Difference between revisions of "5e Character Options"

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(New page: The Players Handbook, Sword Coast Adventures Guide, Xanathar's Guide to Everything. __NOTOC__ '''SCAG:''' Sword Coast Adventurer's Guide • '''XGE:''' Xanathar's Guide to Everything ==R...)
 
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** ''Trickster:'' A merry mischief-maker, who finds blessed humor and humility.
 
** ''Trickster:'' A merry mischief-maker, who finds blessed humor and humility.
 
** ''War:'' A bloody war-monger, sanctified on the battle-field.
 
** ''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.
+
* '''Druid:''' Shapechanging initiates of natural mysteries. Wisdom-focused, spellcaster, light and medium armor (non metal), specialized weapons. At 2nd level, choose a Druid Circle:
* '''Fighter:''' Master of martial combat. Strength- or Dexterity-focused, all armor, all weapons.
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** ''Circle of the Land:'' Mystics and magicians who tap into the land for their ancient magics.
* '''Monk:''' Practitioner of martial arts, channeler of ''ki'' power to perform amazing feats. Dexterity- and Wisdom-focused, simple weapons (plus shortswords)
+
** ''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.
 
* '''Paladin:''' Holy warrior bound by a sacred oath. Strength- and Charisma-focused, minor spellcasting, all armor and weapons.
 
* '''Ranger:''' Wilderness warrior that uses arms and magic. Dexterity- and Wisdom-focused, minor spellcasting, light and medium armor, all weapons.
 
* '''Ranger:''' Wilderness warrior that uses arms and magic. Dexterity- and Wisdom-focused, minor spellcasting, light and medium armor, all weapons.
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* '''Warlock:''' Seeker of power that has sealed a pact with an otherworldly entity for power. Charisma-focused, spellcaster, light armor, simple weapons.
 
* '''Warlock:''' Seeker of power that has sealed a pact with an otherworldly entity for power. Charisma-focused, spellcaster, light armor, simple weapons.
 
* '''Wizard:''' Learned scholar that has sought magical power through ancient lore. Intelligence-focused, no armor, specialized weapons.
 
* '''Wizard:''' Learned scholar that has sought magical power through ancient lore. Intelligence-focused, no armor, specialized weapons.
 
 
  
 
==Backgrounds==
 
==Backgrounds==

Revision as of 23:33, 4 July 2018

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


SCAG: Sword Coast Adventurer's Guide • 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.
  • Ranger: Wilderness warrior that uses arms and magic. Dexterity- and Wisdom-focused, minor spellcasting, light and medium armor, all weapons.
  • Rogue: Scoundrel who uses stealth and trickery. Dexterity-focused, light armor and simple weapons, plus a few specialized weapons.
  • Sorcerer: Spellcaster that draws on the magic inherent in their lineage. Charisma-focused, spellcaster, no armor, specialized weapons.
  • Warlock: Seeker of power that has sealed a pact with an otherworldly entity for power. Charisma-focused, spellcaster, light armor, simple weapons.
  • Wizard: Learned scholar that has sought magical power through ancient lore. Intelligence-focused, no armor, specialized weapons.

Backgrounds