After Asylum: Hubris · Year 50 of the New Reckoning

Character Creation Guide

The world has been remade. The gods you pray to were, fifty years ago, people much like you — a duelist, a thief, a con man, a ranger, a gnome with a sack of toys. They saved the world and became something else entirely. What you do with the world they left behind is your story.

Part One

Ability Scores

Ability scores represent your character's fundamental capabilities. In After Asylum: Hubris we use the following method.

Rolling Your Scores

Roll two complete sets of six scores using the following method, then choose the set you prefer.

For each ability score, roll 4d6 and drop the lowest die; the sum of the remaining three dice is your score. Repeat six times for a complete set. Roll two complete sets, then choose the one you want to use.

This gives you two chances to get a strong array while preserving the genuine randomness that makes each character feel different from the last. Once you have chosen your set, assign the six scores to your six ability scores in any order.

The six ability scores and what they represent:

ScoreGovernsUsed For
Strength (STR)Physical powerMelee attacks, carrying capacity, Athletics
Dexterity (DEX)Agility and reflexesRanged attacks, AC, Stealth, Initiative
Constitution (CON)Endurance and healthHit points, concentration, stamina
Intelligence (INT)Memory and reasoningArcane magic, knowledge skills, investigation
Wisdom (WIS)Perception and intuitionDivine magic, Perception, Insight, survival
Charisma (CHA)Force of personalitySocial skills, bardic magic, leadership
Part Two

Ancestries

All ancestries published in official 5.5e (the 2024 Player's Handbook and subsequent official releases) are available for play in After Asylum: Hubris. What follows is a brief guide to where different ancestries fit in the world of Aevum. If you want to play something not on this list, ask your DM — the world is large and contains more than any single document can cover.

Core Species (2024 Player's Handbook)

SpeciesWhere They Fit in Aevum
AasimarRare, scattered, and often the subject of religious attention they did not ask for. The new gods have been known to take a personal interest in aasimar — a blessing or an inconvenience, depending on the god.
DragonbornMinor enclaves throughout the world, never a single homeland — found in most major cities and several older Tenebris colonial settlements.
DwarfMost common in Zhangrym (southern Solorien) — the great clans of Khaz'bel. Dwarves abroad are usually merchants, engineers, or those following a trade route that never quite ended.
ElfMost common in Elenethil (northern Solorien); the High Council of Elenethil is entirely elven. Elves who leave tend to be diplomats, scholars, or those who found the forests too quiet.
GnomeForest gnomes cluster in Elenethil's northern forests; rock and gem gnomes near Zhangrym's mountain workshops. Deep gnomes (svirfneblin) come from Greyfield in Der Nachtmeer and are a separate culture entirely.
GoliathUncommon on the surface. Their distant kin are the Stone Giants of the Ascent — goliaths who know this history have complicated feelings about it.
HalflingFound throughout Solorien and Tenebris, and in indigenous island communities scattered across all three seas. The Wata Wa Nusu of Asylum are the best-known of these island halfling cultures, but far from the only one.
HumanEverywhere — the dominant population of both Elenethil and Zhangrym, the majority of Asylum, and the primary colonists of Tenebris. If you want to be from anywhere, human works.
OrcFound throughout Solorien and in growing numbers in Tenebris, where their resilience suits frontier life. Orcs in Zhangrym are often valued as soldiers and laborers in the dwarven industrial complex.
TieflingFound in small numbers throughout the major cities. Asylum has a disproportionately large tiefling population. No one has adequately explained why.

Eberron Species

The following species originate from Eberron lore but fit naturally into the world of Aevum. Work with your DM to establish your character's specific backstory.

SpeciesWhere They Fit in Aevum
ChangelingSaid to have originated in the Feywild, which bleeds into the mortal world through Feyveil. Whether that connection is meaningful or merely ancestral is debated. Rare, and inclined toward cities where anonymity is easy.
KalashtarAberrations who share their mind with Quori, beings from the plane of dreams. Extraordinarily rare in Aevum, they gravitate toward the Praesidium, where Corvus keeps his library and unusual people meet scholarly interest rather than suspicion.
KhoravarThe half-elves of Eberron, born of human and elven ancestry. In Aevum they fill the old half-elf role, most common in Elenethil's border regions where the two cultures have intermingled for generations.
ShifterCarry a touch of lycanthrope ancestry — an immediate connection to Misthaven, the mist-shrouded island of the four lycanthrope noble houses. Whether the tie is real or just distant blood is for player and DM to decide.
WarforgedConstructs built for war, almost exclusively the work of Zhangrym's engineers and the Duergar workshops of Der Nachtmeer. A warforged today was built during the long North–South conflict that ended fifty years ago, and most are still working out what peace means for a weapon that outlived its war.
Part Three

Classes

All classes published in official 5.5e sources are available for play in After Asylum: Hubris. There are no class restrictions. A few notes on how certain classes fit the setting:

Part Four

Backgrounds

Standard Backgrounds

All backgrounds published in official 5.5e sources are available.

