DND 5e Introduction - Google Slides
DND 5e Introduction - Google Slides
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
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
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
•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.
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.