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
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.
Race | Size | Ability Score Increases | Key Traits | Special Abilities | Languages | Description & Notes |
---|---|---|---|---|---|---|
Dragonborn | Medium | Varies | Draconic heritage | Breath weapon, damage resistance | Common + Draconic | Less common as adventurers |
Drow (Drow subrace) | Medium | +2 DEX + subrace bonus | Darkvision (superior) | Sunlight sensitivity, innate spells | Common + Elvish + Undercommon | Uncommon elf subrace |
Dwarf | Medium | +2 Constitution | Darkvision, resilient | Stonecunning, weapon training | Common + Dwarvish | Tough warriors; skilled craftsmen and miners |
Elf | Medium | +2 Dexterity | Darkvision, keen senses | Fey Ancestry, trance | Common + Elvish | Masters of arcane magic; graceful and long-lived |
Forest Gnome | Small (3-4 ft, ~40 lbs) | +2 INT, +1 DEX | Darkvision, Gnome Cunning | Natural Illusionist (minor illusion), Speak with Small Beasts | Common + Gnomish | Rare and secretive; hidden forest communities using illusions |
Half-Elf | Medium (5-6 ft) | +2 CHA, +1 to two others | Darkvision, Fey Ancestry | Skill Versatility (2 skills) | Common + Elvish + 1 extra | Walking between two worlds; excellent diplomats, chaotic nature |
Half-Orc | Medium (6-7 ft, 180-250 lbs) | +2 STR, +1 CON | Darkvision, Menacing | Relentless Endurance, Savage Attacks | Common + Orc | Scarred and Strong; torn between orc fury and human discipline |
Halfling | Small | +2 Dexterity | Lucky, brave | Halfling Nimbleness | Common + Halfling | Good for sneaky rogues; cheerful and nimble |
Human | Medium | +1 to all abilities | Versatile, ambitious | Varies by subrace | Common + regional | Most common race in Vineheart Realm; adaptable and driven |
Rock Gnome | Small (3-4 ft, ~40 lbs) | +2 INT, +1 CON | Darkvision, Gnome Cunning | Artificer’s Lore, Tinker (clockwork devices) | Common + Gnomish | Most common gnomes; natural inventors and tinkerers |
Tiefling | Medium | +1 INT, +2 CHA | Darkvision, Hellish Resistance | Infernal Legacy (Thaumaturgy, Hellish Rebuke, Darkness) | Common + Infernal | Infernal 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
Class | Hit Die | Primary Ability | Saving Throw Proficiencies | Armor & Weapon Proficiencies | Skills (Choose from) |
---|---|---|---|---|---|
Barbarian | d12 | Strength | Strength, Constitution | Light armor, medium armor, shields, simple weapons, martial weapons | Animal Handling, Athletics, Intimidation, Nature, Perception, Survival (choose 2) |
Bard | d8 | Charisma | Dexterity, Charisma | Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords | Any three skills of your choice |
Cleric | d8 | Wisdom | Wisdom, Charisma | Light armor, medium armor, shields, simple weapons | History, Insight, Medicine, Persuasion, Religion (choose 2) |
Druid | d8 | Wisdom | Intelligence, Wisdom | Light armor (non-metal), medium armor (non-metal), shields (non-metal), clubs, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears | Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival (choose 2) |
Fighter | d10 | Strength or Dexterity | Strength, Constitution | All armor, shields, simple weapons, martial weapons | Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival (choose 2) |
Monk | d8 | Dexterity & Wisdom | Strength, Dexterity | Simple weapons, shortswords | Acrobatics, Athletics, History, Insight, Religion, Stealth (choose 2) |
Paladin | d10 | Strength & Charisma | Wisdom, Charisma | All armor, shields, simple weapons, martial weapons | Athletics, Insight, Intimidation, Medicine, Persuasion, Religion (choose 2) |
Ranger | d10 | Dexterity & Wisdom | Strength, Dexterity | Light armor, medium armor, shields, simple weapons, martial weapons | Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival (choose 3) |
