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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](https://dmdave.com). 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. \columnbreak ## 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 | \pagebreakNum # Barbarian Rookie: The Tribal Warrior
##### The Tribal Warrior (0.4) | 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 | Brutality | 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 Warrior At level 1, you become a Barbarian. As a 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. \pagebreakNum # Bard Rookie: The Minstrel
##### The Minstrel (0.4) | 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 | Bardistry | 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-1/8, 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. ### Bardistry At level 1, you become a Bard. As a 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. \pagebreakNum # Cleric Rookie: The Priest
##### The Priest (0.4) | 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 | Faithful | 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. ### faithful At level 1, you become a Cleric. As a 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. \pagebreakNum # Driud Rookie: The Shaman
##### The Shaman (0.1) | XP | Level | Prof. Bonus | Features | Cantrips
Known | 1st Level
Spell Slots| |:----|:---:|:--:|:-----------------------|---|---| | 0 | -3 | +1 | Spellcasting | 1 | — | | 10 | -2 | +1 | Bonus Proficiency | 1 | 1 | | 35 | -1 | +1 | Wild Shape | 1 | 1 | | 75 | 0 | +1 | The Forest Protects | 2 | 1 | | 150 | 1 | +2 | Driudness | 2 | 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. \columnbreak ### 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 priest 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. ### Bonus Proficiency At level -2, you become proficient in one of the following skills of your choice: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival. ### 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 only one shape - Other things ### The Forest Protects At level 0, you gain proficiency with Darts, Slings. Scimitars, medium armor, shields . ### Driudness At level 1, you become a Driud. As a Driud, you gain the following benefits: - You gain proficiency with Intelligence saving throws. - You gain the Druidic feature (as described in the Class Compendium). - Your experience points reset to 0. \pagebreakNum # Fighter Rookie: The Squire
##### The Squire (0.4) | XP | Level | Prof. Bonus | Features | Second
Wind | Resolve
Points | Maneuvers
Mastered | |:----|:---:|:--:|:-----------------------|--------|---|---| | 0 | -3 | +1 | Fighting Style | — | — | — | | 10 | -2 | +1 | Second Wind | 1d6 | 1 | 1 | | 35 | -1 | +1 | Heavy Arms and Armor | 1d8 | 2 | 1 | | 75 | 0 | +1 | Bonus Proficiency | 1d10 | 2 | 2 | | 150 | 1 | +2 | Battle Hardened | 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. ### Second Wind The Squire's Second Wind feature is 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. ### Resolve & Maneuvers At level -2, you gain 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. ### Heavy Fighting At level -1, you gain proficiency with heavy armor, and Martial Weapons. You also gain the Fighting Ftyle 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. ### Battle Hardened At level 1, you become a Fighter. As a 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. \pagebreakNum # Monk Rookie: The Ascetic
##### The Ascetic (0.1) | XP | Level | Prof. Bonus | Features | Martial
Arts | |:----|:---:|:--:|:-----------------------|-----| | 0 | -3 | +1 | Martial Arts | 1d4 | | 10 | -2 | +1 | — | 1d4 | | 35 | -1 | +1 | Unarmored Defense | 1d4 | | 75 | 0 | +1 | Bonus Proficiency | 1d4 | | 150 | 1 | +2 | Monkness | 1d4 |
## 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. \columnbreak ### Martial Arts The Ascetics Martial Arts feature is the same as the Monk one described in the Class Compendium, with the following changes: - Bonus Strike is gained at level 0. ### Unarmored Defense At level -1, 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. ### Bonus Proficiency At level 0, You become proficient in two of the following skills of your choice: Acrobatics, Athletics, History, Insight, Religion, and Stealth, Also Choose one type of artisan's tools or one musical instrument. ### Monkness At level 1, you become a Monk. As a 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. - Your experience points reset to 0. \pagebreakNum # Paladin Rookie: The Apostle
##### The Apostle (0.1) | XP | Level | Prof. Bonus | Features | Conviction
Points | |:----|:---:|:--:|:------------------------|---| | 0 | -3 | +1 | Conviction, Lay on Hands| 1 | | 10 | -2 | +1 | Protector's Training | 2 | | 35 | -1 | +1 | Bonus Proficiency | 3 | | 75 | 0 | +1 | Armored Senses | 4 | | 150 | 1 | +2 | Paladinness | 5 |
