Learn how to play Dungeons & Dragons with ease! I created this guide as a way to combine all the scattered info from the Starter Set, Essentials Kit, and Player’s Handbook into an easy-to-navigate reference for myself and my players so that we can easily find rules and character progressions without skipping around to different resources or online references. This Dungeons & Dragons 5th edition (5e) guide is meant to eliminate as much fluff text as possible and make the rules, etc. easier to read than the first-party resources, resulting in you learning how to play much faster.

The bottom portions, approximately ⅔ of the guide itself, is meant to hold all necessary information for a player’s character creation. For a currently-running game, only the first 5 sections are necessary.

Part 1: Basic Rules

How To Play Dungeons And Dragons 5th Edition (5e) - Beginner's Guide 1

Types of Dice

(Noted by “D” and the number of sides on the die, numbers before the d indicate how many times to roll, such as 3d6 damage inflicted from a burning hands spell)

  • D4: Damage, skills.
  • D6: Damage, ability scores upon creation, skills.
  • D8: Damage, skills.
  • D10: Damage, skills.
  • D12: Damage, skills
  • D20: Ability checks, skill checks, initiative, attack and damage rolls, and saving throws.
  • D100: 10-sided die, but has 2 digits. Roll d100 to determine the tens place and a d10 to determine the ones place. Rolling  00-0 is a 100, 00-1 is a 1. Wild Magic Surge for certain Sorcerers. otherwise, they’re mostly only used by the DM.

The Flow of the Game

The Dungeon Master [DM] runs everything but the player characters.

  1. DM describes the environment, basic scope of options (doors, chests, people you see) players ask questions to clarify and understand the character’s surroundings
  2. Players describe what they want to do: Open a door, search a chest, examine a carving, watch for monsters. No need for rigid turn-taking, keep it fluid.
  3. DM narrates the result of your actions, describes what happens, leading to more decisions and things to do. 

Combat is more rigid with everyone taking turns based on initiative rolls. However, we usually try to adapt to the circumstances.                         

The 6 Abilities 

Applies modifiers to applicable rolls.

  • [STR] Strength: Physical power (lifting, pushing, balance, melee/finesse weapons, grappling).
  • [DEX] Dexterity: Agility (lock picking, ranged/finesse weapons, stealth).
  • [CON] Constitution: Endurance (Endure physical activity, resist disease and poison).
  • [INT] Intelligence: Reasoning and Memory (Logic, Understanding, remembering information).
  • [WIS] Wisdom: Perceiving and Insight (Intuition, notice traps, lies, ambushes).
  • [CHA]Charisma: Force of personality (seduction, persuasion, overall charm factor).

Ability Checks

When outcomes are uncertain and the result of failure would be interesting, roll an ability check to determine what happens.

  1. Roll a d20, add ability/skill modifiers.
  2. Add circumstantial bonuses/penalties such as (dis)advantage or spells.
  3. Compare the number rolled to the target number, or Difficulty Class [DC]. DC is a number you must meet or exceed to succeed in your chosen task. For attack rolls, Armor Class [AC] determines DC.

If successful, the task is completed. If failed, you fail the task, as well as any setbacks if applicable.

Advantage and Disadvantage

Abilities, spells, and conditions can apply advantage or disadvantage to your rolls. When this occurs, roll 2d20. For advantage, use the highest roll. For disadvantage, use the lowest roll. If you have multiple conditions of advantage or disadvantage, opposites cancel out completely and you roll like normal. For example, if you have 2 factors giving advantage and 1 factor giving disadvantage, you roll as if no factors apply. If you have duplicates, the condition only applies once. 

Specificity

When describing actions you intend to take, be as specific as possible. For example, when searching for a hidden item, such as a key hidden in a chest of drawers, not opening the drawers and checking them will automatically fail the ability checks.

Inspiration

The DM determines when this is given. You can only have one at a time. When used, you can expend it to have advantage on one roll.

Contests

If competing against another creature (player, monster) to do the same action where only one can succeed, such as grabbing the same item, grappling with another creature, or holding a door while a monster tries to break it down, each party rolls an ability check and compares it to the other. The highest roll succeeds. If a tie occurs, the situation does not change.

Proficiency

Proficiencies on skills, weapons, tools, etc. can apply a bonus to rolls utilizing these proficiencies. When applicable, roll and add the bonus, beginning at +2 upon character creation.

Skills

Specific aspects of the ability scores in specialized areas. Proficiency in a skill determines a focus on that aspect of the ability score. Each ability score has special skills, which apply when performing a task utilizing them. Each definition is an example, not all-inclusive. When calculating bonuses for skills on the character sheet, write the ability modifier for the parent skill next to it. If proficient, bubble next to the skill and add the proficiency bonus to the parent skill’s ability modifier written next to it.

  • Strength
    • Athletics: Anything involving athleticism, such as climbing cliffs, staying afloat in treacherous waters, lifting heavy items. 
  • Dexterity
    • Acrobatics: Attempts to do nimble movements such as running on ice, dives, somersaults, flips.
    • Sleight of Hand: Pickpocketing, planting items, concealing items on your person.
    • Stealth: Hiding, sneaking past someone, slipping away, and staying undetected.
  • Constitution
    • Health Stamina, vitality. No skills apply since it is uncommon to check. Usually passive and only really matters when pushing past your limits
  • Intelligence
    • Arcana: Knowledge in spells, magic items, eldritch symbols, planes of existence, etc.
    • History: Knowledge in the lore of historical events, people, kingdoms, wars, and lost civilizations. 
    • Investigation: Finding hidden objects, identifying what weapon made a wound, weak points of a tunnel, and hidden knowledge in scrolls.
    • Nature: Knowledge in flora and fauna, terrain, and weather.
    • Religion: Knowledge on deities, rites and prayers, religious hierarchies, holy symbols, and practices of cults.
  • Wisdom
    • Animal Handling: Knowledge of animals, their body language, and how to treat them in certain situations.
    • Insight: Detection of lies, predicting movements, reading body language, speech habits, and mannerisms.
    • Medicine: Helping the injured and sick.
    • Perception: Detecting the presence of something, general awareness, and keenness of senses. 
    • Survival: Following tracks, hunting, guiding the party through difficult terrain, predicting the weather, and avoiding natural hazards.
  • Charisma
    • Deception: Lying, concealing the truth, and conning people.
    • Intimidation: Threatening, acting, or using violence to get what you want. 
    • Performance: Entertaining an audience. 
    • Persuasion: Influencing someone with social graces, acting in good faith, making friends, and negotiation. 

Stealth

  • Hiding: When making a Stealth check, the total is contested by the Perception check of any active searchers until you are discovered or stop hiding. You cannot hide from a creature that can see you and sound gives you away. Invisible creatures cannot be seen, so they can always try to hide. However, they must still be quiet or they will be noticed.
  • Passive Perception: The skill dictating whether you can be “stumbled upon”. To determine this, DM compares stealth check with passive perception. which is 
    • Passive Perception=10 + WIS modifier + bonuses/penalties. 
  • If it has advantage, add 5 to passive perception. 
  • If it has disadvantage, subtract 5 from passive perception. 
    • Light obstructions like dim light, patchy fog, etc. give disadvantage to passive perception. 
    • Heavy obstructions, like complete darkness or heavy fog, vision is blocked and the “blindness” effect applies. 

Experience Points and Leveling

Start at 0XP, but earn it through adventuring. Each level brings benefits based on your chosen class. Gain a Hit Die each level. Roll it and add the constitution modifier. Add the total to your HP Maximum. Also, if adding to the constitution skill wherein the modifier changes, HP increases to make up for the lost HP from before the modifier changed.

Increasing Ability Scores

When leveling up, some levels allow you to raise ability scores. You can apply 2 points however you like to your character’s abilities, to a max of 20. Alternatively, you can add a feat to your character instead of increasing any ability scores.

Hit Dice

At level 1, characters have 1 Hit Die that, upon creation, determines HP max from the highest roll + the CON modifier. When finishing a Short Rest, a character can use a number of Hit Dice up to the max number to regain HP of the total when rolled, adding CON modifier.  Upon ending a Long Rest, characters regain a number of Hit Dice equal to half their maximum number. For example, a Level 8 character would regain 4 Hit Dice.

Conditions

  • Blinded: Cannot see, fails all vision-oriented ability checks, Attack rolls against the blinded have advantage, blinded creature’s attack rolls have disadvantage.
  • Charmed: Cannot cause harm to the charmer. Charmer has advantage on any social-based ability checks
  • Deafened: Cannot hear. Automatically fail all hearing-based ability checks.
  • Frightened: Disadvantage on ability checks and attack rolls while the source of fear is in line of sight. Cannot willingly move closer to the source of fear.
  • Grappled: Speed reduced to 0, cannot benefit from any speed bonuses. Condition ends if the grappler is incapacitated or if forcibly removed from the grapple.
  • Incapacitated: Cannot act or react.
  • Invisible: Cannot be seen without the aid of magic or special sense. 
  • Paralyzed: Incapacitated, plus the inability to move or speak. Automatically fail all STR and DEX saving throws. Attack rolls against you have advantage. Any attack that hits a paralyzed creature within 5ft is a critical hit. 
  • Petrified: Creature is transformed, along with any non-magical items worn or carried into a solid inanimate object, often stone. Weight increases by a factor of 10,  aging ceases. Incapacitated, cannot move or speak, and is unaware of surroundings. Attack rolls against the petrified have advantage. All STR and DEX saving throws fail. Resistant to all types of damage. Immune to poison and disease, but if already in the system, is suspended instead of healed.
  • Poisoned: Disadvantage on attack rolls and ability checks.
  • Prone: Only movement option is to crawl unless action is taken to stand up. Disadvantage on attack rolls. Attack rolls against the prone have advantage if within 5ft, otherwise, they have disadvantage.
  • Restrained: Speed reduced to 0, no speed benefits. Attacks against the restrained have advantage and attacks by the restrained have disadvantage. Disadvantage on DEX saving throws. 
  • Stunned: Incapacitated, cannot move, can only speak falteringly. Automatically fails STR and DEX saving throws. Attacks against the stunned have advantage.
  • Unconscious: Incapacitated, cannot move or speak, unaware of surroundings. Drops all held items and falls prone. Automatically fails STR and DEX saving throws. Attacks against the unconscious have advantage, with any hits within 5ft hitting as critical.

Part 2: Combat

How To Play Dungeons And Dragons 5th Edition (5e) - Beginner's Guide 2

Rounds are about 6 seconds of in-game combat time, so 10 turns per minute.

  1. Determine surprise
  2. Establish positions
  3. Roll initiative
  4. Take turns
  5. Repeat until the end of the encounter

Surprise

DM determines whether anyone is surprised by the initiation of combat (Skip if no one is being stealthy). Compare Stealth checks of anyone hiding to passive perception on opposing sides. Anyone not noticing a threat is surprised at the start of the encounter, essentially skipping a turn. Surprise applies to individuals, not whole parties.

Initiative

At the beginning of each combat encounter, all creatures involved roll 1d20 to determine combat order. In order, the highest roll goes first, followed by the next highest, and so on. When rolling add your DEX ability modifier and any additional points to from spells or abilities that would increase initiative score to the roll.

Saving Throws

When trying to resist something or avoid some kind of harm, such as a spell attack, a trap, or a poison, a player must roll a given ability’s saving throw. Roll a d20 and apply the applicable ability modifiers. If proficient in the saving throw, add your proficiency bonus to the roll. Some monsters have them as well. When spells allow saving throws, the DC is determined by the spellcaster’s Spell Save DC. Results are often determined situationally, at the DM’s discretion. 

Movement and Position

DM determines where everyone is located, given marching order or stated positions in a location including direction and distances. You can move during combat a distance up to your speed, stopping and starting as you like. You can move through non-hostile character spaces if the creature is at least 2 sizes larger/smaller than you. However, you cannot end your turn within a creature’s personal space. If moving outside an enemy’s reach, it provokes an opportunity attack. 

Rough Terrain

When moving through rough terrain like rubble, low furniture, undergrowth, stairs, snow, bogs, etc. movement speed is halved. Prone movement in rough terrain is 3:1 speed. Sidenote: DM can determine what constitutes rough terrain. Stairs, for example.

Prone

To go prone, drop down at no speed cost or get knocked down. Takes half your speed to stand back up. Only movement option is crawling, which halves movement speed. 

Combat Actions

You can take 1 action, 1 bonus action, and one movement up to your speed per turn, unless an ability allows otherwise.

  • Attack: Hit with a weapon or cast a spell. 
  • Dash: Double your move speed for the turn. 
  • Disengage: Don’t provoke opportunity attacks when moving during the turn. 
  • Dodge: Any attack roll against you has disadvantage until it’s your turn again, as long as you can see the attacker. Make DEX saving throws with advantage. Lose benefit if incapacitated or speed drops to 0. 
  • Help: Assist someone to do a task. You and the creature you assist get advantage on the next ability check it takes, provided it takes the check before your next turn. Can also assist on making an attack within 5ft, like making a distraction. Gives advantage on their attack if made before your next turn. 
  • Hide: Make Stealth check. If successful, gain benefits from Unseen Attackers and Targets.
  • Ready: Can use your reaction before you next turn. Decide what situation triggers the reaction and what will occur. Can make reaction or move to speed (Ex. creature steps on trap door, you pull the lever). Spells with cast time of 1 turn can be readied. You must keep concentration on the readied spell to keep it readied. If the action is not triggered, you still lose the spell slot. This action breaks concentration on spells already concentrating. Stops action when damage is taken. Only one action or one movement can be readied at a time.
  • Search: Looking for something, Perception or WIS checks.

Bonus Actions

Some class features, spells, and other abilities allow certain 2nd actions on your turn. Bonus actions can only be taken when an ability specifies that you can. Otherwise, you can only take 1 action, 1 bonus action, and a move during a turn. Turns do, however, allow flourishes, gestures, and interaction with one piece of the environment (Ex. opening a door, drawing your weapon, etc.) without the cost of movement or action. To interact with another object, you must use your action. DM may require using a full action when the task takes special care or is unusual. Note: regular actions cannot be taken as a bonus action, and bonus actions can only be taken as bonus actions.

Reactions

Certain abilities or situations allow for reactions. It’s an instant response to a trigger, which can occur at any time. Only one reaction is allowed per round, most common is the Opportunity Attack. 

Making Attacks

  1. Choose a target.
  2. Determine modifiers (cover, [dis]advantage, spells effects, bonuses).
  3. Make the roll, adding the weapon’s skill modifier and proficiency if applicable.
  4. Upon hit, roll for damage adding the weapon’s skill modifier and proficiency if applicable.

Attack Rolls

  1. Roll d20.
  2. Add modifiers.
  3. If the total meets or exceeds the target’s AC, it hits.

Unseen Attacks/Attackers

Attacks on non-visible targets have disadvantage. If creature not in target location, automatically misses. Unseen attackers have advantage. Position is given away upon attack. 

Attack Types

  • Ranged: Only works in range. Bows have 2 ranges: normal and long (disadvantage). Disadvantage on ranged attacks when target is within 5ft. Commonly uses DEX modifier.
  • Melee: Range within 5ft. Uses STR modifier, or DEX if finesse skill.
  • Unarmed Strikes: Roll attack, adding proficiency bonus and STR modifier. Damage when hit is STR modifier +1.

Opportunity Attacks

Triggered when a creature voluntarily moves out of range of another creature during combat. Used as reaction to make one melee attack just before it moves out of range. Avoid triggering by using the Disengage action. 

