Just copy/pasting for now, big WIP
Beyond 1st Level
As your character goes on adventures and
overcomes challenges, he or she gains experience,
represented by experience points. A character who
reaches a specified experience point total advances
in capability. This advancement is called gaining a
level.
When your character gains a level, his or her class
often grants additional features, as detailed in the
class description. Some of these features allow you
to increase your ability scores, either increasing two
scores by 1 each or increasing one score by 2. You
can’t increase an ability score above 20. In addition,
every character’s proficiency bonus increases at
certain levels.
Each time you gain a level, you gain 1 additional
Hit Die. Roll that Hit Die, add your Constitution
modifier to the roll, and add the total to your hit
point maximum. Alternatively, you can use the fixed
value shown in your class entry, which is the average
result of the die roll (rounded up).
When your Constitution modifier increases by 1,
your hit point maximum increases by 1 for each level
you have attained. For example, if your 7th-‐‑level
fighter has a Constitution score of 17, when he
reaches 8th level, he increases his Constitution score
from 17 to 18, thus increasing his Constitution
modifier from +3 to +4. His hit point maximum then
increases by 8.
The Character Advancement table summarizes the
XP you need to advance in levels from level 1
through level 20, and the proficiency bonus for a
character of that level. Consult the information in
your character’s class description to see what other
improvements you gain at each level.
Character Advancement
Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6
Multiclassing
Multiclassing allows you to gain levels in multiple
classes. Doing so lets you mix the abilities of those
classes to realize a character concept that might not
be reflected in one of the standard class options.
With this rule, you have the option of gaining a
level in a new class whenever you advance in level,
instead of gaining a level in your current class. Your
levels in all your classes are added together to
determine your character level. For example, if you
have three levels in wizard and two in fighter, you’re
a 5th-‐‑level character.
As you advance in levels, you might primarily
remain a member of your original class with just a
few levels in another class, or you might change
course entirely, never looking back at the class you
left behind. You might even start progressing in a
third or fourth class. Compared to a single-‐‑class
character of the same level, you’ll sacrifice some
focus in exchange for versatility.
Prerequisites
To qualify for a new class, you must meet the ability
score prerequisites for both your current class and
your new one, as shown in the Multiclassing
Prerequisites table. For example, a barbarian who
decides to multiclass into the druid class must have
both Strength and Wisdom scores of 13 or higher.
Without the full training that a beginning character
receives, you must be a quick study in your new class,
having a natural aptitude that is reflected by higher-‐‑
than-‐‑average ability scores.
Multiclassing Prerequisites
Class Ability Score Minimum
Barbarian Strength 13
Bard Charisma 13
Cleric Wisdom 13
Druid Wisdom 13
Fighter Strength 13 or Dexterity 13
Monk Dexterity 13 and Wisdom 13
Paladin Strength 13 and Charisma 13
Ranger Dexterity 13 and Wisdom 13
Rogue Dexterity 13
Sorcerer Charisma 13
Warlock Charisma 13
Wizard Intelligence 13
System Reference Document 5.1 57
Experience Points
The experience point cost to gain a level is always
based on your total character level, as shown in the
Character Advancement table, not your level in a
particular class. So, if you are a cleric 6/fighter 1, you
must gain enough XP to reach 8th level before you
can take your second level as a fighter or your
seventh level as a cleric.
Hit Points and Hit Dice
You gain the hit points from your new class as
described for levels after 1st. You gain the 1st-‐‑level
hit points for a class only when you are a 1st-‐‑level
character.
You add together the Hit Dice granted by all your
classes to form your pool of Hit Dice. If the Hit Dice
are the same die type, you can simply pool them
together. For example, both the fighter and the
paladin have a d10, so if you are a paladin 5/fighter
5, you have ten d10 Hit Dice. If your classes give you
Hit Dice of different types, keep track of them
separately. If you are a paladin 5/cleric 5, for
example, you have five d10 Hit Dice and five d8 Hit
Dice.
Proficiency Bonus
Your proficiency bonus is always based on your total
character level, as shown in the Character
Advancement table, not your level in a particular
class. For example, if you are a fighter 3/rogue 2, you
have the proficiency bonus of a 5th-‐‑level character,
which is +3.