Rogue | d8 | Dexterity | Dexterity, Intelligence | Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords | Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth (choose 4) |
Sorcerer | d6 | Charisma | Constitution, Charisma | Daggers, darts, slings, quarterstaffs, light crossbows | Arcana, Deception, Insight, Intimidation, Persuasion, Religion (choose 2) |
Warlock | d8 | Charisma | Wisdom, Charisma | Light armor, simple weapons | Arcana, Deception, History, Intimidation, Investigation, Nature, Religion (choose 2) |
Wizard | d6 | Intelligence | Intelligence, Wisdom | Daggers, darts, slings, quarterstaffs, light crossbows | Arcana, 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
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +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
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Countercharm, Bard College feature | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Magical Secrets, Bard College feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Divine Domain | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Channel Divinity (1/rest), Divine Domain feature | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Channel Divinity (2/rest), Divine Domain feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | Destroy Undead (CR 4), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidcraft, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge (one use) |
3rd | +2 | Martial Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Martial Archetype feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Indomitable (one use) |
10th | +4 | Martial Archetype feature |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Indomitable (two uses) |
14th | +5 | Ability Score Improvement |
15th | +5 | Martial Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Action Surge (two uses), Indomitable (three uses) |
18th | +6 | Martial Archetype feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra 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
Level | Proficiency Bonus | Features | Martial Arts | Ki Points | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts | 1d4 | - | - |
2nd | +2 | Ki, Unarmored Movement | 1d4 | 2 | +10 ft. |
3rd | +2 | Monastic Tradition, Deflect Missiles | 1d4 | 3 | +10 ft. |
4th | +2 | Ability Score Improvement, Slow Fall | 1d4 | 4 | +10 ft. |
5th | +3 | Extra Attack, Stunning Strike | 1d6 | 5 | +10 ft. |
6th | +3 | Ki-Empowered Strikes, Monastic Tradition feature | 1d6 | 6 | +15 ft. |
7th | +3 | Evasion, Stillness of Mind | 1d6 | 7 | +15 ft. |
8th | +3 | Ability Score Improvement | 1d6 | 8 | +15 ft. |
9th | +4 | Unarmored Movement improvement | 1d6 | 9 | +15 ft. |
10th | +4 | Purity of Body | 1d6 | 10 | +20 ft. |
11th | +4 | Monastic Tradition feature | 1d8 | 11 | +20 ft. |
12th | +4 | Ability Score Improvement | 1d8 | 12 | +20 ft. |
13th | +5 | Tongue of the Sun and Moon | 1d8 | 13 | +20 ft. |
14th | +5 | Diamond Soul | 1d8 | 14 | +25 ft. |
15th | +5 | Timeless Body | 1d8 | 15 | +25 ft. |
16th | +5 | Ability Score Improvement | 1d8 | 16 | +25 ft. |
17th | +6 | Monastic Tradition feature | 1d10 | 17 | +25 ft. |
18th | +6 | Empty Body | 1d10 | 18 | +30 ft. |
19th | +6 | Ability Score Improvement | 1d10 | 19 | +30 ft. |
20th | +6 | Perfect Self | 1d10 | 20 | +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
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 2 | - | - | - |
6th | +3 | Aura of Protection | 4 | 2 | - | - | - |
7th | +3 | Sacred Oath feature | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 3 | - | - | - |
9th | +4 | - | 4 | 3 | 2 | - | - |
10th | +4 | Aura of Courage | 4 | 3 | 2 | - | - |
