Expanded Rookie Levels

by Data_Reaper

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Expanded Rookie Class Levels


The rookie rules in Darker Dungeons are a great way to get players into the new rules making the system easy to get a hold of without overloading players.

I however love adding more options to my games as I tend to play with tabletop veterans more often than not and Darker Dungeons is about making the game more dark and dangerous, while also expanding on the core of 5e. In this vein I have borrowed this skeleton for changing and expanding rookie options from an amazing homebrew creator by the name of DM Dave.

The basis for these rookie levels is to have Challenge Rating (CR) based levels be equivalent to Darker Dungeons Monster Levels (DD Level) depending on whether your using the standard 5e monsters or the Darker Dungeons Monster Maker respectively. I am using the Class Compendium for this framework if you prefer not to use Class Compendium I may make a version without it in the future.

Rookies

As a character gains levels, they work their way up to the proficiency bonuses, get their skills, etc. Everything that takes them from being a lowly commoner to the brave warrior/rogue/cleric/wizard they are destined to become.

Features

Depending on the class path a character takes, they will earn features as they go. For example, a fighter character earns its Fighting Style early on, but then gains Second Wind when it hits level -2. By the time they reach 1st level they will have all of the 1st level features for their class.

Spells

Spellcasters learn spells as they rise through their Negative-Levels like the wizard which starts with 1 cantrip but gains a 1st Level spell slot at level -2 and a second at level 0.

Proficiencies

Similar to spells, characters with a lot of proficiencies learn those proficiencies as they climb through the levels. A Barbarian learns simple weapons at first level, then pick up martial later. A rogue will learn a number of its skills early on and pick up more skill as they level.

Backgrounds

As this replaces the standard Darker Dungeon Rookie rules they will work similar to as if your creating a 1st level character

You gain the proficiencies from your background, but you do not gain any equipment, languages, or any special background features. If your background has additional choices to make (such as tool proficiencies, specialties, businesses, etc.) pick them as normal.

Experience Points

There would need to be experience for it, too, almost a bit like negative experience, or at the very least experience that is erased once you reach level 1, this is why the levels are described as in the Darker Dungeons Monster Manual with negative levels.

The math to figure out how much experience is needed is pretty simple.

At 1st level, characters need to get 300 experience. That’s roughly 6 combats with a standard monster of Monster Level 1.

A standard monster with Monster Level -3 gives 2 experience. Therefore, a character roughly needs 10 experience to go from level -3 to level -2, continuing on we can see that characters need about 35 experience to reach level -1, 75 to reach 0, and 150 to hit level 1. At that point, they become a full-blown adventurer.

Leveling Up

When your rookie levels up and reaches 1st-level. As a keepsake, you may gain one notable feature from your time as a rookie.


Choose one of the following:

  • Armor/weapon proficiency: Gain two weapon proficiencies or gain one armor proficiency (Excluding heavy armor), obeying any prerequisites you can't take shield proficiency if your class doesn't already grant medium armor proficiency, for example.
  • Extra hit points: Add your rookie hit point maximum (excluding CON) to your 1st-level hit point maximum.
  • Cantrip: Keep one rookie cantrip (of your choosing) in addition to any others your class may grant.

Encounter Difficulty

In addition to the actual rules for creating the characters themselves, GMs will need rules to help balance their encounters. Here is the supplemental Encounter Difficulty XP per Character table.

Encounter Difficulty XP per Character (Supplement)
CR
Level
DD
Level
Easy Medium Hard Deadly
0 -3 0 5 10 15
1/8 -2 5 10 15 20
1/4 -1 10 15 20 30
1/2 0 15 25 40 50

Credits

Barbarian Rookie: The Tribal Warrior

The Tribal Warrior
XP Level Prof.
Bonus
Features Brutality
Points
Brutalities
Mastered
Rages Rage
Damage
0 -3 +1 Rage 1 +1
10 -2 +1 Primal Path 1 1 1 +1
35 -1 +1 Arms and Armor Training 2 1 2 +1
75 0 +1 Bonus Proficiency 2 2 2 +2
150 1 +2 Brutal Barbarian 3 2 2 +2

Tribal Warriors

As a Tribal warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d12
  • Hit Points at Level 0: 12 + your Constitution modifier
  • Hit Points at Higher Levels: a Tribal warrior does not gain additional hit points until it becomes a Barbarian and achieves 2nd level in that class

Proficiencies


  • Armor: Light armor.
  • Weapons: Simple weapons.
  • Tools: None.

