Classes

by Nyte

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D&D 5e lite: Beginner Friendly

This modified set of classes is designed for beginner players. Each Class Sheet is slightly more powerful than an average 5e level 1 character. These class designs cannot level up.

Creating a Character

Step 1: Choose a Race, Background, and Class

First, you must choose what race you want to play as. Beginners should stick to the Common Races, but all races are available to play. You gain all of the traits of that race.

Then you must decide a your character's background. This represents the skills they developed before they became an adventurer.

Finally, you must select a class. This is the most important decision, and determines what your character can and can't do. Are you a warrior, healer, or mage?

Step 2: Assign Ability Scores

Your DM will choose one of the following options for the table. Once you have six scores, you will assign each score to an Ability. The abilites are as follows:

Ability
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
Dexterity measures agility, reflexes, and balance.
Constitution measures health, stamina, and vital force.
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.

Your class will utilize one or two ability scores, and it would be wise to review your class before determining which of your abilities will be strongest.

Standard Array

Each character selects their scores from a predetermined list, and assigns each to a different ability. Once all six ability scores have been assigned, any racial Ability Score Increases are applied.
15, 14, 13, 12, 10, 8

Point Buy

Each character has 27 points to buy their six ability scores. Each score's cost are shown on the table below. Once all six ability scores have been bought, any racial Ability Score Increases are applied.

Score Cost ~ Score Cost
8 0 ~ 12 4
9 1 ~ 13 5
10 2 ~ 14 7
11 3 ~ 15 9

Roll for it

Each player rolls 4d6d1 (roll 4 d6s, add the top 3 together and ignore the lowest) six times, and assigns each roll to a score. Once all six ability scores have been assigned, any racial Ability Score Increases are applied.

Step 3: Finishing Touches

Once you have filled out the character sheet and reviewed your class sheet, you are ready to play. Double check the following:

  • All skill proficiencies have been assigned and calculated.
  • You have selected your equipment.
  • If you can cast spells, you have chosen which spells you know from the master list.
  • You have made all choices in your class sheet (if any).

Common Races

Dwarf

Ability Score Increase. Increase your Constitution Score by 2, and Wisdom Score by 1.
Size and Speed. Dwarves stand 3-5 feet tall. Your size is Medium, and your base walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have resistance against poison damage, and advantage on saving throws against poison.
Long Memory. You have proficiency in the History skill.
Subrace. Choose a subrace:

Hill Dwarf. Your hit point maximum increases by 5.

Mountain Dwarf. You gain a +2 bonus to melee weapon damage rolls.

Elf

Ability Score Increase. Increase your Dexterity Score by 2, and Intelligence Score by 1.
Size and Speed. Elves stand 5-6 feet tall. Your size is Medium, and your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill, and you gain an additional +2 bonus to any Wisdom (Perception) checks you make.
Fey Ancestry. You have advantage on saving throws made to avoid or end the charmed condition on yourself.
Subrace. Choose a subrace:

High Elf. You know one wizard cantrip. Intelligence is your spellcasting ability for it.

Wood Elf. You have proficiency in the Stealth skill.

Backgrounds

You gain two skill proficiencies of your choice. You can choose a suggested set, dependent on your character's history:

Acolyte. Insight, Religion
Artisan. Insight, Investigation
Criminal. Deception, Stealth
Entertainer. Acrobatics, Performance
Hermit. Medicine, Survival
Merchant. Insight, Persuasion
Noble. History, Persuasion
Outlander. Perception, Survival
Sailor. Athletics, Perception
Scholar. History, Investigation
Soldier. Animal Handling, Athletics
Urchin. Sleight of Hand, Stealth

Halfling

Ability Score Increase. Increase three different Ability Scores by 1.
Size and Speed. Halflings stand 3-5 feet tall. Your size is Small, and your base walking speed is 25 feet.
Lucky. When you roll a 1 on a d20 roll for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Subrace. Choose a subrace:

Lightfoot Halfling. You have proficiency in the Stealth skill, and you gain an additional +2 bonus to any Dexterity (Stealth) checks you make.

Stout Halfling. You have resistance against poison damage, and advantage on saving throws against poison.