11th | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - |
13th | +5 | - | 4 | 3 | 3 | 1 | - |
14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
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
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |
3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - |
6th | +3 | Favored Enemy and Natural Explorer improvements | 4 | 4 | 2 | - | - | - |
7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement, Land’s Stride | 5 | 4 | 3 | - | - | - |
9th | +4 | - | 6 | 4 | 3 | 2 | - | - |
10th | +4 | Natural Explorer improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | - | - |
11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
13th | +5 | - | 8 | 4 | 3 | 3 | 1 | - |
14th | +5 | Favored Enemy improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - |
15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
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
Level | Proficiency Bonus | Features | Sneak Attack |
---|---|---|---|
1st | +2 | Expertise, Sneak Attack, Thieves’ Cant | 1d6 |
2nd | +2 | Cunning Action | 1d6 |
3rd | +2 | Roguish Archetype | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Uncanny Dodge | 3d6 |
6th | +3 | Expertise | 3d6 |
7th | +3 | Evasion | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | Roguish Archetype feature | 5d6 |
10th | +4 | Ability Score Improvement | 5d6 |
11th | +4 | Reliable Talent | 6d6 |
12th | +4 | Ability Score Improvement | 6d6 |
13th | +5 | Roguish Archetype feature | 7d6 |
14th | +5 | Blindsense | 7d6 |
15th | +5 | Slippery Mind | 8d6 |
16th | +5 | Ability Score Improvement | 8d6 |
17th | +6 | Roguish Archetype feature | 9d6 |
18th | +6 | Elusive | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | Stroke of Luck | 10d6 |
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
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Sorcery Points | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Sorcerous Origin | 4 | 2 | - | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Font of Magic | 4 | 3 | 2 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | Metamagic | 4 | 4 | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 5 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 5 | 6 | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Sorcerous Origin feature | 5 | 7 | 6 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 5 | 8 | 7 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 5 | 9 | 8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 5 | 10 | 9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Metamagic | 6 | 11 | 10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 6 | 12 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 6 | 12 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 6 | 13 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Sorcerous Origin feature | 6 | 13 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 6 | 14 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 6 | 14 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | Metamagic | 6 | 15 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Sorcerous Origin feature | 6 | 15 | 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 15 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Sorcerous Restoration | 6 | 15 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5th | +3 | - | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7th | +3 | - | 3 | 8 | 2 | 4th | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
9th | +4 | - | 3 | 10 | 2 | 5th | 5 |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18th | +6 | - | 4 | 14 | 4 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
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
