Character Advancement Reorganization/5.5e (5e Variant Rule)

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Character Advancement Reorganization or 5.5e[edit]

This variant rule changes one of the fundamental rules of 5e: proficiency bonus. It separates it into numerous scaling numbers a la 3.5e and its derivatives.

Changes to Abilities Based on Proficiency Bonus[edit]

Many abilities use your proficiency bonus to determine how many times you can use it before needing to recharge it, such as a Twilight Cleric's Steps of the Night or a Beast Barbarian's Form of the Beast's bite attack. These abilities no longer use proficiency bonus, instead scaling as follows: 1 + a quarter of your levels in this class.

For features not granted by classes that rely on proficiency bonus, they use a quarter of your total level in all classes instead.

Replacements for Proficiency Bonus[edit]

The proficiency bonus has been scattered into many different numbers. This removes the need for many features that interact with proficiency bonus while opening up nuance in proficiency values. The following values (determined by your class) replace proficiency bonus: weapon attack bonus, spell attack bonus, strength save bonus, dexterity save bonus, constitution save bonus, intelligence save bonus, wisdom save bonus, charisma save bonus, primary skill bonus, secondary skill bonus, tertiary skill bonus, unarmored modifier, light armor modifier, medium armor modifier, and heavy armor modifier.

A weapon attack bonus is applied to weapons with which you have proficiency, and it helps determine a Battle Master's combat maneuver DC. A spell attack bonus is applied to your spell attacks and your spell save DC.

Your save bonuses determine what bonuses you apply to each saving throw.

You have primary skills, secondary skills, and tertiary skills. Primary skills are roughly cognate to expertise, and secondary skills are roughly cognate to proficiency. Tertiary skills are cognate to non-proficiency. You use the bonus for each respectively. Proficiencies granted by race, background, or a feat are considered secondary skills. Expertises granted by such are considered primary skills.

Proficiency with armor no longer exists, and the effects thereof have been accounted for with the armor modifiers. Proficiency with shields still exists, and shields still only provide a +2 bonus to AC. You add each modifier to your AC when wearing armor of the correlating amount (or wearing no armor, for unarmored).

If you multiclass, you will most likely have conflicting values of these modifiers. If you do, follow the rules provided after the class changes below.

If a class has no column for one of these modifiers, assume it is 0 at every level of that class.

Classes start with different amounts of points in these values based on hit dice. d12 classes start with 8 points, d10 classes start with 9 points, d8 classes start with 10 points, and d6 classes start with 11 points.

Extra Attack[edit]

A creature can make any number of weapon attacks on their turn by taking the attack action. Each time they do so, a -5 penalty is applied to the attack. They cannot make any more attacks if the total modifier added to the attack would be +0 or negative. A creature can always make at least one attack with the attack action.

Creatures with the Extra Attack feature have their penalty for extra attacks made reduced by 1. With one extra attack feature, that means the penalty is a -4. An 11th level Fighter would have a penalty of -3, and a 20th level Fighter would have a penalty of -2.

Artificer[edit]

The Artificer
Level Weapon Attack Bonus Spell Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Light Armor Modifier Medium Armor Modifier Heavy Amor Modifier
1st +2 +2 +0 +0 +2 +2 +0 +0 +2 +2 +0 +0 -2
2nd +2 +2 +0 +0 +2 +2 +0 +0 +3 +2 +0 +0 -2
3rd +2 +3 +0 +0 +2 +2 +0 +0 +3 +2 +0 +0 -2
4th +3 +3 +0 +0 +2 +2 +0 +0 +3 +2 +0 +0 -2
5th +3 +3 +0 +0 +2 +2 +0 +0 +4 +3 +0 +0 -2
6th +3 +3 +0 +0 +3 +2 +0 +0 +5 +3 +0 +0 -2
7th +3 +3 +0 +0 +3 +3 +0 +0 +6 +3 +0 +0 -2
8th +4 +4 +0 +0 +3 +3 +0 +0 +6 +3 +0 +0 -2
9th +4 +5 +0 +0 +3 +3 +0 +0 +6 +4 +0 +0 -2
10th +5 +6 +0 +0 +3 +3 +0 +0 +6 +4 +0 +0 -2
11th +5 +6 +0 +0 +3 +4 +0 +0 +7 +4 +0 +0 -2
12th +5 +6 +0 +0 +4 +4 +0 +0 +8 +4 +0 +0 -2
13th +6 +7 +0 +0 +4 +5 +0 +0 +8 +4 +0 +0 -2
14th +6 +8 +0 +0 +4 +5 +0 +0 +9 +5 +0 +0 -2
15th +6 +8 +0 +0 +4 +5 +0 +0 +10 +5 +1 +1 -2
16th +7 +9 +0 +0 +5 +5 +0 +0 +10 +5 +1 +1 -2
17th +7 +9 +0 +0 +6 +5 +0 +0 +11 +6 +1 +1 -2
18th +7 +10 +0 +0 +6 +6 +0 +0 +12 +6 +1 +1 -2
19th +7 +10 +0 +0 +7 +6 +0 +0 +12 +6 +2 +2 -2
20th +8 +11 +0 +0 +7 +7 +0 +0 +12 +6 +2 +2 -2
  • Hit Dice: 1d8 per Artificer level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Artificer level after 1st
  • Armor: Shields
  • Weapons: Simple Weapons, Firearms
  • Tools: Thieves' Tools, Tinker's Tools, and one type of artisan's tools of your choice as primary skills.
  • Skills: Choose one primary skill and one secondary skill from Arcana, History, Investigation, Medicine, Nature, Perception, Religion, and Sleight of Hand.

