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Character Origins
Feats
Equipment
Spells
Step-by-Step Character Creation
Choose a Character Sheet You'll record the main details of your character on a character sheet. Throughout this chapter, we use the term “character sheet” to mean whatever you use to track your character's details, whether it's a printed character sheet, a dig...
Level Advancement
While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level. The Character Advancement table li...
Starting at Higher Levels
Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players. Creating Your Character Creating a higher-level character uses the same character-creati...
Multiclassing
Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so lets you mix the abilities of those clas...
Trinkets
When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets. Trinkets Table 1d100 T...
Barbarian
Core Barbarian Traits Primary Ability: Strength Hit Point Die: D12 per Barbarian level Saving Throw Proficiencies: Strength and Constitution Skill Proficiencies: Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival Weapon Profici...
Bard
Bard Core Traits Primary Ability: Charisma Hit Point Die: D8 per Bard level Saving Throw Proficiencies: Dexterity and Charisma Skill Proficiencies: Choose any 3 skills Weapon Proficiencies: Simple weapons Tool Proficiencies: Choose 3 Musical Instruments Armor ...
Cleric
Cleric Core Traits Primary Ability: Wisdom Hit Point Die: D8 per Cleric level Saving Throw Proficiencies: Wisdom and Charisma Skill Proficiencies: Choose 2: History, Insight, Medicine, Persuasion or Religion Weapon Proficiencies: Simple weapons Armor Training:...
Druid
Druid Core Traits Primary Ability: Wisdom Hit Point Die: D8 per Druid level Saving Throw Proficiencies: Intelligence and Wisdom Skill Proficiencies: Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival Weapon Proficie...
Fighter
Fighter Core Traits Primary Ability: Strength or Dexterity Hit Point Die: D10 per Fighter level Saving Throw Proficiencies: Strength and Constitution Skill Proficiencies: Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuas...
Monk
Monk Core Traits Primary Ability: Dexterity and Wisdom Hit Point Die: D8 per Monk level Saving Throw Proficiencies: Strength and Dexterity Skill Proficiencies: Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth Weapon Proficiencies: Simple...
Paladin
Paladin Core Traits Primary Ability: Strength and Charisma Hit Point Die: D10 per Paladin level Saving Throw Proficiencies: Wisdom and Charisma Skill Proficiencies: Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion Weapon Proficienc...
Ranger
Ranger Core Traits Primary Ability: Dexterity and Wisdom Hit Point Die: D10 per Ranger level Saving Throw Proficiencies: Strength and Dexterity Skill Proficiencies: Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or S...
Rogue
Rogue Core Traits Primary Ability: Dexterity Hit Point Die: D8 per Rogue level Saving Throw Proficiencies: Dexterity and Intelligence Skill Proficiencies: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion,...