Dual Wield/2-Weapon Combat

When attacking with a light melee weapon in each hand, you get a bonus action to use the other hand’s weapon. Don’t add ability modifier unless it’s negative. 

Cover

When a target has cover and an attack originates from the other side, a bonus applies. 

  • ½ Cover: +2 AC and DEX saving throws. 
  • ¾ Cover: +5 AC and DEX saving throws.
  • Full Cover: Cannot be targeted directly, but allows for Area of Effect spells. 

Mounted Combat

A willing creature at least 1 size larger than you can be mounted, considering its anatomy. Once during move, you can mount/dismount within 5ft. Costs ½ max speed. If an effect moves the mount, forces DC 10 DEX check or fall off prone within 5ft of the mount. If mount is knocked prone, you can use reaction to dismount and land on your feet. Otherwise, you fall off, prone within 5ft. Intelligent mounts, like dragons, move independently. Can only control mounts that are trained to accept riders. 3 actions: Dash, Disengage, and Dodge. Can move/act on the turn you mounted the creature. Independent mounts keep their place in the initiative, opportunity attacks still trigger when it moves away, and the attacker can target you or the mount.

Underwater Combat

Anything without a specific swimming speed has disadvantage on melee attack rolls unless using a dagger, javelin, shortsword, spear, or trident. Ranged attacks miss if beyond the normal range and have disadvantage unless using a crossbow or throwing a weapon like a javelin. Anything fully submerged has resistance to fire damage.

Damage and Healing

Upon hitting an attack, add your ability modifier to the damage roll as indicated by the weapon. Spells specify abilities to use. If damaging multiple targets, roll once to apply to all hit. When scoring a critical (Nat20), roll normal dice for the damage, then roll again and add it to the total. Then, add any other applicable damage modifiers. Resting heals at the conclusion of the rest, spells and healing potions heal in an instant. Dead creatures cannot regain HP until revived by magic.

Damage Types

No special rules for the different types, but applies on resistance and vulnerability. 

  • Resistance: Half damage
  • Vulnerability: Double damage
    • Acid
    • Bludgeoning
    • Cold
    • Fire
    • Force
    • Lightning
    • Necrotic
    • Piercing
    • Poison
    • Psychic
    • Radiant
    • Slashing
    • Thunder

0 HP

When reaching or dropping past 0 HP, you lose consciousness. If reduced to 0 and the remaining damage is equal to or greater than your HP max, you die instantly. Must make death saving throws when at 0HP.

Temporary Hit Points

Can be given by spells, potions, or other effects. They act like shields over your HP, in that damage you take comes from here before your Current Hit Points.

Death Saving Throws

Starting turn at 0HP, roll a d20, DC 10. At 3 successes, you gain 1 HP and regain consciousness. Upon 3 failures, you die. Nat 20 results in instantly regaining 1HP, Nat 1 results in 2 failures. Taking damage results in 1 failure, Nat 20 attacks result in 2 failures. If damaged past HP max at 0HP, die instantly. If unable to heal someone, can pass a DC 10 Medicine check to stabilize them. No death saving throws if stable, but becomes unstable if taking damage. Heals 1 HP after 1d4 hours. 

Knockouts

Reduce creature to 0 HP with melee and decide to incapacitate. Then, the creature will be unconscious and stable.

Part 3: Adventuring

How To Play Dungeons And Dragons 5th Edition (5e) - Beginner's Guide 3

Marching Order

Should establish a marching order, where front and back watch for danger and those in the middle may make a map, navigate, or gather food.

Special Movement

Long Jumps: Cover # of feet equal to your STR score if you move up to 10ft before you jump. Standing long jumps cover half that. Takes from movement speed at turn. Can make athletics check for longer jump. Landing in difficult terrain requires DC 10 Acrobatics check to land on your feet. 

High Jumps: Leap into the air 3+STR modifier if you move 10ft before you jump. Standing jumps do half that. Takes movement speed at turn. DM may do athletics check for higher jumps.

Climbing/Swimming: Each movement is 1 extra foot (2 extra if in difficult terrain) unless otherwise stated climbing/swimming speed. Rougher situations may require Athletics check.

Resting

Short Rest: At least 1 hour. Eat, tend to wounds, relax. Can spend hit dice.

Long Rest: 8 or more hours. Sleep, read, etc. Keep watch for max 2 hours. At the end, recover all HP and # of hit dice up to half max. Cannot benefit from more than 1 Long Rest per 24 hour period. 

Coinage and Exchange Rates

50 coins = 1lb of weight

gp=gold piece

sp=silver piece

cp=copper piece

ep=electrum piece

pp=platinum piece

1pp=10gp

1gp=10sp

1sp=10cp

1ep-5sp

Part 4: Equipment

How To Play Dungeons And Dragons 5th Edition (5e) - Beginner's Guide 4

Carrying Capacity

15x STR score. Speed=0 if overencumbered.

Selling Treasure

Weapons, armor, and other equipment are worth half their cost when selling. Gems, jewelry, and art are worth their full value. Magic items are generally priceless in that most merchants cannot afford their full value and they are usually traded for more valuable things than money.

Magic Items

Regular items, but they have special characteristics. Handling gives characters the sense that it is extraordinary. Casting Identify or concentrating on the item for the entirety of a short rest reveals its properties. Magic potions can just be tasted to understand what it is and what it does. Some require attunement to use. Must spend another short rest concentrating on it to attune. Once attuned, characters can harness the magical properties of the item. Characters can only be attuned to 3 items at a time. Attunement ends when more than 100ft away for more than 24 hours. Can voluntarily end attunement during a short rest. 

Armor

Without armor or shield, AC defaults to 10+DEX modifier unless otherwise stated in a class description. If wearing armor or shield without appropriate proficiency, all rolls have disadvantage and no spells can be cast.

Weapons/Properties

  • Ammunition: Uses ammo, can recover ½ spent ammo by checking the battlefield after combat.
  • Finesse: Can choose STR or DEX check when attacking
  • Heavy: “Small” creatures have disadvantage when attacking
  • Light: Can dual wield
  • Loading: Only fires once per turn
  • Reach: Adds 5ft to melee range, total 10ft. Also applies to Opportunity Attacks
  • Thrown: Can throw to make ranged attack using the same skill as a melee attack.
  • Two-Handed: Requires 2 hands to use.
  • Versatile: Can be 1-handed or 2-handed, see properties for 2-handed attack roll

Improvised Weapons

See similar weapons if not listed to determine damage. If no similarities, just roll 1d4. Ranged damage of improvised weapon, range (20/60)

Miscellaneous Gear/Village Goods

Arcane Focus: Spellcasting focus not tied to a deity.

Artisan’s Tools: Specialized tools for a craft, must be proficient in individual tools, not Artisan’s Tools as a whole.

Ball Bearings: Use action to spill, max 10ft sq. Upon stepping, must make DC 10 DEX saving throw or fall prone. Moving ½ speed eliminates need for DEX save.

Barding: Regular armor, but for animals. Must multiply cost and weight (see chart) of normal armor. Same AC.

Candle:  5ft radius bright light, 5ft radius further dim light. 1 hour.

Component Pouch: Leather belt pouch, holds material components for spells.

Crowbar: Advantage on STR checks where applicable.

Disguise Kit: Cosmetics, hair dye, and small props to create a disguise, changing physical appearance.

Gaming Sets: Game pieces, cards (Not limited by table). Proficiency adds bonus to playing the game. Each set requires specific proficiency. 

Healer’s Kit: 10 uses to stabilize those at 0HP without Medicine check.

Holy Symbol: Spellcasting focus for clerics, paladins. Tied to deity.

Lamp: Bright light 15ft radius, 30ft radius further dim light. 6 hours/flask oil.

Lantern, Bullseye: Bright light 60ft cone, 60ft further dim light. 6 hours/flask oil.

Lantern, Hooded: Bright light 30ft radius, 30ft radius further dim light. 6 hours/flask oil. Can use action to close hood, 5ft radius dim light. 

Lock: Comes with key, Proficiency in Thieves’ Tools allows DC 15 DEX check to unlock.

Mess Kit: Tin box with cup and simple cutlery. Clamps together and can be used as a cooking pan and plate/bowl.

Oil: Use action to splash on a creature within 5ft, or throw up to 20ft shattering on impact. If a successful ranged attack, the creature is covered in oil. If taking fire damage within 1 min (before oil dries), it ignites for 5 fire damage. Can pour out in 5ft^2 area. Burns 2 rounds for 5 points per turn.

Potion of Healing: When drinking, heal 2d4+2 HP. Costs Action.

Quiver: Holds up to 20 arrows.                                                                                                                                                                

Rations: Food for travel.

Rope: Has 2HP, can be burst (breaking out of being tied up) with DC 17 STR check. 

Spellbook: Required for wizards, leather-bound book of 100 pages to record spells.

Thieves’ Tools: Small file, lockpicks, small mirror on metal telescoping handle, narrow scissors, pliers. Used to disarm traps and pick locks.

Tinderbox: Flint and steel, oil cloth to start fires. Torches require 1 action to light, everything else takes 1 minute.

Torch: Burns 1 hour, bright light 20ft radius, 20ft radius further dim light. Melee attack deals 1 fire damage.

Starting Equipment (Packs)

Burglar’s Pack:

  • Backpack
  • Ball Bearings
  • 10ft of String
  • Bell
  • 5 Candles 
  • Crowbar
  • Hammer
  • 10 Pitons 
  • Hooded Lantern 
  • 2 Flasks of Oil
  • Rations 
  • Tinderbox 
  • Waterskin 
  • 50ft Hemp Rope

Diplomat’s Pack:

  • Chest
  • 2 Cases for Maps/Scrolls
  • Fine Clothes 
  • Ink 
  • Ink Pen 
  • Lamp 
  • 2 Flasks of Oil 
  • 5 Sheets of Paper 
  • Vial of Perfume 
  • Sealing Wax
  • Soap

Dungeoneer’s Pack:

  • Backpack 
  • Crowbar 
  • Hammer 
  • 10 Pitons
  • 10 Torches 
  • Tinderbox
  • 10 Days of Rations 
  • Waterskin
  • 50ft Hemp Rope

Entertainer’s Pack:

  • Backpack
  • Bedroll
  • 2 Costumes
  • 5 Candles
  • 5 Days Rations
  • Waterskin 
  • Disguise Kit

Explorer’s Pack:

  • Backpack
  • Bedroll
  • Mess Kit
  • Tinderbox 
  • 10 Torches
  • 10 Days Rations 
  • Waterskin
  • 50ft Hemp Rope

Priest’s Pack:

  • Backpack 
  • Blanket 
  • 10 Candles 
  • Tinderbox 
  • Alms Box
  • 2 Blocks Incense 
  • Vestments
  • 2 Days Rations 
  • Waterskin

Scholar’s Pack:

  • Backpack
  • Lore Book
  • Ink 
  • Ink Pen
  • 10 Sheets Parchment 
  • Bag of Sand 
  • Small Knife

Part 5: Spellcasting

How To Play Dungeons And Dragons 5th Edition (5e) - Beginner's Guide 5

Cantrips: Spells you have memorized and performed so frequently that you do not require a spell slot to use (Level 0). 

Higher level Spells: Require applicable spell slots of at least that spell’s level. 

Spell levels unlock based on character level but do not directly correlate. 

Spell Preparation

Some classes must prepare spells, which come from a list of known spells that have been chosen to use. Prepared spells can be switched after a Long Rest. This requires 1 minute per spell level for each spell to be prepared.

Casting

Any spell that is not a cantrip requires a spell slot to cast. See character sheet and Class Table for number of slots allowed. All slots are restored upon finishing a Long Rest. Some spells have the “Ritual” tag, which allows a spell to bypass filling a spell slot if taking an extra 10 minutes to cast. Most require an action to cast. Casting time is described in the Spell Description. 

Range

See Spell description for range. Effects do not diminish as long as the target is in range.

Components

The physical requirements to cast a spell. 

Verbal (V) – Must say mystic words.

Somatic (S) – Requires gestures from at least one free hand.

Material (M) – Requires particular materials. Component pouch includes all of these, or an arcane focus can take the place of components. Materials that include a price require you to purchase them regardless of a component pouch or arcane focus.

Concentration

Some spells require concentration. Moving and attacking do not break concentration, but casting another concentration spell, taking damage, or being incapacitated does. When taking damage while concentrating on a spell, make a CON saving throw (DC the higher of 10 or the damage you took) to keep from breaking your concentration. Make separate throws for each source of damage.

Spell targets

Area of Effect (AOE) spells cannot go through walls.

  • Cone: Extend in chosen direction originating from you. Width equal to the length.
  • Cube: Select point of origin, size is the length of each side.
  • Line: Extends from point of origin in a straight path up to length, covers area determined by length.
  • Sphere: Expands outward from point of origin, size determined by radius from that point.

Spell Saving Throws

DC to resist some spells, determined by caster stats =8+spell ability modifier+proficiency bonus. See character sheet or monster entry for this value.

Spell Attack Rolls

Some spells require attack rolls to see if it hits. Attack bonus=spell ability modifier+proficiency bonus. Disadvantage if within 5ft.

Combining Spell Effects

Effects add while durations overlap. Effects of the same spell cast multiple times do not combine, but the strongest effect applies.

STOP HERE UNLESS BUILDING A CHARACTER

Part 6: Character Creation

How To Play Dungeons And Dragons 5th Edition (5e) - Beginner's Guide 6

Creating a Character

  1. Choose a Race: Contributes to a character’s identity through creating an appearance, natural talents, culture, and ancestry. Some races have special traits such as senses, proficiencies, certain spellcasting abilities, or ability score increases upon creation. 
  2. Choose a Class: Character vocation, special talents, benefits to set you apart. Gain special proficiencies that pertain to the vocation.
  3. Determine Ability Scores: To randomly generate, roll 4d6 and pick the 3 highest numbers and record the sum. Repeat until you have 6 separate numbers. Assign the numbers to the 6 abilities how you choose and add race ability bonuses. Determine ability modifiers.
  4. Describe the Character: Name, appearance, personality, alignment, background. Consider ability scores in physical appearance, i.e. low constitution for frailty, high strength for an athletic build, etc. Give a short backstory as to who they are and why they are an adventurer.
  5. Choose Starting Equipment: Determined by class and background, or alternatively, use starting gold and selling price, usually half the purchase cost, to buy your own equipment. Also, start with a trinket using the Trinket Table in the Player’s Handbook. Armor and shields provide benefits for AC.

Alignment

Lawful Good (LG) – Doing the right thing, always. Gold Dragons, many Paladins, and most Dwarves.

Neutral Good (NG) – Do the best they can to help others according to their needs. Many Celestials, some Cloud Giants, and most Gnomes. 

Chaotic Good (CG) – Act according to their conscience with little regard to the expectations of others. Copper Dragons, many Elves, and Unicorns.

Lawful Neutral (LN) – Act according to law, tradition, or personal codes. Many Monks and some Wizards.

True Neutral (N) – Steer clear of moral questions, don’t take sides, and doing what seems best at the time. Lizardfolk, most Druids, and many Humans.

Chaotic Neutral (CN) – Follow their whims, holding personal freedom above all else. Many Barbarians, Rogues, and some Bards.

Lawful Evil (LE) – Methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, Blue Dragons, and Hobgoblins.

Neutral Evil (NE) – Those who do whatever they can to get away with without compassion or qualms. Many Drow, some Cloud Giants, and Yugoloths.