  • Saving Throws: Constitution
  • Skills: Choose one from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack, and four javelins

B. Custom Equipment


You gain 2d4 x 10 gold pieces (or 50 gp). You may spend some or all of this gold to purchase your own equipment.

Rage

The Tribal Warriors Rage feature is the same as the one described in the Class Compendium, with the following changes:

  • Brutal Strength: You have advantage on Strength checks, At level -1 Strength saving throws.
  • Rage Damage: Rage Damage is +1 and increases to +2 at level 0.
  • Thick Skin: You have resistance to bludgeoning, piercing, and slashing damage from non-magical sources, At level 1 this feature gains the same resistances from non-magical and magical sources.

You start with 1 rage per long rest and gain an additional use at level -1.

Primal Path

At level -1, you gain the same Primal Path feature as the one described in the Class Compendium, with the following changes:

  • You know one brutality of your choice from your list of brutality options, the Tribal Warrior table shows you how many Brutalities you know.
  • Before becoming a 1st-level Barbarian, the Tribal Warrior table shows you how many brutality points you have to use your brutalities.

Arms and Armor Training

At level -1, you gain proficiency with medium armor, shields, and martial weapons

Bonus Proficiency

At level 0, you become proficient in one of the following skills of your choice: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Brutal Barbarian

At level 1, you become a brutal barbarian. You gain the following benefits:

  • You gain proficiency with Strength throws.
  • You gain the Unarmored Defense feature (as described in the Class Compendium).
  • Your experience points reset to 0.

Bard Rookie: The Minstrel

The Minstrel
XP Level Prof.
Bonus
Features Composition
Points
Cantrips
Known
Spells
Known
1st Level
Spell Slots
0 -3 +1 Inspiration and Composition 1
10 -2 +1 Spellcasting 1 1
35 -1 +1 Weapons Training 2 1 1 1
75 0 +1 Bonus Proficiency 2 2 2 1
150 1 +2 Brilliant Bard 2 2 4 2

Minstrels

As a Minstrel, you gain the following class features

Hit Points


  • Hit Dice: 1d8
  • Hit Points at Level 0: 8 + your Constitution modifier
  • Hit Points at Higher Levels: a Minstrel does not gain additional hit points until it becomes a Bard and achieves 2nd level in that class

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, shortswords.
  • Tools: One musical instrument of your choice.

  • Saving Throws: Charisma
  • Skills: Choose any one

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) a rapier, (b) a longsword, or (c) any simple weapon.
  • (a) a diplomat's pack or (b) an entertainer's pack.
  • (a) a lute or (b) any other musical instrument.
  • Leather armor and a dagger

B. Custom Equipment


You gain 5d4 x 10 gold pieces (or 120 gp). You may spend some or all of this gold to purchase your own equipment.

Inspiration and Composition

The Minstrels Bardic Inspiration and Composition features are the same as the Bard ones described in the Class Compendium, with the following changes:

  • You have a number of composition points, as shown in the Composition Points column of the Class Features (Minstrel) table.
  • The range of your Bardic Inspiration is 30ft and increases to 45ft at level -1.
  • Your Bardic Inspiration die a d4.

Spellcasting

At level -2, The Minstrels spellcasting feature is the same as the Bard one described in the Class Compendium, with the following changes:

  • You only know one cantrip of your choice from the Bard spell list. You learn an additional a level 0 Bard.
  • Before becoming a 1st-level Bard, the Minstrel table shows you how many spell slots you have to cast your spells of 1st level.
  • You know one 1st-level spell of your choice from the bard spell list, the Minstrel table shows you how many spell you know.
  • You do not gain ritual casting.

Weapons Training

At level -1, you gain proficiency with longswords, rapiers, and hand crossbows.

Bonus Proficiencies

At level 0, You gain proficiency with an additional instrument, and an additional skill.

