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.
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:
| Score | Governs | Used For |
|---|---|---|
| Strength (STR) | Physical power | Melee attacks, carrying capacity, Athletics |
| Dexterity (DEX) | Agility and reflexes | Ranged attacks, AC, Stealth, Initiative |
| Constitution (CON) | Endurance and health | Hit points, concentration, stamina |
| Intelligence (INT) | Memory and reasoning | Arcane magic, knowledge skills, investigation |
| Wisdom (WIS) | Perception and intuition | Divine magic, Perception, Insight, survival |
| Charisma (CHA) | Force of personality | Social skills, bardic magic, leadership |
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)
| Species | Where They Fit in Aevum |
|---|---|
| Aasimar | Rare, 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. |
| Dragonborn | Minor enclaves throughout the world, never a single homeland — found in most major cities and several older Tenebris colonial settlements. |
| Dwarf | Most 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. |
| Elf | Most 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. |
| Gnome | Forest 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. |
| Goliath | Uncommon on the surface. Their distant kin are the Stone Giants of the Ascent — goliaths who know this history have complicated feelings about it. |
| Halfling | Found 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. |
| Human | Everywhere — 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. |
| Orc | Found 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. |
| Tiefling | Found 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.
| Species | Where They Fit in Aevum |
|---|---|
| Changeling | Said 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. |
| Kalashtar | Aberrations 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. |
| Khoravar | The 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. |
| Shifter | Carry 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. |
| Warforged | Constructs 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. |
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:
- Clerics and Paladins serving one of the eight new gods are common — and each of those gods was a mortal person fifty years ago, still present in the world as the old gods never were. Your deity is someone you could, theoretically, meet on Aevum: a theological relationship unlike anything the old world produced.
- Warlocks may have patrons from the Feywild, the Nine Hells, the Great Old Ones, or elsewhere. As the Feyveil shows, other realms commonly bleed into Aevum, so such pacts are easy to explain.
- Artificers have a natural home in Zhangrym's engineering culture and the Duergar cities of Der Nachtmeer. The marvels produced in Port Steel prove this world rewards craft married to ingenuity.
- Rangers and Druids are often drawn to Alitura's service. Snowpoint in Tenebris is a natural point of interest for those characters.
- Rogues in Asylum have Vox Noctis as an obvious institutional home — though the Merchants' Guild likely has shady dealings of its own, and does not advertise its more interesting revenue streams.
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.
| Background | Origin Feat | Stat | Why This Feat |
|---|---|---|---|
| Devout of Lux | Inspiring Leader | CHA, CON, or WIS | Ethuial Wintersbloom sacrificed herself so the world could see clearly again. Her followers lead by example, lighting the way for others. |
| Devout of Vitana | Fey Touched | WIS, DEX, or CHA | Liam Windchylde's blood ran with Fey power. The god of life is also the god of growth and change. |
| Devout of Alitura | Speedy | DEX, WIS, or CON | Dorrac Elhorn was a hunter and ranger before he was a god; his followers move through the wild with his sureness of foot. |
| Devout of Agnitio | Telepathic | INT, WIS, or DEX | Corvus carries knowledge from a world that no longer exists; his followers learn to sense what others know and feel. |
| Devout of Nequitia | Actor | CHA, CON, or DEX | Anton Verkel spent a career being whoever the situation required; his followers learn to wear faces and inhabit roles. |
| Devout of Proelius | Tough | CON, INT, or CHA | Nick walked into every fight head-first so others wouldn't have to; his followers carry that same stubborn durability. |
| Devout of Nox | Shadow Touched | INT, WIS, or CHA | Quilla Bafflestone spent her life in dark places uncovering what others buried; her followers gain an affinity for shadow. |
| Devout of Tempestas | Elemental Adept (Lightning or Thunder) | CON, STR, or WIS | Cassandra 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:
- Proficiencies: Insight, Religion
- Languages: Two of your choice
- Equipment: Holy symbol of your god, prayer book or prayer wheel, 5 sticks of incense, vestments, common clothes, and a pouch containing 15 gp
- Feature — Shelter of the Faithful: As an acolyte of your god's faith you command the respect of other worshippers. You and your companions can receive free healing and care at a temple or shrine to your god, and can call on fellow worshippers for assistance — though not at the cost of their lives.
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:
- Any feat requiring organization membership can be satisfied by an equivalent faction in Aevum — the Merchants' Guild, religious orders of the eight gods, the Praesidian scholarly community, Elenethil's diplomatic corps, or Zhangrym's engineering guilds.
- Any feat requiring origin from a location can be satisfied by an equivalent place in Aevum. A feat for a cosmopolitan trading city works for someone from Asylum; one for a wilderness region works for Tenebris or the northern forests of Elenethil.
- If you are unsure whether a requirement can be satisfied, ask your DM before character creation rather than during play.
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.
Starting Hit Points
Characters in After Asylum: Hubris begin with additional resilience to reflect the dangerous world they inhabit.
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.
Character Creation Checklist
Follow these steps in order when creating a character for After Asylum: Hubris.
- Choose your ancestry from the official 5.5e sources (see Part Two for where ancestries fit in Aevum).
- Choose your class — all are available (see Part Three for setting notes).
- Choose your background. Standard 5.5e backgrounds are available; the Devout backgrounds in Part Four are unique to this campaign. If choosing a Devout background, note its origin feat and stat increase.
- Roll your ability scores — two complete sets of 4d6-drop-lowest. Choose the set you prefer, assign scores in any order, then apply ancestry and background increases.
- Record your ability modifiers.
- Calculate starting hit points — your class Hit Die at maximum, twice, plus your Constitution modifier twice.
- Record your proficiencies from class, ancestry, and background.
- Choose your equipment from your class and background packages, or use the starting-gold option if your DM allows.
- Establish your connection to the world. Where are you from? What do you know about the Seal-Bearers and the new gods? Why are you in Asylum?
- Discuss your concept with your DM, particularly if using any organization-specific feats or abilities that require faction identification.