Creation

When creating a character the 5e standards are used (mostly) refer to the book when a subject isn’t covered/changed by the descriptions below

Refer to Dice for clarifications of the usage of Dice

Races

Races

Humans are the most common people in the Vineheart Realm, but they live and work alongside dwarves, elves, halflings, and countless other fantastic species. Not every intelligent race is appropriate for a player-controlled adventurer.

Dwarves, elves, halflings, and humans are the most common races to produce the sort of adventurers who make up typical parties.

Dragonborn, gnomes, half-elves, half-orcs, and and Tieflings are less common as adventurers. Drow, a subrace of elves, are also uncommon.

Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character’s adventuring career. When making this decision, keep in mind the kind of character you want to play.

Example

A Halfling could be a good choice for a sneaky rogue, a Dwarf makes a tough warrior, and an Elf can be a master of arcane magic. Your character’s race not only affects your ability scores and traits but also provides the cues for building your character’s story.

Each race’s description in this chapter includes information to help you roleplay a character of that race, including personality, physical appearance, features of society, and racial alignment tendencies. These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race.

It’s worthwhile to consider why your character is different, as a helpful way to think about your character’s background and personality.

RaceSizeAbility Score IncreasesKey TraitsSpecial AbilitiesLanguagesDescription & Notes
DragonbornMediumVariesDraconic heritageBreath weapon, damage resistanceCommon + DraconicLess common as adventurers
Drow
(Drow subrace)
Medium+2 DEX + subrace bonusDarkvision (superior)Sunlight sensitivity, innate spellsCommon + Elvish + UndercommonUncommon elf subrace
DwarfMedium+2 ConstitutionDarkvision, resilientStonecunning, weapon trainingCommon + DwarvishTough warriors; skilled craftsmen and miners
ElfMedium+2 DexterityDarkvision, keen sensesFey Ancestry, tranceCommon + ElvishMasters of arcane magic; graceful and long-lived
Forest GnomeSmall (3-4 ft, ~40 lbs)+2 INT, +1 DEXDarkvision, Gnome CunningNatural Illusionist (minor illusion), Speak with Small BeastsCommon + GnomishRare and secretive; hidden forest communities using illusions
Half-ElfMedium (5-6 ft)+2 CHA, +1 to two othersDarkvision, Fey AncestrySkill Versatility (2 skills)Common + Elvish + 1 extraWalking between two worlds; excellent diplomats, chaotic nature
Half-OrcMedium (6-7 ft, 180-250 lbs)+2 STR, +1 CONDarkvision, MenacingRelentless Endurance, Savage AttacksCommon + OrcScarred and Strong; torn between orc fury and human discipline
HalflingSmall+2 DexterityLucky, braveHalfling NimblenessCommon + HalflingGood for sneaky rogues; cheerful and nimble
HumanMedium+1 to all abilitiesVersatile, ambitiousVaries by subraceCommon + regionalMost common race in Vineheart Realm; adaptable and driven
Rock GnomeSmall (3-4 ft, ~40 lbs)+2 INT, +1 CONDarkvision, Gnome CunningArtificer’s Lore, Tinker (clockwork devices)Common + GnomishMost common gnomes; natural inventors and tinkerers
TieflingMedium+1 INT, +2 CHADarkvision, Hellish ResistanceInfernal Legacy (Thaumaturgy, Hellish Rebuke, Darkness)Common + InfernalInfernal bloodline; horns, tails, solid eyes; mistrusted but self-reliant

If you’re feeling adventurous or need inspiration, use this table to randomly determine your character’s race:

Don't know what to choose?

Roll a d20:

1-4 - Human (Most common) 5-7 - Elf
8-10 - Dwarf 11-13 - Halfling 14-15 - Half-Elf 16 - Dragonborn 17 - Gnome (Forest or Rock) 18 - Half-Orc 19 - Tiefling 20 - Drow (Dark Elf)

Race Selection Guide

Race Categories by Role

Strong & Tough: Dragonborn, Dwarf, Half-Orc (good for martial classes) Quick & Agile: Elf, Halfling (good for DEX-based classes) Social & Charismatic: Half-Elf, Tiefling (good for Charisma classes) Versatile & Adaptable: Human, Half-Elf (good for any class) Small but Mighty: Gnome, Halfling (unique advantages, any class)

Size Considerations

Medium Races: Can use all weapons and armor without restriction (with proficiency) Small Races: Cannot use heavy weapons (like great swords, mauls, etc.)

  • Small races have 25 ft speed instead of 30 ft
  • Small races can move through larger creatures’ spaces

Subraces Available

Most races have subraces that modify their traits:

Dwarf: Hill (+1 WIS, extra HP) or Mountain (+1 STR, armor proficiency) Elf: High (+1 INT, cantrip), Wood (+1 WIS, weapon training), or Drow (+1 CHA, extra spells) Gnome: Forest (+1 DEX, speak with animals) or Rock (+1 CON, tinker ability) Halfling: Lightfoot (+1 CHA, naturally stealthy) or Stout (+1 CON, poison resistance)

Popular Race & Class Combinations

Classic Combos: Half-Orc Barbarian, Elf Ranger, Halfling Rogue, Human Fighter Optimal Builds: Tiefling Warlock, Dragonborn Paladin, Gnome Wizard, Half-Elf Bard Unconventional Type: Halfling Barbarian, Half-Orc Wizard (challenging but fun!)

Races Breakdown

Dragonborn

  • Ability Score Increase: +2 Strength, +1 Charisma
  • Size: Medium
  • Speed: 30 feet
  • Languages: Common, Draconic
  • Life Span: Adult at 15, ~80 years

Racial Traits:

  • Draconic Ancestry: Choose a draconic ancestor that determines your breath weapon and damage resistance
  • Breath Weapon: 15-foot cone or 30-foot line, 2d6 damage (increases to 3d6 at 6th, 4d6 at 11th, 5d6 at 16th level), DEX save for half damage, once per short/long rest
  • Damage Resistance: Resistance to the damage type of your draconic ancestry
  • Natural Armor: 13 + DEX modifier when not wearing armor

Draconic Ancestry Options:

  • Black: Acid damage, 30-foot line breath weapon
  • Blue: Lightning damage, 30-foot line breath weapon
  • Brass: Fire damage, 30-foot line breath weapon
  • Bronze: Lightning damage, 30-foot line breath weapon
  • Copper: Acid damage, 30-foot line breath weapon
  • Gold: Fire damage, 15-foot cone breath weapon
  • Green: Poison damage, 15-foot cone breath weapon
  • Red: Fire damage, 15-foot cone breath weapon
  • Silver: Cold damage, 15-foot cone breath weapon
  • White: Cold damage, 15-foot cone breath weapon

Dwarf

  • Ability Score Increase: +2 Constitution
  • Size: Medium
  • Speed: 25 feet
  • Languages: Common, Dwarvish
  • Life Span: Adult at 50, ~350 years

Racial Traits:

  • Darkvision: 60 feet
  • Dwarven Resilience: Advantage on saving throws against poison, resistance to poison damage
  • Dwarven Combat Training: Proficiency with battleaxes, Hand axes, light hammers, and Warhammers
  • Stone cunning: Add double proficiency bonus to History checks related to stonework
  • Tool Proficiency: Proficiency with one set of artisan’s tools

Subraces:

  • Hill Dwarf: +1 Wisdom, +1 hit point per level, proficiency with herbalism kit
  • Mountain Dwarf: +2 Strength, proficiency with light and medium armor

Elf

  • Ability Score Increase: +2 Dexterity
  • Size: Medium
  • Speed: 30 feet
  • Languages: Common, Elvish
  • Life Span: Adult at 100, ~750 years

Racial Traits:

  • Darkvision: 60 feet
  • Keen Senses: Proficiency in Perception
  • Fey Ancestry: Advantage on saving throws against being charmed, magic can’t put you to sleep
  • Trance: Don’t need to sleep, meditate for 4 hours instead of 8-hour rest

Subraces:

  • High Elf: +1 Intelligence, proficiency with longswords/short bows/longbows/short bows, one cantrip from wizard spell list, one extra language
  • Wood Elf: +1 Wisdom, proficiency with longswords/short bows/longbows/short bows, mask of the wild (hide in natural phenomena), move through difficult terrain without penalty
  • Dark Elf (Drow): +1 Charisma, superior Darkvision (120 feet), sunlight sensitivity, dancing lights cantrip, faerie fire and darkness spells

Gnome

  • Ability Score Increase: +2 Intelligence
  • Size: Small
  • Speed: 25 feet
  • Languages: Common, Gnomish
  • Life Span: Adult at 40, ~350-500 years

Racial Traits:

  • Darkvision: 60 feet
  • Gnome Cunning: Advantage on Intelligence, Wisdom, and Charisma saving throws against magic

Subraces:

  • Forest Gnome: +1 Dexterity, natural illusionist (minor illusion cantrip), speak with small beasts
  • Rock Gnome: +1 Constitution, artificer’s lore (+2 to History checks on magic items/alchemical objects/technological devices), tinker ability

Half-Elf

  • Ability Score Increase: +2 Charisma, +1 to two other abilities of your choice
  • Size: Medium
  • Speed: 30 feet
  • Languages: Common, Elvish, one extra language of your choice
  • Life Span: Adult at 20, 180+ years

Racial Traits:

  • Darkvision: 60 feet
  • Fey Ancestry: Advantage on saving throws against being charmed, magic can’t put you to sleep
  • Skill Versatility: Proficiency in two skills of your choice