Proficiencies
When you gain your first level in a class other than
your initial class, you gain only some of new class’s
starting proficiencies, as shown in the Multiclassing
Proficiencies table.
Multiclassing Proficiencies
Class Proficiencies Gained
Barbarian Shields, simple weapons, martial weapons
Bard Light armor, one skill of your choice, one musical
instrument of your choice
Cleric Light armor, medium armor, shields
Druid Light armor, medium armor, shields (druids will
not wear armor or use shields made of metal)
Fighter Light armor, medium armor, shields, simple
weapons, martial weapons
Monk Simple weapons, shortswords
Paladin Light armor, medium armor, shields, simple
weapons, martial weapons
Ranger Light armor, medium armor, shields, simple
weapons, martial weapons, one skill from the
class’s skill list
Rogue Light armor, one skill from the class’s skill list,
thieves’ tools
Sorcerer —
Warlock Light armor, simple weapons
Wizard —
Class Features
When you gain a new level in a class, you get its
features for that level. You don’t, however, receive
the class’s starting equipment, and a few features
have additional rules when you’re multiclassing:
Channel Divinity, Extra Attack, Unarmored Defense,
and Spellcasting.
Channel Divinity
If you already have the Channel Divinity feature and
gain a level in a class that also grants the feature, you
gain the Channel Divinity effects granted by that
class, but getting the feature again doesn’t give you
an additional use of it. You gain additional uses only
when you reach a class level that explicitly grants
them to you. For example, if you are a cleric
6/paladin 4, you can use Channel Divinity twice
between rests because you are high enough level in
the cleric class to have more uses. Whenever you use
the feature, you can choose any of the Channel
Divinity effects available to you from your two
classes.
Extra Attack
If you gain the Extra Attack class feature from more
than one class, the features don’t add together. You
can’t make more than two attacks with this feature
unless it says you do (as the fighter’s version of
Extra Attack does). Similarly, the warlock’s eldritch
invocation Thirsting Blade doesn’t give you
additional attacks if you also have Extra Attack.
Unarmored Defense
If you already have the Unarmored Defense feature,
you can’t gain it again from another class.
Spellcasting
Your capacity for spellcasting depends partly on
your combined levels in all your spellcasting classes
and partly on your individual levels in those classes.
Once you have the Spellcasting feature from more
than one class, use the rules below. If you multiclass
System Reference Document 5.1 58
but have the Spellcasting feature from only one class,
you follow the rules as described in that class.
Spells Known and Prepared. You determine what
spells you know and can prepare for each class
individually, as if you were a single-‐‑classed member
of that class. If you are a ranger 4/wizard 3, for
example, you know three 1st-‐‑level ranger spells
based on your levels in the ranger class. As 3rd-‐‑level
wizard, you know three wizard cantrips, and your
spellbook contains ten wizard spells, two of which
(the two you gained when you reached 3rd level as a
wizard) can be 2nd-‐‑level spells. If your Intelligence
is 16, you can prepare six wizard spells from your
spellbook.
Each spell you know and prepare is associated
with one of your classes, and you use the
spellcasting ability of that class when you cast the
spell. Similarly, a spellcasting focus, such as a holy
symbol, can be used only for the spells from the class
associated with that focus.
Spell Slots. You determine your available spell
slots by adding together all your levels in the bard,
cleric, druid, sorcerer, and wizard classes, and half
your levels (rounded down) in the paladin and
ranger classes. Use this total to determine your spell
slots by consulting the Multiclass Spellcaster table.
If you have more than one spellcasting class, this
table might give you spell slots of a level that is
higher than the spells you know or can prepare. You
can use those slots, but only to cast your lower-‐‑level
spells. If a lower-‐‑level spell that you cast, like
burning hands, has an enhanced effect when cast
using a higher-‐‑level slot, you can use the enhanced
effect, even though you don’t have any spells of that
higher level.
For example, if you are the aforementioned ranger
4/wizard 3, you count as a 5th-‐‑level character when
determining your spell slots: you have four 1st-‐‑level
slots, three 2nd-‐‑level slots, and two 3rd-‐‑level slots.
However, you don’t know any 3rd-‐‑level spells, nor
do you know any 2nd-‐‑level ranger spells. You can
use the spell slots of those levels to cast the spells
you do know—and potentially enhance their effects.