Chaotic Evil (CE) – Act with arbitrary violence, spurred by greed, hatred, or bloodlust. Demons, Red Dragons, and Orcs.

Characters without rational thought have no alignment.

Personality Traits

Favorite words, phrases, habitual gesture, vices, pet peeves, etc. Give 2 personality traits that tell you something about the character. Be specific and interesting, rather than “I’m smart,” or “I’m strong”. Likes, dislikes, accomplishments, fears, and mannerisms. Maybe consider the highest and lowest ability scores for inspiration.

Ideals

One ideal. Principles, what drives you, what guides your ambitions. Consider alignment for inspiration. 

Bonds

One bond. Represents connections to people, places, and events. Ties you to your background. Maybe inspires heroism. What you care about most, places in which you feel a special connection, most treasured possession.

Flaws

One flaw. A vice, fear, exploitable weakness, something that enrages you, or something that brings you ruin.

Part 7: Races

How To Play Dungeons And Dragons 5th Edition (5e) - Beginner's Guide 7

Dwarves

Appearance: Skin color ranges from deep brown to pale reddish color, like clay. Hair is commonly braided and beards are common. 

  • Mature at the same rate as humans, but <50 is considered young.
  • Average lifespan:  350
  • 4-5ft tall
  • ~150lbs, 
  • “Medium”.

Culture/Personality: Very traditional, ancestral, slow to change. Devoted to their gods who uphold industrious labor, battle skill, and devotion to the forge above all else. Strong sense of justice, and hold grudges for a very long time. Strong ties to family and clan. Loyal, decisive, and a bit stubborn. Dwarves turn to adventure in search of wealth and treasure, the call of their deity, restore honor to themselves or their clan, glorify their deities, search for long lost family relics, or to avenge ancient wrongs. Dwarves are not very trusting. Named by clan elders, names are revoked upon bringing dishonor to the clan. 

Alignment: Commonly aligned tending towards Lawful, often Good, due to their ordered, just societies.

Features:

  • Start with a +2 to CON.
  • Speed is 25ft.
  • Speed not reduced when wearing armor. 
  • Darkvision: Can see in dim light unobstructed for 60ft, darkness acts like dim light (no blindness condition). Colorblind in full darkness. 
  • Dwarven Resilience: Advantage on poison saving throws, resistance to poison damage.
  • Dwarven Combat Training: Proficiency in battleaxes, handaxes, throwing hammers, and warhammers. 
  • Proficient in 1 of 3 types of tools: smith’s tools, brewer’s supplies, or mason tools.
  • Stonecunning: For any history check on the origins of stonework, apply proficiency bonus and double it. 
  • Know Dwarvish and Common.
  • Must pick a Subrace
    • Hill Dwarf: 
      • +1 to WIS at creation, 
      • HP is +1 at creation and +1 each level. 
    • Mountain Dwarf: 
    • +2 to STR at creation
    • proficiency in light and medium armor types.

——————————————————————————————- 

Elves

Appearance: Slender, skin color like humans, copper, bronze, or bluish-white. Hair is green or blue. Eyes are gold or silver. No facial hair, fancy clothing. 

  • Vary between 5-6ft tall
  • “Medium”.
  • Considered Adults when they choose, usually 100 years old
  • Average Lifespan: 750

Culture/Personality: Graceful, cultured, wise, artistic. Often more amused than excited, curious than greedy, and overall aloof. Very focused and relentless when determined, slow to form relationships and not very keen to forgive and forget. Diplomacy is important to elves. Live similar to elves in LOTR, communities like Rivendell. Adventure out of wanderlust, improving magic or combat skills, or moral reasons. Elves pick their adult names when entering adulthood, leaving behind the name given to them at birth. 

Alignment: lean toward chaotic good or neutral alignment since they value and protect freedoms. Drow are usually evil aligned.

Features:

  • Dexterity +2 
  • Base Speed 30ft. 
  • Darkvision: Can see in dim light unobstructed for 60ft, darkness acts like dim light (no blindness condition). Colorblind in full darkness. 
  • Proficient in Perception skill. 
  • Fey Ancestry: Advantage on saving throws against charms and magic cannot put you to sleep. 
  • Trance: Elves do not require sleep, but semi-consciously meditate 4 hours a day, dreaming. This gives the same bonus as 8 hours of normal sleep. 
  • Know Common and Elvish. 
  • Must pick a Subrace
    • High Elf
      • +1 to INT upon creation
      • Proficiencies:
        • Longsword
        • Shortsword
        • Shortbow
        • Longbow
      • Know one Wizard cantrip upon creation.
        • Use INT to cast.
      • Know one extra language of your choice. 
    • Wood Elves
      • +1 to WIS upon creation
      • Proficiencies:
        • Longsword 
        • Shortsword
        • Shortbow
        • Longbow
      • Base Speed increased to 35ft. 
      • Can attempt to hide in lightly obscured environments in nature. 
    • Dark Elves (Drow)
      • +1 to CHA upon creation.
      • Proficiencies:
        • Rapier
        • Shortsword
        • Hand Crossbows
      • Superior Darkvision: Darkvision but range increased to 120ft. 
      • Sunlight Sensitivity: Disadvantage to Perception checks relying on sight when you or whatever you are trying to perceive is in direct sunlight. 
      • Drow Magic: You know the Dancing Lights cantrip. At level 3, can cast the Faerie Fire spell once a day using CHA as the ability. 

———————————————————————————————-

Halflings

Appearance: Skin is tan to pale. Brown-ish hair, brown eyes. Men usually have facial hair. Wear bright, yet practical clothes and live practical lives. 

  • Reach adulthood around 20 years old 
  • Average Lifespan: 150.
  • Average 3ft tall 
  • 40lbs
  • “Small”

Culture/Personality: Cheerful people, hospitable. Adventurers are motivated by their communities, wanderlust, the curiosity of the unknown, defending communities, and supporting their friends. Easily moved to pity, generous. Work well with others, loyal, good at stealth. Ferocious when those they love are threatened. 

Alignment: Most are Lawful Good. 

Features:

  • +2 to DEX upon creation. 
  • Base speed is 25ft. 
  • Lucky: When rolling on any check/attack, you can roll again and must take the second roll. 
  • Brave: Have advantage on saving throws against being frightened. 
  • Halfling Nimbleness: Can move through the space of any creature with a size larger than “small”. 
  • Know Common and Halfling.
  • Must pick a Subrace
  • Lightfoot Halfling:
    • +1 CHA at creation
    • Naturally Stealthy: Can side behind any creature bigger than you.
  • Stout Halfling
    • +1 CON at creation
    • Stout Resilience: Have advantage on poison saving throws and resistance against poison damage.

——————————————————————————————-

Humans

Appearance: Everything identical to real life, proportionally short lives to other races.  

  • “Medium”.

Culture/Personality: Other races don’t often have close relationships to humans, but they get along well with most. Humans collaborate a lot, unlike other races. Humans are ambitious, seeking glory and legacy.

Alignment: No particular tendencies

Features

  • All ability scores +1 upon creation
  • Base speed: 30ft
  • Know Common and one chosen language. 

——————————————————————————————-

Dragonborn

Appearance: Combination of humanoid and dragon, minus tail and wings. Scales look uniform, colors according to chart. Talon-like claws with 4 fingers for hands. 

  • Reach adulthood at 15
  • Average Lifespan: 80
  • Over 6ft tall
  • 250lbs 
  • “Medium”

Culture/Personality: Some Dragonborn clans have important ancestors. Clan is more important to life itself. Devotion to clan is above devotion to the gods. Dishonor to the clan leads to exile and expulsion. Hate failure and always strive to improve themselves. Push themselves very hard, mastery of a skill is a lifetime goal. Strive to be self-sufficient.

Alignment: Extremes like chaotic and lawful, usually good. However, VERY evil when evil. 

Features:

  • STR +2 and CHA +1 at creation. 
  • Base speed 30ft. 
  • Draconic Ancestry: Pick color and element (See Table).
    • Breath Weapon: Determined by type, all creatures in Area of Effect must take a saving throw (DC=8+CON modifier+Proficiency bonus). Creatures hit take 2d6 of the damage type on a failed save, half that on a successful save. Damage is increased by 1d6 at levels 5, 11, and 16. Can only be used once per rest. 
    • Damage Resistance: Resist damage type of dragon type. 
  • Know Common and Draconic.

——————————————————————————————-

Gnomes

Appearance: Tan or brown skin. Large noses and fair, messy hair. Males have carefully trimmed and styled beards. Not the same as a garden gnome. Wear modestly-colored earth-toned clothing, but decorate it with jewels and embroidery. 

  • Mature at the same rate as humans
  • Reach adulthood around 40
  • Average Lifespan: 350-500 years
  • 3-4ft tall
  • 40lbs
  • “Small”

Culture/Personality: Industrious, engineering types who love explosives, inventing, and tinkering. Very delighted nature, always curious, and talk quickly. Love puns and pranks, but equally dedicated to serious matters. Commonly engineers, alchemists, tinkers, and inventors. Dreamers, risk-takers. Live in hilly, wooded lands, but often live-in tutors to other races. Gnomes love gemstones, fine items, and adventure for wealth or to see the world. Not hostile or vicious unless injured.

Alignment: Often good aligned: Typical lawfuls are sages, engineers, researchers, scholars, investigators, and inventors. Typical Chaotics are minstrels, tricksters, wanderers, or jewelers. 

Features:

  • +2 INT upon creation
  • Base speed 25ft. 
  • Darkvision: Can see in dim light unobstructed for 60ft, darkness acts like dim light (no blindness condition). Colorblind in full darkness. 
  • Gnome Cunning: Advantage on all INT, WIS, or CHA saving throws against magic. 
  • Know Common and Gnomish. 
  • Must pick a Subrace.
    • Forest Gnome:
      • +1 DEX upon creation. 
      • Natural Illusionist: Know Minor Illusion cantrip and use INT as ability. 
      • Speak with Small Beasts: Can communicate simple ideas to “Small” or smaller beasts. 
    • Rock Gnome:
      • +1 CON at creation.
      • Artificer’s Lore: Any History checks related to magic items, alchemical objects, or technological devices apply double your proficiency bonus. 
      • Tinker: Proficiency with Tinker Tools. Using the tools, you can spend 1 hour and 10gp of materials to construct a clockwork device (AC 5, 1 HP). Stops working after 24 hours unless spending 1 hour to repair it. Can use action to dismantle it and reclaim the materials. Up to 3 devices active at a time. 
        • Clockwork Toy: Clockwork animal, person, or monster moves 5ft each of your turns in a random direction. Makes appropriate noises. 
        • Fire Starter: Acts like a lighter, must spend action to use. 
        • Music Box: Plays a song at moderate volume. Once the song ends or the box is closed, the device stops working.

———————————————————————————————-

Half-Elf 

Appearance: Racial combo of elf and human, looks to one race like the other. 

  • Mature like humans.
  • Reach adulthood at 20
  • Average Lifespan: 180
  • Same size as humans.
  • “Medium”

Culture/Personality: Mistrusted by both elves and humans. Often live with humans or their own groups. Trappers, foresters, hunters, diplomats, con men, or adventurers. Value freedom and creativity, do not love leaders or desire followers.

Alignment: Chaotics

Features:

  • CHA +2 and 2 other skills +1 at creation
  • Base speed 30ft. 
  • Darkvision: Can see in dim light unobstructed for 60ft, darkness acts like dim light (no blindness condition). Colorblind in full darkness. 
  • Fey Ancestry: Advantage on saving throws against charms and magic cannot put you to sleep. 
  • Skill Versatility: Proficient in 2 skills of choice. 
  • Know Common, Elvish, and one other language. 

———————————————————————————————-

Half-Orc

Appearance: Gray skin, big jaws, foreheads, and teeth. Like LOTR orcs, but more humanoid. 

  • Reach adulthood at 14
  • Average Lifespan: 75
  • Slightly taller than humans
  • “Medium”

Culture/Personality: Prideful of battle scars, but some scars bring shame, like slavehood and exile. Created by cyclops god Grumush. Impacts their lives, commonly through dreams to unleash rage or win his pride in battle. Not evil by nature, but lurks within. Feel emotions powerfully, burning in rage, insults burning like acid, sadness sapping strength, happiness filling them with joy. Short-tempered, impulsive, but some have the self-control to live in society. Commonly live with either humans or orcs. Get by through physical strength, determination, and endurance.

Alignment: Not strongly tended toward good, tend toward chaotics. If accepting/living in orc society, usually evil. 

Features:

  • STR +2, CON +1 at creation. 
  • Base speed 30ft. 
  • Darkvision: Can see in dim light unobstructed for 60ft, darkness acts like dim light (no blindness condition). Colorblind in full darkness. 
  • Menacing: Proficient in Intimidation. 
  • Relentless Endurance: When reduced to 0HP, but not killed, can drop to 1HP instead once per Long Rest. 
  • Savage Attacks: When scoring a melee critical hit, roll an extra damage die and add it to the total. 
  • Know Common and Orcish. 

———————————————————————————————-

Tiefling

Appearance: Derived from humans, but have horns, tails (4-5ft), canine teeth, solidly colored eyes (no irises, pupils. Black, red, white, gold, and silver. Human skin tones and shades of red. Hair is usually dark: black, brown, dark red, blue, or purple. 

  • Mature like humans, but live a little longer. 
  • Same size as humans
  • “Medium”

Culture/Personality: Stared at, mistrusted, and disliked by all. Live in small minorities in human communities. Rough quarters (the hood). Con men, thieves, crime lords. Sometimes live with other minorities and are better respected. Lack of a homeland and must get by by themselves. Not very trusting of friends, but trust those who trust them and reciprocate loyalty. People are suspicious of Tieflings: shopkeepers watch goods, townfolk follow them out of intrigue and distrust. However, bloodline does not impact personality. Lives of mistrust and prejudice leave their mark, though. Many live up to stereotypes, but some stay virtuous. 

Alignment: Not innately evil-aligned, but many end up there. Independent nature leans toward Chaotic.

Features

  • INT +1 CHA +2 at creation. 
  • Base speed 30ft. 
  • Darkvision: Can see in dim light unobstructed for 60ft, darkness acts like dim light (no blindness condition). Colorblind in full darkness. 
  • Hellish Resistance: Resistance to fire damage. 
  • Infernal Legacy: Know Thaumaturgy cantrip using CHA. At level 3, can cast Hellish Rebuke spell once per day as a 2nd level spell. At level 5, can cast Darkness spell once per day. 
  • Know Common and Infernal.

Part 8: Classes 

How To Play Dungeons And Dragons 5th Edition (5e) - Beginner's Guide 8

Ability Score Improvements: Apply 2 skill points to your ability scores however you choose.

Barbarian

Immense strength, rage, furious in battle, courageous.