Half-Orc

  • Ability Score Increase: +2 Strength, +1 Constitution
  • Size: Medium
  • Speed: 30 feet
  • Languages: Common, Orc
  • Life Span: Adult at 14, ~75 years

Racial Traits:

  • Darkvision: 60 feet
  • Menacing: Proficiency in Intimidation
  • Relentless Endurance: When dropped to 0 hit points but not killed, drop to 1 hit point instead (once per long rest)
  • savage Attacks: When you score a critical hit with a melee weapon, roll one additional weapon damage die

Halfling

  • Ability Score Increase: +2 Dexterity
  • Size: Small
  • Speed: 25 feet
  • Languages: Common, Halfling
  • Life Span: Adult at 20, ~150 years

Racial Traits:

  • Lucky: When you roll a 1 on d20 for attack roll, ability check, or saving throw, reroll and use new result
  • Brave: Advantage on saving throws against being frightened
  • Halfling Nimbleness: Move through space of any creature one size larger than you

Subraces:

  • Lightfoot Halfling: +1 Charisma, naturally stealthy (hide behind creatures one size larger)
  • Stout Halfling: +1 Constitution, resistance to poison damage, advantage on saving throws against poison

Human

  • Ability Score Increase: +1 to all ability scores
  • Size: Medium
  • Speed: 30 feet
  • Languages: Common, one extra language of your choice
  • Life Span: Adult at 18, ~80 years

Racial Traits:

  • Extra Skill: Proficiency in one skill of your choice
  • Versatile: No specific racial traits, but the +1 to all abilities makes them adaptable to any class

Variant Human (Optional):

  • Ability Score Increase: +1 to two different ability scores
  • Extra Skill: Proficiency in one skill of your choice
  • Feat: Gain one feat of your choice at 1st level

Tiefling

  • Ability Score Increase: +2 Charisma, +1 Intelligence
  • Size: Medium
  • Speed: 30 feet
  • Languages: Common, Infernal
  • Life Span: Adult at 18, slightly longer than humans

Racial Traits:

  • Darkvision: 60 feet
  • Hellish Resistance: Resistance to fire damage
  • Infernal Legacy: Know thaumaturgy cantrip, hellish rebuke at 3rd level, darkness at 5th level (once per long rest each, Charisma-based)

Classes

Classes

ClassHit DiePrimary AbilitySaving Throw ProficienciesArmor & Weapon ProficienciesSkills (Choose from)
Barbariand12StrengthStrength, ConstitutionLight armor, medium armor, shields, simple weapons, martial weaponsAnimal Handling, Athletics, Intimidation, Nature, Perception, Survival (choose 2)
Bardd8CharismaDexterity, CharismaLight armor, simple weapons, hand crossbows, longswords, rapiers, shortswordsAny three skills of your choice
Clericd8WisdomWisdom, CharismaLight armor, medium armor, shields, simple weaponsHistory, Insight, Medicine, Persuasion, Religion (choose 2)
Druidd8WisdomIntelligence, WisdomLight armor (non-metal), medium armor (non-metal), shields (non-metal), clubs, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spearsArcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival (choose 2)
Fighterd10Strength or DexterityStrength, ConstitutionAll armor, shields, simple weapons, martial weaponsAcrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival (choose 2)
Monkd8Dexterity & WisdomStrength, DexteritySimple weapons, shortswordsAcrobatics, Athletics, History, Insight, Religion, Stealth (choose 2)
Paladind10Strength & CharismaWisdom, CharismaAll armor, shields, simple weapons, martial weaponsAthletics, Insight, Intimidation, Medicine, Persuasion, Religion (choose 2)
Rangerd10Dexterity & WisdomStrength, DexterityLight armor, medium armor, shields, simple weapons, martial weaponsAnimal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival (choose 3)
Rogued8DexterityDexterity, IntelligenceLight armor, simple weapons, hand crossbows, longswords, rapiers, shortswordsAcrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth (choose 4)
Sorcererd6CharismaConstitution, CharismaDaggers, darts, slings, quarterstaffs, light crossbowsArcana, Deception, Insight, Intimidation, Persuasion, Religion (choose 2)
Warlockd8CharismaWisdom, CharismaLight armor, simple weaponsArcana, Deception, History, Intimidation, Investigation, Nature, Religion (choose 2)
Wizardd6IntelligenceIntelligence, WisdomDaggers, darts, slings, quarterstaffs, light crossbowsArcana, History, Insight, Investigation, Medicine, Religion (choose 2)

If you want to try something new or need help deciding, use this table to randomly determine your character’s class:

Don't know what to choose?

Roll a d12:

1 - Fighter (Versatile warrior) 2 - Rogue (Sneaky specialist)
3 - Wizard (Arcane scholar) 4 - Cleric (Divine caster) 5 - Ranger (Nature warrior) 6 - Barbarian (Primal fighter) 7 - Bard (Jack-of-all-trades) 8 - Sorcerer (Natural magic) 9 - Warlock (Pact magic) 10 - Paladin (Holy warrior) 11 - Druid (Nature magic) 12 - Monk (Martial artist)

Class Selection Guide

Class Categories

Martial Classes: Barbarian, Fighter, Monk, Paladin, Ranger, Rogue Spellcasters: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Hybrid: Paladin, Ranger (part martial, part spellcaster)

First Level Hit Points

Hit Points at 1st Level: Hit Die maximum + Constitution modifier

Barbarian: 12 + CON modifier Fighter/Paladin/Ranger: 10 + CON modifier Bard/Cleric/Druid/Monk/Rogue/Warlock: 8 + CON modifier Sorcerer/Wizard: 6 + CON modifier

Spellcasting Classes

Classes marked as spellcasters gain spells at 1st level:

Bard, Cleric, Druid, Sorcerer, Wizard: Full spellcasters from level 1 Warlock: Pact magic from level 1 Paladin, Ranger: Spellcasting begins at level 2

Classes Breakdown

On a new page, can you write me up a level table for each class with their respective class features, written out below the table?

Barbarian

Hit Points

  • Hit Dice: 1d12 per barbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

Class Features:

  • Rage: Bonus action to enter rage. +damage to STR attacks, resistance to bludgeoning/piercing/slashing damage, advantage on STR checks/saves. Can’t cast spells while raging. Ends if you don’t attack/take damage on turn, or after 1 minute.
  • Unarmored Defense: AC = 10 + DEX modifier + CON modifier (no armor/shield)
  • Reckless Attack: Gain advantage on STR melee attacks during turn, but attackers have advantage against you until next turn
  • Danger Sense: Advantage on DEX saves against seen effects (not blinded/deafened/incapacitated)
  • Primal Path: Choose at 3rd level (Path of the Berserker, Path of the Totem Warrior, etc.)
  • Extra Attack: Attack twice when taking Attack action
  • Fast Movement: +10 feet speed (when not wearing heavy armor)
  • Feral Instinct: Advantage on initiative, can’t be surprised if you rage on first turn
  • Brutal Critical: Roll additional weapon damage dice on critical hits (1 extra at 9th, 2 at 13th, 3 at 17th)
  • Relentless Rage: If you drop to 0 HP while raging, make DC 10 CON save to drop to 1 HP instead (DC increases by 5 each use, resets on long rest)
  • Persistent Rage: Rage only ends early if you fall unconscious or choose to end it
  • Indomitable Might: If STR check is less than STR score, use STR score instead
  • Primal Champion: STR and CON scores increase by 4, maximum increases to 24

Bard

Hit Points

  • Hit Dice: 1d8 per bard level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Three musical instruments of your choice
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three
LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Bardic Inspiration (d6)242--------
2nd+2Jack of All Trades, Song of Rest (d6)253--------
3rd+2Bard College, Expertise2642-------
4th+2Ability Score Improvement3743-------
5th+3Bardic Inspiration (d8), Font of Inspiration38432------
6th+3Countercharm, Bard College feature39433------
7th+3-3104331-----
8th+3Ability Score Improvement3114332-----
9th+4Song of Rest (d8)31243331----
10th+4Bardic Inspiration (d10), Expertise, Magical Secrets41443332----
11th+4-415433321---
12th+4Ability Score Improvement415433321---
13th+5Song of Rest (d10)4164333211--
14th+5Magical Secrets, Bard College feature4184333211--
15th+5Bardic Inspiration (d12)41943332111-
16th+5Ability Score Improvement41943332111-
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiration422433332211

Class Features:

  • Spellcasting: Charisma-based, ritual casting, spells known (not prepared), can replace spells when leveling
  • Bardic Inspiration: Bonus action, allies add die to attack/ability check/save (CHA mod uses per short rest)
  • Jack of All Trades: Add half proficiency to non-proficient ability checks
  • Song of Rest: Party gains extra healing during short rest (additional hit die recovery)
  • Bard College: Choose at 3rd level (College of Lore, College of Valor, etc.)
  • Expertise: Double proficiency bonus on two skills (four more at 10th level)
  • Font of Inspiration: Regain Bardic Inspiration on short rest instead of long rest
  • Countercharm: Action to give advantage against charm/fear to you and allies within 30 feet
  • Magical Secrets: Learn spells from any class (2 at 10th, 2 at 14th, 2 at 18th level)
  • Superior Inspiration: Regain Bardic Inspiration if you have no uses when you roll initiative