Pact Magic. If you have both the Spellcasting class
feature and the Pact Magic class feature from the
warlock class, you can use the spell slots you gain
from the Pact Magic feature to cast spells you know
or have prepared from classes with the Spellcasting
class feature, and you can use the spell slots you gain
from the Spellcasting class feature to cast warlock
spells you know.
Multiclass Spellcaster:
Spell Slots per Spell Level
Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 — — — — — — — —
2nd 3 — — — — — — — —
3rd 4 2 — — — — — — —
4th 4 3 — — — — — — —
5th 4 3 2 — — — — — —
6th 4 3 3 — — — — — —
7th 4 3 3 1 — — — — —
8th 4 3 3 2 — — — — —
9th 4 3 3 3 1 — — — —
10th 4 3 3 3 2 — — — —
11th 4 3 3 3 2 1 — — —
12th 4 3 3 3 2 1 — — —
13th 4 3 3 3 2 1 1 — —
14th 4 3 3 3 2 1 1 — —
15th 4 3 3 3 2 1 1 1 —
16th 4 3 3 3 2 1 1 1 —
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1
Alignment
A typical creature in the game world has an
alignment, which broadly describes its moral and
personal attitudes. Alignment is a combination of
two factors: one identifies morality (good, evil, or
neutral), and the other describes attitudes toward
society and order (lawful, chaotic, or neutral). Thus,
nine distinct alignments define the possible
combinations.
These brief summaries of the nine alignments
describe the typical behavior of a creature with that
alignment. Individuals might vary significantly from
that typical behavior, and few people are perfectly
and consistently faithful to the precepts of their
alignment.
Lawful good (LG) creatures can be counted on to
do the right thing as expected by society. Gold
dragons, paladins, and most dwarves are lawful
good.
Neutral good (NG) folk do the best they can to
help others according to their needs. Many celestials,
some cloud giants, and most gnomes are neutral
good.
Chaotic good (CG) creatures act as their
conscience directs, with little regard for what others
expect. Copper dragons, many elves, and unicorns
are chaotic good.
System Reference Document 5.1 59
Lawful neutral (LN) individuals act in accordance
with law, tradition, or personal codes. Many monks
and some wizards are lawful neutral.
Neutral (N) is the alignment of those who prefer
to steer clear of moral questions and don’t take sides,
doing what seems best at the time. Lizardfolk, most
druids, and many humans are neutral.
Chaotic neutral (CN) creatures follow their
whims, holding their personal freedom above all else.
Many barbarians and rogues, and some bards, are
chaotic neutral.
Lawful evil (LE) creatures methodically take what
they want, within the limits of a code of tradition,
loyalty, or order. Devils, blue dragons, and
hobgoblins are lawful evil.
Neutral evil (NE) is the alignment of those who
do whatever they can get away with, without
compassion or qualms. Many drow, some cloud
giants, and goblins are neutral evil.
Chaotic evil (CE) creatures act with arbitrary
violence, spurred by their greed, hatred, or bloodlust.
Demons, red dragons, and orcs are chaotic evil.
Alignment in the Multiverse
For many thinking creatures, alignment is a moral
choice. Humans, dwarves, elves, and other humanoid
races can choose whether to follow the paths of good
or evil, law or chaos. According to myth, the good-‐‑
aligned gods who created these races gave them free
will to choose their moral paths, knowing that good
without free will is slavery.
The evil deities who created other races, though,
made those races to serve them. Those races have
strong inborn tendencies that match the nature of
their gods. Most orcs share the violent, savage
nature of the orc gods, and are thus inclined toward
evil. Even if an orc chooses a good alignment, it
struggles against its innate tendencies for its entire
life. (Even half-‐‑orcs feel the lingering pull of the orc
god’s influence.)
Alignment is an essential part of the nature of
celestials and fiends. A devil does not choose to be
lawful evil, and it doesn’t tend toward lawful evil,
but rather it is lawful evil in its essence. If it
somehow ceased to be lawful evil, it would cease to
be a devil.
Most creatures that lack the capacity for rational
thought do not have alignments—they are
unaligned. Such a creature is incapable of making a
moral or ethical choice and acts according to its
bestial nature. Sharks are savage predators, for
example, but they are not evil; they have no
alignment.
