5e Character Options
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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.