Barbarian[edit]

The Barbarian
Level Weapon Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Unarmored Modifier Heavy Armor Modifier
1st +2 +2 +0 +2 +0 +0 +0 +2 +1 +2 -3
2nd +3 +2 +0 +2 +0 +0 +0 +2 +1 +2 -3
3rd +3 +2 +0 +2 +0 +0 +0 +2 +2 +2 -3
4th +4 +2 +0 +2 +0 +0 +0 +2 +2 +2 -3
5th +5 +2 +0 +3 +0 +0 +0 +2 +2 +2 -3
6th +5 +2 +0 +3 +0 +0 +0 +3 +2 +3 -3
7th +5 +3 +0 +3 +0 +0 +0 +3 +3 +3 -3
8th +6 +3 +0 +4 +0 +0 +0 +3 +3 +3 -3
9th +7 +4 +0 +4 +0 +0 +0 +3 +3 +3 -3
10th +7 +4 +0 +4 +0 +0 +0 +4 +4 +3 -3
11th +7 +5 +0 +4 +0 +0 +0 +4 +4 +4 -3
12th +7 +5 +0 +5 +0 +0 +0 +4 +4 +5 -3
13th +8 +5 +0 +5 +0 +0 +0 +5 +5 +5 -3
14th +9 +6 +0 +6 +0 +0 +0 +5 +5 +5 -3
15th +9 +7 +1 +7 +0 +0 +0 +5 +5 +5 -3
16th +9 +7 +2 +8 +0 +0 +0 +5 +5 +6 -3
17th +9 +7 +3 +8 +0 +0 +0 +6 +6 +6 -3
18th +10 +8 +4 +8 +0 +0 +0 +6 +6 +6 -3
19th +10 +9 +5 +9 +0 +0 +0 +6 +6 +6 -3
20th +11 +9 +6 +9 +0 +0 +0 +6 +6 +7 -3
  • Hit Dice: 1d12 per Barbarian level
  • Hit Points at 1st Level: 12 + Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Barbarian level after 1st
  • Armor: Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Skills: Choose two primary skills from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Bard[edit]

The Bard
Level Weapon Attack Bonus Spell Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Tertiary Skill Bonus Medium Armor Modifier Heavy Amor Modifier
1st +2 +2 +0 +2 +0 +0 +0 +2 +4 +2 +0 -2 -2
2nd +2 +2 +0 +2 +0 +0 +0 +2 +4 +2 +1 -2 -2
3rd +2 +3 +0 +2 +0 +0 +0 +2 +4 +2 +1 -2 -2
4th +2 +3 +0 +3 +0 +0 +0 +2 +4 +2 +1 -2 -2
5th +2 +3 +0 +3 +0 +0 +0 +2 +5 +3 +1 -2 -2
6th +2 +4 +0 +3 +0 +0 +0 +2 +6 +3 +1 -2 -2
7th +3 +5 +0 +3 +0 +0 +0 +2 +6 +3 +1 -2 -2
8th +3 +6 +0 +3 +0 +0 +0 +3 +6 +3 +1 -2 -2
9th +3 +6 +0 +3 +0 +0 +0 +3 +6 +4 +2 -2 -2
10th +3 +7 +0 +3 +0 +0 +0 +3 +7 +4 +2 -2 -2
11th +4 +7 +0 +3 +0 +0 +0 +3 +8 +4 +2 -2 -2
12th +4 +8 +0 +4 +0 +0 +0 +3 +8 +4 +2 -2 -2
13th +5 +9 +0 +4 +0 +0 +0 +4 +8 +4 +2 -2 -2
14th +5 +9 +0 +5 +0 +0 +0 +4 +9 +5 +2 -2 -2
15th +6 +10 +0 +5 +0 +0 +0 +4 +10 +5 +2 -2 -2
16th +6 +11 +0 +6 +0 +0 +0 +5 +10 +5 +2 -2 -2
17th +7 +11 +0 +6 +0 +0 +0 +5 +11 +6 +2 -2 -2
18th +7 +12 +0 +6 +0 +0 +0 +5 +12 +6 +3 -2 -2
19th +8 +12 +0 +7 +0 +0 +0 +6 +12 +6 +3 -2 -2
20th +8 +13 +0 +8 +0 +0 +0 +7 +12 +6 +3 -2 -2
  • Hit Dice: 1d8 per Bard level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bard level after 1st
  • Armor: None
  • Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
  • Tools: Three musical instruments of your choice, one as a primary skill and two as secondary skills.
  • Skills: Choose any two primary skills and any three secondary skills.