Cleric

Hit Points

  • Hit Dice: 1d8 per cleric level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32--------
2nd+2Channel Divinity (1/rest), Divine Domain feature33--------
3rd+2-342-------
4th+2Ability Score Improvement443-------
5th+3Destroy Undead (CR 1/2)4432------
6th+3Channel Divinity (2/rest), Divine Domain feature4433------
7th+3-44331-----
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature44332-----
9th+4-443331----
10th+4Divine Intervention543332----
11th+4Destroy Undead (CR 2)5433321---
12th+4Ability Score Improvement5433321---
13th+5-54333211--
14th+5Destroy Undead (CR 3)54333211--
15th+5-543332111-
16th+5Ability Score Improvement543332111-
17th+6Destroy Undead (CR 4), Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score Improvement5433332111
20th+6Divine Intervention improvement5433332211

Class Features:

  • Spellcasting: Wisdom-based, ritual casting, prepare spells equal to WIS mod + cleric level (minimum 1)
  • Divine Domain: Choose at 1st level (Life, Light, Knowledge, Nature, Tempest, Trickery, War, etc.) - grants bonus spells and features
  • Channel Divinity: Sacred energy to fuel magical effects (Turn Undead + domain feature), regain on short rest
  • Turn Undead: Force undead within 30 feet to make WIS save or be turned for 1 minute
  • Destroy Undead: Instantly destroy low-CR undead when turning them (CR increases with level)
  • Divine Intervention: Ask deity for help (d100 ≤ cleric level for success), automatic success at 20th level

Druid

Hit Points

  • Hit Dice: 1d8 per druid level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields (non-metal only)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidcraft, Spellcasting22--------
2nd+2Wild Shape, Druid Circle23--------
3rd+2-242-------
4th+2Wild Shape improvement, Ability Score Improvement343-------
5th+3-3432------
6th+3Druid Circle feature3433------
7th+3-34331-----
8th+3Wild Shape improvement, Ability Score Improvement34332-----
9th+4-343331----
10th+4Druid Circle feature443332----
11th+4-4433321---
12th+4Ability Score Improvement4433321---
13th+5-44333211--
14th+5Druid Circle feature44333211--
15th+5-443332111-
16th+5Ability Score Improvement443332111-
17th+6-4433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

Class Features:

  • Druidcraft: Know this cantrip automatically (nature-themed prestidigitation)
  • Spellcasting: Wisdom-based, ritual casting, prepare spells equal to WIS mod + druid level (minimum 1)
  • Wild Shape: Transform into beasts (2 uses per short rest):
    • 2nd level: CR 1/4, no flying/swimming speed
    • 4th level: CR 1/2, swimming speed allowed
    • 8th level: CR 1, flying speed allowed
  • Druid Circle: Choose at 2nd level (Circle of the Land, Circle of the Moon, etc.)
  • Metal Restriction: Cannot wear or use metal armor/shields
  • Timeless Body: Age slowly, require only half food/water
  • Beast Spells: Cast spells while in Wild Shape
  • Archdruid: Unlimited Wild Shape uses, ignore verbal/somatic components for druid spells

Fighter

Hit Points

  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
LevelProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype feature
16th+5Ability Score Improvement
17th+6Action Surge (two uses), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Class Features:

  • Fighting Style: Choose one:
    • Archery: +2 to ranged weapon attacks
    • Defense: +1 AC while wearing armor
    • Dueling: +2 damage with one-handed weapons (no other weapons)
    • Great Weapon Fighting: Reroll 1s and 2s on damage dice for two-handed weapons
    • Protection: Use reaction and shield to impose disadvantage on attack against nearby ally
    • Two-Weapon Fighting: Add ability modifier to second attack when fighting with two weapons
  • Second Wind: Bonus action to regain 1d10 + fighter level hit points (once per short rest)
  • Action Surge: Take additional action on your turn (once per short rest, twice at 17th level)
  • Martial Archetype: Choose at 3rd level:
    • Champion: Expanded critical range, extra fighting style, remarkable athlete
    • Battle Master: Combat maneuvers with superiority dice
    • Eldritch Knight: Spellcasting (1/3 caster), weapon bond, war magic
  • Extra Attack: Make additional attacks when taking Attack action (2 at 5th, 3 at 11th, 4 at 20th)
  • Indomitable: Reroll a failed saving throw (once per long rest, more uses at higher levels)

Monk

Hit Points

  • Hit Dice: 1d8 per monk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan’s tools or one musical instrument
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
LevelProficiency BonusFeaturesMartial ArtsKi PointsUnarmored Movement
1st+2Unarmored Defense, Martial Arts1d4--
2nd+2Ki, Unarmored Movement1d42+10 ft.
3rd+2Monastic Tradition, Deflect Missiles1d43+10 ft.
4th+2Ability Score Improvement, Slow Fall1d44+10 ft.
5th+3Extra Attack, Stunning Strike1d65+10 ft.
6th+3Ki-Empowered Strikes, Monastic Tradition feature1d66+15 ft.
7th+3Evasion, Stillness of Mind1d67+15 ft.
8th+3Ability Score Improvement1d68+15 ft.
9th+4Unarmored Movement improvement1d69+15 ft.
10th+4Purity of Body1d610+20 ft.
11th+4Monastic Tradition feature1d811+20 ft.
12th+4Ability Score Improvement1d812+20 ft.
13th+5Tongue of the Sun and Moon1d813+20 ft.
14th+5Diamond Soul1d814+25 ft.
15th+5Timeless Body1d815+25 ft.
16th+5Ability Score Improvement1d816+25 ft.
17th+6Monastic Tradition feature1d1017+25 ft.
18th+6Empty Body1d1018+30 ft.
19th+6Ability Score Improvement1d1019+30 ft.
20th+6Perfect Self1d1020+30 ft.

Class Features:

  • Unarmored Defense: AC = 10 + DEX modifier + WIS modifier (no armor/shield)
  • Martial Arts: Use DEX for unarmed strikes, unarmed strikes and monk weapons use martial arts die for damage, bonus action unarmed strike after Attack action with monk weapon/unarmed strike
  • Ki: Spend ki points for:
    • Flurry of Blows: Bonus action for 2 unarmed strikes (1 ki)
    • Patient Defense: Bonus action dodge (1 ki)
    • Step of the Wind: Bonus action dash/disengage, jump distance doubled (1 ki)
  • Unarmored Movement: Extra speed when not wearing armor/shield, can walk on walls/water at 9th level
  • Monastic Tradition: Choose at 3rd level (Way of the Open Hand, Way of Shadow, Way of the Four Elements, etc.)
  • Deflect Missiles: Reduce ranged damage, potentially catch and throw back (1 ki to throw)
  • Slow Fall: Reduce falling damage by 5 × monk level
  • Extra Attack: Make 2 attacks when taking Attack action
  • Stunning Strike: Spend 1 ki when hitting to force CON save or be stunned until end of next turn
  • Ki-Empowered Strikes: Unarmed strikes count as magical for overcoming resistance
  • Evasion: Take no damage on successful DEX saves, half on failures (area effects)
  • Stillness of Mind: End charm/fear effect on yourself as an action
  • Purity of Body: Immune to disease and poison
  • Tongue of the Sun and Moon: Understand all spoken languages
  • Diamond Soul: Proficiency in all saves, spend 1 ki to reroll failed save
  • Timeless Body: No aging, no food/water required
  • Empty Body: Spend 4 ki to become invisible for 1 minute, or 8 ki to cast astral projection
  • Perfect Self: Regain 4 ki if you start turn with 0 ki

Paladin

Hit Points

  • Hit Dice: 1d10 per paladin level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands-----
2nd+2Fighting Style, Spellcasting, Divine Smite2----
3rd+2Divine Health, Sacred Oath3----
4th+2Ability Score Improvement3----
5th+3Extra Attack42---
6th+3Aura of Protection42---
7th+3Sacred Oath feature43---
8th+3Ability Score Improvement43---
9th+4-432--
10th+4Aura of Courage432--
11th+4Improved Divine Smite433--
12th+4Ability Score Improvement433--
13th+5-4331-
14th+5Cleansing Touch4331-
15th+5Sacred Oath feature4332-
16th+5Ability Score Improvement4332-
17th+6-43331
18th+6Aura improvements43331
19th+6Ability Score Improvement43332
20th+6Sacred Oath feature43332

Class Features:

  • Divine Sense: Detect celestials, fiends, undead within 60 feet (CHA mod + 1 times per long rest)
  • Lay on Hands: Heal with touch (5 × paladin level hit points per long rest), can cure disease/poison (5 points each)
  • Fighting Style: Choose one:
    • Defense: +1 AC while wearing armor
    • Dueling: +2 damage with one-handed weapons (no other weapons)
    • Great Weapon Fighting: Reroll 1s and 2s on damage dice for two-handed weapons
    • Protection: Use reaction and shield to impose disadvantage on attack against nearby ally
  • Spellcasting: Charisma-based, prepare spells equal to CHA mod + half paladin level (minimum 1)
  • Divine Smite: Spend spell slot when hitting to deal extra radiant damage (2d8 + 1d8 per slot level above 1st, +1d8 vs undead/fiends, max 5d8)
  • Divine Health: Immune to disease
  • Sacred Oath: Choose at 3rd level:
    • Oath of Devotion: Protection from evil, turn unholy, holy nimbus
    • Oath of the Ancients: Nature’s wrath, turn fey/fiends, elder champion
    • Oath of Vengeance: Hunter’s mark, relentless avenger, soul of vengeance
  • Aura of Protection: You and allies within 10 feet add your CHA mod to saving throws (30 feet at 18th level)
  • Extra Attack: Make 2 attacks when taking Attack action
  • Aura of Courage: You and allies within 10 feet can’t be frightened (30 feet at 18th level)
  • Improved Divine Smite: All melee weapon hits deal +1d8 radiant damage
  • Cleansing Touch: Remove spell effects on yourself or others (CHA mod times per long rest)

