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Character Creation

Master Table
All attacks and saving throws are rated Good, Average or Poor. Skills are as well, but they can have a 4 th level (not selected).
Level
Good Average
Poor
1st
2nd
3rd
4th
5th
1
+1
+0
+0
1
2
+2
+1
+1
2
3
+3
+2
+1
3
1
4
+4
+3
+2
3
2
5
+5
+3
+2
3
2
1
6
+6
+4
+3
3
2
1
7
+7
+5
+3
3
2
2
1
8
+8
+6
+4
4
3
2
1
9
+9
+6
+4
4
3
3
2
1
10
+10
+7
+5
4
4
3
3
2

Races
All races know the common tongue, and their racial language (except humans, who can choose which extra language to learn).

Dwarf: +2 CON, -2 CHA. Darkvision 60, Speed 25. Advantage on saves vs. poison, speed never reduced by encumbrance.

Elf: +2 DEX, -2 CON. Low-light vision. Speed 30. Advantage on saves vs. paralysis or charm, trance 4 hours (no sleep).

Halfling: +2 DEX, -2 STR. Speed 25. Advantage on saves vs. fear, +2 AC, +2 initiative.

Human: Speed 30. Never disadvantaged on saving throws, 1 extra skill, 1 extra language.

Orc: +2 STR, -2 INT, -2 CHA. Low-light vision. Speed 30. Advantage on death saves, +1hp/level.

Skills
All characters can take a number of skills, based on their class. Class description will specify one or two mandatory skills, which are
automatically rated at Good. The other skills are rated as Average, although a character can raise an Average skill to Good by lowering another
Average skill to Poor. Characters add the relevant ability modifier to the skill check; the relevant ability modifier can change depending on
circumstance, but is usually the listed default.
A character can give up a skill slot to gain a new language, or a new proficiency (next level of armour & shield, 3 simple weapons, 3 martial
weapons, etc.)

Animal Handling (WIS) quieten domestic animal, control mount, intuit animals intentions

Athletics (DEX, STR) jumping, climbing, swimming, keeping balance

Craft [specialty] (INT) craft items based on specialty

Deception (CHA) fast-talk, con, gamble, create disguise, disguise blatant lies

Disable Device (DEX, STR) pick locks, disable traps, strategically break wagons/carts

Insight (WIS) determine a persons true intentions, search out a lie, predict someones next move.

Intimidation (CHA, STR) overt threats, hostile actions, physical violence, interrogation

Investigation (INT) find hidden objects, deduce a wounds cause, research, identify structural weak points, appraise items

Knowledge Arcana (INT) spell lore, magic items, other planes, eldritch sigils

Knowledge History (INT) historical events, legendary people, ancient kingdoms, recent wars

Knowledge Nature (INT) terrain, plants, animals, the weather, natural cycles

Knowledge Religion (INT) deities, rites & prayers, religious hierarchies, holy symbols

Medicine (WIS) perform first aid, diagnose an illness

Perception (WIS) spot, hear, or otherwise detect the presence of something.

Performance (CHA) play music, tell stories, sing songs, act, dance

Persuasion (CHA) fostering friendships, make cordial requests, negotiation

Sleight of Hand (DEX) picking pockets, planting objects. Often opposed by Perception.

Stealth (DEX) hiding from view, sneaking past guards

Survival (DEX) follow tracks, hunt game, forage, predict weather, determine local predators

Equipment
Characters begin with 3d6x10 gp to spend on equipment, or as determined by GM.

Encumbrance
Equipment is weighed in stones, and characters can carry a maximum weight in stones equal to their Strength.
Five miscellaneous items (weight: m) make up 1 Stone (weight: s), and 20 small items (weight: b) are bundled into one misc. item.
Weight up to one-third Strength: unencumbered, normal movement. Two-thirds Strength: lightly encumbered, -5. Up to Strength: heavily
encumbered, -10.

Saving Throws
Fortitude: add Constitution. Resist poison, knock-back effects, massive damage.
Reflex: add Dexterity. Resist area effects, traps
Will: add Wisdom. Resist mental influence
Save DCs are calculated: 10 + half level + relevant ability modifier.