Class Features:

  • 1d12 Hit Dice per Level
  • HP at Level 1: 12+CON modifier
  • HP at Higher Levels: 1d12 (or 7)+CON modifier per level.
  • Proficiencies
    • Light Armor 
    • Medium Armor
    • Shield
    • Simple Weapons
    • Martial Weapons
    • STR and CON Saving Throws
    • Pick 2
      • Animal Handling
      • Athletics
      • Intimidation
      • Nature
      • Perception
      • Survival
  • Equipment
    • (a) Greataxe or (b) Any Martial Melee Weapon
    • (a) 2 Handaxes or (b) Any Simple Weapon
    • Explorer’s Pack
    • 4 Javelins
  • Rage (1): Become enraged as a bonus action. When not wearing heavy armor, gain advantage on STR checks and saving throws. Gain rage damage to STR melee attacks (See table). Gain resistance to bludgeoning, piercing, and slashing damage. Cannot cast or concentrate on spells. Ends early if knocked out, a turn ends without attacking or taking damage, or voluntarily ending using a bonus action. Regain uses after a Long Rest.
  • Unarmored Defense (1): When not wearing armor, AC=10+DEX modifier+CON modifier. Excludes using a shield.
  • Reckless Attack (2): Can decide to attack recklessly. Gives advantage on STR melee attack rolls, but attack rolls against you also have advantage.
  • Danger Sense (2): Sense danger. Have advantage on DEX saving throws from visible effects. Cannot be blinded, deafened, or incapacitated.
  • Primal Path (3): Pick Path of the Berserker or Path of the Totem Warrior.
    • Path of the Berserker:
      • Frenzy (3): For the duration of rage, can make a melee attack as a bonus action on your turn.
      • Mindless Rage (6): Cannot be charmed or frightened when raging.
      • Intimidating Presence (10): Use action to terrify a creature within 30ft that can see or hear you. Forces it to take a WIS saving throw (DC=8+proficiency+CHA modifier). If failed, it is frightened until the end of your next turn. Can use action to extend the duration. Effect ends if the target moves out of sight or more than 60ft away. If successful, you cannot use this ability on the creature for 24 hours. 
      • Retaliation (14): Can use reaction to make a melee attack on a creature within 5ft that just damaged you. (14)
    • Path of the Totem Warrior:
      • Spirit Seeker (3): Cast beast sense and speak with animals as a ritual spell.
      • Totem Spirit (3): Choose a totem spirit, making or acquiring a physical totem object incorporating parts of the animal. Gain minor physical abilities of the animal you choose.
        • Path of the Bear: Resist all but psychic damage when raging. 
        • Path of the Eagle: When raging without heavy armor, creatures have disadvantage on attack rolls against you and you can use Dash as a bonus action. 
        • Path of the Wolf: When raging, the party has advantage on melee attack rolls against creatures within 5ft of you.
      • Aspect of the Beast (6): Can change animal or keep the same one. 
        • Path of the Bear: 2x carrying capacity (lifting and loading, too) and advantage on pull, push, lift, and break STR checks.
        • Path of the Eagle: See 1mi away at no difficulty, fine details as if they were 100ft away. No disadvantage on dim light Perception checks.
        • Path of the Wolf: Can track creatures when at “fast” pace. Can move stealthily at “normal” pace.
      • Spirit Walker (10): Cast commune with nature as a ritual. A spiritual version of your totem animal appears to convey the message.
      • Totemic Attunement (14): Gain a magical benefit based on your totem animal.
        • Path of the Bear: While raging, any hostile within 5ft has disadvantage on attack rolls on anyone but you. Immune if hostile cannot see, hear, or be frightened. 
        • Path of the Eagle: While raging, you have flying speed equal to your walking speed. Only works during your turn. Will fall if ending turn in air and not otherwise held aloft. 
        • Path of the Wolf: While raging, use bonus action to knock “Large” or smaller creatures prone when hit by melee attacks. 
  • Fast Movement (5): Extra 10ft to speed when not wearing heavy armor.
  • Feral Instinct (7): Have advantage on initiative rolls. If surprised at the start of combat and not incapacitated, act normally if raging first.
  • Brutal Critical (9): Roll an additional damage die when making a critical. Increases by 1 extra die at levels 13 and 17.
  • Relentless Rage (11): If you drop to 0HP while raging and you don’t die, you can make a DC 10 CON saving throw to only drop to 1HP. Each time after increases DC by 5, but it returns to 10 upon a rest.
  • Persistent Rage (15): Rage only ends if unconscious or ended voluntarily
  • Indomitable Might (18): If STR check roll is lower than ability score, you can use it instead.
  • Primal Champion (20): STR and CON increase by 4, max is now 24.

Bard

Poets, scholars, scoundrels. Weave magic through words. Masters of song, speech, and their magic. Travel to find new tales to tell. What’s the story of your past? Apprenticeship? Bard college? Runaway who met a bard? Noble child tutored by a bard?

Class Features:

  • 1d8 Hit Dice per Level
  • HP at Level 1: 8+CON modifier
  • HP at Higher Levels: 1d8 (or 5)+CON modifier per level after 1st.
  • Proficiencies:
    • Light Armor 
    • Simple Weapon
    • Hand Crossbow
    • Longsword
    • Rapier
    • Shortsword
    • 3 Instruments of Your Choice
    • DEX and CHA Saving Throws
    • Any 3 Skills
  • Equipment:
    • (a) Rapier or (b) Shortsword or (c) Any Simple Weapon
    • (a) Diplomat’s Pack or (b) Entertainer’s Pack
    • Musical Instrument
    • Leather Armor
    • Dagger
  • Spellcasting (1):
    • Ability: CHA
    • Save DC = 8+Proficiency+CHA modifier.
    • Attack Modifier = Proficiency+CHA modifier.
    • Can cast Ritual Spells.
    • Can use music instrument as spellcasting focus. 
    • Know 2 Bard cantrips upon creation.
  • Bardic Inspiration (1): Use bonus action to choose a creature within 60ft that can hear you. Gains Bardic Inspiration die to add to any chosen roll except weapon damage within 10min. One at a time, lost when used. Bard can use number equal to CHA score per Long Rest. Changes die at different levels (TABLE).
  • Jack of All Trades (2): Add half your proficiency bonus (rounded down) on any non-proficient roll. 
  • Song of Rest (2): Play a song during Short Rest. Anyone who hears, including you, regain 1d6 HP. Changes die at different levels (See Table).
  • Bard College (3): College of Lore or Valor. Features at levels 3, 6, and 14.
    • College of Lore:
      • Bonus Proficiencies (3): Any 3 skill proficiencies.
      • Cutting Words (3): Can use a Bardic Inspiration use to subtract a visible creature’s roll within 60ft. Creatures are immune if it can’t hear you or is immune to being charmed.
      • Additional Magical Secrets (6): Learn 2 spells of choice from any class list. Must be of level you can cast, count as Bard spell but does not count against known spell list. 
      • Peerless Skill (14): Use Bardic Inspiration on yourself without needing a bonus action.
    • College of Valor:
      • Bonus Proficiencies (3): Gain proficiency with medium armor, shields, and all martial weapons.
      • Combat Inspiration (3): Bardic Inspiration can be used on damage rolls or added to AC for one attack.
      • Extra Attack (6): Can Attack twice.
      • Battle Magic (14): Make an attack as a bonus action after casting a Bard spell.
  • Expertise (3): 2 chosen skill proficiencies have double the bonus.
  • Font of Inspiration (5): Regain all Inspiration uses after short rests.
  • Countercharm (6): As an action, start performance (lasting until the end of your next turn) that gives advantage to any friendly creature, including you, that can hear you within 30ft on saving throws against charming and frightening. Ends if you are incapacitated, silenced, or you voluntarily end it (no action needed). 
  • Magical Secrets (10): Choose any 2 spells from any class list that you can cast. Does not count against known Bard spells. 
  • Superior Inspiration (20): When rolling initiative and have no uses of Bardic Inspiration, regain a use.

Cleric

Wield the magic of deities. Combo of wizard and priest. Learns magic inspired by their gods. Casting spells relies on devotion and a sense of the deity’s wishes. Healers and warriors. Gods often call clerics to adventuring. Agents and protectors for their deities. Choose a deity. Why are you serving it?

Class Features:

  • 1d8 Hit Dice per Level.
  • HP at Level 1: 8+CON modifier.
  • HP at Higher Levels: 1d8 (or 5)+CON modifier per level after 1st.
  • Proficiencies:
    • Light Armor 
    • Medium Armor 
    • Shields
    • All Simple Weapons
    • WIS and CHA Saving Throws
    • Pick 2:
      • History
      • Insight
      • Medicine
      • Persuasion
      • Medicine
      • Persuasion
      • Religion
  • Equipment
    • (a) Mace or (b) Warhammer [if proficient]
    • (a) Scale mail or (b) Leather Armor or (c) Chain Mail [if proficient]
    • (a) Light Crossbow and 20 Bolts or (b) Any Simple Weapon
    • (a) Priest’s Pack or (b) Explorer’s Pack
    • Shield
    • Holy Symbol
  • Spellcasting: Requires Preparation. Number allotted is WIS modifier+Level. 
    • WIS is spellcasting ability.
    • Can cast ritual spells. 
    • Can use holy symbol as spellcasting focus.
    • Spell Save DC = 8+Proficiency+WIS modifier
    • Attack Modifier = Proficiency+WIS modifier
  • Divine Domain: Choose a domain related to the deity. Grants spells (See table) and features. New Channel Divinity at level 2, benefits at levels 6, 8, and 17. Domain spells always prepared, do not count against total prepared. See deities for suggested domains. 
    • Knowledge: Learning and understanding above all. Differing philosophies on knowledge (see deities). 
      • Blessings of Knowledge (1): Learn 2 languages. Proficient in 2 (bonus doubled): Arcana, History, Nature, Religion.
      • Channel Divinity:
        • Knowledge of the Ages (2): One skill has proficiency for 10min.
        • Read Thoughts (6): Read a creature’s thoughts and access its mind to issue a command. Using an action, choose a creature within 60ft to take a WIS saving throw. If it succeeds, you cannot use the ability on the creature again for 24 hours. If it fails, read its surface thoughts for 1 min while within 60ft and can cast suggestion without a spell slot (no saving throw needed).
      • Potent Spellcasting (8): Add WIS modifier to Cleric cantrip damage.
      • Visions of the Past (17): Spend 1 minute meditating to receive glimpses of recent events. Can see visions for as many minutes as WIS score, requiring Concentration. Must finish a rest before using again. Object Reading: Hold object, see visions of owners, significant events. Area Reading: See events that occurred within a 50ft cube of you. Look back a number of days equal to WIS score. For each minute meditating, learn one event, starting most recently. 
    • Life: Vibrant, positive energy, vitality, and caring for those in need.
      • Bonus Proficiency (1): Proficient in heavy armor.
      • Disciple of Life (1): All healing spells heal 2+Spell level additional HP.
      • Channel Divinity:
        • Preserve Life (2): Present holy symbol and heal 5x your Cleric level HP. Divides over any number of chosen creatures within 30ft. Cannot heal past ½ max. No undead or constructs.
      • Blessed Healer (6): Healing spells also apply to you, healing 2+spell level HP.
      • Divine Strike (8): Once per turn, add 1d8 Radiant damage to your hit (2d8 at level 14).
      • Supreme Healing (17): Use highest possible rolls when casting healing spells.
    • Light: Symbolic of the Sun, rebirth, truth, vigilance, and beauty.
      • Bonus Cantrip (1): Learn the Light cantrip.
      • Warding Flare (1): Take 1 reaction to cause divine light between you and an attacker, causing disadvantage on attack roll by creature within 30ft. Creatures immune to blindness are unaffected. Can use a number of times equal to your WIS modifier, min. 1. Regain uses upon Long Rest.
      • Channel Divinity:
        • Radiance of the Dawn (2): Harness sunlight to dispel magical darkness (30ft radius), hostiles inside radius must take CON saving throw or take 2d10+Cleric level Radiant damage. Half that if successful. Unaffected if in total cover.
      • Improved Flare (6): Warding Flare works when an attack is made on a creature that is not you.
      • Potent Spellcasting (8): Add WIS modifier to cantrip damage.
      • Corona of Light (17): Use action to activate an aura of sunlight (1min or dismissed using action) that emits bright light for 60ft and dim light for another 30ft. Enemies in the bright light have disadvantage against fire or radiant damage spells. 
    • Nature: Nature, forests, groves, etc. Often the same gods as Druids.
      • Acolyte of Nature (1): Learn 1 Druid cantrip.
      • Bonus Proficiency (1): Proficiency in heavy armor and one of these: Animal Handling, Nature, Survival.
      • Channel Divinity:
        • Charm Animals and Plants (2): Can charm plants and animals. Using action, targets make WIS saving throw. If failed, it is charmed by you for 1 minute or until it takes damage. 
        • Dampen Elements (6): When you or a creature within 30ft takes acid, cold, fire, lightning, or thunder damage, you can use your action to give resistance to the creature.
      • Divine Strike (8): Once per turn, add 1d8 cold, fire, or lightning damage to your hit (2d8 at level 14). 
      • Master of Nature (17): Add commands to charming plants and animals.
    • Tempest: Storms, earthquakes, violence, courage, and the ocean. 
      • Bonus Proficiencies (1): Proficiency in heavy armor.
      • Wrath of the Storm (1): Can use reaction when hit by an attack within 5ft to force the attacker to make a DEX saving throw. If failed, deal 2d8 thunder or lightning damage. If it succeeds, deal half that. Use a number of times equal to WIS modifier, min. 1. Regain uses after Long Rest. 
      • Channel Divinity:
        • Destructive Wrath (2): Use Channel Divinity to roll max damage when dealing lightning or thunder damage.
        • Thunderbolt Strike (6): When dealing lightning damage to “Large” or smaller creatures, you can choose to push it 10ft away. 
      • Divine Strike (8): Once per turn, add 1d8 lightning damage to your hit (2d8 at level 14).
      • Stormborn (17): Have flying speed equal to walking speed when not underground or indoors.
    • Trickery: Patrons of thieves, scoundrels, rebels, etc. 
      • Blessing of the Trickster: Can use an action to touch a creature and give advantage to Stealth checks for 1 hour. (1)
      • Channel Divinity:
        • Invoke Duplicity (2): Create an illusory duplicate of you that lasts for 1min with concentration and has range of 30ft. Can use bonus action to move the duplicate up to 30ft within 120ft range. Can cast spells as duplicate. When you and the duplicate are both within 5ft of a creature, you have advantage on attack rolls. 
        • Cloak of Shadows (6): Can use Channel Divinity to become invisible until the end of your next turn. 
      • Divine Strike (8): Once per turn, add 1d8 poison damage to your hit (2d8 at level 14).
      • Improved Duplicity (17): Create up to 4 duplicates with one Channel Divinity. 
    • War: Heroism, cruelty, the horrors of war, excellence, and courage.
      • Bonus Proficiencies (1): Proficiency in heavy armor and martial weapons.
      • War Priest (1): Make 2 attacks in 1 turn, uses up to WIS modifier min. 1, regained upon Long Rest. 
      • Channel Divinity:
        • Guided Strike (2): Gain +10 to an attack roll.
        • War God’s Blessing (6): Give +10 to the attack roll of a creature within 30ft.
      • Divine Strike (8): Once per turn, add 1d8 extra (weapon type) damage to your hit (2d8 at level 14).
      • Avatar of Battle (17): Gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Channel Divinity: Turn Undead and Domain abilities (See table).
    • Turn Undead: Each undead that can see or hear you within 30ft must take a WIS saving throw. If failed, it is turned for 1 min or until it takes damage. Must spend each turn using the Dash action to run away as much as it can. Cannot willingly move within 30ft of you and cannot take reactions. Can use Dodge action if nowhere to move.
  • Destroy Undead: If failing WIS throw on Turn Undead, it is instantly destroyed if Challenge Rating (CR) is at or below threshold (See table).
  • Divine Intervention: Call on your deity to intervene and help you. Using action, describe needed assistance, roll d100. If rolling equal or lower than character level, deity will intervene. DM chooses how it does this. Cannot be used again for 7 days or a Long Rest. (At level 20, the deity will intervene without rolling).
READ  Top 3 Nintendo Consoles And How to Emulate Them On Windows

Druid

Close bond with nature, magic users. Why does your character have such a strong bond with nature?