Brilliant Bard

At level 1, you become a brilliant bard. You gain the following benefits:

  • You gain proficiency with Dexterity saving throws, an additional instrument, and an additional skill.
  • Your Bardic Inspiration die increases from d4 to d6, and the range of your Bardic Inspiration increases to 60ft
  • You gain the Ritual casting feature (as described in the Class Compendium).
  • Your experience points reset to 0.

Cleric Rookie: The Priest

The Priest
XP Level Prof.
Bonus
Features Cantrips
Known
1st Level
Spell Slots
0 -3 +1 Spellcasting 1
10 -2 +1 Armor Training 1 1
35 -1 +1 Divine Domain 2 1
75 0 +1 Bonus Proficiency 2 2
150 1 +2 Capable Cleric 3 2

Priests

As a Priest, you gain the following class features

Hit Points


  • Hit Dice: 1d8
  • Hit Points at Level 0: 8 + your Constitution modifier
  • Hit Points at Higher Levels: a Priest does not gain additional hit points until it becomes a Cleric and achieves 2nd level in that class

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom
  • Skills: Choose one from History, Insight, Medicine, Persuasion, and Religion.

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) a mace or (b) a warhammer.
  • (a) scale mail, (b) leather armor, or (c) chain mail.
  • (a) a light crossbow and 20 bolts or (b) any simple weapon.
  • (a) a priest's pack or (b) an explorer's pack.
  • A shield and a holy symbol.

B. Custom Equipment


You gain 5d4 x 10 gold pieces (or 120 gp). You may spend some or all of this gold to purchase your own equipment.

Spellcasting

The Priests spellcasting feature is the same as the Cleric one described in the Class Compendium, with the following changes:

  • You only know one cantrip of your choice from the Cleric spell list. You learn an additional cantrip at level -1 and when you become a 1st-level Cleric.
  • Before becoming a 1st-level Cleric, the priest table shows you how many spell slots you have to cast your spells of 1st level.
  • Until you become a 1st-level Cleric, you can only prepare a number of cleric spells equal to your Wisdom modifier.
  • You do not gain ritual casting.

Armor Training

At level -2, you gain proficiency with medium armor, shields.

Divine Domain

At level -1, The Priests Divine Domain feature is the same as the Cleric one described in the Class Compendium, with the following changes:

  • You may chose one of the 1st level spells in the Domain Spells list, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
  • If the Divine Domain has other features you gain one of them, for example Life Domain you would choose between Bonus Proficiency and Disciple of Life.

Bonus Proficiency

At level 0, you become proficient in one of the following skills of your choice: History, Insight, Medicine, Persuasion, and Religion.

Capable Cleric

At level 1, you become a capable cleric. You gain the following benefits:

  • You gain proficiency with Charisma saving throws.
  • You gain ritual casting, and the second 1st level spell from your Domain spell list.
  • You gain You gain any remaining Feature from your Domain that you did not choose at level 0.
  • Your experience points reset to 0.

Driud Rookie: The Shaman

The Shaman
XP Level Prof.
Bonus
Features Cantrips
Known
1st Level
Spell Slots
Primal
Power
Wild Shape
Essences
Wild Shape
Skins
0 -3 +1 Spellcasting 1
10 -2 +1 The Forest Protects 1 1
35 -1 +1 Wild Shape, Primal Power 1 1 1 1 1
75 0 +1 Bonus Proficiency 2 1 1 2 1
150 1 +2 Dynamic Druid 2 2 2 3 2

Shamans

As a Shaman gain the following class features

Hit Points


  • Hit Dice: 1d8
  • Hit Points at Level 0: 8 + your Constitution modifier
  • Hit Points at Higher Levels: a Shaman does not gain additional hit points until it becomes a Driud and achieves 2nd level in that class

Proficiencies


  • Armor: Light armor (druids will not wear armor or use shields made of metal).
  • Weapons: Clubs, daggers, javelins, maces, quarterstaffs, sickles, spears.
  • Tools: Herbalism kit.

  • Saving Throws: Wisdom
  • Skills: Choose one from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) a wooden shield or (b) any simple weapon.
  • (a) a scimitar or (b) any simple melee weapon.
  • Leather armor, an explorer's pack, and a druidic focus.