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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
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)
d20 | Trait |
---|---|
1 | I have a joke for every occasion |
2 | I’m always polite and respectful |
3 | I idolize a famous hero |
4 | I’m haunted by past mistakes |
5 | I collect rumors and gossip |
6 | I’m secretly afraid of something common |
7 | I have an unusual hobby or interest |
8 | I speak in proverbs and old sayings |
9 | I’m protective of those weaker than me |
10 | I have terrible table manners |
11 | I’m always asking questions |
12 | I judge people by their actions, not words |
13 | I’m driven by wanderlust |
14 | I place no stock in wealthy folk |
15 | I’m full of inspiring stories |
16 | I’m horribly awkward in social situations |
17 | I stretch the truth for a good story |
18 | I never back down from a challenge |
19 | I’m suspicious of strangers |
20 | I bluntly say what others are hiding |
Ideals (d12)
d12 | Ideal |
---|---|
1 | Freedom - Everyone deserves to choose their own path (Chaotic) |
2 | Honor - My word is my bond (Lawful) |
3 | Knowledge - Learning is the key to everything (Neutral) |
4 | Power - The strong should rule (Evil) |
5 | Friendship - My companions mean everything (Good) |
6 | Adventure - Life is meant to be exciting (Any) |
7 | Justice - Wrongdoers must be punished (Lawful) |
8 | Charity - I help those in need (Good) |
9 | Change - Nothing stays the same forever (Chaotic) |
10 | Greed - I deserve wealth and comfort (Evil) |
11 | Nature - The natural world comes first (Neutral) |
12 | Glory - I must earn fame and renown (Any) |
Bonds (d20)
d20 | Bond |
---|---|
1 | Someone I love was taken from me |
2 | I owe everything to my mentor |
3 | My hometown needs protecting |
4 | I seek revenge against my enemy |
5 | I must restore my family’s honor |
6 | I protect a dangerous secret |
7 | I’m searching for a lost friend/family |
8 | I want to prove myself worthy |
9 | My guild/organization is my family |
10 | I’m devoted to a sacred place |
11 | I must repay an old debt |
12 | I’m the last of my people |
13 | My mentor was murdered |
14 | I have a child who doesn’t know me |
15 | I’m bound by an ancient oath |
16 | My treasured possession was stolen |
17 | I must complete my master’s work |
18 | I protect someone in hiding |
19 | I seek to restore a fallen organization |
20 | I’m connected to a prophecy |
Flaws (d12)
d12 | Flaw |
---|---|
1 | I can’t resist a challenge, even foolish ones |
2 | I have a weakness for physical pleasures |
3 | I secretly believe I’m better than others |
4 | I can’t keep a secret to save my life |
5 | I turn tail and run when things get bad |
6 | I’m too greedy for my own good |
7 | I’m quick to anger and slow to forgive |
8 | I trust too easily and get betrayed |
9 | I’m terrified of being alone |
10 | I lie about almost everything |
11 | I’m convinced everyone is out to get me |
12 | I’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
Alignment | Description | Typical 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/Moral | Good | Neutral | Evil |
---|---|---|---|
Lawful | Lawful Good | Lawful Neutral | Lawful Evil |
Neutral | Neutral Good | True Neutral | Neutral Evil |
Chaotic | Chaotic Good | Chaotic Neutral | Chaotic Evil |
Background
Background | Skills | Feature | Best For |
---|---|---|---|
Acolyte | Insight, Religion | Shelter of the Faithful (temple support) | Clerics, Paladins, religious characters |
Charlatan | Deception, Sleight of Hand | False Identity (fake documentation) | Rogues, Bards, Con artists |
Criminal | Deception, Stealth | Criminal Contact (underworld connections) | Rogues, morally flexible characters |