Ranger

Hit Points

  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer------
2nd+2Fighting Style, Spellcasting22----
3rd+2Ranger Archetype, Primeval Awareness33----
4th+2Ability Score Improvement33----
5th+3Extra Attack442---
6th+3Favored Enemy and Natural Explorer improvements442---
7th+3Ranger Archetype feature543---
8th+3Ability Score Improvement, Land’s Stride543---
9th+4-6432--
10th+4Natural Explorer improvement, Hide in Plain Sight6432--
11th+4Ranger Archetype feature7433--
12th+4Ability Score Improvement7433--
13th+5-84331-
14th+5Favored Enemy improvement, Vanish84331-
15th+5Ranger Archetype feature94332-
16th+5Ability Score Improvement94332-
17th+6-1043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement1143332
20th+6Foe Slayer1143332

Class Features:

  • Favored Enemy: Choose creature type, advantage on Wisdom (Survival) checks and Intelligence checks about them, learn one language. Additional enemy types at 6th and 14th level.
  • Natural Explorer: Choose favored terrain, double proficiency on Wisdom (Survival) checks, difficult terrain doesn’t slow travel, remain alert while tracking/foraging. Additional terrains at 6th and 10th level.
  • Fighting Style: Choose one:
    • Archery: +2 to ranged weapon attacks
    • Defense: +1 AC while wearing armor
    • Dueling: +2 damage with one-handed weapons (no other weapons)
    • Two-Weapon Fighting: Add ability modifier to second attack when fighting with two weapons
  • Spellcasting: Wisdom-based, spells known (not prepared), starts at 2nd level
  • Ranger Archetype: Choose at 3rd level:
    • Hunter: Favored enemy bonuses, defensive tactics, multiattack options
    • Beast Master: Animal companion that grows with you
  • Primeval Awareness: Sense favored enemies within 1-6 miles by expending spell slot
  • Extra Attack: Make 2 attacks when taking Attack action
  • Land’s Stride: Move through nonmagical difficult terrain without penalty, advantage on saves against magical terrain effects
  • Hide in Plain Sight: Spend 1 minute to camouflage yourself (+10 to Stealth while motionless)
  • Vanish: Hide as bonus action, can’t be tracked without magic
  • Feral Senses: Not disadvantaged by invisibility, know location of invisible creatures within 30 feet
  • Foe Slayer: Once per turn, add WIS modifier to attack or damage against favored enemy

Rogue

Hit Points

  • Hit Dice: 1d8 per rogue level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Thieves’ tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
LevelProficiency BonusFeaturesSneak Attack
1st+2Expertise, Sneak Attack, Thieves’ Cant1d6
2nd+2Cunning Action1d6
3rd+2Roguish Archetype2d6
4th+2Ability Score Improvement2d6
5th+3Uncanny Dodge3d6
6th+3Expertise3d6
7th+3Evasion4d6
8th+3Ability Score Improvement4d6
9th+4Roguish Archetype feature5d6
10th+4Ability Score Improvement5d6
11th+4Reliable Talent6d6
12th+4Ability Score Improvement6d6
13th+5Roguish Archetype feature7d6
14th+5Blindsense7d6
15th+5Slippery Mind8d6
16th+5Ability Score Improvement8d6
17th+6Roguish Archetype feature9d6
18th+6Elusive9d6
19th+6Ability Score Improvement10d6
20th+6Stroke of Luck10d6

Class Features:

  • Expertise: Double proficiency bonus on two skills (four more at 6th level)
  • Sneak Attack: Deal extra damage once per turn when you have advantage on attack roll or ally is within 5 feet of target (finesse/ranged weapons only)
  • Thieves’ Cant: Secret language of rogues and criminals
  • Cunning Action: Bonus action to Dash, Disengage, or Hide
  • Roguish Archetype: Choose at 3rd level:
    • Thief: Fast hands, second-story work, supreme sneak
    • Assassin: Disguise kit/poisoner’s kit proficiency, assassinate, infiltration expertise
    • Arcane Trickster: Spellcasting (1/3 caster), mage hand legerdemain, magical ambush
  • Uncanny Dodge: Use reaction to halve damage from one attack per turn
  • Evasion: Take no damage on successful DEX saves (half damage on failures) for area effects
  • Reliable Talent: Treat d20 rolls of 9 or lower as 10 for ability checks with proficiency
  • Blindsense: If you can hear, aware of location of hidden/invisible creatures within 10 feet
  • Slippery Mind: Proficiency with Wisdom saving throws
  • Elusive: No attack roll has advantage against you unless you’re incapacitated
  • Stroke of Luck: Turn a miss into a hit or failed ability check into a 20 (once per short/long rest)

Sorcerer

Hit Points

  • Hit Dice: 1d6 per sorcerer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
LevelProficiency BonusFeaturesCantrips KnownSpells KnownSorcery Points1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Sorcerous Origin42-2--------
2nd+2Font of Magic4323--------
3rd+2Metamagic44342-------
4th+2Ability Score Improvement55443-------
5th+3-565432------
6th+3Sorcerous Origin feature576433------
7th+3-5874331-----
8th+3Ability Score Improvement5984332-----
9th+4-510943331----
10th+4Metamagic6111043332----
11th+4-61211433321---
12th+4Ability Score Improvement61212433321---
13th+5-613134333211--
14th+5Sorcerous Origin feature613144333211--
15th+5-6141543332111-
16th+5Ability Score Improvement6141643332111-
17th+6Metamagic61517433321111
18th+6Sorcerous Origin feature61518433331111
19th+6Ability Score Improvement61519433332111
20th+6Sorcerous Restoration61520433332211

Class Features:

  • Spellcasting: Charisma-based, spells known (not prepared), can replace spells when leveling
  • Sorcerous Origin: Choose at 1st level:
    • Draconic Bloodline: Extra hit points, natural armor, elemental affinity, dragon wings
    • Wild Magic: Wild magic surge, tides of chaos, controlled chaos
  • Font of Magic: Convert sorcery points to spell slots and vice versa:
    • Create spell slot: 1st=2pts, 2nd=3pts, 3rd=5pts, 4th=6pts, 5th=7pts
    • Convert slot to points: points = slot level
  • Metamagic: Modify spells with sorcery points (choose 2 at 3rd, +1 at 10th/17th):
    • Careful Spell: Protect CHA mod allies from area spells (1 point)
    • Distant Spell: Double spell range (1 point)
    • Empowered Spell: Reroll CHA mod damage dice (1 point)
    • Extended Spell: Double duration (1 point)
    • Heightened Spell: One target has disadvantage on save (3 points)
    • Quickened Spell: Cast as bonus action (2 points)
    • Subtle Spell: No verbal/somatic components (1 point)
    • Twinned Spell: Target second creature (spell level in points)
  • Sorcerous Restoration: Regain 4 sorcery points on short rest (once per long rest)

Warlock

Hit Points

  • Hit Dice: 1d8 per warlock level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st-
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+3-3623rd3
6th+3Otherworldly Patron feature3723rd3
7th+3-3824th4
8th+3Ability Score Improvement3924th4
9th+4-31025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+6-41445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

Class Features:

  • Otherworldly Patron: Choose at 1st level:
    • The Archfey: Fey magic, misty escape, beguiling defenses, dark delirium
    • The Fiend: Dark One’s blessing, temporary hit points, fiendish resistance, hurl through hell
    • The Great Old One: Telepathy, entropic ward, thought shield, create thrall
  • Pact Magic: Charisma-based, spells known, all spell slots same level, regain on short rest
  • Eldritch Invocations: Customize your warlock (choose 2 at 2nd, more as you level):
    • Agonizing Blast: Add CHA to eldritch blast damage
    • Armor of Shadows: Mage armor at will
    • Beast Speech: Speak with animals at will
    • Beguiling Influence: Proficiency in Deception and Persuasion
    • Book of Ancient Secrets: Ritual spells (requires Pact of the Tome)
    • Devil’s Sight: See normally in darkness to 120 feet
    • Eldritch Sight: Detect magic at will
    • Eyes of the Rune Keeper: Read all writing
    • Fiendish Vigor: False life at will
    • Gaze of Two Minds: Use humanoid’s senses
    • Invocation of the Chain Master: Additional familiar options (requires Pact of the Chain)
    • Mask of Many Faces: Disguise self at will
    • Misty Visions: Silent image at will
    • Repelling Blast: Push creatures with eldritch blast
    • Thief of Five Fates: Bane 1/long rest
    • Voice of the Chain Master: Telepathy with familiar (requires Pact of the Chain)
  • Pact Boon: Choose at 3rd level:
    • Pact of the Chain: Familiar with special forms (imp, pseudodragon, quasit, sprite)
    • Pact of the Blade: Summon pact weapon, proficiency with weapon
    • Pact of the Tome: Cantrips from any class, ritual spells via invocation
  • Mystic Arcanum: One spell each of 6th, 7th, 8th, and 9th level (1/long rest each)
  • Eldritch Master: Regain all expended pact magic spell slots (1/long rest)