Cleric[edit]

The Cleric
Level Weapon Attack Bonus Spell Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Heavy Amor Modifier
1st +2 +2 +0 +0 +0 +0 +2 +2 +2 +2 -2
2nd +2 +3 +0 +0 +0 +0 +2 +2 +2 +2 -2
3rd +3 +3 +0 +0 +0 +0 +2 +2 +2 +2 -2
4th +3 +3 +0 +0 +0 +0 +3 +2 +2 +2 -2
5th +3 +3 +0 +0 +0 +0 +3 +2 +3 +3 -2
6th +3 +4 +0 +0 +0 +0 +3 +3 +3 +3 -2
7th +4 +5 +0 +0 +0 +0 +3 +3 +3 +3 -2
8th +4 +6 +0 +0 +0 +0 +4 +3 +3 +3 -2
9th +4 +7 +0 +0 +0 +0 +4 +4 +3 +3 -2
10th +4 +7 +0 +0 +0 +0 +4 +4 +4 +4 -2
11th +5 +8 +0 +0 +0 +0 +4 +4 +4 +4 -2
12th +6 +9 +0 +0 +0 +0 +4 +4 +4 +4 -2
13th +6 +9 +0 +0 +0 +0 +4 +5 +5 +5 -2
14th +7 +10 +0 +0 +0 +0 +5 +5 +5 +5 -2
15th +7 +10 +0 +0 +0 +1 +6 +6 +5 +5 -2
16th +8 +11 +0 +0 +0 +2 +6 +6 +5 +5 -2
17th +8 +11 +0 +0 +0 +3 +6 +6 +6 +6 -2
18th +9 +12 +0 +0 +0 +4 +6 +6 +6 +6 -2
19th +9 +12 +0 +0 +0 +5 +7 +7 +6 +6 -2
20th +9 +13 +0 +0 +0 +5 +8 +8 +6 +6 -2
  • Hit Dice: 1d8 per Cleric level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Cleric level after 1st
  • Armor: Shields
  • Weapons: Simple Weapons
  • Tools: None
  • Skills: Choose one primary skill and one secondary skill from History, Insight, Medicine, Persuasion, and Religion.

Druid[edit]

The Druid
Level Weapon Attack Bonus Spell Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Heavy Amor Modifier
1st +2 +2 +0 +0 +0 +2 +2 +0 +2 +2 -2
2nd +2 +3 +0 +0 +0 +2 +2 +0 +2 +2 -2
3rd +3 +3 +0 +0 +0 +2 +2 +0 +2 +2 -2
4th +3 +3 +0 +0 +0 +2 +3 +0 +2 +2 -2
5th +3 +3 +0 +0 +0 +2 +3 +0 +3 +3 -2
6th +3 +4 +0 +0 +0 +3 +3 +0 +3 +3 -2
7th +4 +5 +0 +0 +0 +3 +3 +0 +3 +3 -2
8th +4 +6 +0 +0 +0 +3 +4 +0 +3 +3 -2
9th +4 +7 +0 +0 +0 +4 +4 +0 +3 +3 -2
10th +4 +7 +0 +0 +0 +4 +4 +0 +4 +4 -2
11th +5 +8 +0 +0 +0 +4 +4 +0 +4 +4 -2
12th +6 +9 +0 +0 +0 +4 +4 +0 +4 +4 -2
13th +6 +9 +0 +0 +0 +5 +4 +0 +5 +5 -2
14th +7 +10 +0 +0 +0 +5 +5 +0 +5 +5 -2
15th +7 +10 +0 +0 +0 +6 +6 +1 +5 +5 -2
16th +8 +11 +0 +0 +0 +6 +6 +2 +5 +5 -2
17th +8 +11 +0 +0 +0 +6 +6 +3 +6 +6 -2
18th +9 +12 +0 +0 +0 +6 +6 +4 +6 +6 -2
19th +9 +12 +0 +0 +0 +7 +7 +5 +6 +6 -2
20th +9 +13 +0 +0 +0 +8 +8 +5 +6 +6 -2
  • Hit Dice: 1d8 per Druid level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Druid level after 1st
  • Armor: Shields (druids will not wear armor or use shields made of metal)
  • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism Kit as a primary skill.
  • Skills: Choose one primary skill and one secondary skill from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.