Entertainer | Acrobatics, Performance | By Popular Demand (free lodging for performing) | Bards, charismatic performers |
Folk Hero | Animal Handling, Survival | Rustic Hospitality (common folk support) | Fighters, humble origins stories |
Guild Artisan | Insight, Persuasion | Guild Membership (trade connections) | Any class, mercantile characters |
Hermit | Medicine, Religion | Discovery (unique knowledge/secret) | Druids, Monks, wise characters |
Noble | History, Persuasion | Position of Privilege (high society access) | Any class, wealthy backgrounds |
Outlander | Athletics, Survival | Wanderer (wilderness navigation/foraging) | Rangers, Barbarians, nature folk |
Sage | Arcana, History | Researcher (knows where to find information) | Wizards, scholarly characters |
Sailor | Athletics, Perception | Ship’s Passage (free sea travel) | Any class, nautical adventures |
Soldier | Athletics, Intimidation | Military Rank (military authority/access) | Fighters, Paladins, war veterans |
Urchin | Sleight of Hand, Stealth | City 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
Starting Wealth by Class
Class | Starting Gold |
---|---|
Barbarian | 2d4 × 10 GP |
Bard | 5d4 × 10 GP |
Cleric | 5d4 × 10 GP |
Druid | 2d4 × 10 GP |
Fighter | 5d4 × 10 GP |
Monk | 5d4 GP |
Paladin | 5d4 × 10 GP |
Ranger | 5d4 × 10 GP |
Rogue | 4d4 × 10 GP |
Sorcerer | 3d4 × 10 GP |
Warlock | 4d4 × 10 GP |
Wizard | 4d4 × 10 GP |
Armor Table
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Light Armor | |||||
Padded | 5 GP | 11 + DEX modifier | - | Disadvantage | 8 lb. |
Leather | 10 GP | 11 + DEX modifier | - | - | 10 lb. |
Studded leather | 45 GP | 12 + DEX modifier | - | - | 13 lb. |
Medium Armor | |||||
Hide | 10 GP | 12 + DEX modifier (max 2) | - | - | 12 lb. |
Chain shirt | 50 GP | 13 + DEX modifier (max 2) | - | - | 20 lb. |
Scale mail | 50 GP | 14 + DEX modifier (max 2) | - | Disadvantage | 45 lb. |
Breastplate | 400 GP | 14 + DEX modifier (max 2) | - | - | 20 lb. |
Half plate | 750 GP | 15 + DEX modifier (max 2) | - | Disadvantage | 40 lb. |
Heavy Armor | |||||
Ring mail | 30 GP | 14 | - | Disadvantage | 40 lb. |
Chain mail | 75 GP | 16 | STR 13 | Disadvantage | 55 lb. |
Splint | 200 GP | 17 | STR 15 | Disadvantage | 60 lb. |
Plate | 1,500 GP | 18 | STR 15 | Disadvantage | 65 lb. |
Shield | |||||
Shield | 10 GP | +2 | - | - | 6 lb. |
Weapons Table
Simple Melee Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Club | 1 SP | 1d4 bludgeoning | 2 lb. | Light |
Dagger | 2 GP | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
Greatclub | 2 SP | 1d8 bludgeoning | 10 lb. | Two-handed |
Handaxe | 5 GP | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
Javelin | 5 SP | 1d6 piercing | 2 lb. | Thrown (range 30/120) |
Light hammer | 2 GP | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
Mace | 5 GP | 1d6 bludgeoning | 4 lb. | - |
Quarterstaff | 2 SP | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
Sickle | 1 GP | 1d4 slashing | 2 lb. | Light |
Spear | 1 GP | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
Simple Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Crossbow, light | 25 GP | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
Dart | 5 CP | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
Shortbow | 25 GP | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
Sling | 1 SP | 1d4 bludgeoning | - | Ammunition (range 30/120) |
Martial Melee Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Battleaxe | 10 GP | 1d8 slashing | 4 lb. | Versatile (1d10) |
Flail | 10 GP | 1d8 bludgeoning | 2 lb. | - |
Glaive | 20 GP | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
Greataxe | 30 GP | 1d12 slashing | 7 lb. | Heavy, two-handed |
Greatsword | 50 GP | 2d6 slashing | 6 lb. | Heavy, two-handed |
Halberd | 20 GP | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