Wizard

Hit Points

  • Hit Dice: 1d6 per wizard level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32--------
2nd+2Arcane Tradition33--------
3rd+2-342-------
4th+2Ability Score Improvement443-------
5th+3-4432------
6th+3Arcane Tradition feature4433------
7th+3-44331-----
8th+3Ability Score Improvement44332-----
9th+4-443331----
10th+4Arcane Tradition feature543332----
11th+4-5433321---
12th+4Ability Score Improvement5433321---
13th+5-54333211--
14th+5Arcane Tradition feature54333211--
15th+5-543332111-
16th+5Ability Score Improvement543332111-
17th+6-5433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spells5433332211

Class Features:

  • Spellcasting: Intelligence-based, prepare INT mod + wizard level spells, learn from spellbook
  • Spellbook: Start with 6 1st-level spells, learn 2 new spells each level, copy from scrolls/other spellbooks
  • Ritual Casting: Cast ritual spells from spellbook without expending slots
  • Arcane Recovery: Once per day on short rest, recover spell slots totaling half wizard level (rounded up)
  • Arcane Tradition: Choose at 2nd level:
    • School of Abjuration: Ward, projected ward, improved abjuration, damage resistance, spell resistance
    • School of Conjuration: Minor conjuration, benign transposition, focused conjuration, durable summons
    • School of Divination: Portent, expert divination, third eye, greater portent
    • School of Enchantment: Hypnotic gaze, split enchantment, alter memories, mass suggestion
    • School of Evocation: Sculpt spells, potent cantrip, empowered evocation, overchannel
    • School of Illusion: Improved minor illusion, malleable illusions, illusory self, illusory reality
    • School of Necromancy: Grim harvest, undead thralls, inured to undeath, command undead
    • School of Transmutation: Minor alchemy, transmuter’s stone, shapechanger, master transmuter
  • Spell Mastery: Choose one 1st and one 2nd level spell to cast at will (without expending slots)
  • Signature Spells: Choose two 3rd level spells to always have prepared and cast once without slots

Character Story

Personality & Background

Personality

Your personality is built from four elements that work together to create a unique character:

Personality Traits: Small, specific quirks that make your character unique Ideals: Your core beliefs and driving principles
Bonds: What ties you to the world - people, places, or things you care about Flaws: Weaknesses that can get you in trouble or be used against you

Quick Personality Generator

Personality Traits (d20)
d20Trait
1I have a joke for every occasion
2I’m always polite and respectful
3I idolize a famous hero
4I’m haunted by past mistakes
5I collect rumors and gossip
6I’m secretly afraid of something common
7I have an unusual hobby or interest
8I speak in proverbs and old sayings
9I’m protective of those weaker than me
10I have terrible table manners
11I’m always asking questions
12I judge people by their actions, not words
13I’m driven by wanderlust
14I place no stock in wealthy folk
15I’m full of inspiring stories
16I’m horribly awkward in social situations
17I stretch the truth for a good story
18I never back down from a challenge
19I’m suspicious of strangers
20I bluntly say what others are hiding
Ideals (d12)
d12Ideal
1Freedom - Everyone deserves to choose their own path (Chaotic)
2Honor - My word is my bond (Lawful)
3Knowledge - Learning is the key to everything (Neutral)
4Power - The strong should rule (Evil)
5Friendship - My companions mean everything (Good)
6Adventure - Life is meant to be exciting (Any)
7Justice - Wrongdoers must be punished (Lawful)
8Charity - I help those in need (Good)
9Change - Nothing stays the same forever (Chaotic)
10Greed - I deserve wealth and comfort (Evil)
11Nature - The natural world comes first (Neutral)
12Glory - I must earn fame and renown (Any)
Bonds (d20)
d20Bond
1Someone I love was taken from me
2I owe everything to my mentor
3My hometown needs protecting
4I seek revenge against my enemy
5I must restore my family’s honor
6I protect a dangerous secret
7I’m searching for a lost friend/family
8I want to prove myself worthy
9My guild/organization is my family
10I’m devoted to a sacred place
11I must repay an old debt
12I’m the last of my people
13My mentor was murdered
14I have a child who doesn’t know me
15I’m bound by an ancient oath
16My treasured possession was stolen
17I must complete my master’s work
18I protect someone in hiding
19I seek to restore a fallen organization
20I’m connected to a prophecy
Flaws (d12)
d12Flaw
1I can’t resist a challenge, even foolish ones
2I have a weakness for physical pleasures
3I secretly believe I’m better than others
4I can’t keep a secret to save my life
5I turn tail and run when things get bad
6I’m too greedy for my own good
7I’m quick to anger and slow to forgive
8I trust too easily and get betrayed
9I’m terrified of being alone
10I lie about almost everything
11I’m convinced everyone is out to get me
12I’d rather kill than show mercy

Alignments

Your character’s alignment represents their moral and ethical outlook on life. It affects how they approach conflicts, relationships, and decisions throughout their adventures.

It's just for fun

An alignment can help, with directing decisions of a character. It can also be useful for development, as alignment can change, or may have already changed in a character’s story pre-adventure. Alignments are a great way to bring a character to life, if so desired, however:

  • It is not required for a character to have or strictly adhere to an alignment.

It is your character

It is up to the creator of a character to decide if they wish to take the challenge of being strict with a character’s alignment or if they want to use it as a simple guideline for interactions.

If you’re unsure or want to try something different:

Don't know what to choose?

Roll a d10:

0 - Reroll 1 - Lawful Evil
2 - True Neutral 3 - Chaotic Good 4 - Neutral Evil 5 - Lawful Good 6 - Chaotic Evil 7 - Lawful Neutral 8 - Neutral Good 9 - Chaotic Neutral

Alignment Guidelines

Remember

  • Alignment describes tendencies, not absolute behavior

  • Characters can grow and change alignment through play

  • Good characters protect innocents and help others

  • Evil characters harm others for personal gain

  • Lawful characters respect authority and keep their word

  • Chaotic characters value freedom and spontaneity

  • Neutral characters are balanced or indifferent

Using Personality Elements

These should create interesting roleplay opportunities and drive character decisions, not just be a list of stats. Think about how the character will act, when playing!

Evil Alignments

Check with the DM before playing an evil character. Evil alignments work best in specific campaign types and require mature roleplaying to avoid disrupting the group.

  • Especially when there is intention to be strict with the alignment
Alignments Breakdown
AlignmentDescriptionTypical Behavior
Lawful Good”The Crusader”Follows rules and helps others; knights, paladins, just rulers
Neutral Good”The Benefactor”Helps others regardless of rules; healers, charitable folk
Chaotic Good”The Rebel”Fights for freedom and justice; robin hood types, freedom fighters
Lawful Neutral”The Judge”Follows laws and codes strictly; soldiers, bureaucrats, monks
True Neutral”The Undecided”Balanced approach, avoids extremes; druids, common folk
Chaotic Neutral”The Free Spirit”Acts on whims, values personal freedom; artists, explorers
Lawful Evil”The Dominator”Uses laws/rules to control others; tyrants, corrupt officials
Neutral Evil”The Malefactor”Selfish and cruel when convenient; criminals, mercenaries
Chaotic Evil”The Destroyer”Spreads violence and mayhem; demons, psychopaths, destroyers
Understanding Alignment

Alignment is a combination of two factors:

  • Ethical Axis: Law vs Chaos (how you approach rules and structure)
  • Moral Axis: Good vs Evil (your stance on helping vs harming others)
Ethic/MoralGoodNeutralEvil
LawfulLawful GoodLawful NeutralLawful Evil
NeutralNeutral GoodTrue NeutralNeutral Evil
ChaoticChaotic GoodChaotic NeutralChaotic Evil

Background

BackgroundSkillsFeatureBest For
AcolyteInsight, ReligionShelter of the Faithful (temple support)Clerics, Paladins, religious characters
CharlatanDeception, Sleight of HandFalse Identity (fake documentation)Rogues, Bards, Con artists
CriminalDeception, StealthCriminal Contact (underworld connections)Rogues, morally flexible characters
EntertainerAcrobatics, PerformanceBy Popular Demand (free lodging for performing)Bards, charismatic performers
Folk HeroAnimal Handling, SurvivalRustic Hospitality (common folk support)Fighters, humble origins stories
Guild ArtisanInsight, PersuasionGuild Membership (trade connections)Any class, mercantile characters
HermitMedicine, ReligionDiscovery (unique knowledge/secret)Druids, Monks, wise characters
NobleHistory, PersuasionPosition of Privilege (high society access)Any class, wealthy backgrounds
OutlanderAthletics, SurvivalWanderer (wilderness navigation/foraging)Rangers, Barbarians, nature folk
SageArcana, HistoryResearcher (knows where to find information)Wizards, scholarly characters
SailorAthletics, PerceptionShip’s Passage (free sea travel)Any class, nautical adventures
SoldierAthletics, IntimidationMilitary Rank (military authority/access)Fighters, Paladins, war veterans
UrchinSleight of Hand, StealthCity Secrets (urban navigation)Rogues, Street-smart characters

Background Benefits Each background provides:

  • 2 Skill Proficiencies
  • Languages and/or Tool Proficiencies
  • Starting Equipment Package
  • Special Feature (unique ability or social connection)

Don't know what to choose?

