Difference between revisions of "5e Character Options"

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'''SCAG:''' Sword Coast Adventurer's Guide • '''XGE:''' Xanathar's Guide to Everything
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'''SCAG:''' Sword Coast Adventurer's Guide • '''UA:''' Unearthed Arcana • '''XGE:''' Xanathar's Guide to Everything
 
==Races==
 
==Races==
 
* '''Dwarf:''' Stout folk of ancient, fallen kingdoms. Constitution boost, innate weapon training, resistance to poisons. When playing a dwarf, choose a subrace:
 
* '''Dwarf:''' Stout folk of ancient, fallen kingdoms. Constitution boost, innate weapon training, resistance to poisons. When playing a dwarf, choose a subrace:
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** ''The Fiend:'' Wielders of infernal power and terror, whose souls are all but promised to their infernal masters.
 
** ''The Fiend:'' Wielders of infernal power and terror, whose souls are all but promised to their infernal masters.
 
** ''The Great Old One:'' Wielders of strange and uncanny powers tied to madness, whose souls strain and fracture under the hoary, eldritch gaze of the Great Outer Things.
 
** ''The Great Old One:'' Wielders of strange and uncanny powers tied to madness, whose souls strain and fracture under the hoary, eldritch gaze of the Great Outer Things.
* '''Wizard:''' Learned scholar that has sought magical power through ancient lore. Intelligence-focused, no armor, specialized weapons.
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* '''Wizard:''' Learned scholar that has sought magical power through ancient lore. Intelligence-focused, no armor, specialized weapons. At 2nd level, choose an Arcane Tradition:
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** ''School of Abjuration:'' Magic of protection and defense.
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** ''School of Conjuration:'' Magic of summoning and binding.
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** ''School of Divination:'' Magic of prophecy and sensing.
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** ''School of Enchantment:'' Magic of swaying and luring.
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** ''School of Evocation:'' Magic of injuring and destroying.
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** ''School of Illusion:'' Magic of falsehoods and imagery.
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** ''School of Necromancy:'' Magic of death and the undead.
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** ''School of Transmutation:'' Magic of shifting and transformation.
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==Backgrounds==
 
==Backgrounds==

Revision as of 00:51, 5 July 2018

The Players Handbook, Sword Coast Adventures Guide, Xanathar's Guide to Everything.


SCAG: Sword Coast Adventurer's Guide • UA: Unearthed Arcana • XGE: Xanathar's Guide to Everything

Races

  • Dwarf: Stout folk of ancient, fallen kingdoms. Constitution boost, innate weapon training, resistance to poisons. When playing a dwarf, choose a subrace:
    • Hill Dwarf: The "golden" dwarves of the great southern dwarven kingdoms. Wisdom boost, hit point boost.
    • Mountain Dwarf: The "shield" dwarves of the fallen northern dwarven kingdoms. Strength boost, innate armor training.
  • Elf: Ancient people of sylvan kingdoms long since gone from the memories of Men. Dexterity boost, keen senses, fey ancestry. When playing an elf, choose a subrace:
    • High Elf: The "sun" elves and the "moon" elves. Intelligence boost, innate weapon training, small magics.
    • Wood Elf: The "wild" elves. Wisdom boost, innate weapon training, good at hiding, fast.
    • Dark Elf: The "drow" elves. Charisma boost, sunlight sensitivity, drow innate magics, innate weapon training.
  • Halfling: The small shire-folk. Dexterity boost, small size, lucky and brave. When playing a halfling, choose a subrace:
    • Lightfoot: Thinner, nimble halflings. Charisma boost, naturally stealthy.
    • Stout: Chubbier, hobbit-ish halflings. Constitution boost, resistance to poison.
  • Human: The myriad and expansive, short-lived races of Men.
    • Standard Rules: Gain +1 to all stats.
    • Variant Rules: Gain +1 to two different stats, free proficiency in one Skill, one free Feat.
  • Dragonborn: Tall and powerful dragon-folk, with scales in all the colors of the chromatic and metallic dragons (though these do not define alignment). Strength and Charisma boost, breath weapon, damage resistance (to breath type)
  • Gnome: Small sylvan folk known for their curiosity and cleverness. Intelligence boost, gnomish cunning (helps to avoid dangers), When playing a gnome, choose a subrace:
    • Forest Gnome: Forest-dwelling fey-kin. Dexterity boost, natural illusionist, speak with small beasts.
    • Rock Gnome: Hill-dwelling inventors and tinkers. Constitution boost, artificer's lore, tinker.
  • Half-Elf: Kin of both elf and humans. Charisma boost, boost for 2 other stats, fey ancestry, extra Skill proficiency
  • Half-Orc: Kin of both orc and humans. Strength and Constitution boost, menacing, relentless endurance, savage attacks.
  • Tieflings: Kin of both infernals and humans. Intelligence and Charisma boost, resistance to fire damage, infernal legacy (minor magics).


