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DND 5e Introduction - Google Slides

The document provides an overview of a role-playing game, detailing character classes, attributes, races, and gameplay mechanics. It outlines various character classes such as Fighters, Wizards, and Rogues, each with unique abilities and playstyles. Additionally, it discusses character creation elements like backgrounds, alignments, and spellcasting, offering a comprehensive guide for players to build their characters.

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0% found this document useful (0 votes)
68 views35 pages

DND 5e Introduction - Google Slides

The document provides an overview of a role-playing game, detailing character classes, attributes, races, and gameplay mechanics. It outlines various character classes such as Fighters, Wizards, and Rogues, each with unique abilities and playstyles. Additionally, it discusses character creation elements like backgrounds, alignments, and spellcasting, offering a comprehensive guide for players to build their characters.

Uploaded by

iUthup
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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5th EdItIOn

IntrodUCtIOn & ChARACter


BUIldIng
THE BASICS
● Role Playing Game
● Played with
paper and dice
● Interactive
storytelling
● DM applies
the rules
CLASS
● Single most defining characteristic
● Defines your abilities and tactics
● Whether you use magic, weapons or
cunning
● Each is highly adaptable
MIGHTY
WARRIORS

Fighter Barbarian Monk


Trained battle Fierce, primitive Martial arts experts
masters warriors
Rely on speed, training,
Rely on their training and skill Rely on instinct, guts, raw spiritual perfection
with weapons and armor emotion and rage
MAGIC
WIELDERS

Wizard Sorcerer Warlock


Scholars of magic Naturally gifted Practicers of dark arts
arcanists
Rely on their training and Rely on power from an
specialization in their school Rely on instinct, raw & otherworldly patron
wild magical power
TRICKY &
CRAFTY

Rogue Bard
Stealthy and cunning thieves Masters of magic through music
Rely on speed, wide variety of Rely on skills, lore and on
skills and deadly accuracy inspiring their teammates
ONE WITH
NATURE

Druid Ranger
Priests of the Old Faith Skilled hunters
Rely on commanding the magical Rely on survival instincts &
power of nature & animal forms training animal companions
CRUSADERS OF
FAITH

Cleric Paladin
Priests of a higher power Warriors of
righteousness
Rely on magic from devotion to
one particular deity Rely on protection and power
granted by their sacred oath
ALL
Fighter
Trained battle masters
Rely on their training
CLASSES
Barbarian
Fierce, primitive
warriors
Monk
Martial arts experts
Rely on speed,
Wizard
Scholars of magic
Rely on their training
and skill with weapons Rely on instinct, guts, training, spiritual and specialization in
and armor raw emotion and rage perfection their school

Sorcerer Warlock Paladin Cleric


Naturally gifted Practicer of dark arts Warriors of Priests of a higher power
arcanists Rely on power from an righteousness Rely on magic from
Rely on instinct, raw otherworldly patron Rely on protection devotion to one particular
& wild magical and power granted deity
power by their sacred oath

Druid Ranger Rogue Bard


Priests of the Old Faith Skilled hunters Stealthy and Masters of magic
Rely on commanding Rely on survival cunning thieves through music
the magical power of instincts & training Rely on speed, wide Rely on skills, lore
nature & animal forms animal companions variety of skills and and on inspiring their
deadly accuracy teammates
ATTRIBUTES
Strength STR Intelligence INT
● Raw power and athleticism ● Mental acuity and recall
● Lifting and climbing ● Analytical skill
● Important for Fighter, Barbarian ● Important for Wizard
and Paladin
Wisdom WIS
Dexterity DEX ● Awareness, intuition
● Speed and reflex ● Insight into other people
● Manual skill ● Ability to connect the dots
● Agility and aim ● Important for Cleric and Druid
● Balance and poise
● Important for Monk, Ranger Charisma C H A
● Social skills
and Rogue
● Confidence and persuasiveness
Constitution C O N ● Strength of personality
● Resilience, "tankiness" ● Important for Bard, Sorcerer and
● Resistance to disease and Warlock
● poison
Important for all, especially Barbarian
SAVING THROWS &
HIT DICE
Fighter
Strength,
Constitution
Barbaria
n
Strength,
Monk
Strength,
Dexterity
Wizard
Intelligence,
Wisdom
Hit dice d10 Constitution Hit dice Hit dice d6
Hit dice d12 d8