B. Custom Equipment


You gain 2d4 x 10 gold pieces (or 50 gp). You may spend some or all of this gold to purchase your own equipment.

Spellcasting

The Shamans spellcasting feature is the same as the druid one described in the Class Compendium, with the following changes:

  • You only know one cantrip of your choice from the Driud spell list. You learn an additional cantrip at level 0.
  • Before becoming a 1st-level Driud, the shaman table shows you how many spell slots you have to cast your spells of 1st level.
  • Until you become a 1st-level Driud, you can only prepare a number of Druid spells equal to your Wisdom modifier.

The Forest Protects

At level -1, you gain proficiency with Darts, Slings, Scimitars, Medium Armor, and Shields. Additionaly you gain the Druidic feature as described in the Class Compendium.

Wild Shape

At level -1, The Shamans Wild Shape feature is the same as the druid one described in the Class Compendium, with the following changes:

  • You know one common essence of your choice from the Primal Essences list. The shaman table shows how many essences you know as you gain levels.
  • You know one common skin of your choice. The shaman table shows how many skins you know as you gain levels.
  • At level 0 you gain one trait.

Bonus Proficiency

At level 0, you become proficient in one of the following skills of your choice: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.

Dynamic Druid

At level 1, you become a dynamic druid. You gain the following benefits:

  • You gain proficiency with Intelligence saving throws.
  • You gain the Druid Circle feature (as described in the Class Compendium).
  • Your experience points reset to 0.

Fighter Rookie: The Squire

The Squire
XP Level Prof.
Bonus
Features Second
Wind
Resolve
Points
Maneuvers
Mastered
0 -3 +1 Resolve & Maneuvers 1 1
10 -2 +1 Second Wind 1d6 1 1
35 -1 +1 Mastered Fighting 1d8 2 2
75 0 +1 Bonus Proficiency 1d10 2 2
150 1 +2 Fearless Fighter 1d10+1 3 2

Squires

As a Squire, you gain the following class features

Hit Points


  • Hit Dice: 1d10
  • Hit Points at Level 0: 10 + your Constitution modifier
  • Hit Points at Higher Levels: a Squire does not gain additional hit points until it becomes a Fighter and achieves 2nd level in that class

Proficiencies


  • Armor: Light, Medium armor.
  • Weapons: Simple weapons.
  • Tools: None

  • Saving Throws: Strength
  • Skills: Choose one from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows.
  • (a) a martial weapon and a shield or (b) two martial weapons.
  • (a) a light crossbow and 20 bolts or (b) two handaxes.
  • (a) a dungeoneer's pack or (b) an explorer's pack

B. Custom Equipment


You gain 5d4 x 10 gold pieces (or 120 gp). You may spend some or all of this gold to purchase your own equipment.

Resolve & Maneuvers

The Resolve & Maneuvers feature the same as the Fighter one described in the Class Compendium with the following changes:

  • You know a number of maneuvers, as shown in the Maneuvers Mastered column of the Class Features (Squire) table.
  • You have a number of resolve points, as shown in the Resolve Points column of the Class Features (Squire) table.

Second Wind

At level -3, you gain the Second Wind feature as the same as the Fighter one described in the Class Compendium with the following changes.

  • If you are at 50% hit points or lower, you can spend a bonus action to regain hit points equal to 1d4+1.
  • The amount of hit points increases as you gain levels, as shown in the Second Wind column of the Warrior table.
  • You can use this feature once. You regain any expended uses when you finish a long rest.

Mastered Fighting

At level -1, you gain proficiency with heavy armor, and Martial Weapons.

You also gain the Fighting Style feature the same as the Fighter one described in the Class Compendium

Bonus Proficiency

At level 0, you become proficient in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Fearless Fighter

At level 1, you become a fearless fighter. You gain the following benefits:

  • You gain proficiency with Constitution saving throws.
  • The Second Wind feature can be used twice. You regain any expended uses when you finish a long rest.
  • You gain the Martial Archetype feature (as described in the Class Compendium).
  • You may change the maneuvers you already know with new ones you gained access to at this level.
  • Your experience points reset to 0.