Fighter[edit]

The Fighter
Level Weapon Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Light Armor Modifier Medium Armor Modifier Heavy Armor Modifier
1st +2 +2 +0 +2 +0 +0 +0 +2 +1 +0 +0 +0
2nd +3 +2 +0 +2 +0 +0 +0 +2 +1 +0 +0 +0
3rd +3 +2 +0 +2 +0 +0 +0 +2 +2 +0 +0 +0
4th +4 +2 +0 +2 +0 +0 +0 +2 +2 +0 +0 +0
5th +5 +2 +0 +3 +0 +0 +0 +2 +2 +0 +0 +0
6th +5 +3 +0 +3 +0 +0 +0 +3 +2 +0 +0 +0
7th +6 +3 +0 +3 +0 +0 +0 +3 +3 +0 +0 +0
8th +7 +3 +0 +4 +0 +0 +0 +3 +3 +0 +0 +0
9th +8 +4 +0 +4 +0 +0 +0 +3 +3 +0 +0 +0
10th +9 +4 +0 +4 +0 +0 +0 +4 +3 +0 +0 +0
11th +10 +4 +0 +4 +0 +0 +0 +4 +4 +0 +0 +0
12th +10 +5 +0 +5 +0 +0 +0 +4 +4 +0 +0 +0
13th +10 +5 +0 +5 +0 +0 +0 +4 +4 +1 +1 +1
14th +10 +6 +0 +5 +0 +0 +0 +5 +5 +1 +1 +1
15th +10 +6 +0 +5 +0 +0 +0 +5 +5 +2 +2 +2
16th +11 +6 +1 +6 +0 +0 +0 +5 +5 +2 +2 +2
17th +12 +6 +1 +6 +0 +0 +0 +6 +6 +2 +2 +2
18th +12 +6 +1 +6 +0 +0 +0 +6 +6 +3 +3 +3
19th +13 +6 +2 +7 +0 +0 +0 +6 +6 +3 +3 +3
20th +13 +6 +2 +7 +0 +0 +0 +6 +6 +4 +4 +4
  • Hit Dice: 1d10 per Fighter level
  • Hit Points at 1st Level: 10 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fighter level after 1st
  • Armor: Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Skills: Choose two primary skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Monk[edit]

The Monk
Level Weapon Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Unarmored Modifier Light Armor Modifier Medium Armor Modifier Heavy Amor Modifier
1st +2 +2 +2 +1 +1 +1 +1 +2 +2 +2 -2 -2 -2
2nd +3 +2 +2 +1 +1 +1 +1 +2 +2 +2 -2 -2 -2
3rd +3 +2 +2 +1 +1 +1 +1 +2 +2 +3 -2 -2 -2
4th +4 +2 +2 +1 +1 +1 +1 +2 +2 +3 -2 -2 -2
5th +5 +2 +3 +1 +1 +1 +1 +2 +2 +3 -2 -2 -2
6th +5 +2 +3 +1 +1 +1 +1 +3 +3 +3 -2 -2 -2
7th +5 +3 +3 +1 +1 +1 +1 +3 +3 +4 -2 -2 -2
8th +6 +3 +4 +1 +1 +1 +1 +3 +3 +4 -2 -2 -2
9th +7 +4 +4 +1 +1 +1 +1 +3 +3 +4 -2 -2 -2
10th +7 +4 +4 +1 +1 +1 +1 +4 +4 +4 -2 -2 -2
11th +7 +4 +4 +1 +2 +1 +2 +4 +4 +4 -2 -2 -2
12th +7 +4 +4 +2 +2 +2 +2 +4 +4 +4 -2 -2 -2
13th +8 +4 +4 +2 +2 +2 +2 +5 +5 +4 -2 -2 -2
14th +8 +4 +4 +3 +2 +3 +2 +5 +5 +5 -2 -2 -2
15th +8 +4 +5 +4 +2 +4 +2 +5 +5 +5 -2 -2 -2
16th +9 +4 +5 +5 +2 +5 +2 +5 +5 +5 -2 -2 -2
17th +9 +5 +5 +5 +2 +5 +2 +6 +6 +5 -2 -2 -2
18th +10 +5 +5 +5 +3 +5 +3 +6 +6 +5 -2 -2 -2
19th +10 +5 +5 +5 +4 +5 +4 +6 +6 +6 -2 -2 -2
20th +11 +5 +5 +5 +5 +5 +5 +6 +6 +6 -2 -2 -2
  • Hit Dice: 1d8 per Monk level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Monk level after 1st
  • Armor: None
  • Weapons: Simple Weapons, Shortswords
  • Tools: Any one type of artisan's tools or any one musical instrument of your choice as a secondary skill.
  • Skills: Choose two primary skills from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Paladin[edit]