Sorcere Warloc Paladin Cleric


r k Wisdom, Wisdom,
Constitution, Wisdom, Charisma Charisma
Charisma Charisma Hit dice Hit dice
Hit dice d6 Hit dice d10 d8
d8
Druid Range Rogue Bard
Intelligence, r Dexterity, Dexterity,
Wisdom Strength, Intelligence Charisma
Hit dice d8 Dexterity Hit dice d8 Hit dice
Hit dice d8
+ Proficiency: + Proficiency:
Herbalism Kit d10 Thieves' Tools
COMMON
Human
Generalists
and adaptable
RACES Dwarf
Hardy and resilient
Gnome
Cunning and small
Master stonecutters and Good-hearted, highly intelligent and
Common race stalwart warriors inventive race
found
Subrace choice: Subrace choice:
throughout the • Hill Dwarf (Keen, • Forest Gnome (Sneaky and
world
intuitive and hardy) tricky and at home in the
• Mountain Dwarf woodlands)
(Taller, rugged and • Rock Gnome (Inventive and
strong) hardy)

Elf Halfling
Ageless and graceful Nimble, kind & curious
Ancient woodland race with fey ancestry and keen Practical and pastoral people with brave
senses hearts
Subrace choice: Subrace choice:
• Wood Elf (Keen and quick) • Lightfoot Halfling (Friendly and
• High Elf (Wise and magical) sneaky)
• Drow (Rare but charismatic) • Stout Halfling (Hardy)
UNCOMMON
Dragonbo
rn
RACES Tiefling
Demonic and aloof
Half-Orc
Brutish and strong
Half-Elf
Balanced diplomats

Proud and Infernal humanoids Tough and Torn between two


noble that wander alone determined and feel worlds with the best
and untrusted the need to prove of each
Draconic
themselves
humanoids
misunderstood by
others, can use
breath as weapon
Genasi Goliath Aarakocr
Touched by the elemental planes Competitive and proud a
Mysterious, rare and aloof Powerful and larger Bird-like and
humanoids with a touch of raw humanoids with strong peaceful
chaotic energy sense of fairness and Wardens of
self-sufficiency balance and
Subrace choice:
• Air (Nimble and can levitate) harmony, can fly
• Earth (Strong but stealthy)
• Fire (Keen and impatient)
• Water (Calm and wise)
RACIAL
Human
+1 to all
Attributes
BONUSES Dwarf
+2 Constitution
Halfling
+2 Dexterity
Subrace choice: Subrace choice:
No • Hill Dwarf (+1 Wisdom, +1 HP) • Lightfoot Halfling (+1 Charisma)
Darkvisio • Mountain Dwarf (+2 Strength) • Stout Halfling (+1 Constitution)
n
Speed 25' Small, Speed 25', No Darkvision

Elf Gnome
+2 Dexterity +2 Intelligence
Subrace choice: Subrace choice:
• Wood Elf (+1 Wisdom, Speed 35') • Forest Gnome (+1 Dexterity)
• High Elf (+1 Intelligence) • Rock Gnome (+1 Constitution)
• Drow (+1 Charisma, 120 foot Darkvision)
Small, Speed 25'
+ Skill: Perception
RACIAL
Dragonbor
n
BONUSES Tiefling
+2 Charisma
Half-Orc
+2 Strength
Half-Elf
+2 Charisma
+2 Strength +1 Intelligence +1 Constitution +1 any 2 other
+1 Charisma Attributes
+ Skill:
No Darkvision Intimidation + Skill:
Choose 2

Genasi Goliath Aarakocra


+2 Constitution +2 Strength +2 Dexterity
Subrace choice: +1 Constitution +1 Wisdom
Air (+1 Dexterity) + Skill: Athletics 25' Walking Speed
Earth (+1 Strength)
Fire (+1 Intelligence) No Darkvision 50' Flying Speed
Water (+2 Wisdom) (if light armor)