Human

Ability Score Increase. Increase each Ability Score by 1. Then increase an Ability Score of your choice by 1.
Size and Speed. Humans stand 5-6 feet tall. Your size is Medium, and your base walking speed is 30 feet.
Skill Versatility. You gain proficiency in three skills of your choice.

Uncommon Races

Dragonborn

Ability Score Increase. Increase your Strength Score, Constitution Score, and Charisma Score each by 1.
Size and Speed. Dragonborn stand 5-7 feet tall. Your size is Medium, and your base walking speed is 30 feet.
Natural Armor. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.
Breath Weapon. You can use your action to exhale destructive energy in a 15-foot cone originating from you. Each creature in the cone must make a Dexterity saving throw (DC = 10 + your Constitution modifier). Creatures suffer 2d8 damage of a type determined by your subrace on a failure, or half as much on a success. Once you've used your breath weapon 3 times, you cannot do so again until you finish a short or long rest.
Subrace. Choose a subrace:

Black Dragonborn. Your Breath Weapon deals acid damage, and you are resistant to acid damage.

Blue Dragonborn. Your Breath Weapon deals lighting damage, and you are resistant to lightning damage.

Green Dragonborn. Your Breath Weapon deals poison damage, and you are resistant to poison damage.

Red Dragonborn. Your Breath Weapon deals fire damage, and you are resistant to fire damage.

White Dragonborn. Your Breath Weapon deals cold damage, and you are resistant to cold damage.

Gnome

Ability Score Increase. Increase your Intelligence Score by 2, and Dexterity Score by 1.
Size and Speed. Gnomes stand 2-4 feet tall. Your size is Small, and your base walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Curious. You have proficiency in the Investigation skill.
Gnome Cunning. You have advantage on saving throws against magic.
Subrace. Choose a subrace.

Forest Gnome. You can communicate and understand simple ideas with Small or smaller beasts.

Rock Gnome. You know one wizard cantrip. Intelligence is your spellcasting ability for it.

Half-elf

Ability Score Increase. Increase three different Ability Scores by 1.
Size and Speed. Half-elfs stand 5-6 feet tall. Your size is Medium, and your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws made to avoid or end the charmed condition on yourself.
Skill Versatility. You gain proficiency in three skills of your choice.

Half-orc

Ability Score Increase. Increase three different Ability Scores by 1.
Size and Speed. Half-orcs stand 5-6 feet tall. Your size is Medium, and your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Relentless Endurance. When you are reduced to 0 hit points, you can drop to 1 hit point instead. Once you've used this trait, you can't do so again until you finish a long rest.
Skill Versatility. You gain proficiency in three skills of your choice.

Tiefling

Ability Score Increase. Increase your Charisma Score by 2, and Intelligence Score by 1.
Size and Speed. Tieflings stand 5-6 feet tall. Your size is Medium, and your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Devil's Tongue. You have proficiency in the Deception and Persuasion skills.
Hellish Resistance. You have resistance to fire damage.
Infernal Fire. Once per turn when you damage a creature, you can deal an additional 1d4 fire damage to it.

Classes

Barbarian

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Hit Points

Maximum Hit Points: 12 + twice your Constitution modifier

Proficiencies

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

Armor: Light armor, Medium armor, shields
Weapons: All weapons

Equipment

You start with the following equipment:

  • Hide Armor
    • AC = 12 + Dexterity modifier (max 2)
    • Medium armor
  • Shield
    • +2 AC
    • One-handed
  • Two of the following weapons of your choice:
    • Handaxe (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier slashing damage
      • One-handed
      • Thrown (range 20/60 ft.)
      • Light
    • Spear (x5)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier piercing damage
      • One-handed
      • Thrown (range 20/60 ft.)
      • Versatile (1d8)
    • Mace
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d8 + Strength modifier bludgeoning damage
      • One-handed
    • Warhammer
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d8 + Strength modifier bludgeoning damage
      • One-handed
      • Versatile (1d10)
    • Greataxe
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d12 + Strength modifier slashing damage
      • Two-handed
      • Heavy

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits:

  • You have advantage on melee weapon attack rolls using Strength, and you gain a +2 bonus to their damage rolls.
  • You have advantage on Strength checks and Strength saving throws.
  • You have resistance to all non-magical damage.
  • Attack rolls made against you have advantage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Unarmored Defense

While 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.

Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.

Hit Points

Maximum Hit Points: 8 + twice your Constitution modifier

Proficiencies

Saving Throws: Dexterity, Charisma
Skills: Choose any three

Armor: Light armor
Weapons: Simple weapons, rapiers, shortswords

Equipment

You start with the following equipment:

  • Leather Armor
    • AC = 11 + Dexterity modifier
    • Light armor
  • One of the following weapons of your choice:
    • Dagger (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d4 + Strength modifier piercing damage
      • One-handed
      • Light
      • Finesse
      • Thrown (range 20/60 ft.)
    • Shortsword
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier slashing damage
      • One-handed
      • Finesse
      • Light
    • Light Crossbow
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d8 + Dexterity modifier piercing damage
      • Two-handed
      • Ammunition (20 bolts)
      • Ranged (80/320 ft.)
  • Two musical instruments of your choice
    • One or two-handed
    • Spellcasting focus

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

You know two bard cantrips of your choice, and can cast them at will.

1st-Level Spells

You know four 1st-level bard spells of your choice. You have 4 1st-level spell slots, which you can expend to cast a 1st-level spell you know. You can only cast one of these spells if you are holding a spellcasting focus. You regain any expended spell slots at the end of a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells.

Spell save DC = 10 + Charisma modifier.

Spell attack modifier = 2 + Charisma modifier.

Suggested Spells

Cantrips: minor illusion, vicious mockery
1st-level spells: charm person, cure wounds, disguise self, sleep

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one crea- ture other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to twice your Charisma modifier (a minimum of two times). You regain any expended uses when you finish a short or long rest.

Cleric

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Hit Points

Maximum Hit Points: 8 + twice your Constitution modifier

Proficiencies

Saving Throws: Wisdom, Charisma
Skills: Choose any three

Armor: Light armor, medium armor, shields
Weapons: Simple weapons

Equipment

You start with the following equipment:

  • One of the following sets of armor of your choice:
    • Leather Armor
      • AC = 11 + Dexterity modifier
      • Light armor
    • Scale Mail
      • AC = 14 + Dexterity modifier (max 2)
      • Medium armor
      • Disadvantage on Dexterity (Stealth) checks
  • Shield
    • +2 AC
    • One-handed
  • One of the following weapons of your choice:
    • Dagger (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d4 + Strength modifier piercing damage
      • One-handed
      • Light
      • Finesse
      • Thrown (range 20/60 ft.)
    • Mace
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d8 + Strength modifier bludgeoning damage
      • One-handed
    • Quarterstaff
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier bludgeoning damage
      • One-handed
      • Versatile (1d8)
    • Light Crossbow
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d8 + Dexterity modifier piercing damage
      • Two-handed
      • Ammunition (20 bolts)
      • Ranged (80/320 ft.)
  • Holy Symbol
    • One-handed
    • Spellcasting focus

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

You know three cleric cantrips of your choice, and can cast them at will.

1st-Level Spells

You know four 1st-level cleric spells of your choice. You have 4 1st-level spell slots, which you can expend to cast a 1st-level spell you know. You can only cast one of these spells if you are holding a spellcasting focus. You regain any expended spell slots at the end of a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells.

Spell save DC = 10 + Wisdom modifier.

Spell attack modifier = 2 + Wisdom modifier.

Suggested Spells

Cantrips: guidance, light, sacred flame
1st-level spells: bless, cure wounds, guiding bolt, shield of faith

Clerical Domain

You choose a domain shaped by your choice of deity and the gifts they grant you. Choose one of the following domains:

Life Domain

You learn the cure wounds and healing word spells, if you don't know them already. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest.

Light Domain

You learn the faerie fire and guiding bolt spells, if you don't know them already. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest.

Nature Domain

You learn the entangle and speak with animals spells, if you don't know them already. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest.

Tempest Domain

You learn the fog cloud and thunderwave spells, if you don't know them already. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest.

Trickery Domain

You learn the charm person and disguise self spells, if you don't know them already. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest.

Druid

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.