Class Features:

  • 1d8 Hit Dice per level
  • HP at Level 1: 8+CON modifier
  • HP at Higher Levels: 1d8 (or 5)+CON modifier per level 
  • Proficiencies:
    • Light Armor (Druids do NOT wear metal)
    • Medium Armor (Druids do NOT wear metal)
    • Shields (Druids do NOT wear metal)
    • Club, Dagger, Dart, Javelin, Mace
    • Quarterstaff
    • Scimitar
    • Sickle
    • Sling
    • Spear
    • Herbalism Kit
    • INT and WIS Saving Throws 
    • Pick 2
      • Arcana
      • Animal Handling
      • Insight
      • Medicine 
      • Nature
      • Perception 
      • Religion 
      • Survival
  • Equipment:
    • (a) Wooden Shield or (b) Any Simple Weapon
    • (a) Scimitar or (b) Any Simple Melee Weapon
    • Leather Armor
    • Explorer’s Pack
    • Druidic Focus
  • Know Druidic, the language of Druids. Can speak it, leave messages, automatically spotting them. Others can spot messages with a DC 15 Perception check but cannot decipher it without magic. 
  • Spellcasting:
    • Know 2 Druid cantrips upon creation. Choose a number of Druid spells equal to WIS modifier+Druid level. Can use plants/parts of plants as spellcasting focus. WIS is spell ability. Can cast ritual spells.
    • Spell Save DC=Proficiency+WIS modifier.
    • Spell Attack Modifier=Proficiency+WIS modifier.
  • Wild Shape (2): Use your action to assume the shape of a beast you have seen before (see table). Can use twice, regained after a rest. Stay in beast shape for a number of hours equal to half your level rounded down. Revert back using a bonus action, going unconscious, dropping to 0HP, or dying. All stats except alignment, personality, INT, WIS, and CHA scores are that of the beast. Retain skills, saving throw proficiencies, plus those of the beast. If any duplicates, take the highest. If the beast has legendary or lair actions, you cannot use them. Assume beast’s HP and Hit Dice. Cannot cast spells. Speaking and hand ability is limited by the beast’s physicality. Transforming does not break spell concentration. Keep all race, class, and other features and you can use them if physically capable. Equipment can fall to the ground, merge into the form, or be worn (does not change in form or size) when transforming. Merged equipment cannot be used.
  • Druid Circle (2): Circle of the Land or Circle of the Moon.
    • Circle of the Land:
      • Bonus Cantrip (2): One bonus Druid cantrip. 
      • Natural Recovery (2): During a short rest, you can recover spell slots with a combined level equal or less than half the druid level rounded up. No slots above level 6, Must complete Long Rest to recover more slots.
      • Circle Spells (2): Choose a type of land to learn certain spells (see table).
      • Land’s Stride (6): Non-magical difficult terrain does not cost extra, non-magical plants do not slow or hurt you. Have advantage on saving throws against plants that impede movement.
      • Nature’s Ward (10): Cannot be charmed or frightened by elementals or fey. Immune to poison and disease.
      • Nature’s Sanctuary (14): When a beast or plant attacks you, it must take a WIS saving throw against your Spell Save DC. If failed, the attacker must choose a new target or the attack will miss. If successful, the creature is immune to the effect for 24 hours. Creature is aware of the effect.
    • Circle of the Moon:
      • Combat Wild Shape (2): Use Wild Shape as a bonus action instead of an action. Can use bonus action + spell slot to heal 1d8 HP per slot level. Use Wild Shape to transform into a beast of CR level 1 max, ignoring the MAX on the table.
      • Circle Forms (6): Can transform into a beast with a CR of ⅓ druid level rounded down.
      • Primal Strike (6): Beast form attacks count as magical to overcome resistances and immunity to non-magical attacks.
      • Elemental Wild Shape (10): Expend 2 Wild Shape uses to transform into 1 of the 4 elementals.
      • Thousand Forms (14): Cast alter self at will.
  • Timeless Body (18): Age 10 times slower.
  • Beast Spells (18): Cast any non-material Druid spell as a beast.
  • Archdruid (20): Use Wild Shape an unlimited amount of times.

Fighter

Know the basics of all fighting styles, but specializes in one. Where did you get your training? What sets you apart? Where did you get your equipment?

Class Features:

  • 1d10 Hit Dice per level.
  • HP at Level 1: 10+CON modifier.
  • HP at Higher Levels: 1d10 (or 6)+CON modifier per level.
  • Proficiencies
    • All Armor
    • Shields
    • Simple/Martial Weapons
    • STR and CON Saving Throws
    • Pick 2:
      • Acrobatics
      • Animal Handling
      • Athletics
      • History
      • Insight
      • Intimidation
      • Survival
  • Equipment
    • (a) Chain Mail or (b) Leather Armor
    • Longbow and 20 Arrows
    • (a) Martial Weapon and Shield or (b) 2 Martial Weapons
    • (a) Light Crossbow and 20 Bolts or (b) 2 Handaxes
    • (a) Dungeoneer’s Pack or (b) Explorer’s Pack
  • Fighting Style: Pick one. Cannot take one more than once, even if you get to choose again.
    • Archery: +2 to ranged attack rolls.
    • Defense: +1 AC when armored.
    • Dueling: When holding one melee weapon, +2 to damage rolls.
    • Great Weapons: When making an attack roll with a two-handed weapon and you roll a 1 or a 2, you can reroll.
    • Protection: While using a shield and a creature attacks someone within 5ft of you, you can use a reaction to give it disadvantage.
    • Two-Weapon Fighting: Add your ability modifier to damage of the second attack when dual wielding. 
  • Second Wind: On your turn, you can use a bonus action to regain 1d10+Level HP once per rest
  • Action Surge: Can take an additional action on top of your regular action and bonus. Once per rest. Can use twice at level 17.
  • Martial Archetype: Pick one.
    • Champion:
      • Improved Critical (3): Roll critical hits at 19 and 20.
      • Remarkable Athlete (7): Add rounded up proficiency bonus to any non proficient STR, DEX, or CON checks. Running long jumps have increased distance equal to STR modifier.
      • Additional Fighting Style (10): Pick additional fighting style.
      • Superior Critical (15): Roll criticals at 18-20.
      • Survivor (18): Regain 5+CON modifier HP at the start of each of your combat turns (max is ½ HP max and does not work at 0HP).
    • Battlemaster:
      • Combat Superiority: Learn 3 maneuvers fueled by superiority dice (SD): 4 d8s expended upon use and regained upon rest. Gain additional dice at levels 7 and 15. Only one per turn, 2 additional maneuvers at levels 7, 10, and 15. Can also switch them upon learning new maneuvers.
        • Maneuver Save DC=8+Proficiency+either STR or DEX modifier.
          • Commander’s Strike: When taking an attack action, can forgo an attack to command an ally to strike. Target can use reaction to attack, adding the SD to the damage.
          • Disarming Attack: Can expend SD when attacking to try to disarm and drop one held item of your choice. Add SD to damage roll, the target must make a STR saving throw. If failed, it drops the object.
          • Distracting Strike: When hitting, use SD to distract, add SD to damage roll, and give next attack roll advantage. 
          • Evasive Footwork: When moving, add SD to AC until you stop moving.
          • Feinting Attack: Expend SD and use bonus action to feint. You have advantage on your next attack roll against it. If hit, add SD to damage.
          • Goading Attack: When hitting a creature, expend a SD goad it into targeting you. Add SD to damage roll and force WIS saving throw. If failed, it has disadvantage on any target except you.
          • Lunging Attack: When making a melee attack, expend a SD to extend range by 5ft. If hit, add SD to damage roll.
          • Maneuvering Attack: Upon a hit, expend a SD to move a party member up to half your speed without an opportunity attack. Add SD to damage roll.
          • Menacing Attack: Upon a hit, expend a SD to force a WIS saving throw. Add SD to damage. Upon failure, creature is frightened until the end of your next turn.
          • Parry: When you get hit, can use reaction and expend SD to reduce damage by SD+DEX modifier.
          • Precision Attack: Upon making an attack, can add SD to attack roll.
          • Pushing Attack: Upon a hit, expend a SD to push back 15ft. Add SD to damage. If “Large” or smaller, force STR throw. If failed, push it back 15ft.
          • Rally: On turn, you can use bonus action and SD to let ally gain temporary HP equal to SD+CHA modifier.
          • Riposte: When a creature misses a melee attack, use SD to make a melee attack against it. If hit, add SD to damage.
          • Sweeping Attack: When hitting, can expend SD to hit another target within 5ft and in reach. 2nd creature takes SD roll for damage.
          • Trip Attack: When hitting, can spend SD to try to knock down target. Add SD to damage. If “Large” or smaller, must make STR saving throw. On fail, target goes prone.
      • Student of War (3): Gain a tool proficiency.
      • Know Your Enemy (7): Spend 1 min observing/interacting with creature outside of combat to compare stats to your own. DM determines comparison to STR, DEX, CON scores, AC, current HP, class levels, or Fighter level.
      • Improved Combat Superiority (18): SD becomes d10 (10). Becomes d12.
      • Relentless: If rolling initiative without SD, gain one.
    • Eldritch Knight:
      • Spellcasting (3):
        • Cast Spells (3).
        • Know 2 Wizard cantrips (3).
        • Learn an extra cantrip (10).
        • Know 3 1st level Wizard spells, 2 must be evocation or abjuration. All spells learned after must be from the 2 above schools, except those learned at 8, 14, and 20 where it can be any school. At each level, known spells can be changed, but those not learned in 8, 14, or 20 must be the 2 schools.
        • INT is Spellcasting ability.
        • Spell Save DC: 8+Proficiency+INT modifier
        • Spell Attack Modifier: Proficiency+INT modifier.
      • Weapon Bond (3): Learn ritual to bond with your weapon. Takes 1 hour, can be done during short rest. Once bonded, you cannot be disarmed unless incapacitated. If on the same plane of existence, you can summon the weapon as a bonus action, instantly teleporting it to your hand. Up to 2 bonds, 1 summoned at a time.
      • War Magic (7): Using a cantrip allows you to attack using a bonus action.
      • Eldritch Strike (10): If hitting, target has disadvantage on next spell saving throw before the end of its next turn.
      • Arcane Charge (15): Can teleport up to 30ft to visible spot when using action charge, Can teleport before or after extra action.
      • Improved War Magic (18): Use action to cast a spell then attack using a bonus action.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                

Monk

Study Ki. Harness it within themselves to use magic. Why at/leaving monastery? Almost always lawful alignment.

Class Features

  • 1d8 Hit Dice per level
  • HP at Level 1: 8+CON modifier
  • HP at Higher Levels: 1d8 (or 5)+CON modifier per level after 1.
  • Proficiency
    • Simple Weapons
    • Shortsword
    • Artisan’s Tools or Musical Instrument
    • STR and DEX Saving Throws
    • Pick 2
      • Acrobatics
      • Athletics
      • History
      • Insight
      • Religion
      • Stealth
  • Equipment
    • (a) Shortsword or (b) Any Simple Weapon
    • (a) Dungeoneer’s Pack or (b) Explorer’s Pack
    • 10 Darts
  • Unarmored Defense: When not wearing armor or shield, AC=10+DEX modifier+WIS modifier
  • Martial Arts: Benefits while unarmored and wielding monk weapons (shortswords or simple melee weapons without Two-Handed or Heavy) or unarmed. Can use DEX instead of STR for attack rolls. Can roll d4 in place of a normal damage roll, can make unarmed strike after normal attack roll.
  • Ki: Use Ki points for Ki features. Start by knowing Flurry of Blows, Patient Defense, and Step of the Wind. Restore Ki upon rest, spending 30 min meditating. 
    • Spell Save DC=8+Proficiency+WIS modifier.
      • Flurry of Blows: After attacking, can spend 1 Ki to make 2 unarmed strikes as a bonus action.
      • Patient Defense: Spend 1 Ki to use Dodge as a bonus action.
      • Step of the Wind: Spend 1 Ki to take Disengage or Dash as a bonus action with doubled jump speed.
  • Unarmored Movement (2, 9): Get bonus to speed when unarmored, and later walk vertically or above liquids without falling.
  • Monastic Tradition (3): Pick one.
    • Way of the Open Hand: Masters of Martial Arts
      • One Hand Technique (3): Flurry of Blows can force a DEX saving throw or go prone, a STR saving throw or get pushed back 15ft, or disallow reactions until the end of your next turn.
      • Wholeness of Body (6): Heal yourself HP equal to 3x Monk level once per Long Rest.
      • Tranquility (11): After a Long Rest, gain the effect of a Sanctuary that lasts until your next Long Rest. Saving throw DC=8+WIS modifier+Proficiency.
      • Quivering Palm (17): Can hit a creature with an unarmed strike and spend 3 Ki to cause imperceptible vibrations that are harmless until you end them. Lasts a number of days equal to Monk level. Target must make a CON saving throw. If fail, reduced to 0HP. If success, target takes 10d10 necrotic damage. One creature at a time, can be ended harmlessly without an action.
    • Way of Shadow: Stealth Monks
      • Shadow Arts (3): Can use 3 Ki cast Darkness, Darkvision, Pass Without Trace, or Silence without material components. Learn Minor Illusion cantrip.
      • Shadow Step (6): Can teleport from one dim light/darkness to another within 60ft. Get advantage on first melee attack you make before the end of your turn.
      • Cloak of Shadows (11): Use action to become invisible in dim light or darkness. Remain invisible until attacking, casting a spell, or entering bright light.
      • Opportunist (17): Use reaction to melee attack a creature within 5ft that was just hit by an attack.
    • Way of the 4 Elements: Element-benders
      • Disciple of the Elements (3): Learn magical disciplines. Must spend Ki to use. Learn Elemental Attunement and one other discipline. Learn additional disciplines at levels 6, 11, and 17. Can replace when learning new disciplines.
        • Breath of Winter (17): Cast Cone of Cold for 6 Ki.
        • Clench of the North Wind (6): Cast Hold Person for 3 Ki.
        • Elemental Attunement (3)
          • Create a harmless instantaneous sensory effect related to the 4 elements: sparks, light wind, light mist, rumbling stones.
          • Instantaneously light or snuff out small flames, such as torches, candles, and campfires.
          • Chill or warm up to 1lb nonliving material up to 1 hour.
          • Cause earth, fire, water, or mist within a 1ft cube to shape itself into a designated crude form for 1 min.
        • Eternal Mountain Defense (11): Cast stoneskin on yourself for 5 Ki.
        • Fangs of the Fire Snake (3): When attacking, can use 1 Ki to make flames come out of your hands and feet. Unarmed reach is 10ft for that action and the rest of your turn. Deals fire damage instead of bludgeoning. Can spend 1 more Ki to deal 1d10 extra fire damage.
        • Fist of Four Thunders: Spend 2 Ki to cast Thunderwave.
        • Fist of Unbroken Air: Spend 2 Ki. Choose a creature within 30ft to force STR saving throw. Upon failure, deals 3d10 bludgeoning + extra 1d10 per extra Ki you spend. Can choose to push back 20ft and knock prone. On successful save, deal half damage.
        • Flames of the Phoenix (11): Spend 4 Ki to cast fireball.
        • Gong of the Summit (6): Spend 3 Ki to cast shatter.
        • Mist Stance (11): Spend 4 Ki to cast Gaseous Form on yourself.
        • Ride the Wind (11): Spend 4 Ki to cast Fly on yourself.
        • River of Hungry Flame (17): Spend 5 Ki to cast Wall of Fire.
        • Rust of the Gale Spirits: Spend 2 Ki to cast Gust of Wind.
        • Shape the Flowing River: As an action, spend 1 Ki to choose ice or water (30ft cube max) within 120ft to freeze, melt, shape, raise/lower elevation, form pillars, etc. Cannot exceed half the largest dimension (30×30 is max 15). Cannot strike or harm creatures.
        • Sweeping Cinder Strike: Spend 2 Ki to cast Burning Hands.
        • Water Whip: Spend 2 Ki as a bonus action to make a whip of water that unbalances a creature within 30ft, forcing DEX saving throw. On failure, deals 3d10 bludgeoning plus extra 1d10 for additional Ki spent. Can knock prone or bring 25ft closer. On success, deal half damage.
        • Wave of Rolling Earth: Spend 6 Ki to cast Wall of Stone.
  • Deflect Missiles (3): Can deflect or catch missiles from ranged attacks. When you do so, damage is reduced by 1d10+DEX modifier+Monk level. If damage reduced to 0, you can catch it if it is small enough to fit in one hand. If caught, can spend 1 Ki to shoot it as a ranged attack, made with proficiency and counts as monk weapon.
  • Slow Fall (4): Use reaction to reduce fall damage by 5x Monk Level.
  • Stunning Strike (5): Can spend 1 Ki on melee attack to force CON saving throw or be stunned until the end of your next turn.
  • Ki-Empowered Strikes (6): Unarmed strikes count as magical.
  • Evasion (7): When in AOE that forces DEX saving throw, you take no damage if succeeded, half if failed.
  • Stillness of Mind (7): Use action to end one charm or fright on yourself.
  • Purity of Body (10): Immune to disease and poison.
  • Tongue of the Sun and Moon (13): Understand and speak all languages.
  • Diamond Soul (14): Gain proficiency in all saving throws. Use 1 Ki to reroll once.
  • Timeless Body (15): No frailty of old age, no magical aging, no need for food and water. Can still die of old age.
  • Empty Body (18): Use action and 4 Ki to become invisible for 1 min. Resistant to all but force damage, can spend 8 Ki to cast astral projection without materials.
  • Perfect Self (20): When rolling initiative with 0 Ki instantly gain 4.