No Darkvision unless Fire No Darkvision


BACKST
ORY
● What makes you tick?
● Why did you
become an
adventurer?
● What do you
believe in?
● What are your
flaws?
● Choose Personality, Ideal,
ALIGNMENT
● Broad
description of
character
● Moral code:
Good, Neutral,
Evil
● Attitude towards
society: Lawful,
Neutral, Chaotic
BACKGROUN
D
Acolyte Folk Hero Outlander
● Religious life ● Known for a defining moment ● Nomadic tribe or community
● Insightful ● Rustic life of a commoner ● Good survival skills
● Contacts within the faith ● Natural navigator
Guild Artisan
Charlatan ● Skilled in a particular trade Sage
● Deceitful ● Good negotiator ● Studious and good researcher
● Used to false identities ● Contacts within profession ● Lots of book smarts
● Colorful
Hermit Sailor
Criminal ● Secluded ● Athletic
● Sneaky ● Spiritual ● Good at spotting trouble
● Deceptive ● Good with nature and medicine ● Contacts in ports and ships
● Contacts in the underworld
Noble Soldier
Entertainer ● Well-read ● Physically trained
● Natural performer ● Welcome in high society ● Intimidating
● Persuasive ● Persuasive and comfortable with
● Romantic others of station Urchin
● Used to hiding anywhere
● Good at pilfering
● Good at finding hidden secrets
SPELLS
● Spell Attack Modifier =
Proficiency + Spellcasting modifier
● Spell save D C = 8 + Spell Attack Modifier
● Known spells vs prepared spells
● Cantrips are rote and can be cast with no cost or
preparation
● Ritual casters can choose to cast ritual spells without
using a slot by taking 10 minutes longer
● Spells use either material components you carry or
your spellcasting focus
MODIFIERS
● Ability Modifier = (Attribute - 10) / 2
○ 8-9 ➞ -1
○ 10-11 ➞ 0
○ 12-13 ➞ +1
○ 14-15 ➞ +2
○ 16-17 ➞ +3
● Initiative = Dexterity Modifier
● Proficiency Bonus = +2
● Saving throws = Ability Modifier + Proficiency
● Max HP = Hit Dice size + Constitution modifier
FINALLY
● What do you look
like?
● Age and gender?
● What's your name?
● How did you get
roped into your next
FIGHTER
Fighting Style Protection When a creature you can see attacks a
target other than you that is within 5 feet of you,
Choose one particular style of fighting as your you can use your reaction to impose disadvantage
specialty: on the Attack roll. You must be wielding a Shield.
Archery You gain a +2 bonus to Attack rolls you Two-Weapon Fighting When you engage in
make with Ranged Weapons. two-weapon fighting, you can add your ability
Defense While you are wearing armor, you gain modifier to the damage of the second Attack.
a +1 bonus to AC.
Second Wind
Dueling When you are wielding a melee weapon
You have a limited well of stamina that you can
in one hand and no other Weapons, you gain a +2
draw on to protect yourself from harm. On Your
bonus to Damage Rolls with that weapon.
Turn, you can use a Bonus Action to regain hit
Great Weapon Fighting When you roll a 1 or 2 points equal to 1d10 + 1.
on a damage die for an Attack you make with a
Once you use this feature, you must finish a short
melee weapon that you are wielding with two
or Long Rest before you can use it again.
hands, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2. The
weapon must have the Two-Handed or Versatile
property for you to gain this benefit.
BARBARIAN
Rage If you are able to cast Spells, you can't cast them
or concentrate on them while raging.
In battle, you fight with primal ferocity. On Your
Your rage lasts for 1 minute. It ends early if you
Turn, you can enter a rage as a Bonus Action.
are knocked Unconscious or if Your Turn ends
While raging, you gain the following benefits if you and you haven't attacked a hostile creature since
aren't wearing heavy armor: your last turn or taken damage since then. You
•You have advantage on Strength Checks and can also end your rage on Your Turn as a Bonus
Strength saving throws. Action.

•When you make a melee weapon Attack using Once you have raged 2 times, you must finish a
Strength, you gain a +2 bonus to the damage roll. Long Rest before you can rage again.