Roll a d12:

1 - Acolyte 2 - Charlatan 3 - Criminal 4 - Entertainer 5 - Folk Hero 6 - Guild Artisan 7 - Hermit 8 - Noble 9 - Outlander 10 - Sage 11 - Sailor 12 - Soldier

Background Breakdown

Acolyte

Skill Proficiencies: Insight, Religion Languages: Two of your choice Equipment: Holy symbol, prayer book/prayer wheel, 5 sticks of incense, vestments, common clothes, belt pouch with 15 GP

Feature - Shelter of the Faithful: You and your companions can receive free healing and care at temples, shrines, and other religious establishments of your faith. Faithful of your religion will support you (but only you) at a modest lifestyle.

Suggested Characteristics:

  • Personality: Devoted, contemplative, perhaps naive about the world outside religious settings
  • Ideals: Faith, tradition, charity, greater good, change, might, aspiration, self-knowledge
  • Bonds: Temple/faith, religious mentor, sacred text, fellow religious members
  • Flaws: Judges others harshly, puts too much trust in hierarchy, rigid thinking, secret doubt
Criminal

Skill Proficiencies: Deception, Stealth Tool Proficiencies: One type of gaming set, thieves’ tools Equipment: Crowbar, dark common clothes with hood, belt pouch with 15 GP

Feature - Criminal Contact: You have a reliable contact who acts as your liaison to other criminals. You know how to get messages to your contact over great distances and they can provide information about local criminal activities.

Criminal Specialties: Blackmailer, burglar, enforcer, fence, highway robber, hired killer, pickpocket, smuggler

Suggested Characteristics:

  • Personality: Secretive, distrustful, or surprisingly loyal to criminal code
  • Ideals: Honor among thieves, freedom, charity, greed, people-focused, redemption
  • Bonds: Criminal mentor, criminal organization, victims of a past crime, family
  • Flaws: Quick to violence, enemy from past, addiction, paranoia
Folk Hero

Skill Proficiencies: Animal Handling, Survival Tool Proficiencies: One type of artisan’s tools, vehicles (land) Equipment: Artisan’s tools, shovel, set of artisan’s clothes, belt pouch with 10 GP

Feature - Rustic Hospitality: Common folk shelter, hide, and help you as long as you don’t show yourself to be a danger. They’ll shield you from law or others searching for you, though they won’t risk their lives.

Defining Events: Stood up to tyrant, saved people during disaster, worked alone against terrible monster, stole from corrupt merchant, built something important, survived natural disaster

Suggested Characteristics:

  • Personality: Humble origins, practical, straightforward, protective of others
  • Ideals: Respect, fairness, freedom, might, sincerity, destiny
  • Bonds: Hometown, family, mentor figure, homeland, people you saved
  • Flaws: Tyrant who still rules, family troubles, haunted by past, quick temper
Noble

Skill Proficiencies: History, Persuasion Tool Proficiencies: One type of gaming set Languages: One of your choice Equipment: Signet ring, scroll of pedigree, fine clothes, belt pouch with 25 GP

Feature - Position of Privilege: People assume you have the right to be wherever you are. Common folk make efforts to accommodate you, and people of high standing treat you as one of them. You can secure an audience with local nobles.

Suggested Characteristics:

  • Personality: Haughty, duty-bound, or surprisingly down-to-earth
  • Ideals: Respect, responsibility, noble obligation, might, family, power
  • Bonds: Family, noble house, people you’re responsible for, order/organization
  • Flaws: Hidden shameful family fact, deposed from position, ruthlessly ambitious
Sage

Skill Proficiencies: Arcana, History Languages: Two of your choice Equipment: Bottle of black ink, quill, small knife, letter from colleague, common clothes, belt pouch with 10 GP

Feature - Researcher: When you don’t know information, you know where to find it - libraries, scriptoriums, universities, sages, or other learned persons. Your DM might rule that knowledge is secretive, dangerous, or beyond your reach.

Specialties: Alchemist, astronomer, discredited academic, librarian, professor, researcher, wizard’s apprentice, scribe

Suggested Characteristics:

  • Personality: Analytical, absent-minded, speaks in obscure references, pedantic
  • Ideals: Knowledge, beauty, logic, self-improvement, greater good, power
  • Bonds: Life’s work, library/university, mentor, student, research subject
  • Flaws: Easily distracted, speaks without thinking, unlocks dangerous secrets
Soldier

Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set, vehicles (land) Equipment: Insignia of rank, trophy from fallen enemy, deck of cards, common clothes, belt pouch with 10 GP

Feature - Military Rank: You have military rank from your career. Soldiers loyal to your former organization still recognize your authority and will defer to you if they’re lower rank. You can invoke rank to influence other soldiers and gain access to fortresses, military camps, and fortifications.

Specialties: Officer, scout, infantry, cavalry, healer, quartermaster, standard bearer, support staff

Suggested Characteristics:

  • Personality: Disciplined, direct, protective of others, haunted by war
  • Ideals: Greater good, responsibility, might, live and let live, nation, aspiration
  • Bonds: Comrades, homeland, mentor, unit/company, fallen comrades
  • Flaws: Haunted by horrors of war, rigid thinking, made terrible mistake, enemy
Guild Artisan

Skill Proficiencies: Insight, Persuasion Tool Proficiencies: One type of artisan’s tools Languages: One of your choice Equipment: Artisan’s tools, letter of introduction from guild, traveler’s clothes, belt pouch with 15 GP

Feature - Guild Membership: Your guild will provide lodging and meals as long as you pay guild dues (5 GP per month). Guild has political power and your membership grants certain legal protections. Guild will pay for funeral and support your family if you die.

Guild Business: Alchemists, armorers, brewers, calligraphers, carpenters, cartographers, cobblers, cooks, glassblowers, jewelers, leatherworkers, masons, painters, potters, shipwrights, smiths, tinkers, wagon-makers, weavers

Hermit

Skill Proficiencies: Medicine, Religion Tool Proficiencies: Herbalism kit Languages: One of your choice Equipment: Herbalism kit, scroll case with spiritual writings, winter blanket, common clothes, belt pouch with 5 GP

Feature - Discovery: Your isolation gave you access to unique and powerful discovery - great truth about cosmos, nature, gods, powerful beings, or forces of planes. Work with DM to determine details of your discovery and its impact.

Life of Seclusion: Searching for spiritual enlightenment, communing with nature, exile for crime, retreat from society due to loss, pilgrimage, caretaker of ancient ruin

Entertainer

Skill Proficiencies: Acrobatics, Performance Tool Proficiencies: Disguise kit, one type of musical instrument Equipment: Musical instrument, letter of admiration, costume, belt pouch with 15 GP

Feature - By Popular Demand: You can perform in taverns, inns, circuses, courts, and other venues for lodging and food. Your performances make you well-known in area and strangers recognize you.

Routines: Actor, dancer, fire-eater, jester, juggler, instrumentalist, poet, singer, storyteller, tumbler

Charlatan

Skill Proficiencies: Deception, Sleight of Hand Tool Proficiencies: Forgery kit, disguise kit Equipment: Forgery kit, disguise kit, signet ring of imaginary person, 10 stoppered bottles filled with colored liquid, fine clothes, belt pouch with 15 GP

Feature - False Identity: You have created a second identity with documentation, established acquaintances, and disguises. You can forge documents including official papers and personal letters if you’ve seen examples.

Favorite Schemes: Cheat at games, shave coins, counterfeit money, forge documents, sell fake magic items, pose as noble

Outlander

Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: Staff, hunting trap, traveler’s clothes, belt pouch with 10 GP

Feature - Wanderer: You have excellent memory for maps and geography. You can find food and shelter in wilderness for yourself and up to 5 other people each day, provided the land offers berries, small game, water, and so forth.

Origin: Forester, trapper, homesteader, guide, exile, bounty hunter, pilgrim, tribal nomad, hunter-gatherer, tribal marauder

Sailor

Skill Proficiencies: Athletics, Perception Tool Proficiencies: Navigator’s tools, vehicles (water) Equipment: Belaying pin (club), silk rope (50 feet), lucky charm, common clothes, belt pouch with 10 GP

Feature - Ship’s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with. Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need.

Suggested Characteristics:

  • Personality: Superstitious about the sea, loves to tell sailing stories, blunt and straightforward
  • Ideals: Respect for the sea, freedom, mastery of sailing, fairness, people first
  • Bonds: Ship or crew you sailed with, specific sea or coastline, fellow sailors, family back on land
  • Flaws: Trouble with drink, quick temper, enemy from sailing days, fear of drowning despite profession
Urchin

Skill Proficiencies: Sleight of Hand, Stealth Tool Proficiencies: Disguise kit, thieves’ tools Equipment: Small knife, map of your home city, pet mouse, token of your parents, common clothes, belt pouch with 10 GP

Feature - City Secrets: You know the secret patterns and flow of cities and can find passages through urban sprawl that others would miss. When you’re not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Suggested Characteristics:

  • Personality: Street-smart, distrustful of authority, protective of other outcasts, scrappy survivor
  • Ideals: Respect for fellow outcasts, freedom from oppression, community among the forgotten
  • Bonds: Street family who took you in, specific neighborhood, fellow urchins, person who showed kindness
  • Flaws: Steals compulsively, has trouble trusting wealthy people, quick to fight, haunted by past

Equipment

Equipment

Starting Wealth by Class

ClassStarting Gold
Barbarian2d4 × 10 GP
Bard5d4 × 10 GP
Cleric5d4 × 10 GP
Druid2d4 × 10 GP
Fighter5d4 × 10 GP
Monk5d4 GP
Paladin5d4 × 10 GP
Ranger5d4 × 10 GP
Rogue4d4 × 10 GP
Sorcerer3d4 × 10 GP
Warlock4d4 × 10 GP
Wizard4d4 × 10 GP

Armor Table

ArmorCostArmor Class (AC)StrengthStealthWeight
Light Armor
Padded5 GP11 + DEX modifier-Disadvantage8 lb.
Leather10 GP11 + DEX modifier--10 lb.
Studded leather45 GP12 + DEX modifier--13 lb.
Medium Armor
Hide10 GP12 + DEX modifier (max 2)--12 lb.
Chain shirt50 GP13 + DEX modifier (max 2)--20 lb.
Scale mail50 GP14 + DEX modifier (max 2)-Disadvantage45 lb.
Breastplate400 GP14 + DEX modifier (max 2)--20 lb.
Half plate750 GP15 + DEX modifier (max 2)-Disadvantage40 lb.
Heavy Armor
Ring mail30 GP14-Disadvantage40 lb.
Chain mail75 GP16STR 13Disadvantage55 lb.
Splint200 GP17STR 15Disadvantage60 lb.
Plate1,500 GP18STR 15Disadvantage65 lb.
Shield
Shield10 GP+2--6 lb.