Classes

  • Barbarian: Savage warrior that enters a berserker fury. Strength-focused, light and medium armor (though often go without armor, thanks to class ability), most weapons. At 3rd level, choose a Primal Path:
    • Path of the Berserker: In which the barbarian becomes a whirling dervish dealing death to all in their path.
    • Path of the Totem Warrior: In which the barbarian channels an ancient animal totem as part of his rage.
  • Bard: Performer who taps into ancient song-magics. Charisma-focused, spellcaster, light armor and simple weapons, plus a few swords. At 3rd level, choose a Bardic College:
    • College of Lore: In which the bard focuses on the collection of lore and gathering of knowledge, including magical secrets.
    • College of Valor: In which the bard focuses on adventure and bravado, honing their fighting spirit and those of others.
  • Cleric: Sainted of a deity and able to channel their power. Wisdom-focused, spellcaster, light and medium armor, simple weapons. At 1st level, choose a Divine Domain:
    • Knowledge: A seeker of learning and erudition, for whom knowledge is holy.
    • Life: A healer and nurturer, for whom mercy is sacred.
    • Nature: A wild-walker and anchorite, who finds the divine away from the chaos of civilization.
    • Tempest: A lightning-handed destroyer, who seeks to embody the purity of the hallowed storm.
    • Trickster: A merry mischief-maker, who finds blessed humor and humility.
    • War: A bloody war-monger, sanctified on the battle-field.
  • Druid: Shapechanging initiates of natural mysteries. Wisdom-focused, spellcaster, light and medium armor (non metal), specialized weapons. At 2nd level, choose a Druid Circle:
    • Circle of the Land: Mystics and magicians who tap into the land for their ancient magics.
    • Circle of the Moon: Fierce guardian shapeshifters, who master many forms with which to defend nature.
  • Fighter: Master of martial combat. Strength- or Dexterity-focused, all armor, all weapons. At 3rd level, choose a Martial Archetype:
    • Champion: A warrior honed to finest physical perfection, unwavering in their skill.
    • Battle Master: A knowledgable tactician and warrior that treats combat as a discipline.
    • Eldritch Knight: A warrior with some degree of magical power, mixing the two for maximum effect in battle.
  • Monk: Practitioner of martial arts, channeler of ki power to perform amazing feats. Dexterity- and Wisdom-focused, simple weapons (plus shortswords). At 3rd level, choose a Monastic Tradition:
    • Way of the Open Hand: Masters of techniques that push and pull their foes, throwing them off-balance and striking with precision.
    • Way of Shadow: Masters of hidden blows and uncanny stealth, striking from the shadows and then disappearing again.
    • Way of the Four Elements: Masters of elemental techniques, tapping into primal powers with discipline and training.
  • Paladin: Holy warrior bound by a sacred oath. Strength- and Charisma-focused, minor spellcasting, all armor and weapons. At 3rd level, choose a Sacred Oath:
    • Oath of Devotion: Sworn to uphold the cause of righteousness and justice, these are knights in shining armor fighting for what is right.
    • Oath of the Ancients: Sworn to uphold joy and light and natural beauty, these are green knights calling upon ancient sylvan powers and defending the wild lands.
    • Oath of Vengeance: Sworn to exact revenge against those who have transgressed in some way, these are unwavering punishers and avengers.
  • Ranger (UA): Wilderness warrior that uses arms and magic. Dexterity- and Wisdom-focused, minor spellcasting, light and medium armor, all weapons. At 3rd level, choose a Ranger Conclave:
    • Beast Conclave: Wild-minded and animal-wise, with a beast companion who aids them in their fight.
    • Hunter Conclave: Precise trackers and skilled weaponmasters, who focus on bringing the fight to specific enemies.
    • Deep Stalker Conclave: Subterranean pioneers in the deeps of the earth, who navigate the dark places and hunt the horrors that hide there.
  • Rogue: Scoundrel who uses stealth and trickery. Dexterity-focused, light armor and simple weapons, plus a few specialized weapons. At 3rd level, choose a Roguish Archetype:
    • Thief: Burglar. Bandit. Pickpocket. Cutpurse.
    • Assassin: Murderer. Bounty hunter. Spy. Holy slayer.
    • Arcane Trickster: Charlatan. Prankster. Mischief-maker. Spell-thief.
  • Sorcerer: Spellcaster that draws on the magic inherent in their lineage. Charisma-focused, spellcaster, no armor, specialized weapons. At 1st level, choose a Sorcerous Origin:
    • Draconic Bloodline: Those with the blood of dragons commingled with their own, slowly transforming bodies and souls into vessels for draconic power.
    • Wild Magic: Those tapped into the unpredictable and ever-chaotic shifting tides of wildest, untamed magic.
  • Warlock: Seeker of power that has sealed a pact with an otherworldly entity for power. Charisma-focused, spellcaster, light armor, simple weapons. At 1st level, choose an Otherworldly Patron:
    • The Archfey: Wielders of fey illusion and enchantment, whose souls are tied inexhorably to the whimsy of the Feywild.
    • The Fiend: Wielders of infernal power and terror, whose souls are all but promised to their infernal masters.
    • The Great Old One: Wielders of strange and uncanny powers tied to madness, whose souls strain and fracture under the hoary, eldritch gaze of the Great Outer Things.
  • Wizard: Learned scholar that has sought magical power through ancient lore. Intelligence-focused, no armor, specialized weapons. At 2nd level, choose an Arcane Tradition:
    • School of Abjuration: Magic of protection and defense.
    • School of Conjuration: Magic of summoning and binding.
    • School of Divination: Magic of prophecy and sensing.
    • School of Enchantment: Magic of swaying and luring.
    • School of Evocation: Magic of injuring and destroying.
    • School of Illusion: Magic of falsehoods and imagery.
    • School of Necromancy: Magic of death and the undead.
    • School of Transmutation: Magic of shifting and transformation.


Backgrounds