•You have Resistance to bludgeoning, piercing, Unarmored Defense


and slashing damage.
While you are not wearing any armor, your
Armor Class equals 10 + your Dexterity
modifier + your Constitution modifier. You can
use a Shield and still gain this benefit.
MONK
Unarmored Defense • You can roll a d4 in place of the normal damage
of your unarmed strike or monk weapon.
Beginning at 1st level, while you are wearing no
armor and not wielding a Shield, your A C equals •When you use the Attack action with an
10 + your Dexterity modifier + your Wisdom unarmed strike or a monk weapon on Your Turn,
modifier. you can make one unarmed strike as a Bonus
Action. For example, if you take the Attack action
Martial Arts and Attack with a Quarterstaff, you can also make
Your practice of martial arts gives you an unarmed strike as a Bonus Action, assuming
mastery of Combat styles that use you haven't already taken a Bonus Action this
unarmed strikes and monk Weapons, which are turn.
short swords and any simple Melee Weapons that Certain monasteries use specialized forms of the
don't have the Two-Handed or heavy property. monk Weapons. For example, you might use a club
You gain the following benefits while you are that is two lengths of wood connected by a short
unarmed or wielding only monk Weapons and chain (called a nunchaku) or a Sickle with a
you aren't wearing armor or wielding a Shield. shorter, straighter blade (called a kama). Whatever
name you use for a monk weapon, you can use the
•You can use Dexterity instead of Strength for
game Statistics provided for the weapon.
the Attack and Damage Rolls of your unarmed
strikes and monk Weapons.
Spellcasting
WIZAR Preparing and Casting Spells

D
As a student of Arcane Magic, you have a Spellbook containing Spells
that show the first glimmerings of your true power.

Cantrips
You have two 1st-level Spell Slots to cast your
Spells. To cast one of these Spells, you must
expend a slot. You regain all expended Spell
You know three Cantrips of your choice from the wizard spell list. Slots when you finish a Long Rest.
You prepare the list of wizard Spells that are
Spellbook
available for you to cast. To do so, choose a
You have a Spellbook containing six 1st-level wizard Spells of your
number of wizard Spells from your Spellbook
choice. Your Spellbook is the repository of the wizard Spells you know,
equal to your Intelligence modifier + 1.
except your Cantrips, which are fixed in your mind.
You can change your list of prepared Spells
Spellcasting Ability when you finish a Long Rest. Preparing a new
Intelligence is your spellcasting ability for your wizard Spells, since you list of wizard Spells requires time spent
learn your Spells through dedicated study. studying your Spellbook and memorizing the
Arcane Recovery incantations and gestures you must make to
You have learned to regain some of your magical energy by studying cast the spell: at least 1 minute per Spell Level
your Spellbook. Once per day when you finish a Short Rest, you can for each spell on your list.
recover 1 Spell Slot.
SORCERER
Spellcasting Sorcerous Origins
An event in your past, or in the life of a parent or ancestor, left an Choose a sorcerous origin, which describes the source of your innate magical
indelible mark on you, infusing you with Arcane Magic. This power:
font of magic, whatever its origin, fuels your Spells.
Draconic Bloodline
Cantrips Your innate magic comes from draconic magic that was mingled with your
blood or that of your ancestors. Most often, sorcerers with this origin trace
You know four Cantrips of your choice from the sorcerer spell
their descent back to a mighty sorcerer of ancient times who made a bargain
list.
with a dragon or who might even have claimed a dragon parent.
Spell Slots You can speak, read, and write Draconic.

You have two Spell Slots you have to cast your Spells. To cast Your hit point maximum increases by 1.
one of these sorcerer Spells, you must expend a slot. You regain
Additionally, parts of your skin are covered by a thin sheen of dragon-like
all expended Spell Slots when you finish a Long Rest. You know
scales. When you aren’t wearing armor, your A C equals 13 + your Dexterity
two 1st-level Spells of your choice from the sorcerer spell list.
modifier.
Spellcasting Ability Wild Magic
Charisma is your spellcasting ability for your sorcerer Spells, Your innate magic comes from the forces of chaos that underlie the order of
since the power of your magic relies on your ability to project creation. You might have endured exposure to raw magic, been blessed by a
your will into the world. You use your Charisma whenever a fey being or demon, or have been a fluke of birth.
spell refers to your spellcasting ability.
You can manipulate the forces of chance. Once per long rest, you may gain
advantage on any attack roll, check, or savings throw. The next spell you cast
may unleash a Wild Magic Surge and cause this ability to become available
again.
WARLOCK
Pact Magic Otherworldly Patron
Your arcane research and the magic bestowed on you You have struck a bargain with an otherworldly being of your choice:
by your patron have given you facility with Spells.
The Archfey
Cantrips Your patron is a legendary lord or lady of the fey, whose motivations are inscrutable and
You know two Cantrips of your choice from the sometimes whimsical.
warlock spell list. Add Faerie Fire and Sleep to your Warlock spell list.