Lance | 10 GP | 1d12 piercing | 6 lb. | Reach, special |
Longsword | 15 GP | 1d8 slashing | 3 lb. | Versatile (1d10) |
Maul | 10 GP | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
Morningstar | 15 GP | 1d8 piercing | 4 lb. | - |
Pike | 5 GP | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |
Rapier | 25 GP | 1d8 piercing | 2 lb. | Finesse |
Scimitar | 25 GP | 1d6 slashing | 3 lb. | Finesse, light |
Shortsword | 10 GP | 1d6 piercing | 2 lb. | Finesse, light |
Trident | 5 GP | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |
War pick | 5 GP | 1d8 piercing | 2 lb. | - |
Warhammer | 15 GP | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
Whip | 2 GP | 1d4 slashing | 3 lb. | Finesse, reach |
Martial Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Blowgun | 10 GP | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |
Crossbow, hand | 75 GP | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
Crossbow, heavy | 50 GP | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
Longbow | 50 GP | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |
Net | 1 GP | - | 3 lb. | Special, thrown (range 5/15) |
Adventuring Gear
Essential Gear
Item | Cost | Weight |
---|---|---|
Backpack | 2 GP | 5 lb. |
Bedroll | 1 GP | 7 lb. |
Bell | 1 GP | - |
Blanket | 5 SP | 3 lb. |
Candle | 1 CP | - |
Chain (10 feet) | 5 GP | 10 lb. |
Chalk (1 piece) | 1 CP | - |
Crowbar | 2 GP | 5 lb. |
Hammer | 1 GP | 3 lb. |
Ink (1 ounce bottle) | 10 GP | - |
Ink pen | 2 CP | - |
Lantern, hooded | 5 GP | 2 lb. |
Lock | 10 GP | 1 lb. |
Oil (flask) | 1 SP | 1 lb. |
Pouch | 5 SP | 1 lb. |
Rations (1 day) | 5 SP | 2 lb. |
Rope, hempen (50 feet) | 1 GP | 10 lb. |
Rope, silk (50 feet) | 10 GP | 5 lb. |
Torch | 1 CP | 1 lb. |
Waterskin | 2 SP | 5 lb. (full) |
Ammunition
Item | Cost | Weight |
---|---|---|
Arrows (20) | 1 GP | 1 lb. |
Blowgun needles (50) | 1 GP | 1 lb. |
Crossbow bolts (20) | 1 GP | 1½ lb. |
Sling bullets (20) | 4 CP | 1½ lb. |
Tools
Item | Cost | Weight |
---|---|---|
Disguise kit | 25 GP | 3 lb. |
Forgery kit | 15 GP | 5 lb. |
Healer’s kit | 5 GP | 3 lb. |
Herbalism kit | 5 GP | 3 lb. |
Navigator’s tools | 25 GP | 2 lb. |
Poisoner’s kit | 50 GP | 2 lb. |
Thieves’ tools | 25 GP | 1 lb. |
Spellcasting Foci
Item | Cost | Weight |
---|---|---|
Arcane Focus | ||
Crystal | 10 GP | 1 lb. |
Orb | 20 GP | 3 lb. |
Rod | 10 GP | 2 lb. |
Staff | 5 GP | 4 lb. |
Wand | 10 GP | 1 lb. |
Druidic Focus | ||
Sprig of mistletoe | 1 GP | - |
Totem | 1 GP | - |
Wooden staff | 5 GP | 4 lb. |
Yew wand | 10 GP | 1 lb. |
Holy Symbol | ||
Amulet | 5 GP | 1 lb. |
Emblem | 5 GP | - |
Reliquary | 5 GP | 2 lb. |
Special Items
Item | Cost | Weight | Description |
---|---|---|---|
Acid (vial) | 25 GP | 1 lb. | 2d6 acid damage when thrown |
Alchemist’s fire (flask) | 50 GP | 1 lb. | 1d4 fire damage per turn |
Antitoxin (vial) | 50 GP | - | Advantage on poison saves for 1 hour |
Holy water (flask) | 25 GP | 1 lb. | 2d6 radiant damage to fiends/undead |
Potion of healing | 50 GP | ½ lb. | Regain 2d4 + 2 hit points |
Poison, basic (vial) | 100 GP | - | 1d4 poison damage, DC 10 CON save |
Equipment Packs
Pack | Cost | Contents |
---|---|---|
Burglar’s Pack | 16 GP | Backpack, 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 Pack | 12 GP | Backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft hempen rope |
Explorer’s Pack | 10 GP | Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft hempen rope |
Priest’s Pack | 19 GP | Backpack, blanket, 10 candles, tinderbox, alms box, 2 incense blocks, censer, vestments, 2 days rations, waterskin |
Scholar’s Pack | 40 GP | Backpack, 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
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:
Class | Ability Score Minimum |