The Devout Backgrounds

The following backgrounds are unique to After Asylum: Hubris. Each represents a character whose life has been shaped by deep devotion to one of the eight new gods. They function identically to the Acolyte background in all respects except as noted below.

Each Devout background grants an origin feat tied to an aspect of the mortal who became that god — Ethuial who sacrificed herself so the world could see clearly, Liam whose very blood carried the Feywild, Dorrac who was chosen by nature before he knew it, and so on. Playing a Devout character is, in a small way, carrying a thread of that story forward. If a feat's standard ability score increase does not match the stat listed below, use the stat listed below instead.

BackgroundOrigin FeatStatWhy This Feat
Devout of LuxInspiring LeaderCHA, CON, or WISEthuial Wintersbloom sacrificed herself so the world could see clearly again. Her followers lead by example, lighting the way for others.
Devout of VitanaFey TouchedWIS, DEX, or CHALiam Windchylde's blood ran with Fey power. The god of life is also the god of growth and change.
Devout of AlituraSpeedyDEX, WIS, or CONDorrac Elhorn was a hunter and ranger before he was a god; his followers move through the wild with his sureness of foot.
Devout of AgnitioTelepathicINT, WIS, or DEXCorvus carries knowledge from a world that no longer exists; his followers learn to sense what others know and feel.
Devout of NequitiaActorCHA, CON, or DEXAnton Verkel spent a career being whoever the situation required; his followers learn to wear faces and inhabit roles.
Devout of ProeliusToughCON, INT, or CHANick walked into every fight head-first so others wouldn't have to; his followers carry that same stubborn durability.
Devout of NoxShadow TouchedINT, WIS, or CHAQuilla Bafflestone spent her life in dark places uncovering what others buried; her followers gain an affinity for shadow.
Devout of TempestasElemental Adept (Lightning or Thunder)CON, STR, or WISCassandra Ziurovas was born of Tempestas's chosen agent; her followers channel the honest fury of things that must end.

All Devout backgrounds share the following features in common with Acolyte:

Part Five

Feats

All feats published in official 5.5e sources are available in After Asylum: Hubris, including feats from setting-specific supplements such as the Player's Guide to the Forgotten Realms and similar releases.

Organization and Location Feats

Some feats require membership in a specific organization, or origin from a specific location, in another setting. In After Asylum: Hubris these requirements can be met as follows:

A Note on Balance

The 5.5e feat system assumes characters take one feat at specific class-based milestones. Origin feats granted by backgrounds are an exception — they represent something fundamental about where a character comes from, not a tactical choice made in play. The Devout backgrounds' origin feats are calibrated with this in mind: meaningful, but not dominant. A character who takes Inspiring Leader because they are Devout of Lux is expressing who they are, not gaming the system.

Part Six

Starting Hit Points

Characters in After Asylum: Hubris begin with additional resilience to reflect the dangerous world they inhabit.

All characters start with two Hit Dice at maximum value. Take the maximum result of your class Hit Die twice and add your Constitution modifier twice — do not roll. This represents characters who have already survived enough of the world to have developed real durability before the adventure begins.

Example: A 1st-level Fighter with Constitution 14 (+2) takes 10 + 10 and adds +4 — starting hit points: 24.

Example: A 1st-level Wizard with Constitution 12 (+1) takes 6 + 6 and adds +2 — starting hit points: 14.

This additional Hit Die is part of your starting hit points only. Advancement from 2nd level onward follows standard rules: roll one Hit Die (or take the average) and add your Constitution modifier.

Part Seven

Character Creation Checklist

Follow these steps in order when creating a character for After Asylum: Hubris.

The gods of Aevum were ordinary people fifty years ago — a duelist who drank too much, an archaeologist who didn't realize she was a thief, a three-foot gnome with a bag of toys. Whatever you build, build it honestly. The world of After Asylum: Hubris rewards characters who feel real more than characters who feel optimized.