Spell Slots Once per short or long rest, you can cause all creatures within 10 feet to make a Wisdom
saving throw or be charmed or frightened by you.
You have two Spell Slots you have to cast your
Spells. To cast one of these warlock Spells, you must The Fiend
expend a slot. You regain all expended Spell Slots
You have made a pact with a fiend from the lower planes of existence, a being whose aims
when you finish a Short or Long Rest. You know two
are evil.
1st-level Spells of your choice from the warlock spell
list. Add Burning Hands and Command to your Warlock spell list.

Spellcasting Ability When you reduce a hostile creature to 0 hit points, you gain Temporary Hit Points equal to
your Charisma modifier + 1.
Charisma is your spellcasting ability for your
warlock Spells, so you use your Charisma whenever The Great Old One
a spell refers to your spellcasting ability.
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality.

Add Dissonant Whispers and Tasha's Hideous Laughter to your Warlock spell list.
You can telepathically speak to any creature you can see within 30 feet of you if it can
understand language.
PALADIN
Divine Sense Lay on Hands
The presence of strong evil registers on your Your blessed touch can heal wounds. You have a
senses like a noxious odor, and powerful good pool of Healing power that replenishes when
rings like heavenly music in your ears. As an you take a Long Rest. With that pool, you can
action, you can open your awareness to detect restore up to 5 hit points.
such forces. Until the end of your next turn, you
As an action, you can touch a creature and draw
know the location of any celestial, fiend, or
power from the pool to restore a number of hit
Undead within 60 feet of you that is not
points to that creature, up to the maximum
behind total cover. You know the type
amount remaining in your pool.
(celestial, fiend, or undead) of any being whose
presence you sense, but not its identity (the Alternatively, you can expend 5 hit points from
Vampire Count Strahd von Zarovich, for your pool of Healing to cure the target of one
instance). Within the same radius, you also detect disease or neutralize one poison affecting it.
the presence of any place or object that has been You can cure multiple Diseases and neutralize
consecrated or desecrated, as with the Hallow multiple Poisons with a single use of Lay on
spell. Hands, expending hit points separately for each
one.
You can use this feature a number of times equal
to 1 + your Charisma modifier. When you finish a This feature has no effect on Undead and
Long Rest, you regain all expended uses. constructs.
CLERIC
Spellcasting Divine Domain Nature
As a conduit for divine power, you can cast Choose the domain of the deity you follow: Add animal friendship and speak with animals to
cleric Spells. your prepared spells and you gain one druid cantrip of
Knowledge your choice.
Cantrips Add command and identify to your prepared spells. You have proficiency with heavy armor and in one of the
You know three Cantrips of your choice following Skills: Animal Handling, Nature or Survival.
You learn 2 languages and 2 of the following Skills: Arcana,
from the cleric spell list. History, Nature or Religion. Your proficiency bonus is Tempest
doubled for these Skills.
Preparing and Add fog cloud and thunderwave to your prepared
Life spells.
Casting Spells
Add bless and cure wounds to your prepared You have proficiency with martial weapons and heavy
You have two Spell Slots. To cast one of armor.
spells. You have proficiency with heavy armor.
these Spells, you must expend a slot. You
You can thunderously rebuke attackers. When a creature
regain all expended Spell Slots when you Whenever you cast a spell to restore hit points, you may
within 5 feet of you hits you, you may use your reaction to
finish a Long Rest. restore an additional 3 hit points.
cause the attacker to make a Dexterity saving throw or take
You prepare the list of cleric Spells that are Light 2d8 lightning or thunder damage on a fail or half damage
available for you to cast, choosing from the on success. You may use this a number of times equal to
1st level cleric spell list. When you do so, Add burning hands and faerie fire to your prepared
your Wisdom modifier per long rest.
choose a number of cleric Spells equal to spells and you gain the light cantrip if you do not already
your Wisdom modifier + 1. have it. War
You can use your reaction to cause a flash of light to appear Add divine favor and shield of faith to your prepared
Spellcasting Ability when a creature within 30 feet attacks you, imposing spells.
Wisdom is your spellcasting ability for your disadvantage on the attack You may use this a number of You have proficiency with martial weapons and heavy
cleric Spells. The power of your Spells comes times equal to your Wisdom modifier per long rest. armor.
from your devotion to your deity. You use Trickery When you use the Attack action, you can make another
your Wisdom whenever a cleric spell refers
Add charm person and disguise self to your prepared attack as a bonus action. You may use this a number of
to your spellcasting ability.
spells. times equal to your Wisdom modifier per long rest.