Languages
Your race indicates the languages your character can
speak by default, and your background might give
you access to one or more additional languages of
your choice. Note these languages on your character
sheet.
Choose your languages from the Standard
Languages table, or choose one that is common in
your campaign. With your GM’s permission, you can
instead choose a language from the Exotic
Languages table or a secret language, such as thieves’
cant or the tongue of druids.
Some of these languages are actually families of
languages with many dialects. For example, the
Primordial language includes the Auran, Aquan,
Ignan, and Terran dialects, one for each of the four
elemental planes. Creatures that speak different
dialects of the same language can communicate with
one another.
Standard Languages
Language Typical Speakers Script
Common Humans Common
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Giant Ogres, giants Dwarvish
Gnomish Gnomes Dwarvish
Goblin Goblinoids Dwarvish
Halfling Halflings Common
Orc Orcs Dwarvish
Exotic Languages
Language Typical Speakers Script
Abyssal Demons Infernal
Celestial Celestials Celestial
Draconic Dragons, dragonborn Draconic
Deep Speech Aboleths, cloakers —
Infernal Devils Infernal
Primordial Elementals Dwarvish
Sylvan Fey creatures Elvish
Undercommon Underworld traders Elvish
Inspiration
Inspiration is a rule the game master can use to
reward you for playing your character in a way
that’s true to his or her personality traits, ideal, bond,
and flaw. By using inspiration, you can draw on your
personality trait of compassion for the downtrodden
to give you an edge in negotiating with the Beggar
Prince. Or inspiration can let you call on your bond
to the defense of your home village to push past the
effect of a spell that has been laid on you.
System Reference Document 5.1 60
Gaining Inspiration
Your GM can choose to give you inspiration for a
variety of reasons. Typically, GMs award it when you
play out your personality traits, give in to the
drawbacks presented by a flaw or bond, and
otherwise portray your character in a compelling
way. Your GM will tell you how you can earn
inspiration in the game.
You either have inspiration or you don’t—you
can’t stockpile multiple “inspirations” for later use.
Using Inspiration
If you have inspiration, you can expend it when you
make an attack roll, saving throw, or ability check.
Spending your inspiration gives you advantage on
that roll.
Additionally, if you have inspiration, you can
reward another player for good roleplaying, clever
thinking, or simply doing something exciting in the
game. When another player character does
something that really contributes to the story in a
fun and interesting way, you can give up your
inspiration to give that character inspiration.
Backgrounds
Every story has a beginning. Your character’s
background reveals where you came from, how you
became an adventurer, and your place in the world.
Your fighter might have been a courageous knight or
a grizzled soldier. Your wizard could have been a
sage or an artisan. Your rogue might have gotten by
as a guild thief or commanded audiences as a jester.
Choosing a background provides you with
important story cues about your character’s identity.
The most important question to ask about your
background is what changed? Why did you stop
doing whatever your background describes and start
adventuring? Where did you get the money to
purchase your starting gear, or, if you come from a
wealthy background, why don’t you have more
money? How did you learn the skills of your class?
What sets you apart from ordinary people who share
your background?
The sample background presented here provides
both concrete benefits (features, proficiencies, and
languages) and roleplaying suggestions.
Proficiencies
Each background gives a character proficiency in
two skills (described in “Using Ability Scores”).
In addition, most backgrounds give a character
proficiency with one or more tools (detailed in
“Equipment”).
If a character would gain the same proficiency
from two different sources, he or she can choose a
different proficiency of the same kind (skill or tool)
instead.
Languages
Some backgrounds also allow characters to learn
additional languages beyond those given by race. See
“Languages.”
Equipment
Each background provides a package of starting
equipment. If you use the optional rule to spend coin
on gear, you do not receive the starting equipment
from your background.
Suggested Characteristics
A background contains suggested personal
characteristics based on your background. You can
pick characteristics, roll dice to determine them
randomly, or use the suggestions as inspiration for
characteristics of your own creation.
Customizing a Background
You might want to tweak some of the features of a
background so it better fits your character or the
campaign setting. To customize a background, you
can replace one feature with any other one, choose
any two skills, and choose a total of two tool
proficiencies or languages from the sample
backgrounds. You can either use the equipment
package from your background or spend coin on
gear as described in the equipment section. (If you
spend coin, you can’t also take the equipment
package suggested for your class.) Finally, choose
two personality traits, one ideal, one bond, and one
flaw. If you can’t find a feature that matches your
desired background, work with your GM to create
one.