The Paladin
Level Weapon Attack Bonus Spell Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Light Armor Modifier Medium Armor Modifier Heavy Amor Modifier
1st +2 +2 +0 +0 +0 +0 +2 +1 +1 +1 +0 +0 +0
2nd +2 +2 +0 +0 +0 +0 +2 +2 +1 +1 +0 +0 +0
3rd +3 +2 +0 +0 +0 +0 +2 +2 +1 +1 +0 +0 +0
4th +4 +2 +0 +0 +0 +0 +2 +2 +1 +1 +0 +0 +0
5th +5 +3 +0 +0 +0 +0 +2 +2 +1 +1 +0 +0 +0
6th +5 +3 +0 +0 +0 +0 +2 +2 +2 +2 +0 +0 +0
7th +5 +4 +0 +0 +0 +0 +3 +2 +2 +2 +0 +0 +0
8th +6 +5 +0 +0 +0 +0 +3 +2 +2 +2 +0 +0 +0
9th +7 +5 +0 +0 +0 +0 +3 +3 +2 +2 +0 +0 +0
10th +7 +5 +0 +0 +0 +0 +3 +3 +3 +3 +0 +0 +0
11th +7 +6 +0 +0 +0 +0 +3 +4 +3 +3 +0 +0 +0
12th +7 +7 +0 +0 +0 +0 +4 +4 +3 +3 +0 +0 +0
13th +8 +7 +0 +0 +0 +0 +4 +4 +4 +4 +0 +0 +0
14th +8 +8 +0 +0 +0 +0 +5 +5 +4 +4 +0 +0 +0
15th +8 +8 +0 +0 +0 +0 +5 +5 +4 +4 +1 +1 +1
16th +9 +9 +0 +0 +0 +0 +6 +5 +4 +4 +1 +1 +1
17th +9 +9 +0 +0 +0 +0 +6 +6 +5 +5 +1 +1 +1
18th +10 +10 +1 +0 +0 +0 +6 +6 +5 +5 +1 +1 +1
19th +10 +10 +1 +0 +0 +0 +6 +6 +5 +5 +2 +2 +2
20th +11 +10 +1 +0 +0 +0 +6 +6 +6 +6 +2 +2 +2
  • Hit Dice: 1d10 per Paladin level
  • Hit Points at 1st Level: 10 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Paladin level after 1st
  • Armor: Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Skills: Choose two primary skills from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

Ranger[edit]

The Ranger
Level Weapon Attack Bonus Spell Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Light Armor Modifier Medium Armor Modifier Heavy Amor Modifier
1st +2 +2 +2 +2 +0 +0 +0 +0 +2 +1 +0 +0 -2
2nd +2 +2 +2 +2 +0 +0 +0 +0 +2 +2 +0 +0 -2
3rd +3 +2 +2 +2 +0 +0 +0 +0 +2 +2 +0 +0 -2
4th +4 +2 +2 +2 +0 +0 +0 +0 +2 +2 +0 +0 -2
5th +5 +3 +2 +2 +0 +0 +0 +0 +2 +2 +0 +0 -2
6th +5 +3 +2 +2 +0 +0 +0 +0 +3 +3 +0 +0 -2
7th +5 +4 +2 +3 +0 +0 +0 +0 +3 +3 +0 +0 -2
8th +6 +5 +2 +3 +0 +0 +0 +0 +3 +3 +0 +0 -2
9th +7 +5 +3 +3 +0 +0 +0 +0 +3 +3 +0 +0 -2
10th +7 +5 +3 +3 +0 +0 +0 +0 +4 +4 +0 +0 -2
11th +7 +6 +4 +3 +0 +0 +0 +0 +4 +4 +0 +0 -2
12th +7 +7 +4 +4 +0 +0 +0 +0 +4 +4 +0 +0 -2
13th +8 +7 +4 +4 +0 +0 +0 +0 +5 +5 +0 +0 -2
14th +8 +8 +5 +5 +0 +0 +0 +0 +5 +5 +0 +0 -2
15th +8 +8 +6 +5 +0 +0 +0 +0 +5 +5 +1 +1 -2
16th +9 +9 +6 +6 +0 +0 +0 +0 +5 +5 +1 +1 -2
17th +9 +9 +6 +6 +0 +0 +1 +0 +6 +6 +1 +1 -2
18th +10 +10 +6 +6 +0 +0 +2 +0 +6 +6 +1 +1 -2
19th +10 +10 +6 +6 +0 +0 +3 +0 +6 +6 +2 +2 -2
20th +11 +10 +6 +6 +0 +0 +3 +0 +6 +6 +3 +3 -2
  • Hit Dice: 1d10 per Ranger level
  • Hit Points at 1st Level: 10 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ranger level after 1st
  • Armor: Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Skills: Choose two primary skills and one secondary skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Rogue[edit]