You may as an action, touch a willing creature other than


yourself to give it advantage on Stealth checks for one hour.
DRUID
Spellcasting Preparing and Casting Spells
Drawing on the divine essence of nature itself, You have two Spell Slots you have to cast your
you can cast Spells to shape that essence to your Spells. To cast one of these druid Spells, you
will. must expend a slot. You regain all expended
Spell Slots when you finish a Long Rest.
Cantrips
You prepare the list of druid Spells that are
You know two Cantrips of your choice from the available for you to cast, choosing from the
druid spell list. druid 1st level spell list. When you do so, choose
a number of druid Spells equal to your Wisdom
Druidic
modifier + 1.
You know Druidic, the secret Language of
druids. You can speak the Language and use it to Spellcasting Ability
leave hidden messages. You and others who Wisdom is your spellcasting ability for your
know this Language automatically spot such a druid Spells, since your magic draws upon your
Message. Others spot the message's presence devotion and Attunement to nature. You use
with a successful D C 15 Wisdom (Perception) your Wisdom whenever a spell refers to your
check but can't decipher it without magic. spellcasting ability.
RANGER
Favored Enemy Natural Explorer
Beginning at 1st level, you have significant You are a master of navigating the natural world, and you react
experience studying, tracking, hunting, and with swift and decisive action when attacked. This grants you
even talking to a certain type of enemy the following benefits:
commonly encountered in the wilds. • You ignore difficult terrain.
Choose a type of favored enemy: beasts, fey, • You have advantage on initiative rolls.
humanoids, monstrosities, or undead.
You gain a +2 bonus to damage rolls with •On your first turn during combat, you have advantage on
weapon attacks against creatures of the chosen attack rolls against creatures that have not yet acted.
type. Additionally, you have advantage on In addition, you are skilled at navigating the wilderness. You
Wisdom (Survival) checks to track your favored gain the following benefits when traveling for an hour or
enemies, as well as on Intelligence checks to more:
recall information about them.
• Difficult terrain doesn’t slow your group’s travel.
You also learn one language of your choice,
typically one spoken by your favored enemy or • Your group can’t become lost except by magical means.
creatures associated with it. However, you are •If you are traveling alone, you can move stealthily at a
free to pick any language you wish to learn. normal pace.
•While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed through
the area.
ROGUE
Expertise Sneak Attack
At 1st level, choose two of your skill proficiencies, or one of your You know how to strike subtly
skill proficiencies and your proficiency with Thieves' Tools. Your and exploit a foe's distraction.
proficiency bonus is doubled for any ability check you make Once per turn, you can deal an
that uses either of the chosen Proficiencies. extra 1d6 damage to one
creature you hit with an Attack
Thieves' Cant if you have advantage on the
During your rogue Training you learned thieves' cant, a secret Attack roll. The Attack must
mix of dialect, jargon, and code that allows you to hide use a Finesse or a ranged
messages in seemingly normal conversation. Only another weapon.
creature that knows thieves' cant understands such messages. You don't need advantage on
In addition, you understand a set of secret signs and symbols used to the Attack roll if another enemy
convey short, simple messages, such as whether an area is dangerous of the target is within 5 feet of
or the territory of a thieves' guild, whether loot is nearby, or whether it, that enemy isn't
the people in an area are easy marks or will provide a safe house for Incapacitated, and you don't
thieves on the run. have disadvantage on the
Attack roll.
BARD
Bardic Inspiration Spellcasting