Acolyte
You have spent your life in the service of a temple to
a specific god or pantheon of gods. You act as an
intermediary between the realm of the holy and the
mortal world, performing sacred rites and offering
sacrifices in order to conduct worshipers into the
presence of the divine. You are not necessarily a
cleric—performing sacred rites is not the same thing
as channeling divine power.
System Reference Document 5.1 61
Choose a god, a pantheon of gods, or some other
quasi-‐‑divine being from among those listed in
"Fantasy-‐‑Historical Pantheons" or those specified by
your GM, and work with your GM to detail the nature
of your religious service. Were you a lesser
functionary in a temple, raised from childhood to
assist the priests in the sacred rites? Or were you a
high priest who suddenly experienced a call to serve
your god in a different way? Perhaps you were the
leader of a small cult outside of any established
temple structure, or even an occult group that
served a fiendish master that you now deny.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you
entered the priesthood), a prayer book or prayer
wheel, 5 sticks of incense, vestments, a set of
common clothes, and a pouch containing 15 gp
Feature: Shelter of the Faithful
As an acolyte, you command the respect of those
who share your faith, and you can perform the
religious ceremonies of your deity. You and your
adventuring companions can expect to receive free
healing and care at a temple, shrine, or other
established presence of your faith, though you must
provide any material components needed for spells.
Those who share your religion will support you (but
only you) at a modest lifestyle.
You might also have ties to a specific temple
dedicated to your chosen deity or pantheon, and you
have a residence there. This could be the temple
where you used to serve, if you remain on good
terms with it, or a temple where you have found a
new home. While near your temple, you can call
upon the priests for assistance, provided the
assistance you ask for is not hazardous and you
remain in good standing with your temple.
Suggested Characteristics
Acolytes are shaped by their experience in temples
or other religious communities. Their study of the
history and tenets of their faith and their
relationships to temples, shrines, or hierarchies
affect their mannerisms and ideals. Their flaws
might be some hidden hypocrisy or heretical idea, or
an ideal or bond taken to an extreme.
d8 Personality Trait
1 I idolize a particular hero of my faith, and constantly
refer to that person’s deeds and example.
2 I can find common ground between the fiercest
enemies, empathizing with them and always
working toward peace.
3 I see omens in every event and action. The gods try
to speak to us, we just need to listen
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) sacred texts and proverbs in
almost every situation.
6 I am tolerant (or intolerant) of other faiths and
respect (or condemn) the worship of other gods.
7 I’ve enjoyed fine food, drink, and high society
among my temple’s elite. Rough living grates on me.
8 I’ve spent so long in the temple that I have little
practical experience dealing with people in the
outside world.
d6 Ideal
1 Tradition. The ancient traditions of worship and
sacrifice must be preserved and upheld. (Lawful)
2 Charity. I always try to help those in need, no matter
what the personal cost. (Good)
3 Change. We must help bring about the changes the
gods are constantly working in the world. (Chaotic)
4 Power. I hope to one day rise to the top of my faith’s
religious hierarchy. (Lawful)
5 Faith. I trust that my deity will guide my actions. I
have faith that if I work hard, things will go well.
(Lawful)
6 Aspiration. I seek to prove myself worthy of my
god’s favor by matching my actions against his or
her teachings. (Any)
d6 Bond
1 I would die to recover an ancient relic of my faith
that was lost long ago.
2 I will someday get revenge on the corrupt temple
hierarchy who branded me a heretic.
3 I owe my life to the priest who took me in when my
parents died.
4 Everything I do is for the common people.
5 I will do anything to protect the temple where I
served.
6 I seek to preserve a sacred text that my enemies
consider heretical and seek to destroy.
d6 Flaw
1 I judge others harshly, and myself even more
severely.
2 I put too much trust in those who wield power
within my temple’s hierarchy.
3 My piety sometimes leads me to blindly trust those
that profess faith in my god.
4 I am inflexible in my thinking.
5 I am suspicious of strangers and expect the worst of
them.
6 Once I pick a goal, I become obsessed with it to the
detriment of everything else in my life