Monk Rookie: The Ascetic

The Ascetic
XP Level Prof.
Bonus
Features Dragon's
Claw
Ki
Points
Mantras
Mastered
0 -3 +1 Martial Arts, Ki 1d2
10 -2 +1 Unarmored Skills 1d2
35 -1 +1 Mantras 1d3 1 2
75 0 +1 Flurry of Blows 1d4 2 2
150 1 +2 Masterful Monk 1d4 3 3

Ascetics

As a Ascetic, you gain the following class features

Hit Points


  • Hit Dice: 1d8
  • Hit Points at Level 0: 8 + your Constitution modifier
  • Hit Points at Higher Levels: an Ascetic does not gain additional hit points until it becomes a Monk and achieves 2nd level in that class

Proficiencies


  • Armor: Simple weapons, shortswords.
  • Weapons: None
  • Tools: None

  • Saving Throws: Dexterity
  • Skills: Choose one from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) a shortsword or (b) any simple weapon.
  • (a) a dungeoneer's pack or (b) an explorer's pack.
  • 10 darts.

B. Custom Equipment


You gain 5d4 gold pieces (or 12 gp). You may spend some or all of this gold to purchase your own equipment.

Martial Arts

The Ascetics Martial Arts and Ki features are the same as the Monk ones described in the Class Compendium, with the following changes:

  • The amount of Ki you have changes as you gain levels in this class, as shown in the Ki column of the Ascetic table.
  • The amount of damage your Dragon's Claw deals increases as you gain levels in this class, as shown in the Dragon's Claw column of the Ascetic table.

Unarmored Skill

At level -2, While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier or your Wisdom modifier which ever is higher.

Additionally you become proficient in one of the following skills of your choice: Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Mantras

At level -1, You gain Mantras the same as the Monk ones described in the Class Compendium, with the following changes:

  • You know a number of Mantras that increases as you gain levels in this class, as shown in the Mantras Mastered column of the Ascetic table.

Flurry of Blows

At level 0, You gain the monks Flurry of Blows feature.

Additionally you become proficient in one type of artisan's tools or one musical instrument.

Masterful Monk

At level 1, you become a masterful monk. You gain the following benefits:

  • You gain proficiency with Strength throws.
  • Your Unarmored Defense now allows you to use both your Dexterity and Wisdom modifiers instead of just one.
  • You gain the Monastic Tradition feature (as described in the Class Compendium).
  • You may replace the mantras you already know with new ones you gained access to at this level.
  • Your experience points reset to 0.

Paladin Rookie: The Apostle

The Apostle
XP Level Prof.
Bonus
Features Conviction
Points
Smites
Mastered
Smite
Effects
0 -3 +1 Conviction & Smite 2 1 1d4
10 -2 +1 Protector's Training 2 1 1d4
35 -1 +1 Combat Specialist 2 2 1d6
75 0 +1 Bonus Proficiency 4 2 1d6 + effect
150 1 +2 Pious Paladin 4 2 1d8 + effect

Apostles

As an Apostle, you gain the following class features

Hit Points


  • Hit Dice: 1d10
  • Hit Points at Level 0: 10 + your Constitution modifier
  • Hit Points at Higher Levels: an Apostle does not gain additional hit points until it becomes a Paladin and achieves 2nd level in that class

Proficiencies


  • Armor: Light armor.
  • Weapons: Simple weapons.
  • Tools: None

  • Saving Throws: Charisma
  • Skills: Choose one from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) a martial weapon and a shield or (b) two martial weapons.
  • (a) five javelins or (b) any simple melee weapon.
  • (a) a priest's pack or (b) an explorer's pack.
  • Chain mail and a holy symbol.

B. Custom Equipment


You gain 5d4 x 10 gold pieces (or 120 gp). You may spend some or all of this gold to purchase your own equipment.

Conviction & Smite

The Apostles Conviction and Smite features are the same as the Paladin ones described in the Class Compendium with the following changes:

  • You have a number of Conviction points as described in the Conviction Points column of the Apostle table.
  • Your smites increase in damage and gain effects as you gain levels in this class, as shown in the Smite Effects column of the Apostle table.

Protector's Training

At level -2, You gain proficiency with Medium armor and Martial weapons.