You can inspire others through stirring words or You have learned to untangle and reshape the fabric of reality in
music. To do so, you use a Bonus Action on Your harmony with your wishes and music. Your Spells are part of
Turn to choose one creature other than yourself your vast repertoire, magic that you can tune to different
within 60 feet of you who can hear you. That situations.
creature gains one Bardic Inspiration die, a d6.
Cantrips
Once within the next 10 minutes, the
creature can roll the die and add the number You know two Cantrips of your choice from the bard spell list.
rolled to one ability check, Attack roll, or saving
throw it makes. The creature can wait until after Spell Slots
it rolls the d20 before deciding to use the Bardic
You have two Spell Slots you have to cast your Spells. To cast
Inspiration die, but must decide before the DM
one of these Spells, you must expend a slot. You regain all
says whether the roll succeeds or fails. Once the
expended Spell Slots when you finish a Long Rest. You know
Bardic Inspiration die is rolled, it is lost. A
four 1st-level Spells of your choice from the bard spell list.
creature can have only one Bardic Inspiration die
at a time. Spellcasting Ability
You can use this feature a number of times equal
Charisma is your spellcasting ability for your bard Spells. Your
to your Charisma modifier (a minimum of once).
magic comes from the heart and soul you pour into the
You regain all uses when you finish a Long Rest.
performance of your music or oration. You use your Charisma
whenever a spell refers to your spellcasting ability.
EQUIPMENT
Fighter Barbarian Monk
• (a) Chain Mail or (b) • (a) a Greataxe or (b) •(a) a Shortsword or (b) any
Leather, Longbow, and 20 any martial melee simple weapon
Arrows weapon • (a) a Dungeoneer's Pack or (b) an
• (a) a martial weapon and • (a) two handaxes or (b) Explorer's Pack
a Shield or (b) two martial any simple weapon • 10 darts
Weapons • An Explorer’s Pack and
• (a) a Light Crossbow and four javelins
20 bolts or (b) two
handaxes
• (a) a Dungeoneer's Pack or
(b) an Explorer's Pack
Wizard Sorcerer Warlock
• (a) a Quarterstaff or • (a) a Light Crossbow • (a) a Light Crossbow and 20
(b) a Dagger and 20 bolts or (b) any bolts or (b) any simple weapon
• (a) a Component pouch or simple weapon • (a) a Component pouch or
(b) an arcane focus • (a) a Component pouch (b) an arcane focus
• (a) a Scholar's Pack or or • (a) a Scholar's Pack or
(b) an Explorer's Pack (b) an arcane focus (b) a Dungeoneer's Pack
• A Spellbook • (a) a Dungeoneer's Pack • Leather Armor, any
or simple weapon, and two
(b) an Explorer's Pack daggers
• Two daggers
EQUIPMENT
Paladin Cleric Druid
• (a) a martial weapon and • (a) a mace or (b) a Warhammer Druids will not wear armor
a Shield or (b) two (if proficient) or use shields made of metal.
martial Weapons • (a) Scale Mail, (b) Leather
• (a) a wooden Shield or
• (a) five javelins or (b) Armor, or (c) Chain Mail (if
(b) any simple weapon
any simple melee proficient) • (a) a Scimitar or (b) any
weapon • (a) a Light Crossbow and 20 bolts
• (a) a Priest's Pack or (b) an simple melee
or (b) any simple weapon
weapon
Explorer's Pack • (a) a Priest's Pack or (b) an
• Leather Armor, an
• Chain Mail and a holy Explorer's Pack
Explorer's Pack, and
Symbol • A Shield and a holy
a
Symbol
druidic focus
Ranger Rogue Bard
• (a) scale mail or (b) leather • (a) a Rapier or (b) a Shortsword • (a) a Rapier, (b) a
armor • (a) a Shortbow and Quiver of 20 Longsword, or (c)
• (a) two short swords or (b) Arrows or (b) a Shortsword any
two simple melee • (a) a Burglar's Pack, (b) a Dungeoneer's simple weapon
weapons Pack, or (c) an Explorer's Pack • (a) a Diplomat's Pack or
• (a) a Dungeoneer’s Pack or • Leather Armor, two daggers, and (b) an Entertainer's Pack
(b) an Explorer’s Pack Thieves' Tools • (a) a lute or (b) any
• A longbow and a quiver of other musical
20 arrows instrument
• Leather Armor, and a
Dagger

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