The Rogue
Level Weapon Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Light Armor Modifier Medium Armor Modifier Heavy Amor Modifier
1st +2 +0 +2 +0 +2 +0 +0 +4 +2 +0 -1 -1
2nd +3 +0 +2 +0 +2 +0 +0 +4 +2 +0 -1 -1
3rd +3 +0 +2 +0 +2 +0 +0 +4 +2 +1 -1 -1
4th +3 +0 +3 +0 +2 +0 +0 +4 +2 +1 -1 -1
5th +3 +0 +3 +0 +2 +0 +0 +5 +3 +1 -1 -1
6th +3 +0 +3 +0 +3 +0 +0 +6 +3 +1 -1 -1
7th +4 +0 +3 +0 +3 +1 +0 +6 +3 +1 -1 -1
8th +5 +0 +4 +0 +3 +1 +0 +6 +3 +1 -1 -1
9th +5 +0 +4 +0 +4 +1 +0 +6 +4 +1 -1 -1
10th +6 +0 +4 +0 +4 +1 +0 +7 +4 +1 -1 -1
11th +6 +0 +4 +0 +4 +1 +0 +8 +4 +2 -1 -1
12th +6 +0 +5 +0 +4 +2 +0 +8 +4 +2 -1 -1
13th +7 +0 +5 +0 +5 +3 +0 +8 +4 +2 -1 -1
14th +7 +0 +5 +0 +5 +4 +0 +9 +5 +2 -1 -1
15th +8 +0 +5 +0 +5 +5 +0 +10 +5 +2 -1 -1
16th +8 +0 +6 +0 +6 +6 +0 +10 +5 +2 -1 -1
17th +9 +0 +6 +0 +6 +6 +0 +11 +6 +2 -1 -1
18th +10 +0 +6 +0 +6 +6 +0 +12 +6 +3 -1 -1
19th +10 +0 +7 +0 +7 +6 +0 +12 +6 +4 -1 -1
20th +11 +0 +7 +0 +7 +7 +0 +12 +6 +5 -1 -1
  • Hit Dice: 1d8 per Rogue level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rogue level after 1st
  • Armor: None
  • Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
  • Tools: Thieves' Tools as a primary or secondary skill.
  • Skills: Choose two primary skills (or only one primary skill, if Thieves' Tools is also a primary skill) and two secondary skills (or three secondary skills, if Thieves' Tools is a primary skill) from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Sorcerer[edit]

The Sorcerer
Level Weapon Attack Bonus Spell Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Unarmored Modifier Light Armor Modifier Medium Armor Modifier Heavy Amor Modifier
1st +2 +3 +1 +0 +3 +1 +0 +3 +2 +2 +1 -2 -2 -2
2nd +2 +3 +1 +0 +3 +1 +0 +3 +2 +2 +2 -2 -2 -2
3rd +2 +3 +1 +0 +3 +2 +0 +3 +2 +2 +2 -2 -2 -2
4th +2 +3 +1 +0 +4 +2 +0 +3 +2 +2 +2 -2 -2 -2
5th +2 +3 +1 +0 +4 +2 +0 +3 +3 +2 +2 -2 -2 -2
6th +2 +4 +1 +0 +4 +2 +0 +3 +3 +3 +2 -2 -2 -2
7th +3 +5 +1 +0 +4 +2 +0 +3 +3 +3 +2 -2 -2 -2
8th +3 +6 +1 +0 +4 +2 +0 +4 +3 +3 +2 -2 -2 -2
9th +4 +7 +1 +0 +4 +2 +0 +4 +3 +3 +2 -2 -2 -2
10th +4 +7 +1 +0 +4 +2 +0 +4 +4 +4 +2 -2 -2 -2
11th +4 +8 +2 +0 +4 +2 +0 +4 +4 +4 +2 -2 -2 -2
12th +4 +9 +2 +0 +4 +2 +0 +4 +4 +4 +3 -2 -2 -2
13th +4 +9 +2 +0 +4 +2 +0 +5 +5 +5 +3 -2 -2 -2
14th +5 +10 +2 +0 +4 +2 +0 +5 +5 +5 +4 -2 -2 -2
15th +5 +10 +3 +0 +5 +3 +0 +5 +5 +5 +4 -2 -2 -2
16th +5 +11 +4 +0 +5 +4 +0 +5 +5 +5 +4 -2 -2 -2
17th +6 +11 +4 +0 +5 +4 +0 +5 +6 +6 +4 -2 -2 -2
18th +6 +12 +4 +0 +6 +4 +0 +6 +6 +6 +4 -2 -2 -2
19th +6 +12 +5 +0 +7 +5 +0 +6 +6 +6 +4 -2 -2 -2
20th +6 +13 +5 +0 +7 +5 +0 +7 +6 +6 +5 -2 -2 -2
  • Hit Dice: 1d6 per Sorcerer level
  • Hit Points at 1st Level: 6 + Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Sorcerer level after 1st
  • Armor: None
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Skills: Choose two primary skills from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Warlock[edit]