Combat Specialist

At level -1, You gain the Fighting style feature the same as the Paladin one described in the Class Compendium

Bonus Proficiency

At level 0, You become proficient in one of the following skills of your choice: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. You gain proficiency with Heavy armor.

Pious Paladin

At level 1, you become a pious paladin. You gain the following benefits:

  • You gain proficiency with Wisdom saving throws.
  • You gain the Sacred Oath feature (as described in the Class Compendium).
  • Your experience points reset to 0.

Ranger Rookie: The Hunter

The Hunter
XP Level Prof.
Bonus
Features Survival
Instincts
Scrap
Points
Hunters
Focus
0 -3 +1 Traps & Scrap 1
10 -2 +1 Survival Instincts 1 1
35 -1 +1 Bonus Proficiency 1 2
75 0 +1 Hunter's Focus 1 2 5 minutes
150 1 +2 Roving Ranger 2 3 10 minutes

Hunters

As a Hunter, you gain the following class features

Hit Points


  • Hit Dice: 1d10
  • Hit Points at Level 0: 10 + your Constitution modifier
  • Hit Points at Higher Levels: a Hunter does not gain additional hit points until it becomes a Ranger and achieves 2nd level in that class

Proficiencies


  • Armor: Light armor, Shields.
  • Weapons: Simple weapons.
  • Tools: None.

  • Saving Throws: Dexterity
  • Skills: Choose one from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) scale mail or (b) leather armor.
  • (a) two shortswords or (b) two simple melee weapons.
  • (a) a dungeoneer's pack or (b) an explorer's pack.
  • A longbow and a quiver of 20 arrows

B. Custom Equipment


You gain 5d4 x 10 gold pieces (or 120 gp). You may spend some or all of this gold to purchase your own equipment.

Traps & Scrap

The Hunter's Traps and Scrap features are the same as the Ranger; described in the Class Compendium, with the following changes:

  • You have a number of scrap points as described in the Scrap Points column of the Class Feature (Hunter)

Survival Instinct

At level -2, You gain the Survival Instinct feature as the one described in the Class Compendium with the following changes:

  • You have a number of survival instincts as described in the Survival Instincts column of the Class Feature (Hunter)

Also, you gain proficiency with Martial Weapons and Medium Armor.

Bonus Proficiency

At level -1, you become proficient in two of the following skills of your choice: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Hunter's Focus

At level 0, The Hunter's focus feature is the same as the Ranger; described in the Class Compendium, with the following changes:

  • Your Hunters focus lasts a number of minutes as described in the Hunters Focus column of the Class Feature (Hunter)

Roving Ranger

At level 1, you become a roving ranger. You gain the following benefits:

  • You gain proficiency with Strength saving throws.
  • You gain a Ranger Archtype (as described in the Class Compendium).
  • Your experience points reset to 0.

Rogue Rookie: The Rapscallion

The Rapscallion
XP Level Prof.
Bonus
Features Sneak
Attack
Focus
Points
Exploits
Mastered
0 -3 +1 Focus & Exploit 1 1
10 -2 +1 Sneak Attack 1d4 1 1
35 -1 +1 Rogues Training 1d4 2 1
75 0 +1 Full Expertise 1d6 2 2
150 1 +2 Rakish Rogue 1d6 3 2

Rapscallion

As a Rapscallion, you gain the following class features

Hit Points


  • Hit Dice: 1d8
  • Hit Points at Level 0: 8 + your Constitution modifier
  • Hit Points at Higher Levels: a Rapscallion does not gain additional hit points until it becomes a Rogue and achieves 2nd level in that class

Proficiencies


  • Armor: Light armor.
  • Weapons: Simple weapons, hand crossbows.
  • Tools: None

  • Saving Throws: Dexterity
  • Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) a rapier or (b) a shortsword.
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword.
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack.
  • Leather armor, two daggers, and thieves' tools.

B. Custom Equipment


You gain 4d4 x 10 gold pieces (or 100 gp). You may spend some or all of this gold to purchase your own equipment.

Focus & Exploit

Beginning at -3rd level, you gain the rogue's Focus and Exploit features as described in the Class Compendium with the following changes:

  • You have a number of focus points as described in the Focus Points column of the Rapscallion table.
  • You have mastered a number of exploits as described in the Exploits Mastered column of the Rapscallion table.