Hit Points

Maximum Hit Points: 8 + twice your Constitution modifier

Proficiencies

Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Armor: Light armor, medium armor, shields
Weapons: Simple weapons

Equipment

You start with the following equipment:

  • Leather Armor
    • AC = 11 + Dexterity modifier
    • Light armor
  • *Shield
    • +2 AC
    • One-handed
  • Two of the following weapons of your choice:
    • Dagger (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d4 + Strength modifier piercing damage
      • One-handed
      • Light
      • Finesse
      • Thrown (range 20/60 ft.)
    • Spear (x5)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier piercing damage
      • One-handed
      • Thrown (range 20/60 ft.)
      • Versatile (1d8)
    • Quarterstaff
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier bludgeoning damage
      • One-handed
      • Versatile (1d8)
    • Shortbow
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d6 + Dexterity modifier piercing damage
      • Two-handed
      • Ammunition (20 arrows)
      • Ranged (80/320 ft.)
  • Druidic Focus
    • One-handed
    • Spellcasting focus

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

You know two druid cantrips of your choice, and can cast them at will.

1st-Level Spells

You know four 1st-level druid spells of your choice. You have 4 1st-level spell slots, which you can expend to cast a 1st-level spell you know. You can only cast one of these spells if you are holding a spellcasting focus. You regain any expended spell slots at the end of a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells.

Spell save DC = 10 + Wisdom modifier.

Spell attack modifier = 2 + Wisdom modifier.

Suggested Spells

Cantrips: druidcraft, thorn whip
1st-level spells: animal friendship, cure wounds, entangle, fog cloud

Wild Shape

You can use your action to magically assume the shape of one of the following beasts:
CR 0: cat, crab, deer, goat, jackal, rat, scorpion, spider, weasel
CR 1/8: camel, giant crab, giant weasel, pony
CR 1/4: boar, constrictor snake, cow, elk, giant frog, giant poisonous snake, giant wolf spider, horse, panther, wolf

You revert to your normal form after 1 hour, if you reach 0 hit points, or when you use a bonus action to end your Wild Shape. You can use this feature twice, and regain any expended uses at the end of a short or long rest.

Beast Form

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
  • When you transform, you assume the beast's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
  • You can't cast spells, and your ability to speak or take an action that requires hands is limited to the capabilities of your beast form.

Fighter

Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.

Hit Points

Maximum Hit Points: 10 + twice your Constitution modifier

Proficiencies

Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Armor: All armor, shields
Weapons: All weapons

Equipment

You start with the following equipment:

  • One of the following sets of armor of your choice:
    • Leather Armor
      • AC = 11 + Dexterity modifier
      • Light armor
    • Chain Mail
      • AC = 16
      • Heavy armor
      • Disadvantage on Dexterity (Stealth) checks
      • Requires Strength score of 13 or higher
  • Shield
    • +2 AC
    • One-handed
  • Three of the following weapons of your choice:
    • Handaxe (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier slashing damage
      • One-handed
      • Thrown (range 20/60 ft.)
      • Light
    • Shortsword (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier slashing damage
      • One-handed
      • Finesse
      • Light
    • Spear (x5)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier piercing damage
      • One-handed
      • Thrown (range 20/60 ft.)
      • Versatile (1d8)
    • Warhammer
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d8 + Strength modifier bludgeoning damage
      • One-handed
      • Versatile (1d10)
    • Halberd
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d10 + Strength modifier slashing damage
      • Two-handed
      • Reach (10 ft.)
      • Heavy
    • Greatsword
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 2d6 + Strength modifier slashing damage
      • Two-handed
      • Heavy
    • Light Crossbow
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d8 + Dexterity modifier piercing damage
      • Two-handed
      • Ammunition (20 bolts)
      • Ranged (80/320 ft.)

Action Surge

On your turn, you can take one additional action. You can use this feature twice, but not on the same turn, and regain any expended uses at the end of a short or long rest.

Second Wind

On your turn, you can use a bonus action to regain 2d10 hit points. You can use this feature twice, and regain any expended uses at the end of a short or long rest.

