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## Races ### Dwarf Your dwarf character has a n assortment o f inborn abilities, part and parcel of dwarven nature. ***Ability Score Increase And Decrease.*** Your Constitution score increases by 1, and your Charisma score decreases by 1. #### Hill Dwarf ***Ability Score Increase And Decrease.*** Your Wisdom score increases by 1, and your dexterity score decreases by 1. #### Mountain Dwarf ***Ability Score Increase And Decrease.*** Your Strength score increases by 2, and your Intelligence score decreases by 2. ### Elf Your elf character has a variety o f natural abilities, the result of thousands of years of elven refinement. ***Ability Score Increase And Decrease.*** Your Dexterity score increases by 1, and your Constitution score decreases by 1. #### High Elf ***Ability Score Increase And Decrease.*** Your Intelligence score increases by 1, and your Wisdom score decreases by 1. #### Wood Elf ***Ability Score Increase And Decrease.*** Your Wisdom score increases by 1, and your Strength score decreases by 1. #### Dark Elf (Drow). ***Ability Score Increase And Decrease.*** Your Charisma score increases by 1, and your Intelligence score decreases by 1. ### Halfling ***Ability Score Increase And Decrease.*** Your Dexterity score increases by 1, and your Strength score decreases by 1. #### Lightfoot ***Ability Score Increase And Decrease.*** Your Charisma score increases by 1, and your Wisdom score decreases by 1 #### Stout ***Ability Score Increase And Decrease.*** Your Constitution score increases by 1, and your Dexterity score decreases by 1. \columnbreak ### Human ***Bonus Feat.*** Humans do not get ability score increase or decrease, though they instead get a feat at 1st level ***Dual Class*** Humans are the only race that can dual class explained later at the *Multiclass Section.* > ##### Variant Human > Replaces the **Bonus Feat** feature > > ***Ability Score Increase And Decrease.*** Increase a Ability score by 1, and decrease a Ability score by 1. ### Dragonborn ***Ability Score Increase And Decrease.*** Your Strength score increases by 1, your Charisma score increase by 1 and your Dexterity score decreases by 2 ### Gnome ***Ability Score Increase And Decrease.*** Your Intelligence score increases by 1, and your Strength score decreases by 1. #### Forest Gnome ***Ability Score Increase And Decrease.*** Your Dextrity score increases by 1, and your Wisdom score decreases by 1. #### Rock Gnome ***Ability Score Increase And Decrease.*** Your Constitution score increases by 1, and your Charisma score decreases by 1. ### Half-Elf ***Ability Score Increase And Decrease.*** Your Charisma score increases by 1 and you increase one ability score by 1, and you decreases one ability score by 2 or two ability scores by 1. ### Half-Orc ***Ability Score Increase And Decrease.*** Your Strength and Constitution score increases by 1, and your Charisma score decreases by 2. ### Tiefling ***Ability Score Increase And Decrease.*** Your intelligence and Charisma increases by 1, and your Wisdom score decreases by 2 \pagebreakNum ## Classes ### Barbarian To take a level in barbarian you need a Strength of 14 and a Constitution of 14. ### Bard To take a level in Bard you need a Charisma of 14, a Dexterity of 12 and a Wisdom of 10. ### Cleric To take a level in Cleric you need a Wisdom of 14 and a Intelligence of 12. ### Druid To take a level in Druid you need a Wisdom of 15. ### Fighter To take a level in Fighter you need either a Strength of 10 or a Dexterity of 10. ### Monk To take a level in Monk you need a Dexterity of 14 and a Wisdom of 14. ### Paladin To take a level in Paladin you need a Strength of 12, a Wisdom of 12 and a Charisma of 14. ### Ranger To take a level in Ranger you need a Dexterity of 12, a Strength of 10 and a Wisdom of 12. ### Rouge To take a level in Rouge you need a Dexterity of 15. ### Sorcerer To take a level in Sorcerer you need a Charisma of 14 and either an Intelligence of 10 or a Wisdom of 10. ### Warlock To take a level in Warlock you need a Charisma of 12 and a Wisdom of 10 . ### Wizard To take a level in Wizard you need a Intelligence of 14 and a Constitution of 10. \columnbreak ## Equipment ### Elven made (Mithril) A piece of armor or a weapon that is elven made is lighter than normal. Elven made weapons that have the heavy properties losses that propertie, weapons without heavy or light properties gains the light prorpertie, weapons with the light properties gains the finesse propertie. Elven made armor decrease their armor level from heavy to