Difference between revisions of "5e Character Options"
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** ''Hill Dwarf:'' The "golden" dwarves of the great southern dwarven kingdoms. Wisdom boost, hit point boost. | ** ''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. | ** ''Mountain Dwarf:'' The "shield" dwarves of the fallen northern dwarven kingdoms. Strength boost, innate armor training. | ||
− | ** ''Grey Dwarf:'' The "duergar" dwarves of the deep subterranean places. Strength boost, duergar resilience, duergar magic, sunlight sensitivity. | + | ** ''Grey Dwarf (SCAG):'' The "duergar" dwarves of the deep subterranean places. Strength boost, duergar resilience, duergar magic, sunlight sensitivity. |
* '''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: | * '''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. | ** ''High Elf:'' The "sun" elves and the "moon" elves. Intelligence boost, innate weapon training, small magics. | ||
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** ''Forest Gnome:'' Forest-dwelling fey-kin. Dexterity boost, natural illusionist, speak with small beasts. | ** ''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. | ** ''Rock Gnome:'' Hill-dwelling inventors and tinkers. Constitution boost, artificer's lore, tinker. | ||
− | ** ''Deep Gnome:'' The svirfneblin who dwell deep in the earth's darkness. Dexterity boost, stone camouflage. | + | ** ''Deep Gnome (SCAG):'' The svirfneblin who dwell deep in the earth's darkness. Dexterity boost, stone camouflage. |
* '''Half-Elf:''' Kin of both elf and humans. Charisma boost, boost for 2 other stats, fey ancestry, extra Skill proficiency. | * '''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. | * '''Half-Orc:''' Kin of both orc and humans. Strength and Constitution boost, menacing, relentless endurance, savage attacks. |
Revision as of 00:10, 5 July 2018
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.
- Grey Dwarf (SCAG): The "duergar" dwarves of the deep subterranean places. Strength boost, duergar resilience, duergar magic, sunlight sensitivity.
- 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.
- Deep Gnome (SCAG): The svirfneblin who dwell deep in the earth's darkness. Dexterity boost, stone camouflage.
- 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
- Acolyte: You have spent your life in a temple, or other service to a deity or faith, living a life of devotion.
- Charlatan: You have spent your days as a con artist and trickster, surviving by deception and cunning.
- Criminal: You have spent your time breaking and avoiding the law, existing just ahead of justice's reach.
- Spy (Variant): You have spent your past engaged in espionage, for an organization or perhaps simply for hire.
- Entertainer: You have spent your existence dedicated to performance, seeking to please audiences for your dinner.
- Gladiator (Variant): You have spent your blood and name in the arena of battle, making a name for yourself.
- Fold Hero: You have spent your years being remembered for a great feat you performed, continuing your feats of note ever since.
- Guild Artisan: You have spent your time mastering and practicing a craft, making a living with hands and mind.
- Guild Merchant (Variant): You have spent your days in pursuit of coin and success, wringing prosperity from civilization with both hands.
- Hermit: You have spent your past in contemplation of a noteworthy discovery, seeking enlightenment in its study.
- Noble: You have spent your existence as one of the rare privileged, wielding power and coin as your birth-right.
- Knight (Variant): You have spent your seasons as a champion and retainer, bringing strength of arms in service to your liege.
- Outlander: You have spent your existence in another place, but are now arrived to these strange lands.
- Sage: You have spent your life in learning and study, unfolding the secrets of the world one hoary tome at a time.
- Sailor: You have spent your years on the high seas, calling a ship home and crew family.
- Pirate (Variant): You have spent your blood in the wine-dark sea, terrorizing the weak and taking what was once theirs.
- Soldier: You have spent your time in martial service to a person, a place, or a cause, spilling blood when called upon to do so.
- Urchin: You have spent your years ducking through the hidden and secret places of the city, surviving where others only starved.