The Warlock
Level Weapon Attack Bonus Spell Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Light Armor Modifier Medium Armor Modifier Heavy Amor Modifier
1st +2 +3 +0 +0 +0 +1 +2 +2 +2 +2 +0 -2 -2
2nd +2 +3 +0 +0 +0 +1 +2 +3 +2 +2 +0 -2 -2
3rd +3 +3 +0 +0 +0 +1 +2 +3 +2 +2 +0 -2 -2
4th +3 +3 +0 +0 +0 +1 +3 +3 +2 +2 +0 -2 -2
5th +3 +3 +0 +0 +0 +1 +3 +3 +3 +3 +0 -2 -2
6th +4 +4 +0 +0 +0 +1 +3 +3 +3 +3 +0 -2 -2
7th +4 +5 +0 +0 +0 +1 +3 +3 +3 +3 +1 -2 -2
8th +5 +6 +0 +0 +0 +1 +3 +3 +3 +3 +1 -2 -2
9th +5 +7 +0 +0 +0 +1 +3 +4 +3 +3 +1 -2 -2
10th +5 +7 +0 +0 +0 +1 +3 +4 +4 +4 +1 -2 -2
11th +6 +7 +0 +0 +0 +2 +3 +4 +4 +4 +1 -2 -2
12th +6 +7 +0 +0 +0 +2 +4 +4 +4 +4 +2 -2 -2
13th +6 +7 +0 +0 +0 +2 +4 +5 +5 +5 +2 -2 -2
14th +6 +8 +0 +0 +0 +3 +5 +5 +5 +5 +2 -2 -2
15th +6 +8 +0 +0 +0 +4 +5 +6 +5 +5 +3 -2 -2
16th +6 +9 +0 +0 +0 +5 +6 +6 +5 +5 +3 -2 -2
17th +6 +9 +0 +0 +0 +6 +6 +6 +6 +6 +3 -2 -2
18th +7 +10 +0 +0 +0 +6 +6 +6 +6 +6 +4 -2 -2
19th +7 +10 +0 +0 +0 +7 +7 +7 +6 +6 +4 -2 -2
20th +8 +11 +0 +0 +0 +7 +7 +7 +6 +6 +5 -2 -2
  • Hit Dice: 1d8 per Warlock level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warlock level after 1st
  • Armor: None
  • Weapons: Simple Weapons
  • Tools: None
  • Skills: Choose two primary skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Wizard[edit]

The Wizard
Level Weapon Attack Bonus Spell Attack Bonus Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Primary Skill Bonus Secondary Skill Bonus Unarmored Modifier Light Armor Modifier Medium Armor Modifier Heavy Amor Modifier
1st +2 +3 +0 +0 +0 +3 +3 +0 +4 +2 +0 -2 -2 -2
2nd +2 +3 +0 +0 +0 +3 +3 +0 +4 +2 +1 -2 -2 -2
3rd +2 +3 +0 +0 +0 +3 +3 +1 +4 +2 +1 -2 -2 -2
4th +2 +3 +0 +0 +0 +3 +4 +1 +4 +2 +1 -2 -2 -2
5th +2 +3 +0 +0 +0 +3 +4 +1 +5 +3 +1 -2 -2 -2
6th +2 +4 +0 +0 +0 +4 +4 +1 +5 +3 +1 -2 -2 -2
7th +3 +5 +0 +0 +0 +4 +4 +1 +5 +3 +1 -2 -2 -2
8th +3 +6 +0 +0 +0 +4 +4 +1 +6 +3 +1 -2 -2 -2
9th +3 +7 +0 +0 +0 +4 +4 +1 +6 +4 +1 -2 -2 -2
10th +4 +7 +0 +0 +0 +4 +4 +1 +7 +4 +1 -2 -2 -2
11th +4 +8 +0 +0 +0 +4 +4 +1 +8 +4 +1 -2 -2 -2
12th +4 +9 +0 +0 +0 +4 +4 +1 +8 +4 +2 -2 -2 -2
13th +4 +9 +0 +0 +0 +5 +4 +1 +9 +5 +2 -2 -2 -2
14th +4 +10 +0 +0 +0 +5 +5 +1 +10 +5 +2 -2 -2 -2
15th +4 +10 +0 +0 +0 +6 +6 +2 +10 +5 +2 -2 -2 -2
16th +5 +11 +0 +0 +0 +6 +6 +2 +10 +5 +3 -2 -2 -2
17th +5 +11 +0 +0 +0 +6 +6 +3 +11 +6 +3 -2 -2 -2
18th +6 +12 +0 +0 +0 +6 +6 +3 +12 +6 +3 -2 -2 -2
19th +6 +12 +0 +0 +0 +7 +7 +3 +12 +6 +4 -2 -2 -2
20th +6 +13 +0 +0 +0 +8 +8 +3 +12 +6 +4 -2 -2 -2
  • Hit Dice: 1d6 per Wizard level
  • Hit Points at 1st Level: 6 + Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Wizard level after 1st
  • Armor: None
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Skills: Choose one primary skill and one secondary skill from Arcana, History, Insight, Investigation, Medicine, and Religion.

Multiclassing[edit]

You can still multiclass just as you can in normal 5e. Multiclassing prerequisites and rewards do not change except in the following ways:

  1. Artificer. You gain thieves' tools and tinker's tools as primary skills.
  2. Bard. You gain one musical instrument of your choice and one skill of your choice as primary skills.
  3. Ranger. You gain one secondary skill of your choice from the Ranger skill list.
  4. Rogue. You gain thieves' tools as a primary or secondary skill. You gain a skill from the Rogue skill list. The skill you choose is a secondary skill if your thieves' tools was chosen as a primary skill, and vice versa.