medium, and medium to light, and light to no armor. ### Finesse When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack rolls. ### Weapons | Name | Cost | Damage | Weight | Properties | |:---:|:-----------:| :-----------:| :-----------:| :-----------:| | Matial Melee Weapons | | Bastard Sword | 25 gp | 2d4 | 4,5 lb. | Versatile (3d4), Heavy | \pagebreakNum ## Multiclassing and Dual-Classing ### Multiclassing For a character to multiclass they must meet the following requirements: Be a non human, meet the required ability scores in the classes you want to multi class, and deceide at character creation if they want to multiclass. When you deceide to multiclass you chose up to three classes that you want to multiclass, any experince you get **must** be equali divided amongst the classes you chose. So that if you multiclass three classes, it takes 3 times as much XP to level up, when you then level up, you get a new level en each of those classes. Each multiclass combinations gets specific properties that one must uphold or they losse the ability to do the class specific feature like casting a spell, or sneak attack. The classes that can multiclass are cleric, druid, fighter, ranger, rouge, wizard. Multiclassing into any of theses classes, grants you some of their proficiencies acording to the chart listed to the right. When you have chosen your classes you pick 2 saving throws from those classes, you become proficient in those. You get the starting equipment of one class, but you also gain a spell casting focus for any spellcasting class you have chosen. If you chose to multiclass into two classes your hit dice is lowest hit dice between the those classes, if you multiclass into three instead the hit dice changes to the class that is in between thoses classes, should two of thoses classes have the same hit dice you chose the class with the lower hit dice, if the hit dice diffrence is more than one hit dice, then it becomes the hit dice in between, example below your starting hit dice is 2 for both two and three class multiclassing, and each time you level up you gain 3 hit dice in total If you chose to forgo the starting equipment you instead get the starting wealth of one class that you have chosen to multiclass into. > ##### Example > If you play a multiclass character that is a fighter, ranger, wizard, you would normaly get the hit dice of the wizard a d6 but since the fighter and the ranger both use a d10, your hit dice then changes to a d8 since there are more than on dice upgrade in between. | Class | Proficiencies Gained | Requirements | |:---:|:-----------:| :-----------:| | Cleric | simple weapons, shields, light armour, medium armour, Religion or Medicine. | You can not cast cleric spells or use cleric features if you are wearing Heavy armour or above. | | Druid | Light armour, shields, simple weapons, Herbalism kit, Nature, Survival. | You can not cast druid spells and use druid feature if you are wearing medium armour or above. | | Fighter | All armour, simple weapons, martial weapons, acrobatics or athletics | You are not allowed the **Eldritch knight** martial archetype. | | Ranger | Light armour, medium armour, simple weapons, longsword, longbow, shortsword, Survival, Nature or History | You can not cast ranger spells or use ranger features if you are wearing heavy armour or above. | | Rouge | Light armour, simple weapons, hand crossbow, shortsword, Thieves' tools, Stealth, Sleight of Hand | You can not use rouge features while wearing medium armour or above, you are not allowed the **Arcane Trickster** rogish archetype. | | Wizard | Daggers, darts, slings, quarterstaffs, Arcane, History or Investigation | You can not cast wizard spells or use wizard features if you use light armour or above. | ### Dual-Classing For a character to dual-class they must meet the following requirements: Be a human, have the required ability scores to pick the selected class, have at least a level in another class. When the character choses to dual-class he must first be eligble to a level up, or in other words chose that he will dual-class when he levels up, after that he then choses another class that he wants to assign that level to, after that is done he can no longer dual-class, but each time he levels up he can chose which class he wants to assign that level to. A character who dual-class does not suffer any kind of proficiencies penalty or feature penalty nor a XP hindrance. ## Combat ### Surprise Round When a surprise round begins the side that is not surprised gains a to hit modifier equal to their dex modifier.