sun, Strength, Light, Healing Life, Light Mace (any) M

Sotillion CG(N) Lesser Summer, South wind, Ease, Comfort Tempest, Nature Sickle F

Stern Alia LN Demi Oeridian Culture, Law, Motherhood Protection Long Bow or Mace F

Telchur CN Lesser Winger, North wind, Cold Tempest, Nature Shortspear M

Velnius N(G) Lesser Sky, Weather Tempest Spear M

Wenta CG Lesser Autumn, West Wind, Harvest, Brewing Life, Nature Club F
Power, Prestige, Influence, Money,
Zilchus LN Inter Protection Dagger M
Business
Cannot Be Worshipped
CE Hate, Envy, Malice, Panic, Ugliness,
Erythnul Inter War Mace M
(CN) Slaughter
War, Discord, Massacres, Conflict, Fitness,
Hextor LE Inter War Any* M
Tyranny

30
Appendix B – Greyhawk Reborn Deities Greyhawk Reborn Campaign Guide

Human: Suloise Pantheon
Name Align Power Spheres of Influence Domains Weapon Sex

Beltar CE (CN) Lesser Malice, Caves, Pits War Spiked Gauntlet F
Portals, Doors, Enclosures, Locks,
Dalt CG Lesser Trickery Dagger M
Keys
Stone, Metals, Mountains,
Fortubo LG (N) Lesser Protection Warhammer M
Guardianship
Jascar LG Lesser Hills, Mountains Protection Warhammer M
Athletics, Sports, Brawling,
Kord CG Inter Tempest, War Greatsword M
Strength, Courage
Lendor LN Inter Time, Tedium, Patience, Study Knowledge Greatsword M

Lydia NG Lesser Music, Knowledge, Daylight Knowledge, Light Spear F

Norebo CN Lesser Luck, Gambling, Risk Trickery Dagger M
Protection,
Osprem LN Lesser Sea Voyages, Ships, Sailors Trident F
Tempest, Travel
Phaulkon CG Lesser Air, Winds, Clouds, Birds, Archery Tempest, Nature Bow (Long or Short) M

Phyton CG Lesser Nature, Beauty, Farming Light, Nature Scimitar M

Pyremius NE Lesser Assassins, Fire, Poison, Murder War Longsword or Whip M
Lies, Deceit, Treachery, False
Syrul NE (LE) Lesser Trickery Dagger F
Promises
Northern Barbarians, Cold, Winter,
Vatun CN Lesser Tempest, War Battleaxe M
Arctic Beasts
Arcana, Death,
Wee Jas LN (E) Greater Magic, Death, Vanity (love), Law Dagger F
Knowledge
Xerbo N Lesser The Sea, Sailing, Money, Business Tempest Trident M

31
Appendix C – Join the GHR Team! Greyhawk Reborn Campaign Guide

APPENDIX C – JOIN THE GHR TEAM!
Do you enjoy playing Greyhawk Reborn? Did you just discover us and want to see Greyhawk Reborn in your area? Do you want to make a
difference in the world of Greyhawk? If you’re interested in what we are doing and want to see us expand, take a look below to see how you
can help us improve and shape the Greyhawk experience for our deep-rooted Greyhawk enthusiasts and the newly introduced Greyhawk
fans!

Authors/DMs Campaign Group Organizers
Greyhawk Reborn’s distinct experience of the author as the DM We expect many of the old Living Greyhawk organizations still
provides a unique flexibility to adventures. Consequently, exist while new organizations are developing. Campaign Group
authors must be willing to create adventures and then run them Organizers (CGOs) assist in developing a Campaign Group by
at gaming community gatherings like game days and conventions. managing it and acting as a point-of contact for the group as it
Authors work with the Regional Leads to create adventures that develops and expands. One new and exciting feature to the
effect Greyhawk Reborn’s story. At this time, the most developed Greyhawk Reborn’s Campaign Groups is their focus on role-play
regions currently in play are the Hold of the Sea Princes and to immerse players into the PCs world. Currently, a small list of
Keoland. We are currently accepting petitions for areas within Campaign Groups exist, including guilds, religious groups,
these developed regions. Authors interested in different regions military groups and political groups within each region of the
should see Specific Area Organizations. campaign with new Campaign Groups being introduced via story.

Artists Specific Area Organizations
The addition of art to the campaign provides a strong visual to Specific Area Organizations (SAOs) are a vital part of Greyhawk’s
the creative world of Greyhawk. Artists should have experience return to fame. SAOs are a group of people (4-8) in a real-world,
in graphic design, conceptual design and/or geographical design. geographical area that develop a specific location in Greyhawk.
While we intend to stay true to the Greyhawk setting, as Flanaess The group is responsible for creating story lines, writing
is rebuilt, it needs new, updated representations of maps and adventures, running adventures, developing regional groups, and
cartography, renderings of monsters and NPCs, and icons of organizing events where Greyhawk Reborn is run for players.
Greyhawk heraldry. The group works with the GHR Leads to preserve campaign
continuity across all regions. The specific location to be
Editors developed in Greyhawk can range from one specific town and
surrounding area to a large area such as a province or even a
With great authorship, comes great editors. Editors review, edit, small country. The GHR Leads approve an area based on the in-
modify, consolidate and format across the various written game location, the geographical location, the number of SAOs
documents of the campaign. They get a sneak peak of new offering to organize and the available player base. Feel free to
adventures, get to work on supporting documents to improve the contact the GHR Leads to petition for a particular location.
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 on our webpage at http://greyhawkreborn.net/ to introduce
yourself!
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! Use the link above
for our website to share with us!

32

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