Weapons Table

Simple Melee Weapons

NameCostDamageWeightProperties
Club1 SP1d4 bludgeoning2 lb.Light
Dagger2 GP1d4 piercing1 lb.Finesse, light, thrown (range 20/60)
Greatclub2 SP1d8 bludgeoning10 lb.Two-handed
Handaxe5 GP1d6 slashing2 lb.Light, thrown (range 20/60)
Javelin5 SP1d6 piercing2 lb.Thrown (range 30/120)
Light hammer2 GP1d4 bludgeoning2 lb.Light, thrown (range 20/60)
Mace5 GP1d6 bludgeoning4 lb.-
Quarterstaff2 SP1d6 bludgeoning4 lb.Versatile (1d8)
Sickle1 GP1d4 slashing2 lb.Light
Spear1 GP1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons

NameCostDamageWeightProperties
Crossbow, light25 GP1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
Dart5 CP1d4 piercing1/4 lb.Finesse, thrown (range 20/60)
Shortbow25 GP1d6 piercing2 lb.Ammunition (range 80/320), two-handed
Sling1 SP1d4 bludgeoning-Ammunition (range 30/120)

Martial Melee Weapons

NameCostDamageWeightProperties
Battleaxe10 GP1d8 slashing4 lb.Versatile (1d10)
Flail10 GP1d8 bludgeoning2 lb.-
Glaive20 GP1d10 slashing6 lb.Heavy, reach, two-handed
Greataxe30 GP1d12 slashing7 lb.Heavy, two-handed
Greatsword50 GP2d6 slashing6 lb.Heavy, two-handed
Halberd20 GP1d10 slashing6 lb.Heavy, reach, two-handed
Lance10 GP1d12 piercing6 lb.Reach, special
Longsword15 GP1d8 slashing3 lb.Versatile (1d10)
Maul10 GP2d6 bludgeoning10 lb.Heavy, two-handed
Morningstar15 GP1d8 piercing4 lb.-
Pike5 GP1d10 piercing18 lb.Heavy, reach, two-handed
Rapier25 GP1d8 piercing2 lb.Finesse
Scimitar25 GP1d6 slashing3 lb.Finesse, light
Shortsword10 GP1d6 piercing2 lb.Finesse, light
Trident5 GP1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8)
War pick5 GP1d8 piercing2 lb.-
Warhammer15 GP1d8 bludgeoning2 lb.Versatile (1d10)
Whip2 GP1d4 slashing3 lb.Finesse, reach

Martial Ranged Weapons

NameCostDamageWeightProperties
Blowgun10 GP1 piercing1 lb.Ammunition (range 25/100), loading
Crossbow, hand75 GP1d6 piercing3 lb.Ammunition (range 30/120), light, loading
Crossbow, heavy50 GP1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed
Longbow50 GP1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
Net1 GP-3 lb.Special, thrown (range 5/15)

Adventuring Gear

Essential Gear

ItemCostWeight
Backpack2 GP5 lb.
Bedroll1 GP7 lb.
Bell1 GP-
Blanket5 SP3 lb.
Candle1 CP-
Chain (10 feet)5 GP10 lb.
Chalk (1 piece)1 CP-
Crowbar2 GP5 lb.
Hammer1 GP3 lb.
Ink (1 ounce bottle)10 GP-
Ink pen2 CP-
Lantern, hooded5 GP2 lb.
Lock10 GP1 lb.
Oil (flask)1 SP1 lb.
Pouch5 SP1 lb.
Rations (1 day)5 SP2 lb.
Rope, hempen (50 feet)1 GP10 lb.
Rope, silk (50 feet)10 GP5 lb.
Torch1 CP1 lb.
Waterskin2 SP5 lb. (full)

Ammunition

ItemCostWeight
Arrows (20)1 GP1 lb.
Blowgun needles (50)1 GP1 lb.
Crossbow bolts (20)1 GP1½ lb.
Sling bullets (20)4 CP1½ lb.

Tools

ItemCostWeight
Disguise kit25 GP3 lb.
Forgery kit15 GP5 lb.
Healer’s kit5 GP3 lb.
Herbalism kit5 GP3 lb.
Navigator’s tools25 GP2 lb.
Poisoner’s kit50 GP2 lb.
Thieves’ tools25 GP1 lb.

Spellcasting Foci

ItemCostWeight
Arcane Focus
Crystal10 GP1 lb.
Orb20 GP3 lb.
Rod10 GP2 lb.
Staff5 GP4 lb.
Wand10 GP1 lb.
Druidic Focus
Sprig of mistletoe1 GP-
Totem1 GP-
Wooden staff5 GP4 lb.
Yew wand10 GP1 lb.
Holy Symbol
Amulet5 GP1 lb.
Emblem5 GP-
Reliquary5 GP2 lb.

Special Items

ItemCostWeightDescription
Acid (vial)25 GP1 lb.2d6 acid damage when thrown
Alchemist’s fire (flask)50 GP1 lb.1d4 fire damage per turn
Antitoxin (vial)50 GP-Advantage on poison saves for 1 hour
Holy water (flask)25 GP1 lb.2d6 radiant damage to fiends/undead
Potion of healing50 GP½ lb.Regain 2d4 + 2 hit points
Poison, basic (vial)100 GP-1d4 poison damage, DC 10 CON save

Equipment Packs

PackCostContents
Burglar’s Pack16 GPBackpack, 1,000 ball bearings, String, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 oil flasks, 5 days rations, tinderbox, waterskin, 50 ft hempen rope
Dungeoneer’s Pack12 GPBackpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft hempen rope
Explorer’s Pack10 GPBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft hempen rope
Priest’s Pack19 GPBackpack, blanket, 10 candles, tinderbox, alms box, 2 incense blocks, censer, vestments, 2 days rations, waterskin
Scholar’s Pack40 GPBackpack, book of lore, ink bottle, ink pen, 10 parchment sheets, sand bag, small knife

Weapon Properties Quick Reference

  • Ammunition: Requires ammo to use, draw as part of attack
  • Finesse: Use STR or DEX for attack/damage rolls
  • Heavy: Small creatures have disadvantage on attacks
  • Light: Can be used for two-weapon fighting
  • Loading: Can only fire one shot per action/bonus action/reaction
  • Range: First number = normal range, second = long range (disadvantage)
  • Reach: Adds 5 feet to your reach
  • Thrown: Can be thrown using same ability modifier as melee
  • Two-handed: Requires two hands to use
  • Versatile: Can use one or two-handed (damage in parentheses = two-handed)

Armor Notes

  • Light Armor: Add full DEX modifier to AC
  • Medium Armor: Add DEX modifier (max +2) to AC
  • Heavy Armor: No DEX modifier to AC
  • Strength Requirements: If you don’t meet STR requirement, speed reduced by 10 feet
  • Stealth Disadvantage: Heavy armor gives disadvantage on DEX (Stealth) checks

Customization

Customization Options

Multiclassing

Prerequisites and core mechanics

Character advancement: Players may take levels in a new class instead of advancing their current class, creating multiclass characters. The total character level equals the sum of all class levels (e.g., Wizard 3/Fighter 2 = 5th level character).

Prerequisites: Must meet ability score minimums for both current and new classes:

ClassAbility Score Minimum
BarbarianStrength 13
BardCharisma 13
ClericWisdom 13
DruidWisdom 13
FighterStrength 13 OR Dexterity 13
MonkDexterity 13 AND Wisdom 13
PaladinStrength 13 AND Charisma 13
RangerDexterity 13 AND Wisdom 13
RogueDexterity 13
SorcererCharisma 13
WarlockCharisma 13
WizardIntelligence 13

Proficiency bonus is based on total character level. Experience points advance according to total character level, not individual classes.