Fighting Style

Choose one of the following fighting styles:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

One-Weapon Fighting

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you use your action to make a melee attack with a light weapon, you can use your bonus action to make an additional melee attack with a different light weapon you have equipped.

Heavy Weapon Fighting

When you deal damage with a melee weapon that you are wielding with both hands, you can roll the damage dice twice and use the higher roll.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to do this.

Monk

Monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

Hit Points

Maximum Hit Points: 8 + twice your Constitution modifier

Proficiencies

Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Armor: None
Weapons: Simple weapons, shortswords

Equipment

You start with the following equipment:

  • Monk Robes
    • AC = 10 + Dexterity modifier + Wisdom modifier
    • Movement Speed: +10 feet
  • Two of the following weapons of your choice:
    • Dagger (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d4 + Strength modifier piercing damage
      • One-handed
      • Light
      • Finesse
      • Thrown (range 20/60 ft.)
    • Shortsword (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier slashing damage
      • One-handed
      • Finesse
      • Light
    • Spear (x5)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier piercing damage
      • One-handed
      • Thrown (range 20/60 ft.)
      • Versatile (1d8)
    • Quarterstaff
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier bludgeoning damage
      • One-handed
      • Versatile (1d8)
    • Darts (x10)
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d4 + Dexterity modifier piercing damage
      • One-handed
      • Light
      • Thrown (range 20/60 ft.)

Martial Arts

Your unarmed strikes gain the finesse property, and deal 1d4 bludgeoning damage on a hit. You can make an unarmed strike as an action and/or bonus action on each of your turns.

Unarmed Strike

  • To hit: 1d20 + Strength modifier + 2
  • Damage: 1d4 + Strength modifier bludgeoning damage
  • One-handed
  • Light
  • Finesse

Ki

Your training allows you to harness the mystic energy of ki. You have 5 ki points, which you regain when you finish a short or long rest. You can expend ki points in the following ways:

Flurry of Blows

You can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action.

Step of the Wind

You can spend 1 ki point to take both the Disengage and Dash action as a single bonus action.

Paladin

Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.

Hit Points

Maximum Hit Points: 10 + twice your Constitution modifier

Proficiencies

Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Armor: All armor, shields
Weapons: All weapons

Equipment

You start with the following equipment:

  • Chain Mail
    • AC = 16
    • Heavy armor
    • Disadvantage on Dexterity (Stealth) checks
    • Requires Strength score of 13 or higher
  • Shield
    • +2 AC
    • One-handed
  • Two of the following weapons of your choice:
    • Spear (x5)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier piercing damage
      • One-handed
      • Thrown (range 20/60 ft.)
      • Versatile (1d8)
    • Mace
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d8 + Strength modifier bludgeoning damage
      • One-handed
    • Longsword
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d8 + Strength modifier slashing damage
      • One-handed
      • Versatile (1d10)
    • Greatsword
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 2d6 + Strength modifier slashing damage
      • Two-handed
      • Heavy
    • Light Crossbow
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d8 + Dexterity modifier piercing damage
      • Two-handed
      • Ammunition (20 bolts)
      • Ranged (80/320 ft.)

Blessed Warrior

You know two cantrips of your choice from the cleric spell list, and they count as paladin spells for you.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells.

Spell save DC = 10 + Charisma modifier.

Spell attack modifier = 2 + Charisma modifier.

Suggested Spells

Cantrips: light, sacred flame

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes after you complete a short or long rest. With that pool, you can restore 15 hit points.

As an action, you can touch a creature and expend power from the pool to restore any number of hit points to that creature, up to the maximum amount remaining in your pool.

Fighting Style

Choose one of the following fighting styles:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

One-Weapon Fighting

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you use your action to make a melee attack with a light weapon, you can use your bonus action to make an additional melee attack with a different light weapon you have equipped.

Heavy Weapon Fighting

When you deal damage with a melee weapon that you are wielding with both hands, you can roll the damage dice twice and use the higher roll.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to do this.