---|---|
Barbarian | Strength 13 |
Bard | Charisma 13 |
Cleric | Wisdom 13 |
Druid | Wisdom 13 |
Fighter | Strength 13 OR Dexterity 13 |
Monk | Dexterity 13 AND Wisdom 13 |
Paladin | Strength 13 AND Charisma 13 |
Ranger | Dexterity 13 AND Wisdom 13 |
Rogue | Dexterity 13 |
Sorcerer | Charisma 13 |
Warlock | Charisma 13 |
Wizard | Intelligence 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:
Class | Proficiencies Gained |
---|---|
Barbarian | Shields, simple weapons, martial weapons |
Bard | Light armor, one skill of choice, one musical instrument |
Cleric | Light armor, medium armor, shields |
Druid | Light armor, medium armor, shields (non-metal restriction) |
Fighter | Light armor, medium armor, shields, simple weapons, martial weapons |
Monk | Simple weapons, shortswords |
Paladin | Light armor, medium armor, shields, simple weapons, martial weapons |
Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill |
Rogue | Light armor, one skill from class list, thieves’ tools |
Sorcerer | None |
Warlock | Light armor, simple weapons |
Wizard | None |
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:
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1st-2nd | 2-3 | - | - | - | - | - | - | - | - |
3rd-4th | 4 | 2-3 | - | - | - | - | - | - | - |
5th-6th | 4 | 3 | 2-3 | - | - | - | - | - | - |
7th-8th | 4 | 3 | 3 | 1-2 | - | - | - | - | - |
9th-10th | 4 | 3 | 3 | 3 | 1-2 | - | - | - | - |
11th-12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th-14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th-16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th+ | 4 | 3 | 3 | 3 | 2+ | 1-2 | 1-2 | 1 | 1 |
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
Feat | Prerequisites | Key Benefits |
---|---|---|
Actor | None | +1 CHA, advantage on impersonation, mimic voices |
Athlete | None | +1 STR/DEX, improved climbing/jumping, easier prone recovery |
Charger | None | Dash + bonus attack/shove with damage/push bonus |
Dungeon Delver | None | Advantage vs traps, secret door detection, fast travel |
Durable | None | +1 CON, improved Hit Die healing (min 2×CON mod) |
Grappler | STR 13+ | Advantage vs grappled foes, pin action |
Healer | None | Enhanced healer’s kit: stabilize + 1 HP, action healing |
Inspiring Leader | CHA 13+ | Grant temp HP to 6 creatures (level + CHA mod) |
Keen Mind | None | +1 INT, navigation knowledge, perfect memory |
Linguist | None | +1 INT, learn 3 languages, create ciphers |
Mage Slayer | None | Attack spellcasters, disrupt concentration, spell resistance |
Resilient | None | +1 ability score, gain save proficiency in that ability |
Savage Attacker | None | Reroll melee weapon damage once per turn |
Skilled | None | Proficiency in any 3 skills or tools |
Skulker | DEX 13+ | Hide in light obscurement, maintain stealth after missed shots |
Tavern Brawler | None | +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:
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
Score | Modifier | Score | Modifier |
---|---|---|---|
1 | -5 | 16-17 | +3 |
2-3 | -4 | 18-19 | +4 |
4-5 | -3 | 20-21 | +5 |
6-7 | -2 | 22-23 | +6 |
8-9 | -1 | 24-25 | +7 |
10-11 | +0 | 26-27 | +8 |
12-13 | +1 | 28-29 | +9 |
14-15 | +2 | 30 | +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 d20 | 2nd d20 | 3rd d20 | 4th d20 | 5th d20 | Total Sum |
---|---|---|---|---|---|
15 | 20 | 17 | 11 | 18 | 81 (+30) |
5 | 14 | 17 | 9 | 13 | 58 (+30) |
16 | 3 | 8 | 18 | 1 | 46 (+30) |
16 | 5 | 18 | 12 | 10 | 61 (+30) |
9 | 17 | 10 | 4 | 13 | 53 (+30) |
6 | 5 | 14 | 8 | 15 | 48 (+30) |
16 | 7 | 18 | 5 | 9 | 55 (+30) |
20 | 11 | 9 | 10 | 2 | 52 (+30) |
15 | 2 | 4 | 2 | 15 | 38 (+30) |
7 | 18 | 1 | 14 | 1 | 41 (+30) |
16 | 20 | 3 | 19 | 10 | 68 (+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)