Sneak Attack

At -2nd level, you gain the rogue's Sneak Attack feature as described in the Class Compendium with the following change:

  • The amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rapscallion table.

Rogues Training

At -1st level, you gain the rogue's Thieves' Cant feature as described in the Class Compendium. You also gain proficiency in longswords, rapiers, shortswords, and thieves' tools.

Full Expertise

At 0th level, you become proficient in two more of your proficiencies (in skills or with thieves' tools).

Additionally, you gain the rogue's Expertise feature as described in the Class Compendium.

Rakish Rogue

At 1st level, you become a rakish rogue. You gain the following benefits:

  • You gain proficiency with Intelligence saving throws.
  • You gain the Roguish Archetype feature (as described in the Class Compendium).
  • You may replace the exploits you already know with new ones you gained access to at this level.
  • Your experience points reset to 0.

Sorcerer Rookie: The Innate

The Innate
XP Level Prof.
Bonus
Features Sorcery
Points
Cantrips
Known
Spells
Known
Max. Spell
Level
Metamagics
Known
0 -3 +1 Sorcererous Origin 2
10 -2 +1 Bonus Proficiency 3
35 -1 +1 Metamagics 2 3 1 1st 1
75 0 +1 Ranged Weapon Training 2 4 2 1st 1
150 1 +2 Supreme Sorcerer 4 4 2 1st 2

Innates

As an Innate, you gain the following class features

Hit Points


  • Hit Dice: 1d6
  • Hit Points at Level 0: 6 + your Constitution modifier
  • Hit Points at Higher Levels: An Innate does not gain additional hit points until it becomes a Sorcerer and achieves 2nd level in that class

Proficiencies


  • Armor: None.
  • Weapons: Daggers, quarterstaffs.
  • Tools: None.

  • Saving Throws: Charisma
  • Skills: Choose one from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) a light crossbow and 20 bolts or (b) any simple weapon.
  • (a) a dungeoneer's pack or (b) an explorer's pack.
  • Two daggers.

B. Custom Equipment


You gain 3d4 x 10 gold pieces (or 70 gp). You may spend some or all of this gold to purchase your own equipment.

Sorcererous Origin

The Innates Sorcererous Origin feature is the same as the Sorcerer one described in the Class Compendium, with the following changes:

  • Before becoming a 1st-level Sorcerer, the Innate table shows you how many spell slots you have to cast your spells of 1st level.
  • When you gain spells know you may chose one of the 1st level spells in the Origin Spells list, It is added to the sorcerer spell list for you. You may change this to the other spell when you reach 1st level.
  • If the Sorcererous Origin has other features you gain one of them, for example The Draconic Bloodline you would choose between Dragon Ancestor and Draconic Resilience.

Bonus Proficiency

At level -2, you become proficient in one of the following skills of your choice: Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Metamagics

At level -1, you gain the same Metamagic feature as the one described in the Class Compendium, with the following changes:

  • You know a number of metamagics, as shown in the Metamagics Known column of the Class Features (Innate) table.

Ranged Weapon Training

At level 0, you gain proficiency with darts, slings, and light crossbows.

Supreme Sorcerer

At level 1, you become a supreme sorcerer. You gain the following benefits:

  • You gain any remaining features from your origin that you did not choose at level 0.
  • You gain proficiency with Constitution saving throws.
  • You may replace the metamagics you already know with new ones you gained access to at this level.
  • Your experience points reset to 0.

Warlock Rookie: The Cultist

The Cultist
XP Level Prof.
Bonus
Features Cantrips
Known
Spell
Slots
Slot
Level
0 -3 +1 Otherworldly Patron 1
10 -2 +1 Pact Magic 1 1 1
35 -1 +1 Patrons Favor 2 1 1
75 0 +1 Bonus Proficiency 2 2 1
150 1 +2 Wicked Warlock 2 2 1

Cultists

As a Cultist, you gain the following class features

Hit Points


  • Hit Dice: 1d8
  • Hit Points at Level 0: 8 + your Constitution modifier
  • Hit Points at Higher Levels: a Cultist does not gain additional hit points until it becomes a Warlock and achieves 2nd level in that class

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence
  • Skills: Choose one from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) a light crossbow and 20 bolts or (b) a simple weapon.
  • (a) a component pouch or (b) an arcane focus.
  • (a) a scholar's pack or (b) a dungeoneer's pack.
  • Leather armor, any simple weapon, and two daggers.