Ranger

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Hit Points

Maximum Hit Points: 10 + twice your Constitution modifier

Proficiencies

Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Armor: Light armor, medium armor, shields
Weapons: All weapons

Equipment

You start with the following equipment:

  • One of the following sets of armor of your choice:
    • Leather Armor
      • AC = 11 + Dexterity modifier
      • Light armor
    • Scale Mail
      • AC = 14 + Dexterity modifier (max 2)
      • Medium armor
      • Disadvantage on Dexterity (Stealth) checks
  • Shield
    • +2 AC
    • One-handed
  • Two of the following weapons of your choice:
    • Dagger (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d4 + Strength modifier piercing damage
      • One-handed
      • Light
      • Finesse
      • Thrown (range 20/60 ft.)
    • Shortsword (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier slashing damage
      • One-handed
      • Finesse
      • Light
    • Quarterstaff
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier bludgeoning damage
      • One-handed
      • Versatile (1d8)
    • Longbow
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d8 + Dexterity modifier piercing damage
      • Two-handed
      • Ammunition (20 arrows)
      • Ranged (150/600 ft.)

Survivalist

You gain an +2 bonus to any Wisdom (Survival) checks you make.

Hunter's Mark

You can use a bonus action to mystically mark a creature you can see within 60 feet of you for 1 minute. You know a marked target's exact location. Whenever you hit a marked target with a weapon attack, you deal an extra 1d6 damage to it. If you mark a second creature, the mark on the first fades.

Fighting Style

Choose one of the following fighting styles:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

One-Weapon Fighting

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you use your action to make a melee attack with a light weapon, you can use your bonus action to make an additional melee attack with a different light weapon you have equipped.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to do this.

Rogue

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Hit Points

Maximum Hit Points: 8 + twice your Constitution modifier

Proficiencies

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

Armor: Light armor
Weapons: Simple weapons, shortswords, hand crossbows

Equipment

You start with the following equipment:

  • Leather Armor
    • AC = 11 + Dexterity modifier
    • Light armor
  • Two of the following weapons of your choice:
    • Dagger (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d4 + Strength modifier piercing damage
      • One-handed
      • Light
      • Finesse
      • Thrown (range 20/60 ft.)
    • Shortsword
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier slashing damage
      • One-handed
      • Finesse
      • Light
    • Shortbow
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d6 + Dexterity modifier piercing damage
      • Two-handed
      • Ammunition (20 arrows)
      • Ranged (80/320 ft.)
    • Hand Crossbow
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d4 + Dexterity modifier piercing damage
      • One-handed
      • Light
      • Ammunition (20 bolts)
      • Ranged (30/120 ft.)
  • Thieves' Tools
    • One Disguise Kit
    • One Forgery Kit
    • One Lockpick Kit
    • One Trap Disarm Kit

Expertise

Choose two skills you are proficient in. You gain a +2 bonus to those skills.

Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, or Hide actions as a bonus action on each of your turns in combat.

Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

Sorcerer

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

Hit Points

Maximum Hit Points: 6 + twice your Constitution modifier

Proficiencies

Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Armor: None
Weapons: Simple weapons

Equipment

You start with the following equipment:

  • Enchanted Mage Robes
    • AC = 13 + Dexterity modifier
  • One of the following weapons of your choice:
    • Dagger (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d4 + Strength modifier piercing damage
      • One-handed
      • Light
      • Finesse
      • Thrown (range 20/60 ft.)
    • Shortsword
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier slashing damage
      • One-handed
      • Finesse
      • Light
    • Quarterstaff
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier bludgeoning damage
      • One-handed
      • Versatile (1d8)
    • Light Crossbow
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d8 + Dexterity modifier piercing damage
      • Two-handed
      • Ammunition (20 bolts)
      • Ranged (80/320 ft.)

Sorcery

The spark of arcane magic within you allows you to spontaneously produce spells from within yourself

Cantrips

You know three sorcerer cantrips of your choice, and can cast them at will.

1st-Level Spells

You know four 1st-level sorcerer spells of your choice. You have 10 Sorcery Points which you can spend to cast and manipulate spells. You regain all expended Sorcery Points at the end of a long rest.

To cast a 1st-level spell that you know, you must spend 2 Sorcery Points.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells.

Spell save DC = 10 + Charisma modifier.

Spell attack modifier = 2 + Charisma modifier.

Suggested Spells

Cantrips: firebolt, friends, minor illusion
1st-level spells: burning hands, charm person, detect magic, ray of sickness

Metamagic

When casting a spell, you can apply one of the following Metamagics to that spell.