Classes
Warriors
Attacks: Good
Skills: 2 + INT (Class skill: Athletics)
Hit Dice: d10
Saves: Fortitude OR Reflex Good, the other is average; Will Poor
Proficiencies: all weapons, armour & shields. (Multi-class: medium armour & shields, simple weapons, 5 martial weapons)
Fighters are general experts masters of many weapons and styles. Berserkers love the smell of blood and battle they are powered by rage.
Level
Fighter
Berserker
1
Fighting Style
2
Weapon Specialty (+2 attack)
Rage (1min, Lvl/day, +2xLvl temp hp, +Lvl damage)
3
Second Wind (1d10hp or act again)
Danger Sense (adv. Ref vs. visible dangers)
4
(ABILITY SCORE IMPROVEMENT 2 points)
5
Extra Attack
6
Weapon Specialty (+2 attack)
Feral Instinct (adv init, ignore surprise if immediate rage)
7
Fighting Style
Relentless
8
(ABILITY SCORE IMPROVEMENT 2 points)
9
Improved Critical (on 19-20 if a hit)
Brutal Critical (Crit x3)
10
Extra Attack
Brutal Critical: deal triple damage on a critical.
Danger Sense: advantage on Reflex saves against physical and dangers you can see.
Extra Attack: make 2 attacks with the Attack action. At 10th level, make 3.
Feral Instinct: advantage on initiative rolls; if you are surprised, you can act normally if you enter rage immediately.
Fighting Styles: choose one of the options below.

Defence: +1 AC while wearing armour.

Duelling: +2 damage while wielding a single one-handed weapon.

Great Weapon Fighting: when you roll a 1 or a 2 on a damage die with a two-handed weapon, you may reroll it.

Protection: use your reaction + shield to impose disadvantage on a melee attack against an adjacent ally.

Two-Weapon Fighter: if you are wielding 2 light weapons and make any attacks with one, you can make 1 attack with the other (with
no attack bonus) as a swift action.
Improved Critical: a 19 is a critical hit for you, if it hits.
Rage: you can enter rage [ level]/day, for 1min. While enraged, +2xLevel temp hp, add level to melee damage.
Relentless: if you would drop to 0hp, you can make a Fortitude save to stay on 1hp (DC 10, +5 cumulative per time)
Second Wind: once per day, regain 1d10+Level hp, OR take a second standard action.
Weapon Specialty: choose a weapon group. +2 to attack rolls with weapons of that group.
>Axes, blades (heavy), blades (light), bows, crossbows, hammers, polearms, thrown.

Rogues
Attacks: Average
Skills: 6 + INT (Class skills: Stealth, Investigation)
Hit Dice: d6
Saves: Reflex Good, Will Average, Fortitude Poor.
Proficiencies: light armour & shields, simple weapons. (Multi-class: all)
Thieves are pick-pockets, agile climbers, and masters of the sneak attack.
Monks are agile masters of the body, using their natural ki to achieve super-human feats.
Level
Thief
Monk
1
Sneak Attack (+half level d6), Disable Device (Good)
Unarmed Strike (d6), Unarmoured Grace (+WIS AC)
2
Cunning Action (Dash, Defend or Hide as swift action)
3
Climber (climb @ full speed)
Ki (Flurry of Blows)
4
(ABILITY SCORE IMPROVEMENT 2 points)
5
Danger Sense (adv. Ref vs. visible dangers)
Ki (Deflect Missiles)
6
Distracting Strike (sneak: Will or flat-footed)
Ki (Slow Fall)
7
Evasion (save for half: take half less)
8
(ABILITY SCORE IMPROVEMENT 2 points)
9
Staggering Strike (sneak: Fort or stunned)
Extra Attack
10
Bleeding Strike (sneak: -1hp/round)
Ki (Quivering Palm), Wholeness of Body
Climber: you can climb at full speed by making a successful Athletics Check.
Cunning Action: Defend, hide, or move as a Swift action.
Danger Sense: advantage on Reflex saves against physical and dangers you can see.
Extra Attack: make 2 attacks with the Attack action.
Ki Abilities: you have Ki points equal to your level, which refresh after a nights sleep.