Paladin

Devout knights, dedicated to obliterating evil. Bound by an oath to a god. 

Class Features:

  • 1d10 Hit Dice per Level
  • HP at level 1: 10+CON Modifier
  • HP at Higher Levels: 1d10 (or 6)+CON Modifier
  • Proficiencies
    • All Armor
    • Shields
    • Simple and Martial Weapons
    • WIS and CHA Saving Throws
    • Pick 2
      • Athletics
      • Insight
      • Intimidation
      • Medicine
      • Persuasion
      • Religion
  • Equipment
    • (a) Martial Weapon and Shield or (b) 2 Martial Weapons
    • (a) 5 Javelins or (b) Any Simple Weapon
    • (a) Priest’s Pack or (b) Explorer’s Pack
    • Chain Mail
    • Holy Symbol
  • Divine Sense (1): As an action, detect and know type of celestials, fiends, and undead within 60ft not behind total cover (no identity). Detect places/objects that have been desecrated/consecrated. Can use number of times equal to 1+CHA modifier, min. 1. Restored at Long Rest.
  • Lay on Hands (1): Healing pool HP equal to 5x Paladin level to heal through touch. Can touch using action to heal predetermined HP. Can spend 5 HP to cure diseases and poison. Can cure multiple diseases/poison, but must be within healing pool. Restored at Long Rest.
  • Fighting Style (2): Pick a fighting style
    • Defense: +1 AC when armored
    • Dueling: When holding one melee weapon, +2 to damage rolls
    • Great Weapons: When making an attack roll with a two-handed weapon and you roll a 1 or a 2, you can reroll.
    • Protection: While using a shield and a creature attacks someone within 5ft of you, you can use a reaction to give it disadvantage.
  • Spellcasting: Prepare spells from Paladin spell list. Number equal to CHA modifier+½  Paladin level, rounded down. 
    • CHA is spellcasting ability.
    • Spell Save DC=8+Proficiency+CHA modifier.
    • Spell Attack Modifier=Proficiency+CHA modifier
    • Can use Holy Symbol as a Spellcasting Focus.
  • Divine Smite (2): Can use 1 spell slot upon melee hit to deal 2d8+1d8 per level above 1st, max 5d8 extra radiant damage. Increases by 1d8 if undead or fiend.
  • Divine Health (3): Immune to disease
  • Sacred Oath (3): Take one of 3 oaths. Have spells, always prepared and do not count against prepared total.
    • Oath of Devotion: Honesty, courage, compassion, honor, duty.
      • Channel Divinity:
        • Sacred Weapon: As an action, add CHA modifier to attack rolls, min. +1, for 1 min. Bright light for 30ft radius, dim light 20ft radius further. Weapon is magical for duration.
        • Turn Undead: Fiends and undead that can see you take a WIS saving throw. If failed, turned for 1 minute or until it takes damage.
      • Aura of Devotion (7): Friendly creatures within 10ft and you cannot be charmed.
      • Purity of Spirit (15): Always under the effect of a protection from good or evil spell.
      • Holy Nimbus (20): As an action, cause bright light 30ft radius and dim light 30ft further for 1 min. When enemy starts turn in bright light, it takes 10 radiant damage. You have advantage on saving throws on spells cast by fiends and undead. Once per Long Rest.
    • Oath of the Ancients: Kindle/Shelter the Light, preserve your own Light, be the Light.
      • Channel Divinity:
        • Nature’s Wrath: Use an action to restrain a hostile within 10ft with vines. Must pass a STR or DEX saving throw of its choice to not be restrained. Repeats at the end of each of its turns. Upon a pass, it breaks free.
        • Turn the Faithless: Each fey or fiend within 30ft takes a WIS saving throw. On failure, it is turned for 1 min or until it takes damage. Cannot take reactions. If concealed, it is revealed when turned.
      • Aura of Warding (7): You and friendly creatures within 10ft resist spells.
      • Undying Sentinel (15): When hit down to 0HP but not killed, can choose to drop to 1HP instead once per Long Rest. No drawbacks from old age, no magical aging.
      • Elder Champion (20): Can take on chosen appearance of ancient force of nature. Uses action, lasts for 1 min. At the start of your turns, regai
      • n 10HP. 1 Action spells are cast as bonus actions, enemies within 10ft have disadvantage to saving throws against spells and Channel Divinity. Once per Long Rest.
    • Oath of Vengeance: Fight greater evils, no mercy for the wicked, by any means necessary, restitution.
      • Channel Divinity:
        • Abjure Enemy: Choose enemy within 60ft, forcing WIS saving throw unless immune to being frightened. Fiends and undead have disadvantage. On failure, is frightened for 1 min or until taking damage. Speed=0. On success, speed is halved.
          • Vow of Enmity: As a bonus action, utter a vow and you get advantage on attack rolls against a chosen creature within 10ft for 1 min or until it hits 0HP or falls unconscious.
        • Relentless Avenger (7): When hitting an opportunity attack, you can move up to half your speed immediately as part of the reaction. Does not provoke opportunity attacks.
        • Soul of Vengeance (15): When using Vow of Enmity and the creature makes an attack, you can use a melee attack with a reaction.
        • Avenging Angel (20): Can assume the form of an angelic avenger. Using an action, transform for 1 hour. Get wings with a 60ft flying speed. 30ft aura of menace. Upon entering the aura, enemies must succeed on a WIS saving throw or become frightened. Attacks against it have advantage. Once per Long Rest.
  • Aura of Protection (6): Friendly creatures within 10ft add your CHA modifier to saving throws.
  • Aura of Courage (10): Friendly creatures within 10ft cannot be frightened.
  • Improved Divine Smite (11): Always roll extra 1d8 radiant damage when using Divine Smite.
  • Cleansing Touch (14): Use an action to end a spell’s effect on yourself or another creature you touch. Can use number of times equal to CHA modifier, minimum 1.
  • Aura Extension (18): All auras extend to 30ft.

Ranger

Deadly hunters, trackers, and outdoorsmen.

Class Features:

  • Hit Dice: 1d10 per level
  • Hit Points at 1st Level: 10+CON modifier
  • HP at Higher Levels: 1d10 (or 6)+CON modifier per level after 1st
  • Proficiencies:
    • Light Armor
    • Medium Armor
    • Shields
    • Simple Weapons
    • Martial Weapons
    • STR and DEX Saving Throws
    • Pick 3
      • Animal Handling
      • Athletics
      • Insight
      • Investigation
      • Nature
      • Perception
      • Stealth
      • Survival
  • Equipment
    • (a) Scale Mail or (b) Leather Armor
    • (a) Two Shortswords or (b) Two Simple Melee Weapons
    • (a) Dungeoneer’s Pack or (b) Explorer’s Pack
    • Longbow and Quiver of 20 Arrows
  • Favored Enemy (1): Pick 2 favored enemies to have advantage on Survival checks against when tracking, INT checks for recalling information about them. Learn their languages. Can pick another at levels 6 and 14. 
    • Aberrations
    • Beasts
    • Celestials
    • Constructs
    • Elementals 
    • Fey
    • Fiends
    • Giants
    • Monstrosities
    • Oozes
    • Plants
    • Undead
  • Natural Explorer (1): Choose a favored terrain (see table) to double INT and WIS check proficiency bonus (if applicable) when travelling in the terrain. When travelling +1hr in the terrain, difficult terrain does not slow the party, you cannot become lost except by magic, you are always alert to danger, can move stealthily at “normal” pace when alone, find 2x as much food when foraging, and know the exact number, size, and time since passing when tracking creatures. Pick additional terrain at levels 6 and 10. 
  • Fighting Style (2): Pick a fighting style
    • Archery: +2 to ranged attack rolls
    • Defense: +1 AC when armored
    • Dueling: When holding one melee weapon, +2 to damage rolls
    • Two-Weapon Fighting: Add your ability modifier to damage of the second attack when dual wielding. 
  • Spellcasting (2):
    • WIS is ability.
    • Spell Save DC= 8+proficiency+WIS modifier
    • Spell Attack Modifier=Proficiency+WIS modifier
  • Archetype (3): Pick one
    • Hunter:
      • Hunter’s Prey: Pick one.
        • Colossus Slayer: Upon hit, deal 1d8 extra damage if it is below HP max once per turn.
        • Giant Killer: When a “Large” or larger creature attacks within 5ft and misses, you can use your reaction to attack.
        • Horde Breaker: On each attack turn, you can make another attack on another hostile within range and 5ft of the first enemy.
      • Defensive Tactics (7): Pick 1.
        • Escape the Horde: Opportunity attacks against you have disadvantage.
        • Multiattack Damage: When hit by an attack, gain +4 to AC on subsequent attacks.
        • Steel Will: Saving throws against frightening have advantage.
      • Multiattack (11): Pick 1.
        • Volley: Use action to make ranged attack on multiple hostiles within 10ft point in range. Must make an attack roll for each and have the ammo.
        • Whirlwind Attack: Use an action to make a melee attack against multiple hostiles in melee range, making an attack roll for each.
      • Superior Hunter’s Defense (15): Pick 1.
        • Evasion: When in AOE that forces DEX saving throw, you take no damage if succeeded, half if failed.
        • Stand Against the Tide: When a hostile misses a melee attack on you, you can force it to make the same attack on another target (except itself).
        • Uncanny Dodge: When a visible creature makes a hit, use your reaction to half the damage.
    • Beast Master:
      • Ranger’s Companion (3): Pick a beast to accompany and fight for you. Max size “Medium”, ¼ CR. Add your proficiency bonus to the beast’s AC, attack rolls, damage, saving throws, and proficient skills. HP max is the higher of normal max or 4x your level. Has your initiative roll. Can be commanded to move without using an action, but you must use the beast’s action in place of yours. Can move stealthily at “normal” pace if traveling just you and the beast. Can obtain replacement beast by spending 8 hours to bond with another non-hostile animal.
      • Exceptional Training (7): On any turn where the beast does not attack, you can use your bonus action to Dash, Disengage, Dodge, or Help.
      • Bestial Fury (11): Beast can attack twice.
      • Share Spells (15): Spells cast on yourself also work on the beast if within 30ft.
  • Primeval Awareness (3): Can use action and spell slot (1min per level) to sense types of creatures (6 if in favored terrain). Does not reveal the location or number.
    • Aberrations
    • Celestials
    • Dragons
    • Elementals
    • Fey
    • Fiends
    • Undead
  • Land’s Stride (8): non-magical terrain movement does not cost extra speed. No slowing or damage by passing through non-magical plants. Get advantage on saving throws against movement impeding plants.
  • Hide in Plain Sight (10): Spend 1 min creating camo. Requires access to natural materials. Can hide on ground, trees, etc. Gain +10 on Stealth checks when motionless and not taking actions. Camo is gone when moving, acting, or reacting.
  • Vanish (14): Can use Hide as a bonus action. Cannot be tracked by non-magical means unless voluntarily leaving trail.
  • Feral Senses (18): Do not get disadvantage on non-visible creature attacks, aware of all invisible creatures within 30ft.
  • Foe Slayer (20): Can add WIS modifier to attack or damage rolls against favored enemies.

Rogue

Thieves, assassins, and sneaks.