Distant Spell

When you cast a spell, you can spend 1 Sorcery Point to double its range. If you use this on a spell with a range of touch, its range becomes 30 feet.

Elemental Spell

When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 Sorcery Point to change the spell's damage type to another from the list above.

Seeking Spell

When you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to re-roll the d20. You must use the new d20 roll, potentially turning a missed attack into a hit.

Twinned Spell

When you cast a spell that doesn't have a range of self, you can spend 1 Sorcery Point to twin it, choosing another target within the range of the spell. You can't twin a spell that can target more than one creature.

Warlock

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.

Hit Points

Maximum Hit Points: 8 + twice your Constitution modifier

Proficiencies

Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Armor: None
Weapons: Simple weapons

Equipment

You start with the following equipment:

  • Leather Armor
    • AC = 11 + Dexterity modifier
    • Light armor
  • Two of the following weapons of your choice:
    • Dagger (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d4 + Strength modifier piercing damage
      • One-handed
      • Light
      • Finesse
      • Thrown (range 20/60 ft.)
    • Quarterstaff
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier bludgeoning damage
      • One-handed
      • Versatile (1d8)
    • Light Crossbow
      • To hit: 1d20 + Dexterity modifier + 2
      • Damage: 1d8 + Dexterity modifier piercing damage
      • Two-handed
      • Ammunition (20 bolts)
      • Ranged (80/320 ft.)
  • Mystic Artifact
    • One-handed
    • Spellcasting focus

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two warlock cantrips of your choice, and can cast them at will.

1st-Level Spells

You know three 1st-level warlock spells of your choice. You have 2 1st-level spell slots, which you can expend to cast a 1st-level spell you know. You can only cast one of these spells if you are holding a spellcasting focus. You regain any expended spell slots at the end of a short or long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells.

Spell save DC = 10 + Charisma modifier.

Spell attack modifier = 2 + Charisma modifier.

Suggested Spells

Cantrips: eldritch blast, minor illusion
1st-level spells: cause fear, disguise self, witch bolt

Otherworldly Patron

You have struck a bargain with an otherworldly being. Choose one:

The Archfey

You learn the charm person and faerie fire spells, if you don't know them already. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest.

The Celestial

You learn the cure wounds and guiding bolt spells, if you don't know them already. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest.

The Fiend

You learn the burning hands and command spells, if you don't know them already. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest.

The Genie

You learn the bless and detect evil and good spells, if you don't know them already. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest.

The Great Old One

You learn the bane and dissonant whispers spells, if you don't know them already. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest.

Wizard

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.

Hit Points

Maximum Hit Points: 6 + twice your Constitution modifier

Proficiencies

Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Armor: None
Weapons: Simple weapons

Equipment

You start with the following equipment:

  • Enchanted Mage Robes
    • AC = 13 + Dexterity modifier
  • One of the following weapons of your choice:
    • Dagger (x2)
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d4 + Strength modifier piercing damage
      • One-handed
      • Light
      • Finesse
      • Thrown (range 20/60 ft.)
    • Quarterstaff
      • To hit: 1d20 + Strength modifier + 2
      • Damage: 1d6 + Strength modifier bludgeoning damage
      • One-handed
      • Versatile (1d8)
  • Spellbook
    • One-handed
    • Spellcasting focus

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

You know four wizard cantrips of your choice, and can cast them at will.

1st-Level Spells

You know eight 1st-level wizard spells of your choice. You have 6 1st-level spell slots, which you can expend to cast a 1st-level spell you know. You can only cast one of these spells if you are holding a spellcasting focus. You regain any expended spell slots at the end of a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells.

Spell save DC = 10 + Intelligence modifier.

Spell attack modifier = 2 + Intelligence modifier.

Suggested Spells

Cantrips: dancing lights, firebolt, mage hand, minor illusion
1st-level spells: burning hands, comprehend languages, disguise self, find familiar, fog cloud, magic missile, sleep, witch bolt

Arcane Surge

When you use your action to cast a 1st-level spell, you can spend a bonus action that turn to cast a cantrip you know.

 

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