Flurry of Blows (1): after making an attack, make 2 unarmed attacks as a swift action.

Deflect Missile (1): use reaction to make a Reflex save against the attack roll. If successful, the missile is deflected away.

Slow Fall (1): use reaction to take only half damage from a fall, as long as there is a surface to use.

Quivering Palm (3): on an unarmed strike, set up lethal vibrations in a living creature. Any time within a week that you choose, it must
make a Fortitude save or take 10d10 necrotic damage.
Sneak Attack: when you have advantage on an attack roll, or strike a flanked ally, add +1d6 to your damage. This goes up by 1 at odd levels.

Bleeding Strike: reduce your Sneak Attack dice by any number, and cause the foe to bleed that number of hp each round until healed.

Distracting Strike: reduce your Sneak Attack dice by 1; the target must make a Will save or be flat-footed until its next turn.


Staggering Strike: reduce your Sneak Attack dice by 1; the target must make a Fortitude save or be stunned until its next turn.
Wholeness of Body: after a full nights sleep, you can either heal all your hp, remove all Exhaustion, or end one poison/disease on you.

Arcanists
Attacks: Poor
Skills: 4 + INT (Class skill: Know-Arcana)
Hit Dice: d4
Saves: Will Good, Reflex Average, Fortitude Poor.
Proficiencies: daggers, quarterstaves, clubs (Multi-class: none)
Wizards are studiers of arcane lore, learning spells by rote and casting them by ritual. They cast with Intelligence.
Sorcerers are intuitive casters, with spells flowing in their blood. They cast with Charisma.
Level
Wizard
Sorcerer
1
Spellcasting (INT)
Spellcasting (CHA)
2
Arcane Recovery
Metamagic option
3
Spell level
4
(ABILITY SCORE IMPROVEMENT 2 points)
5
Spell level
6
Craft Magic Items
Metamagic option
7
Spell level
8
(ABILITY SCORE IMPROVEMENT 2 points)
9
Spell level
10
Spell Mastery
Metamagic option
Arcane Recovery: meditate for 1 hour to memorise a new selection of spells.
Craft Magic Items: you can imbue items with magical power.
Metamagic Options: when you cast a spell, you can add one of these options to it.

Careful spell (1 per target): any number of targets in a spells area save vs. the spell with advantage.

Distant spell (1): double the range of the spell (if a touch spell, range becomes 30)

Empowered spell (1 per die): reroll any number of damage dice; you must use the new rolls. You can use this with another option.

Extended spell (1): double the spells duration, to a maximum of 24 hours.

Heightened spell (3): one target makes its first save at disadvantage.

Quickened spell (2): cast the spell as a swift action.

Subtle spell (1): cast the spell silently, with no gestures.

Twinned spell (1 per level): the spell (single-target only, not self) affects 2 targets.
Spellcasting: arcanists cast spells by using up spell slots. They regain all spell slots after a nights sleep. They cannot cast spells while wearing
armour or shields they are not proficient with. If they are proficient, they have disadvantage on rolls, and targets have advantage on saves.

Wizards require a focus (staff, wand, spell-book) to cast spells. They begin with 6 spells in their book, add 2 every time they level, and
can add more by finding magical formulae. Each day, they may prepare a number of spells up to Level + INT (min 1).

Sorcerers know spells equal to Level + CHA (min. 1). They have sorcery points equal to their level, and can expend a spell slot to gain
sorcery points equal to the spells level; sorcery points can be spent on metamagic, or on spell slots (1 st: 2, 2nd: 3, 3rd: 5, 4th: 6, 5th: 7).
When they gain a level, they can swap one of their spells out for another one.
Spell Mastery: choose a 1st-level spell. You can cast that spell at will, without using a spell slot.