Proficiencies gained from multiclassing

When gaining the first level in a new class, characters receive limited proficiencies compared to starting at 1st level:

ClassProficiencies Gained
BarbarianShields, simple weapons, martial weapons
BardLight armor, one skill of choice, one musical instrument
ClericLight armor, medium armor, shields
DruidLight armor, medium armor, shields (non-metal restriction)
FighterLight armor, medium armor, shields, simple weapons, martial weapons
MonkSimple weapons, shortswords
PaladinLight armor, medium armor, shields, simple weapons, martial weapons
RangerLight armor, medium armor, shields, simple weapons, martial weapons, one skill
RogueLight armor, one skill from class list, thieves’ tools
SorcererNone
WarlockLight armor, simple weapons
WizardNone

Multiclass spellcasting rules

Spell slot calculation: Add class levels using different weights based on casting progression:

  • Full casters (Bard, Cleric, Druid, Sorcerer, Wizard): full levels
  • Half casters (Paladin, Ranger): half levels rounded down
  • Third casters (Eldritch Knight, Arcane Trickster): one-third levels rounded down

Use the total to determine spell slots from the Multiclass Spellcaster table:

Level1st2nd3rd4th5th6th7th8th9th
1st-2nd2-3--------
3rd-4th42-3-------
5th-6th432-3------
7th-8th4331-2-----
9th-10th43331-2----
11th-12th433321---
13th-14th4333211--
15th-16th43332111-
17th+43332+1-21-211

Spells known and prepared: Determine separately for each class as if single-classed. Each spell uses its class’s spellcasting ability and focus requirements, but any spell slot of appropriate level can cast any known spell.

Warlock interaction: Pact Magic slots work separately but interchangeably with Spellcasting slots. Pact Magic slots recover on short rest while Spellcasting slots require long rest.

Important limitations: Characters may possess higher-level spell slots than the highest-level spells they can learn, and some class features don’t stack (Extra Attack, Unarmored Defense, Channel Divinity uses).

Feat system overview

Optional rule: At levels when classes gain Ability Score Improvement, players may choose a feat instead of increasing ability scores. Each feat can only be selected once unless specified otherwise. Prerequisites must be maintained - losing a prerequisite suspends feat benefits until regained.

Combat feats

Crossbow Expert: Ignores loading property, no ranged disadvantage in melee, bonus action hand crossbow attack when wielding one-handed weapon.

Great Weapon Master: Critical hits and killing blows grant bonus attacks. Can accept -5 to hit for +10 damage with heavy weapons.

Polearm Master: Bonus action butt-end attacks (d4) with polearms, opportunity attacks when creatures enter reach.

Sharpshooter: Long range doesn’t impose disadvantage, ignores cover, -5 to hit for +10 damage option.

Sentinel: Opportunity attacks reduce speed to 0, can attack disengaging creatures, reaction attacks when nearby allies are targeted.

Shield Master: Bonus action shoves with shield, add shield AC to DEX saves, potentially negate area damage on successful saves.

Spellcasting feats

Magic Initiate: Learn 2 cantrips and 1 first-level spell from chosen class (bard, cleric, druid, sorcerer, warlock, or wizard).

Spell Sniper (requires spellcasting): Double spell attack ranges, ignore cover, learn 1 attack cantrip.

War Caster (requires spellcasting): Advantage on concentration saves, perform somatic components with weapons/shields, cast spells as opportunity attacks.

Elemental Adept (requires spellcasting): Ignore resistance to chosen damage type, treat 1s as 2s on damage dice. Can be taken multiple times for different elements.

Ritual Caster (requires INT or WIS 13+): Acquire ritual book, copy ritual spells up to half character level.

Defensive and utility feats

Alert: Cannot be surprised, +5 initiative, no advantage from unseen attackers.

Lucky: 3 luck points per long rest to reroll dice or force attackers to reroll.

Mobile: +10 speed, Dash ignores difficult terrain, no opportunity attacks from melee targets.

Tough: +2 HP per level retroactively and going forward.

Observant: +5 to passive Perception and Investigation, can read lips, +1 INT or WIS.

Armor and weapon proficiency feats

Lightly Armored: Light armor proficiency, +1 STR or DEX.

Moderately Armored (requires light armor proficiency): Medium armor and shield proficiency, +1 STR or DEX.

Heavily Armored (requires medium armor proficiency): Heavy armor proficiency, +1 STR.

Medium Armor Master (requires medium armor proficiency): No Stealth disadvantage, +3 max DEX bonus with 16+ Dexterity.

Heavy Armor Master (requires heavy armor proficiency): Reduce non-magical physical damage by 3, +1 STR.

Weapon Master: Proficiency with 4 weapons, +1 STR or DEX.

Specialized combat styles

Defensive Duelist (requires DEX 13+): Reaction to add proficiency bonus to AC when wielding finesse weapons.

Dual Wielder: +1 AC with two weapons, can use non-light weapons for two-weapon fighting, draw/sheathe two weapons.

Martial Adept: Learn 2 Battle Master maneuvers and gain 1 superiority die (d6).

Mounted Combatant: Advantage against smaller unmounted foes, redirect mount attacks, mount takes no damage on successful saves.

Feat reference

FeatPrerequisitesKey Benefits
ActorNone+1 CHA, advantage on impersonation, mimic voices
AthleteNone+1 STR/DEX, improved climbing/jumping, easier prone recovery
ChargerNoneDash + bonus attack/shove with damage/push bonus
Dungeon DelverNoneAdvantage vs traps, secret door detection, fast travel
DurableNone+1 CON, improved Hit Die healing (min 2×CON mod)
GrapplerSTR 13+Advantage vs grappled foes, pin action
HealerNoneEnhanced healer’s kit: stabilize + 1 HP, action healing
Inspiring LeaderCHA 13+Grant temp HP to 6 creatures (level + CHA mod)
Keen MindNone+1 INT, navigation knowledge, perfect memory
LinguistNone+1 INT, learn 3 languages, create ciphers
Mage SlayerNoneAttack spellcasters, disrupt concentration, spell resistance
ResilientNone+1 ability score, gain save proficiency in that ability
Savage AttackerNoneReroll melee weapon damage once per turn
SkilledNoneProficiency in any 3 skills or tools
SkulkerDEX 13+Hide in light obscurement, maintain stealth after missed shots
Tavern BrawlerNone+1 STR/CON, improvised weapon/unarmed proficiency, grapple bonus

Variant human option

Standard human replacement: If using optional feat rules, DM may allow variant human traits instead of +1 to all abilities:

  • Ability Score Increase: +1 to two different abilities
  • Skills: Proficiency in one skill
  • Feat: One feat at 1st level (must meet prerequisites)

This variant specifically supports feat-focused character concepts by providing access to combat styles, spellcasting abilities, or utility features from character creation.

Integration and planning considerations

Character advancement strategy: The choice between ability score improvements and feats occurs at class-specific levels (typically 4th, 8th, 12th, 16th, 19th). Players should plan builds considering both mechanical optimization and character concept.

Multiclass timing: Prerequisites must be met when taking the first level in a new class, and spell progression complexity increases significantly with multiple caster classes. The delayed feature acquisition trade-off means multiclass characters sacrifice capstone abilities for versatility.

Build synergies: Certain feat combinations create powerful synergies (Polearm Master + Sentinel, Crossbow Expert + Sharpshooter), while multiclassing can enable unique combinations like Paladin/Warlock for short rest smite recovery or Fighter/Wizard for Eldritch Knight enhancement.

Ability Stats:

Ability Scores

Individual stats simply represent their modifier, and holds no specific traits

The Attributes

Strength (STR): Physical power, melee attacks, carrying capacity, jumping, climbing Dexterity (DEX): Agility, ranged attacks, AC (light/medium armor), initiative, stealth Constitution (CON): Health, hit points, stamina, poison resistance, concentration saves Intelligence (INT): Reasoning, memory, investigation, arcane knowledge, language learning Wisdom (WIS): Awareness, perception, insight, animal handling, divine magic Charisma (CHA): Force of personality, persuasion, deception, performance, certain magic

ScoreModifierScoreModifier
1-516-17+3
2-3-418-19+4
4-5-320-21+5
6-7-222-23+6
8-9-124-25+7
10-11+026-27+8
12-13+128-29+9
14-15+230+10

Ability Score Generation

Choose one of the following methods for generating your character’s ability scores:

Bonuses

All bonuses from race, class, class features, magic items, etc. are added after initial ability score generation and don’t count toward the limit in each method.

Method 1: Rolling (Standard)

Delegation of stat points:

  • All characters start with 5 in all stats (Total: 30 Points)
  • The points pool is based on a 5d20 total (Total Max: 130 Points)
  • 1 Grace roll (Mulligan) of 2 dice is allowed (You must roll 2 dice)

Point Costs

  • Score 3-10: 1 point (costs 1 for each increase)
  • Score 10-15: 2 points (costs 2 for each increase)
  • Score 15-20: 3 points (costs 3 for each increase)
  • Score 20+: 4 points (Costs 4 for each increase)
Example Rolls: (No Mulligans)
1st d202nd d203rd d204th d205th d20Total Sum
152017111881 (+30)
5141791358 (+30)
163818146 (+30)
16518121061 (+30)
9171041353 (+30)
651481548 (+30)
167185955 (+30)
2011910252 (+30)
152421538 (+30)
718114141 (+30)
16203191068 (+30)

Method 2: Point Buy

  • All characters start with 6 in all stats (Total: 36 Points)
  • You have 32 points to spend increasing your abilities (Total: 68 Points)
  • You cannot raise an ability above 15 using this method (before racial bonuses)

Point Costs

  • Score 6-13: 1 point (costs 1 for each increase)
  • Score 13-15: 2 points (costs 2 for each increase)

Method 3: Array

Place these scores in any order:

  • 15, 14, 11, 10, 10, 8 (Total: 68 Points)