Class Features:

  • 1d8 Hit Dice per level
  • HP at Level 1: 8+CON modifier
  • HP at Higher Levels: 1d8 (or 5)+CON modifier
  • Proficiencies:
    • Light Armor
    • Simple Weapons
    • Hand Crossbow
    • Longsword
    • Rapiers
    • Shortsword
    • Thieves’ Tools
    • DEX and INT Saving Throws
    • Pick 4: 
      • Acrobatics
      • Athletics
      • Deception
      • Insight
      • Intimidation
      • Investigation
      • Perception
      • Performance
      • Persuasion
      • Sleight of Hand
      • Stealth
  • Equipment: 
    • (a) Rapier or (b) Shortsword
    • (a) Shortbow and Quiver of 20 Arrows or (b) Shortsword
    • (a) Burglar’s Pack or (b) Dungeoneer’s Pack or (c) Explorer’s Pack
    • Leather Armor
    • 2 Daggers
    • Thieves’ Tools.
  • Expertise (1): 2 chosen skill proficiencies or 1 skill and thieves’ tools have double the bonus. Pick 2 more at level 6.
  • Sneak Attack (1): Once per turn, can deal 1d6 damage (see table) on attack if you have advantage. Must have finesse or ranged weapon. Don’t need advantage if an enemy of the target is within 5ft, not incapacitated, and you don’t have disadvantage.
  • Thieves’ Cant (1): Can hide messages in normal conversation for others that know Thieves’ Cant. Takes 4x longer to hide a message than normal speech. Also learn symbols (shadowmarks) from other thieves.
  • Cunning Action (2): Can take bonus action to Dash, Disengage, or Hide.
  • Roguish Archetype (3): Pick one.
    • Thief:
      • Fast Hands (3): Can use bonus action from Cunning Action to make a Sleight of Hand check, use thieves’ tools to disarm traps, open locks, or use an object.
      • Second-Story Work (3): Climbing no longer costs movement, running jump distance increased by DEX modifier.
      • Supreme Sneak (9): Advantage on Stealth checks if moving less than half speed.
      • Use Magic Device (13): Ignore class, race, and level requirements on magic items.
      • Thief’s Reflexes (17): Can take 2 turns at the start of combat. Take normal initiative for the first turn, initiative -10 for the second turn. Does not work if surprised.
    • Assassin:
      • Gain proficiency in Disguise Kit and Poisoner’s Kit. 
      • Assassinate (3): Have advantage on attack rolls when target has not yet taken a turn. Any hit you score is a critical.
      • Infiltration Expertise (9): Can create perfect false identities. Take 7 days and 25gp to make a history, profession, and affiliation. Cannot be pre-existing identity. Creatures who interact with you in the identity believe you are that person unless it’s obvious you aren’t.
      • Impostor (13): Perfectly mimic speech, writing, and behavior. Take 3 hours studying the person. Indiscernible to the casual observer. If wary creature detects something amiss, you have advantage on Deception checks. 
      • Death Strike (17): When hitting a surprised creature, force CON saving throw. On fail, deal double damage.
        • DC=8+DEX modifier+Proficiency
    • Arcane Trickster:
      • Spellcasting (3)
        • INT is ability
        • DC=8+proficiency+INT modifier
        • Attack modifier=Proficiency+INT modifier
        • Learn Mage Hand and 2 other Wizard cantrips. Learn another at level 10. Know 3 1st level Wizard spells. 2 must be Enchantment or Illusion. At level 7, learn another 1st or 2nd level spell. Spells learned at levels 8, 14, and 20 are unrestricted.
      • Mage Hand Legerdemain (3): Can make hand invisible, stow objects in containers on creatures’ persons, retrieve objects from creatures, and use thieves’ tools. Can be unseen upon Sleight of Hand vs. Perception checks. Can use bonus from Cunning Action to control the hand.
      • Magical Ambush (9): When hidden and casting a spell. Target has disadvantage on the saving throw.
      • Versatile Trickster (13): Can distract creature within 5ft of hand. Gives advantage on attack rolls.
      • Spell Thief (17): Can steal knowledge of a spell from a caster. Use reaction after a spell is cast on you or your AOE, force saving throw as if you are casting a spell. On fail, negate the spell’s damage and steal the knowledge if it is not a cantrip and is of a level you can cast. For the next 8 hours, know the spell and cast using slots. Target cannot cast the stolen spell for 8 hours. Steal one spell per Long Rest.
  • Uncanny Dodge (5): Use reaction to half damage from a visible enemy.
  • Evasion (7): When in AOE that forces DEX saving throw, you take no damage if succeeded, half if failed.
  • Reliable Talent (11): Any proficient skill treats rolls of 9 or lower as 10s.
  • Blindsense (14): Can detect hidden/invisible creatures you can hear within 10ft.
  • Slippery Mind (15): Proficiency in WIS saving throws.
  • Elusive (18): No attack roll has advantage against you unless incapacitated.

Sorcerer

Wield magic from within their bodies, rare.

Class Features:

  • 1d6 Hit Dice per level 
  • Hit Points at 1st Level: 6+CON modifier
  • Hit Points at Higher Levels: 1d6 (or 4) +CON modifier per level after 1
  • Proficiencies
    • Daggers
    • Darts
    • Slings
    • Quarterstaffs
    • Light Crossbows
    • CON and CHA Saving Throws
    • Pick 2:
      • Arcana
      • Deception
      • Insight
      • Intimidation
      • Persuasion
      • Religion
  • Equipment: 
    • (a) Light Crossbow and 20 Bolts or (b) Any Simple Weapon
    • (a) Component Pouch or (b) Arcane Focus
    • (a) Dungeoneer’s Pack or (b) Explorer’s Pack
    • 2 Daggers
  • Spellcasting
    • CHA is spellcasting ability.
    • Spell save DC=8+proficiency+CHA modifier.
    • Spell attack modifier is proficiency+CHA modifier.
    • Can use Arcane Focus.
  • Sorcerous Origin: Pick One. Describes the source of your magic power.
    • Draconic Bloodline: Ancestors of dragon power, related to sorcerer that made a deal with a dragon. 
      • Choose one Draconic Ancestor (see table).
      • Can fully understand Draconic.
      • Proficiency bonuses doubled on CHA checks with dragons.
      • HP max +1 at creation and all subsequent levels.
      • When not wearing armor, AC=13+DEX modifier.
      • Elemental Affinity (6): When casting spell of ancestry’s damage type, add CHA modifier to damage. Can spend 1 Sorcery to gain resistance to that type for 1 hour.
      • Dragon Wings (14): Sprout dragon wings to fly at walking speed. Created in bonus action until dismissed. Cannot work in armor that is not made to accommodate them.
      • Draconic Presence (18): Can spend 5 Sorcery to exude an aura of awe or fear up to 60ft. For 1 concentration min, targets in the aura must make a WIS saving throw or be charmed or frightened until aura ends. If successful, aura does not work on the creature for 24 hours.
    • Wild Magic:
      • Wild Magic Surge: After casting a sorcerer spell (not a cantrip), roll a d20. Upon rolling a 1, see Wild Magic Surge table for random effect.
      • Tides of Chaos: Gain advantage on one attack, ability check, or save once per Long Rest. Any uses past the one requires a roll on the Wild Magic Surge table, then you regain a use. 
      • Bend Luck (6): When a creature makes a roll, you can roll 1d4 for 2 Sorcery and apply as a bonus or penalty to the total.
      • Controlled Chaos (14): Can roll twice on Wild Magic Surge Table and pick which outcome occurs.
      • Spell Bombardment (18): When rolling max damage on a spell, choose a die used in the damage to roll again as a bonus to the damage. Once per turn.
  • Font of Magic (2): Gain Sorcery Points, regained on Long Rest.
  • Flexible Casting: Can exchange spell slots for Sorcery Points and vice versa (See Table) using a bonus action.
  • Metamagic (3): Gain 2 options to twist spells. Get another at levels 10 and 17. One per spell unless noted.
    • Careful: Can protect creatures in AOE spells. Costs 1 Sorcery each, up to CHA modifier creatures to automatically succeed the saving throw. 
    • Distant: A spell at range of 5ft or greater, spend 1 Sorcery double the range or make a touch spell 30ft range. 
    • Empowered: Can spend 1 Sorcery to reroll damage die a number up to CHA modifier and use new rolls. Can be used with other effects.
    • Extended: Can double spell duration for 1 Sorcery, max 24 hours.
    • Heightened: Can spend 3 Sorcery to give one spell target disadvantage on the saving throw.
    • Quickened: Spells that take 1 action to cast can be a bonus action by spending 2 Sorcery.
    • Subtle Spell: Spend 1 Sorcery to not require verbal or somatic components upon casting the spell.
    • Twinned: Can spend Sorcery up to spell level (1 if cantrip) to target a second  creature in range with the same spell (not self range).
  • Sorcerous Restoration (20): Regain 4 Sorcery upon short rest.

Warlock

Wield magic granted by an otherworldly patron. Like clerics but without a deity. Demons, devils, and aliens. Grow in power, but also serve a patron. Why make a pact with the patron? How do you communicate? 

Class Features:

  • 1d8 Hit Dice per level 
  • Hit Points at 1st Level: 8+CON modifier
  • Hit Points at Higher Levels: 1d8 (or 5)+CON modifier per level
  • Proficiencies
    • Light Armor
    • Simple Weapons
    • WIS and CHA Saving Throws
    • Pick 2: 
      • Arcana
      • Deception
      • History
      • Intimidation
      • Investigation
      • Nature
      • Religion
  • Equipment
    • (a) Light Crossbow or (b) Any Simple Weapon
    • (a) Component Pouch or (b) Arcane Focus
    • (a) Scholar’s Pack or (b) Dungeoneer’s Pack
    • Leather Armor
    • Any Simple Weapon
    • 2 Daggers
  • Otherworldly Patron: Archfey, Fiend, or Great Old One
    • Archfey: Lord/Lady of the Fey (fairy creatures). Motivations inscrutable, whimsical, may involve striving for greater magical power or settling old grudges. (See Table for Patron Spells)
      • Fey Presence (1): Can use action to make creatures within 10ft cube of you make WIS saving throw. Upon failure, all are charmed or frightened until the end of your next turn once per rest.
      • Misty Escape (6): When taking damage, you can use a reaction to turn invisible and teleport up to 60ft away. Remain invisible until your next turn or if you attack or cast a spell. Once per rest.
      • Beguiling Defenses (10): Immune to charms and can turn charm attempts back on the caster with a WIS saving throw or be charmed for 1 min.
      • Dark Delirium (14): Can use action on creature within 60ft and force a WIS saving throw. On fail, it is charmed or frightened for 1 min or concentration ends. Ends when creature takes damage. Until it ends, it thinks it is lost in a misty realm of your chosen appearance. It can only see or hear itself, you, and the illusion. Once per rest.
    • Fiend Patron: Evil Demons or Devils
      • Dark One’s Blessing (1): When reducing hostile to 0HP, you gain temporary HP equal to CHA modifier+Warlock level.
      • Dark One’s Own Luck (6): Can add 1d10 to any roll once per rest.
      • Fiendish Resilience (10): Pick damage type after a rest to be resistant to until choosing another. Magic/silver weapons ignore this.
      • Hurl Through Hell (14): Upon hitting, can send target through the lower planes (hell, basically). Disappears, then comes back at the end of your next turn and takes 10d10 psychic damage from the experience if not a fiend. Once per Long Rest.
    • Great Old One: Unfathomable Beings. Their nature is foreign to the fabric of reality. Elder gods, motives are incomprehensible to mortals, knowledge is limitless. Probably unaware you even exist or are utterly indifferent, but you know the secret to draw its magic.
      • Awakened Mind (1): Can communicate telepathically with any creature within 30ft. Don’t need to understand your language, but understand at least one.
      • Entropic Ward (6): When a creature rolls attack against you, you can use your reaction to give disadvantage on the roll. If it misses, you have advantage on your next attack on the creature before the end of your next turn. Once per rest.
      • Thought Shield (10): Your mind cannot be read unless you allow it to be. Resist psychic damage and any psychic damage on you also hit the creature that inflicted it. 
      • Create Thrall (14): Can touch an incapacitated humanoid to charm it. Charmed by you until a remove curse spell is cast on it, you remove the charm, or you use the spell again. Can communicate telepathically with the thrall when on the same plane of existence.
  • Pact Magic (1):
    • Know 2 Warlock cantrips.
    • All spells cast as highest available slot level. 
    • Can replace a known spell each level up. 
    • CHA is ability. 
    • Spell Save DC=8+Proficiency+CHA modifier.
    • Spell Attack Modifier=Proficiency+CHA modifier.
    • Can use Arcane focus.
  • Eldritch Invocations (2): Gain 2 eldritch invocations. (See Table for Improvements). Can replace invocations upon level ups. Must meet prerequisites to use, but can learn and unlock later. 
    • Agonizing Blast (Eldritch Blast Cantrip): Add CHA modifier to eldritch blast damage.
    • Armor of Shadows: Cast mage armor on yourself at no cost.
    • Ascendant Step (9): Cast levitate on yourself at no cost.
    • Beast Speech: Cast speak with animals at no cost.
    • Beguiling Influence: Gain proficiency in Deception and Persuasion.
    • Bewitching Whispers (7): Cast compulsion using spell slot once per Long Rest.
    • Book of Ancient Secrets (Pact of the Tome): Choose 2 level 1 spells with ritual tag. Appears in tome and don’t count against known spells. With book of shadows, can only cast chosen spells as rituals. Can add other ritual spells to book if level is equal or less than rounded up ½ Warlock level and take 2hrs and 50gp to transcribe each spell level. 
    • Chains of Carceri (15, Pact of the Chain): Can cast hold monster at no cost on Celestials, Fiends, and Elementals.
    • Devil’s Sight: Can see normally in any darkness up to 120ft.
    • Dreadful Word (7): Can cast confusion with a spell slot once per Long Rest.
    • Eldritch Sight: Can cast detect magic at no cost.
    • Eldritch Spear (Eldritch Blast Cantrip): Eldritch blast has a range of 300ft.
    • Eyes of the Runekeeper: Can read all writing.
    • Fiendish Vigor: Can cast false life as a level 1 spell for no cost.
    • Gaze of 2 Minds: Can touch humanoid and perceive through its senses until the end of the next turn. Can use action to prolong it. Benefit from any special senses, but blinded and deafened to own surroundings.
    • Lifedrinker (12, Pact of the Blade): When hitting with pact weapon, deal CHA mod, min 1 extra necrotic damage.
    • Mask of Many Faces: Can cast disguise self at no cost.
    • Master of Myriad Forms: Cast alter self at no cost.
    • Minions of Chaos (9): Can cast conjure elemental at no cost once per Long Rest.
    • Mire the Mind (5): Can cast slow using spell slot once per Long Rest.
    • Misty Visions: Can cast silent image at no cost.
    • One with Shadows (5): Can use action to become invisible in dim light or darkness until you move, act, or react.
    • Otherworldly Leap (9): Can cast jump on self at no cost.
    • Repelling Blast (Eldritch Blast Cantrip): Eldritch Blast pushes creatures back 10ft.
    • Sculptor of Flesh (7): Cast polymorph on self using a spell slot once per Long Rest.
    • Sign of Ill Omen (5): Can cast bestow curse using a spell slot once per Long Rest.
    • Thief of Five Fates: Can cast bane once using a spell slot once per Long Rest.
    • Thirsting Blade (5, Pact of the Blade): Can attack with pact weapon twice per turn.
    • Visions of Distant Realms (15): Can cast arcane eye at no cost.
    • Voice of the Chain Master (Pact of the Chain): When on the same plane, you can telepathically communicate with and perceive through the senses of your familiar. Can also speak through your familiar, regardless of its capability to speak.
    • Whispers of the Grave (9): Can cast speak with dead at no cost.
    • Witch Sight (15): Can see true form of shapechangers, illusion magic, or transmutation magic when within 30ft of the creature.
  • Pact Boon (3): Pick one (try to make them physically resemble the patron/its personality).
    • Pact of the Chain: Learn find familiar spell and can cast as ritual. Doesn’t count against the number of spells known. Can choose normal forms or imp, pseudodragon, quasit, or sprite. You can forgo one of your own attacks to command the familiar to attack.
    • Pact of the Blade: Can use action to create a pact weapon in your hand. You can choose which melee weapon is formed. You are proficient in using the pact weapon and its attacks count as magical. Disappears if more than 5ft from you for 1 min, if you create another pact weapon, if you dismiss it (no action needed), or upon death. Can convert a magic weapon into a pact weapon by doing a 1 hour ritual with it in hand. Can dismiss and call like a regular pact weapon. Excludes artifact and sentient weapons. Ceases to be a pact weapon if you die, do the ritual with another weapon, or use 1 hour ritual to break the bond. Appears at your feet if dismissed when you die.
    • Pact of the Tome: Patron gives you a grimoire called the Book of Shadows. Choose 3 cantrips from any spell list. Can cast without spell slots by using book. Does not count against known cantrips. Turns to ash when you die. Can perform 1 hour ritual to receive replacement book.
  • Mystic Arcanum (11): Patron reveals arcanum. Pick 6th level Warlock spell to cast without a slot once per Long Rest. Learn 7th level spell at level 13, 8th at level 15, 9th at level 17. Uses regained on Long Rest.
  • Eldritch Master (20): Can spend 1 minute entreating patron to restore all spell slots once per rest.