Divine
Attacks: Average
Skills: 4 + INT (Class skill: Know-Religion)
Hit Dice: d8
Saves: Will Good, Fortitude Average, Reflex Poor.
Proficiencies: medium armour & shields, simple weapons, bludgeoning martial weapons. (Multi-class: all)
Clerics are devoted servants of the gods, sworn to obey their commandments and carry their word.
Druids are scions of nature, and develop a close bond with it.
Level
Cleric
Druid
1
Spellcasting (WIS), Healing Touch (expend spell slot to heal Xd6+WIS)
2
Turn Undead (HD/Level flee, 1min), Spell Prayer
Wild Shape (transform to animal, CR = level)
3
Spell level
4
(ABILITY SCORE IMPROVEMENT 2 points)
5
Spell level
6
Divine Smite (+1d6 radiant) lvl daily
Primal Strike (magic weapons)
7
Spell level
8
(ABILITY SCORE IMPROVEMENT 2 points)
9
Spell level
10
Halo (light 60, foes disadvantaged on attacks)
Beast Spells (cast spells in Wild Shape)
Beast Spells: you can cast spells in Wild Shape.
Divine Smite: [lvl] times per day, you can add +1d6 radiant damage on a weapon strike. Against fiends and undead, this damage is +2d6.
Halo: bright light shines from your head for 60. All foes within the light are disadvantaged on their attack rolls.
Healing Touch: expend one spell slot to heal a touched creature for xd6+WIS (where X is the spell slots level).
Primal Strike: while in Wild Shape, your natural attacks count as magical.
Spellcasting: divine casters cast spells by using up spell slots. They regain all spell slots after a nights sleep.

Clerics must brandish their holy symbol when casting. Each morning, they must pray to their god for spells equal to their Level + WIS
(minimum 1). If they have sinned against their god, they will receive no spells.

Druids know spells equal to Level + WIS (min. 1). When they gain a level, they can swap one of their spells out for another one.
Spell Prayer: pray for 1 hour for a new selection of spells.
Turn Undead: [ lvl] times per day, you can Turn Undead. Undead with total Hit Dice equal to your level flee for 1 minute.
Wild Shape: [ lvl] times per day, you can take the form of any beast with Hit Dice no more than your level. You take on the beasts size, reach,
AC, native movement, and natural weapons. If the beast cannot talk, neither can you.

Armour
Cost
Armour Class (AC)
Light Armour (don: 1 minute, doff: 1 minute)
Leather
10gp
11 + DEX
Studded
45gp
12 + DEX
Medium Armour (don: 5 minutes, doff: 1 minute)
Hide
10gp
12 + DEX (max 2)
Chain shirt
50gp
13 + DEX (max 2)
Scale mail
50gp
14 + DEX (max 2)
Breastplate
400gp
14 + DEX (max 2)
Half plate
750gp
15 + DEX (max 2)
Heavy Armour (don: 10 minutes, doff: 5 minutes)
Ring Mail
30gp
14
Chain Mail
75gp
16
Splint
200gp
17
Plate
1,500gp
18
Shield (don: 1 action, doff: 1 action)
Shield, light
10gp
+1
Shield, heavy
25gp
+2
Tower shield
50gp
+4
Weapon
Simple Melee Weapons
Unarmed strike
Club
Dagger
Greatclub
Handaxe
Javelin
Light hammer
Mace
Quarterstaff
Sickle
Spear
Simple Ranged Weapons
Crossbow, light
Dart
Shortbow
Sling
Martial Melee Weapons
Battleaxe
Flail
Greataxe
Greatsword
Halberd
Lance
Longspear
Longsword
Maul
Morningstar
Pike
Rapier
Shortsword
Trident
War pick
Warhammer
Whip

Type

Strength

Athletics/Stealth

Weight

---

---

s
s

------

--Disadvantage
-Disadvantage

s2
s2
s3
s2
s3

-STR 13
STR 15
STR 15

Disadvantage
Disadvantage
Disadvantage
Disadvantage

s5
s5
s5
s5

--STR 15

--Disadvantage

m
s
s3

Cost

Damage

Weight

Properties

-1sp
2gp
2sp
5gp
5sp
2gp
5gp
2sp
1gp
1gp

1
1d4
1d4
1d8
1d6
1d6
1d4
1d6
1d6
1d4
1d6

bludgeoning
bludgeoning
piercing
bludgeoning
slashing
piercing
bludgeoning
bludgeoning
bludgeoning
slashing
piercing