## 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. \columnbreak ### Conviction The Apostles Conviction and Lay on Hands features are the same as the Paladin ones described in the Class Compendium. ### Protector's Training At level -2, You gain proficiency with Medium armor and Martial weapons. ### Bonus Proficiency At level -1, You become proficient in two of the following skills of your choice: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. ### Armored Senses At level 0, You gain the Divine Sense Feature, and proficiency with Heavy armor. ### Paladinness At level 1, you become a Paladin. As a 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. \pagebreakNum # Ranger Rookie: The Hunter
##### The Hunter (0.2) | XP | Level | Prof. Bonus | Features | Survival
Instincts | Scrap Points | Hunters Focus | |:----|:---:|:--:|:-----------------------|---|---|------------| | 0 | -3 | +1 | Traps & Scrap | — | 1 | 1 minutes | | 10 | -2 | +1 | Survival Instincts | 1 | 1 | 3 minutes | | 35 | -1 | +1 | Bonus Proficiency | 1 | 2 | 5 minutes | | 75 | 0 | +1 | Hunter's Focus | 1 | 2 | 7 minutes | | 150 | 1 | +2 | Rangeryness | 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) \columnbreak ### 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) ### True Hunter At level 1, you become a Ranger. As a 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. \pagebreakNum # Rogue Rookie: The Rapscallion
##### The Rascal (0.1) | XP | Level | Prof. Bonus | Features | Sneak
Attack | |:----|:---:|:--:|:-----------------------|-----| | 0 | -3 | +1 | Sneak Attack | 1 | | 10 | -2 | +1 | — | 1d4 | | 35 | -1 | +1 | Rogues Training | 1d4 | | 75 | 0 | +1 | Bonus Proficiency | 1d6 | | 150 | 1 | +2 | Rogueness | 1d6 |
## Rascals As a Rascal, 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 Rascal 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. \columnbreak ### Sneak Attack The Rascals Sneak Attack feature is the same as the Rogue one described in the Class Compendium, with the following changes: - The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rascals table ### Rogues Training At level -1, You gain the Thieves's Cant feature, you also gain proficiency with longswords, rapiers, shortswords, and Thieves' tools. ### Bonus Proficiency At level 0, you become proficient in two of the following skills of your choice: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. ### Rogueness At level 1, you become a Rogue. As a Rogue, you gain the following benefits: - You gain proficiency with Intelligence saving throws. - You gain the Expertise feature (as described in the Class Compendium). - Your experience points reset to 0. \pagebreakNum # Sorcerer Rookie: The Innate
##### The Innate (0.4) | 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 | Sorcery | 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. ### Innate Power At level 1, you become a Sorcerer. As a 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. \pagebreakNum # Warlock Rookie: The Cultist
##### The Cultist (0.4) | 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 | — | 2 | 2 | 1 | | 150 | 1 | +2 | The Weird | 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. \columnbreak ### Otherworldly Patron The Cultists Otherworldly Patron 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. - If the Otherworldly Patron has other features you gain one of them, for example The Hexblade you would choose between Hexblade's Curse and Hex Warrior. - You do not gain a pact boon. ### 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: - You only know one cantrip of your choice from the Warlock spell list. You learn an additional cantrip at level -1. - You gain one spell slot and another at 0 level. ### Patrons Favor At level -1, You gain any remaining Feature from your patron that you did not choose at level 0. you become proficient in one of the following skills of your choice: Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion. ### The Weird At level 1, you become a Warlock. As a 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. \pagebreakNum # Wizard Rookie: The Apprentice
##### The Apprentice (0.4) | 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 | Wizardry | 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. \columnbreak ### 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. ### Wizardry At level 1, you become a wizard. As a 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.