Wizard

Study magic to wield it. How did you come in contact with magic? Why start adventuring? 

Class Features:

  • 1d6 Hit Dice per Level
  • HP at Level 1: 6+CON Modifier
  • HP at Higher Levels: 1d6 (or 4)+CON Modifier per Level
  • Proficiencies:
    • Daggers
    • Darts
    • Slings
    • Quarterstaffs
    • Light Crossbows
    • INT and WIS Saving Throws
    • Pick 2: 
      • Arcana
      • History
      • Insight
      • Investigation
      • Medicine
      • Religion
  • Equipment: 
    • (a) Quarterstaff or (b) Dagger
    • (a) Component Pouch or (b) Arcane Focus
    • (a) Scholar’s Pack or (b) Explorer’s Pack
  • Spellcasting:
    • Know 3 cantrips at level 1, 6 1st level Wizard spells.
    • INT is spellcasting ability.
    • Spellbook: Reflects research, breakthroughs, etc. To copy spells into the book, it must be a level you can cast. Practice and understand the spell to copy it in your notation for 2 hours and 50gp each spell level. To replace the book, can make a backup copy for 1 hour and 10gp per spell level. If you lose the spellbook without a backup, you can copy down your prepared spells for 1 hour and 10gp. All other spells must be found like normal. Book can appear however you’d like and based on your situation. 
    • Preparing Spells: Can prepare a number of spells equal to INT modifier+Wizard level, min. One.
    • Spell Save DC=8+proficiency+INT modifier
    • Spell Attack Modifier=Proficiency+INT modifier.
    • Can cast ritual spells without preparing them.
    • Can use Arcane Focus.
    • Add 2 spells to Spellbook upon each level. 
    • Arcane Recovery (1): Once per day at the end of a short rest, choose spell slots to recover, max 6th. Combined level must be equal or less than half Wizard level. 
  • Arcane Tradition (2): Pick 1 of 8 schools of magic. Spells of chosen school can be copied at half the time and gp cost.
    • School of Abjuration: Blocks, banishes, and protects.
      • Arcane Ward (2): When casting abjuration spells, ward forms on self until after Long Rest. HP=2x level+INT modifier. Ward breaks at 0HP, but still absorbs magic. When casting another spell of the same type, ward heals 2x spell level HP.
      • Projected Ward (6): When a creature within 30ft gets hit, you can use reaction to have ward get hit instead. Overflow damage hits intended creature.
      • Improved Abjuration (10): All spell ability checks are proficient.
      • Spell Resistance (14): Have advantage on spell saving throws against you. Resistant to spell damage.
    • School of Conjuration: Conjuring.
      • Minor Conjuration (2): Can use action to conjure object in hand or within 10ft. Max 3ft cube, 10lbs, non-magical item you have seen. Radiates dim light 5ft. Disappears after 1 hour, you use again, or takes damage,
      • Benign Transportation (6): Can teleport up to 30ft or swap places with a “Small” or “Medium” willing creature. Once per Long Rest or casting a Conjuration spell.
      • Focused Conjuration (10): Conjuration spell concentration cannot be broken by taking damage.
      • Durable Summons (14): Any conjured creature has 30 temporary HP.
    • School of Divination: Discernment, remote viewing, knowledge.
      • Portent (2): Upon finishing a Long Rest, roll 2d20 and record rolls. Can replace any roll with these rolls one time each. Resets each Long Rest.
      • Expert Divination (6): When casting a Divination spell, regain a spell slot of a lower level than the spell. Max level 5 slot.
      • The Third Eye (10): Can use action to gain Darkvision, Ethereal Sight (see the ethereal plane up to 60ft), Greater Comprehension (read any language), or See Invisibility (See invisible creatures within 10ft) until incapacitated or resting once per rest.
      • Greater Portent (14): Roll 3d20 instead of 2d20 when using Portent.
    • School of Enchantment: Entrance or beguile.
      • Hypnotic Gaze (2): Once per Long Rest, pick a creature within 5ft. If it can see/hear you, force a WIS saving throw to charm until end of next turn. Ends if you go more than 5ft of the creature or it takes damage. Creature’s speed drops to 0, incapacitated, and is visibly dazed. Can use action to maintain effect. Instinctive Charm (6): Once per Long Rest, when a creature within 30ft takes an attack roll, you can use your reaction to divert the attack to another creature in range. Must make a WIS saving throw. On fail, it must hit the closest creature in range that isn’t you or itself. Hits intended target on success. Must choose target before knowing if the attack hits. If immune to charm, does not work.
      • Split Enchantment (10): Enchantments to one creature can target 2.
      • Alter Memories (14): When charming, you can make the target unaware of the charm. Also, before the spell ends, you can use an action to make it forget some time it spent charmed. Forces INT saving throw that, upon failure, loses 1+CHA modifier (min. 1) hours of its memory. Can force it to forget less time and cannot exceed the duration of the Enchantment spell.
    • School of Evocation: Powerful elemental effects
      • Sculpt Spells (2): Evocation spells when cast can avoid 1+spell’s level creatures when cast. 
      • Potent Cantrip (6): Creatures that pass your cantrip saving throws take ½ damage.
      • Empowered Evocation (10): Add INT modifier to Wizard Evocation spell effects.
      • Overchannel (14): Casting level 5 or lower damage spells cast maximum damage. No effects for the first time, but subsequent uses before a Long Rest deal 2d12 necrotic damage on the caster for each spell level. Each extra use increases damage dealt by 1d12 per spell level. Ignores resistances and immunity.
    • School of Illusion: Illusions.
      • Improved Minor Illusion (2): Learn minor illusion cantrip or another spell of your choice if already known. Casts both sound and image with one casting.
      • Malleable Illusions (6): For illusions that last 1 minute or longer, you can use an action to change its nature within its parameters.
      • Illusory Self (10): Can create a duplicate of yourself as a reaction when a creature makes an attack roll on you. Attack misses and duplicate dissipates. Once per rest.
      • Illusory Reality (14): Can make an object from an illusion spell real for 1 minute. Can use as a bonus action if another spell is ongoing. Cannot cause harm to anyone.
    • School of Necromancy: Death Magic.
      • Grim Harvest (2): Once per turn upon a spell kill, you can regain HP equal to 2x the level or 3x the level if a necromancy spell. Excludes constructs and undead.
      • Undead Thralls (6): Learn animate dead. Can target additional dead for the spell. HP max is increased by Wizard level, adding proficiency to damage rolls.
      • Inured to Undeath (10): Resist necrotic damage, HP max cannot be lowered. 
      • Command Undead (14): Choose an undead within 60ft to force a CHA saving throw. If it fails, it obeys you until you use this ability again. Targets that have 8 or more INT, it has advantage on the saving throw. Automatic success if 12 or more. Can repeat the save every hour until released. If successful, it cannot be used on that creature again.
    • School of Transmutation: Modify energy/matter.
      • Minor Alchemy (2): Can do an alchemical procedure on items that are entirely wood, stone, iron, copper, or silver to transform it into another of the listed items. Each 10min spent in the procedure transforms one cubic foot of the item. Lasts for 1 hour or until concentration is broken.
      • Transmuter’s Stone (6): Can spend 8 hours creating a stone for you or another creature for a benefit from the following: Darkvision, 10ft speed increase, CON saving throw proficiency, resistance to acid, cold, fire, lightning, or thunder damage. Each time you cast a Transmutation spell, you can change the effect. 
      • Shapechanger (10): Learn polymorph and can cast without a slot. Targeting yourself, you can transform into a beast of less than 1 CR. Can only do once without a spell slot per rest, requiring a slot for other casts.
      • Master Transmuter (14): Destroy the Transmuter’s stone to make one effect (cannot be remade until a Long Rest). 
        • Major Transformation: Transmute a 5×5 cube sized object into another of similar size, mass, and of equal or lesser value. Use by spending 10 minutes handling it.
        • Panacea: Remove all curses, diseases, poisons, and restore all HP upon touch.
        • Restore Life: Cast raise dead on a touched creature at no cost.
        • Restore Youth: Touch stone to creature, apparent age is reduced by 3d10, minimum 13 years. Does not extend lifespan.
  • Spell Mastery (18): Choose a level 1 and level 2 Wizard spell in the book to cost at its lowest level without needing a spell slot. Slot is required when casting at a higher level. Can study for 8 hours to change levels.
  • Signature Spells (20): Two level 3 spells are always prepared, don’t count against the number prepared, and can cast at level 3 once per rest without needing a spell slot. Higher level casting requires a spell slot.

Part 9: Backgrounds

How To Play Dungeons And Dragons 5th Edition (5e) - Beginner's Guide 9

(See Player’s Handbook for Suggested Personalities)

Acolyte

Serve in temples, perform rites. 

  • Proficiencies
    • Insight
    • Religion
  • Know 2 Languages
  • Equipment
    • Holy Symbol
    • Prayer Book/Wheel
    • 5 Sticks Incense
    • Vestments
    • Common Clothes
    • 15gp.
  • Choose a deity and describe your religious service.
  • Respected by those of faith.
  • Can perform the deity’s ceremonies
  • Can expect free healing for the party at temples if you bring spell material components.
  • Free support for yourself at modest standards.
  • May be able to call upon the temple for assistance if in good standing.

Charlatan

Con men.

  • Proficiencies
    • Deception
    • Sleight of Hand
    • One Gaming Set
    • Disguise Kit
    • Forgery Kit
  • Equipment
    • Fine Clothes
    • Disguise Kit
    • Tools of Chosen Con
    • 15gp.
  • Favorite Schemes: Pick a scam/con or roll on the table.
  • False Identity: Created a false identity to use with your disguise kit, can forge documents as long as you have seen the kind of document or the handwriting you want to copy.

Criminal

Commits crimes, but not a con man.

  • Proficiencies
    • Deception
    • Stealth
    • One Gaming Set
    • Thieves’ Tools
  • Equipment:
    • Crowbar
    • Dark Common Clothes with Hood
    • 15gp.
  • Criminal Specialty: Role in crimes or roll on the table. 
  • Criminal Contact: Have a contact in your crime network that you can find messengers to send correspondence. 
  • Variant: Spy

Entertainer

Professional performer.

  • Proficiencies:
    • Acrobatics
    • Performance
    • Disguise Kit
    • One Musical Instrument
  • Equipment:
    • Chosen Instrument
    • Favor of an Admirer (Love Letter, etc.)
    • Costume
    • 15gp.
  • Choose 1-3 routines or roll on the table. 
  • Free lodging and food at modest/comfortable when you perform at a venue.
  • Strangers that may recognize you from a performance like you.
  • Variant: Gladiator.
    • Replace instrument with an unusual weapon such as a net or trident.
    • Get food/lodging at combat performance venues.

Folk Hero

Hero of a small community.

  • Proficiencies
    • Animal Handling
    • Survival
    • One Type of Artisan’s Tools
    • Land vehicles
  • Equipment
    • Chosen Artisan’s Tools
    • Shovel
    • Iron Pot
    • Common Clothes
    • 10gp.
  • Determine the event defining you as a hero or roll on the table. 
  • Commoners will let you hide, rest, and recuperate with them.
    • Will shield you from the law or those looking for you, but will not risk their lives. 

Guild Artisan

Master artisan for a guild.

  • Proficiencies
    • Insight
    • Persuasion
    • One Type of Artisan’s Tools
  • Know 1 Language
  • Equipment
    • Chosen Artisan’s Tools
    • Intro Letter from Guild
    • Traveler’s Clothes
    • 15gp
  • Pick a guild or roll on the table. 
    • Can create items according to the guild.
    • A Member of the guild.
      • Provides lodging, food, a funeral, and access to the guild hall. 
      • Guild will support you if accused of a crime and a case can be made for your innocence and in good standing. 
      • May require donations to guild, 5gp monthly dues. 
        • Must be up to date on dues to be in good standing. 
  • Variant: Guild Merchant
    • Replace proficiency in Artisan’s Tools with Navigation Tools and knowledge of 1 language. 
    • Replace Artisan’s Tools with a Mule and a Cart.

Hermit

Live in a sheltered community or alone.

  • Proficiencies
    • Medicine
    • Religion
    • Herbalism Kit
  • Know 1 Language
  • Equipment
    • Scroll Case of Notes from Study/Prayer
    • Winter Blanket
    • Common Clothes
    • Herbalism Kit
    • 5gp
  • Why stay isolated? Choose why or roll on the table. 
  • Seclusion leads to a discovery, the nature of which may vary.

Noble

Rich person.

  • Proficiencies
    • History
    • Persuasion
    • One Type of Gaming Set
  • Know 1 Language
  • Equipment:
    • Fine Clothes
    • Signet Ring
    • Scroll of Pedigree
    • 25gp
  • People are inclined to think highly of you. 
    • Welcomed in high society.
    • Commonfolk accomodate you.
    • Highborn treat you as an equal. 
    • Can secure an audience with a noble.
  • Variant: Knight.
    • Lowest form of nobility. 
      • Replace privilege with 3 retainers, commonfolk who help you but don’t risk their lives. 
        • Get squire, groom for horse, armor servant, or messenger.

Outlander

Fantasy Bear Grylls.

  • Proficiencies
    • Athletics
    • Survival
    • One Musical Instrument
  • Know 1 Language
  • Equipment
    • Staff
    • Hunting Trap
    • Animal Trophy
    • Traveler’s Clothes
    • 10gp
  • Pick a wilds occupation or roll on the table. 
  • Recall layout of terrain, settlements, and features.
  • Find food/water for self and 5 more party members each day, as long as the land can provide it.

Sage

Master of study on multiverse lore.

  • Proficiencies
    • Arcana
    • History
  • Know 2 languages
  • Equipment
    • Black Ink
    • Quill
    • Small Knife
    • Note from a Dead Colleague Posing a Question You Have Yet to Answer
    • Common Clothes
    • 10gp
  • Choose nature of scholarship or roll on the table. 
  • When attempting to recall information you do not know, you know where to find it. Could be inaccessible or cannot be found.

Sailor

Used to sail.

  • Proficiencies:
    • Athletics
    • Perception
    • Navigation Tools
    • Water Vehicles
  • Equipment:
    • Belaying Pin (Club)
    • 50ft Silk Rope
    • Lucky Charm (Roll on the Trinket Table)
    • Common Clothes
    • 10gp. 
  • What kind of ship? What job? 
  • Can secure free passage on a ship, provided you help on it. 
  • Variant: Pirate.
    • Replace free passage with people fearing you enough to not report minor criminal offenses.

Soldier

Fought in a battle/war.

  • Proficiencies:
    • Athletics
    • Intimidation
    • One Type of Gaming Set
    • Land Vehicles
  • Equipment:
    • Rank Insignia
    • Trophy from a Fallen Enemy
    • Bone Dice or Deck of Cards
    • Common Clothes
    • 10gp
  • Determine role in the military or roll on the table.
  • Still have military rank. 
    • Soldiers loyal to the military you serve in recognize your influence.
      • Defer to you if of a lower rank.
      • Evoke your rank over other soldiers to relinquish equipment for temporary use.
      • Gain access to bases/forts of your military.

Urchin

Homeless, poor, beggars.

  • Proficiencies:
    • Sleight of Hand
    • Stealth
    • Disguise Kit
    • Thieves’ Tools
  • Equipment:
    • Small Knife
    • Map of Hometown
    • Pet Mouse
    • Token of Parents
    • Common Clothes
    • 10gp.
  • You and the party move 2x faster in cities.

LEAVE A REPLY

Please enter your comment!
Please enter your name here