-m
m
s
m
m
m
m
m
m
m

-Light
Finesse, light, thrown (20/60)
Two-handed
Light, thrown (20/60)
Thrown (range 30/120)
Light, thrown (20/60)
-Versatile (1d8)
Light
Thrown (20/60), versatile (1d8)

25gp
5cp
25gp
1sp

1d8
1d4
1d6
1d4

piercing
piercing
piercing
bludgeoning

m
b
m
--

Ammunition (range 80/320), loading, two-handed


Finesse, thrown (20/60)
Ammunition (range 80/320), two-handed
Ammunition (range 30/120)

15gp
10gp
30gp
50gp
20gp
10gp
20gp
15gp
10gp
10gp
20gp
25gp
10gp
5gp
10gp
15gp
2gp

1d8
1d8
1d12
2d6
1d10
1d12
1d8
1d8
2d6
1d8
1d10
1d8
1d6
1d6
1d8
1d8
1d4

slashing
s
Versatile (1d10)
bludgeoning
s
-slashing
s
Heavy, two-handed
slashing
s
Heavy, two-handed
slashing
s
Heavy, reach, two-handed
piercing
s
Reach, special (disadvantage w/in 5, two-handed on foot)
piercing
s
Thrown (20/60), special (Reach if wielded in two hands)
slashing
s
Versatile (1d10)
bludgeoning
s
Heavy, two-handed
piercing
s
-piercing
s
Heavy, reach, two-handed
piercing
s
Finesse
piercing
m
Finesse, light
piercing
s
Thrown (20/60), versatile (1d8)
piercing
s
-bludgeoning
s
Versatile (1d10)
slashing
s
Finesse, reach
Martial Ranged Weapons
Blowgun
10gp
1
piercing
b
Ammunition (range 25/100), loading
Crossbow, hand
75gp
1d6
piercing
m
Ammunition (range 30/120), light, loading
Crossbow, heavy
50gp
1d10
piercing
s
Ammunition (range 100/400), heavy, loading, two-handed
Longbow
50gp
1d8
piercing
m
Ammunition (range 150/600), heavy, two-handed
Longbow, composite
100gp
1d8
piercing
m
Ammunition (range 150/600), heavy, two-handed
Thrown (5/15), special (DC10 STR or 5 slashing damage
Net
1gp
-m
to escape, Huge+ immune)

Finesse: add your DEX instead of STR to the attack roll.

Heavy: small creatures have disadvantage on attack rolls.

Light: can be dual-wielded.

Loading: move action to load

Versatile: if wielded in two hands, use a higher damage die.

Crossbows and composite longbows add the users STR to damage.

Combat
Round Structure and Actions
Before combat, all combatants roll initiative 1d20+DEX. They act in order from highest to lowest.
If some combatants are unaware of the combat when it begins (e.g. an ambush, a sudden attack, etc.), there is a surprise round. Combatants who
are aware can take a Standard action only. Combatants who are unaware are flat-footed until their turn (-2 AC, no Reaction).
On each combatants turns, it can take a limited number of actions: 1 Move action, 1 Standard action, and a Swift action; a Move action can be
used in place of a Standard action, and a Full action can be used in place of Move + Standard. Between the end of its turn and the start of its
next, a combatant can make 1 Reaction. Some actions are Free actions, which have no limit (except practicality a combatant cannot recite a
soliloquy as a free action). If your Move action takes you more than 5, you can take your other action(s) at any point in that move.
Some sample actions are given below, but this is by no means a definitive list.

Standard Actions

Attack with a drawn weapon see below


Casting a Spell expend a spell slot of equal or higher level.
Ready an Action declare an action, and when you will take that action.
Try a Stunt see below
Using a Skill

Move Actions

Defend any Move action you make this turn doesnt provoke Opportunity Attacks (see below).
Hustle move up to twice your speed, in a roughly straight line. You are flat-footed (-2 AC, no Reaction).
Load a crossbow.
Move up to your speed.
Stand up from prone.

Swift Actions

Draw a weapon
Make an attack with an off-hand weapon (only after taking the Attack action).
Take a 5-foot step that doesnt provoke an Opportunity Attack (only if you didnt move anywhere this turn)

Reactions

Opportunity Attack if a combatant moves out of your reach, or takes any other reckless action, you may make a melee attack.
Take a Readied action see above.