B. Custom Equipment


You gain 4d4 x 10 gold pieces (or 100 gp). You may spend some or all of this gold to purchase your own equipment.

Otherworldly Patron

The Cultists Otherworldly Patron feature is the same as the Warlock one described in the Class Compendium, with the following changes:

  • You only know one cantrip of your choice from the warlock spell list.
  • Before becoming a 1st-level Warlock, the cultist table shows you how many cantrips you know.
  • You gain one feature from your Otherworldly Patron that you would at 1st level.

Pact Magic

At level -2, The Cultists Pact Magic feature is the same as the Warlock one described in the Class Compendium, with the following changes:

  • When you gain Pact Magic You may chose one of the 1st level spells in the Patron Spells list, It is added to the warlock spell list for you. You gain the other 1st level spell when you reach 1st level.

Patrons Favor

At level -1, You gain any remaining Feature from your patron that you did not choose at level 0.

Bonus Proficiency

At level 0, you become proficient in one of the following skills of your choice: Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Wicked Warlock

At level 1, you become a wicked warlock. You gain the following benefits:

  • You gain proficiency with Widsom saving throws.
  • You can choose a Pact Boon (as described in the Class Compendium).
  • Your experience points reset to 0.

Wizard Rookie: The Apprentice

The Apprentice
XP Level Prof.
Bonus
Features Cantrips
Known
1st Level
Spell Slots
0 -3 +1 Spellcasting 1
10 -2 +1 Spellscript 1 1
35 -1 +1 Ranged Weapon Training 2 1
75 0 +1 Bonus Proficiency 2 2
150 1 +2 Wondrous Wizard 3 2

Apprentices

As an Apprentice, you gain the following class features

Hit Points


  • Hit Dice: 1d6
  • Hit Points at Level 0: 6 + your Constitution modifier
  • Hit Points at Higher Levels: an apprentice does not gain additional hit points until it becomes a wizard and achieves 2nd level in that class

Proficiencies


  • Armor: none
  • Weapons: Daggers, Quarterstaffs
  • Tools: none

  • Saving Throws: Intelligence
  • Skills: Choose one from Arcana, History, Insight, Investigation, Medicine, and Religion
  • Tools None.

Equipment

Choose one of the following equipment options preset or custom:


A. Preset Equipment

  • (a) a quarterstaff or (b) a dagger.
  • (a) a component pouch or (b) an arcane focus.
  • (a) a scholar's pack or (b) an explorer's pack.
  • A spellbook.

B. Custom Equipment


You gain a spellbook and 2d4 x 10 gold pieces (or 50 gp). You may spend some or all of this gold to purchase your own equipment.

Spellcasting

The Apprentice’s spellcasting feature is the same as the Wizard one described in the Class Compendium, with the following changes:

  • You only know one cantrip of your choice from the wizard spell list. You learn an additional cantrip at level -1 and when you become a 1st-level wizard.
  • Before becoming a 1st-level wizard, the Apprentice table shows you how many spell slots you have to cast your spells of 1st level.
  • Until you become a 1st-level wizard, you can only prepare a number of wizard spells from your spellbook equal to your Intelligence modifier.
  • You have a spellbook but it does not contain any spells. At apprentice level -2, you learn one 1st-level wizard spell of your choice, and then another 1st-level wizard spell at apprentice level -1. You learn two more 1st-level spells at level 0 and then another two when you become a 1st-level wizard.

Spellscript

At level -2 you gain the Spellscript feature

Ranged Weapon Training

At level -1, you gain proficiency with darts, slings, and light crossbows.

Bonus Proficiency

At level 0, you become proficient in one of the following skills of your choice: Arcana, History, Insight, Investigation, Medicine, or Religion.

Wondrous Wizard

At level 1, you become a wondrous wizard. You gain the following benefits:

  • You gain proficiency with Wisdom saving throws.
  • You gain the Arcane Tradition feature (as described in the Class Compendium).
  • Your experience points reset to 0.