Full Actions

Run at 4x your base speed, in a roughly straight line. You are flat-footed (-2 AC, no Reaction).
Full Defence all attacks against you have disadvantage, and you have advantage on Reflex saves.

Free Actions
Nocking an arrow, speaking a short sentence, falling prone, dropping a held item.

Attacks
All attack rolls are made with 1d20+attack bonus+ ability modifier (STR for melee weapons, DEX for ranged or finesse weapons). If the result is
equal or higher than the targets Armour Class (AC), the attack hits and deals damage; otherwise, it misses. A natural 1 is always a miss.
A natural 20 on the attack roll is a critical hit: it always hits, and damage dealt is doubled.
Attack Range: melee attacks can normally only be made against adjacent characters. Large creatures or creatures with reach weapons can make
melee attacks against creatures up to 10 distant. Ranged or thrown weapons can be used normally up to close range, and at disadvantage out to
long range.
Dual-Wielding: if you are wielding two light weapons, you can attack with the off-hand weapon as a Swift action. -2 on-hand, -4 off-hand.
Lunging Attacks: you can lunge to attack a combatant beyond your reach, but become flat-footed (-2 AC, no Reaction).
Touch Attacks: attacks that only need to touch a combatant (e.g. touching for a spell) get +2 to hit.
Wild Attacks: (melee only) take half your attack bonus from your attack roll, and add it to your damage roll.

Opportunity Attacks
While in melee, combatants threaten the area within their reach. Any combatant taking a reckless action that is, any action which might distract
from the melee, or requires concentration on something other than the melee, or casting most spells or moving recklessly out of a foes
reach, standing up, picking up a dropped weapon, loading a crossbow, etc. will provoke an opportunity attack.
Opportunity attacks can be a melee weapon attack, a grapple attempt, a tripping stunt, or anything similar. The attack uses the attackers
Reaction, and interrupts the triggering combatants action (i.e. if Tee the Elf tries to run away from the hobgoblin soldier, the hobgoblin can
trip Tee with his pike, which prevents Tee from running away).
You can avoid Opportunity Attacks by taking disadvantage on any d20 rolls the action entails (or, if no rolls are required, take the Defend action).

Stunts
Any character can attempt a stunt. They must declare their intended action and the skill to be used, and then describe what the stunt is.
Stunts have a base DC of 5, and can have various effects in combination. Targets of a stunt can make a saving throw to resist the effect.

Apply a bonus (to your or another characters roll): +5 DC per +1 bonus

Apply a penalty (to another characters roll): +5 DC per -1 penalty.

Boost speed: +1 DC per 1.

Forced movement: +1 DC per 1.

Drop an item: +10 DC

Flat-Footed: +15 DC

Prone: +10 DC

Stunned: +30 DC.

Grappling
Make an opposed melee attack against your target (Large combatants get +2 or more, Small combatants get -2 or more). If the check is
successful, the combatants enter grapple. Grappled combatants must make another opposed grapple check (against all combatants in the
grapple) before attempting any action (this opposed check is a Free action). Combatants can willingly fail their grapple check.

Hit Points
All characters have a number of hit points (HP), based on their level and Constitution. At first level, characters roll their Hit Die and add their
CON modifier to the roll. This is their starting HP. Each time they gain a level, they roll their Hit Die +CON again.
When a character takes damage, they lose that many hit points. If they drop to 0hp:

If the excess damage is equal to their Constitution, they die.

Otherwise, they gain 1 level of Exhaustion, fall unconscious, and must begin making Death Saving Throws (add CON, but nothing
else).

If a character succeeds 3 before failing 3, they wake up on 1hp. A natural 20 counts as 2 successes.

If a character fails 3 before succeeding 3, they die. A natural 1 counts as 2 failures. Any damage taken counts as a failure (damage from
a critical hit counts as 2 failures).
After a good nights rest, characters regain hp equal to twice their level. After a full day of rest and relaxation, characters regain all lost hp.
Optional rule: a hard nights carousing (with all the risks that come with it) will fully heal a character.

Spellcasting
When a caster casts a spell, they choose the spell from their list of spells known or memorised/prepared, and use a spell slot of that level or
higher. Some spells have a greater effect when used through a higher-level spell slot.
Some spells require the caster to concentrate. A caster can only concentrate on one spell at a time; dropping concentration is a free action. If a
caster is damaged or otherwise disrupted, they must make a Concentration check (d20+level+casting mod vs. DC 10+spell level) to maintain
concentration.
A casters spell slots are determined by the Master Table, and by their casting modifier: if the modifier is equal to a spell level, then they have a
bonus spell slot at that level and all levels below it. If a caster has a low casting modifier, they may be restricted from certain spell levels:
modifier -1: no 5th level spells, modifier -2: no 4th level spells, etc.

Character Advancement
Characters gain experience points (XP) for overcoming challenges the higher the challenge, the more XP is earned. When a character earns
enough XP to gain a new level (see table), they roll a new Hit Die, adjust their attacks, saves and skills, and gain a new benefit from their class.
Characters can choose to multi-class (as long as their relevant ability scores
Level
XP (Fast)
XP (Average)
XP (Slow)
are 13+). Their new Hit Die and class abilities are as listed; they gain the
1
0
0
0
class skill at Average, and add that classs attacks & skills to their own.
Weapon & armour proficiencies are noted.
2
1,000
3,000
5,000
Ability Score Improvement: distribute 2 points between attributes.
3
3,000
9,000
15,000
After 10th level, characters can still advance. They do not gain levels, but
4
6,000
18,000
30,000
instead choose a bonus from the list below:
5
10,000
30,000
50,000

Gain 2hp
6
15,000
45,000
75,000

Add +2 to an attribute (once per attribute, max every other


7
21,000
63,000
105,000
advance)
8
28,000
84,000
140,000

Add +1 to an attack, save or skill.


9
36,000
108,000
180,000
10
45,000
135,000
225,000

Add a new skill (at Poor)


advance
+10,000
+30,000
+50,000

Gain a new 1st-level spell slot

Change a spell slot into a higher one.

Choose a feat.

Feats
When a character gains an Ability Score Improvement, they can choose to take a Feat instead.

Athlete: you can stand up from prone as a Swift action, and can make a jump with only half the required run-up.

Brawler: you are proficient with improvised weapons, and your unarmed strike does d4 damage.

Cleave: if you drop a creature to 0hp or score a critical hit with a melee weapon, you may make another melee attack as a swift action.

Crossbow Expert: you can load crossbows as a swift action, and safely fire them in melee.

Defensive Duellist: if wielding a finesse weapon, you may use your reaction to add half your BAB to your AC vs. a visible melee
attack.

Duel Wielder: you get +1 AC while wielding a melee weapon in each hand, and can draw/stow two weapons as a swift action.

Elemental Adept [casters]: choose an energy type. Spells you cast that deal this type of damage ignore resistance. (1/type)

Hardy: gain 1hp/level, add +1 when you roll for hit points each level thereafter. You heal 4x your level after a nights rest.

Improved Resistance: choose a saving throw. You get +2 on that saving throw. (1/save)

Keen Mind: you always know which way is north, and how long before sunset or sunrise.

Mobile: when you run, move at 5x your speed, and ignore difficult terrain.

Polearm Master: combatants provoke Opportunity Attacks when they enter your reach, as long as you are wielding any Reach weapon.

Power Shot: you can make Wild Attacks with a bow or crossbow (this uses 2 bolts or arrows). You also ignore cover from combatants.

Sentinel: when a combatant fails an attack against an adjacent target, you may make an Opportunity Attack against the attacker.

Shield Master: add your shields AC bonus to your Reflex save against effects that target you. When you are subjected to a save-forhalf effect, you can use your shield to take half less damage.

Skill Focus: +3 to one skill, or +2 to two related skills.

Sniper: choose Bows, Crossbows, Thrown or Spells. You double the range when making attack rolls with that group. (1/group)

War Caster [casters]: you have advantage on concentration checks, and can cast spells normally in armour youre proficient with.

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