Multiclassing can make determining modifiers difficult. When you multiclass, follow the rules listed below:

  • Weapon Attack Bonus: Take the weapon attack bonus at each level of each class you have, determine the sum of those bonuses, then subtract 1 for each class you have one or more levels in. Subtract 2 for each class beyond the first two. At total level 9, add 1.
  • Spell Attack Bonus: Take the spell attack bonus at each level of each class you have that has a spell attack bonus column, determine the sum of those bonuses, then subtract 1 for each spellcasting class you have one or more levels in (but only if you have levels in two or more spellcasting classes). Subtract 2 for each spellcasting class beyond the first two. At total level 9, add 1 if you have a +1 or higher.
  • Save Bonuses: Take the save bonuses at each level of each class you have and determine the sum of those bonuses, respectively. If two classes both get a bonus to a saving throw at level 1, subtract 2 from that saving throw at 1st level of the second class (minimum of +0). At total levels 9 and 17, add 1 if you have a +1 or higher.
  • Primary Skill Bonuses: Take the primary skill bonuses at each level, determine the sum, then subtract 1 for each class you have one or more levels in. Subtract 2 for each class beyond the first two. At total levels 9 and 17, add 1 if primary skill bonus is higher than secondary skill bonus in any of your classes. Otherwise, make it equal your secondary skill bonus.
  • Secondary Skill Bonuses: Take the secondary skill bonuses at each level of each class you have, determine the sum of those bonuses, then subtract 1 for each class you have one or more levels in. Subtract 2 for each class beyond the first two.
  • Tertiary Skill Bonuses: Take the tertiary skill bonuses at each level of each class you have and use the highest of those bonuses.
  • Armor Modifiers: Take each individual set of armor modifiers at each level of each class you have and use the highest of those modifiers, respectively.

As a rule of thumb, you can't have a modifier that would be lower than a class could give you at level 1.

Example Multiclasses[edit]

To help visualize two-class multiclassing, examples of a level 2, 8, 14, and 20 build of the same multiclass (assuming even distribution of levels) have been provided below, taking the average of the values at each character level (rounded up):

Artificer-Barbarian[edit]

A level 1 Artificer, level 1 Barbarian would have the following statistics:

  • Weapon Attack Bonus +3
  • Spell Attack Bonus +2
  • Strength Save Bonus +2
  • Constitution Save Bonus +2
  • Intelligence Save Bonus +2
  • Primary Skill Bonus +3
  • Secondary Skill Bonus +2
  • Unarmored Modifier +2
  • Heavy Armor Modifier -2

A level 4 Artificer, level 4 Barbarian would have the following statistics:

  • Weapon Attack Bonus +5
  • Spell Attack Bonus +3
  • Strength Save Bonus +2
  • Constitution Save Bonus +2
  • Intelligence Save Bonus +2
  • Primary Skill Bonus +3
  • Secondary Skill Bonus +2
  • Unarmored Modifier +2
  • Heavy Armor Modifier -2

A level 7 Artificer, level 7 Barbarian would have the following statistics:

  • Weapon Attack Bonus +9
  • Spell Attack Bonus +4
  • Strength Save Bonus +4
  • Constitution Save Bonus +5
  • Intelligence Save Bonus +4
  • Primary Skill Bonus +9
  • Secondary Skill Bonus +5
  • Unarmored Modifier +3
  • Heavy Armor Modifier -2

A level 10 Artificer, level 10 Barbarian would have the following statistics:

  • Weapon Attack Bonus +11
  • Spell Attack Bonus +8
  • Strength Save Bonus +6
  • Constitution Save Bonus +7
  • Intelligence Save Bonus +5
  • Primary Skill Bonus +10
  • Secondary Skill Bonus +6
  • Unarmored Modifier +3
  • Heavy Armor Modifier -2
Bard-Cleric[edit]

A level 1 Bard, level 1 Cleric would have the following statistics:

  • Weapon Attack Bonus +2
  • Spell Attack Bonus +2
  • Dexterity Save Bonus +2
  • Wisdom Save Bonus +2
  • Charisma Save Bonus +2
  • Primary Skill Bonus +4
  • Secondary Skill Bonus +2
  • Tertiary Skill Bonus +0
  • Medium Armor Modifier +0
  • Heavy Armor Modifier -2

A level 4 Bard, level 4 Cleric would have the following statistics:

  • Weapon Attack Bonus +3
  • Spell Attack Bonus +3
  • Dexterity Save Bonus +3
  • Wisdom Save Bonus +3
  • Charisma Save Bonus +2
  • Primary Skill Bonus +4
  • Secondary Skill Bonus +2
  • Tertiary Skill Bonus +1
  • Medium Armor Modifier +0
  • Heavy Armor Modifier -2

A level 7 Bard, level 7 Cleric would have the following statistics:

  • Weapon Attack Bonus +6
  • Spell Attack Bonus +10
  • Dexterity Save Bonus +4
  • Wisdom Save Bonus +4
  • Charisma Save Bonus +4
  • Primary Skill Bonus +8
  • Secondary Skill Bonus +4
  • Tertiary Skill Bonus +1
  • Medium Armor Modifier +0
  • Heavy Armor Modifier -2

A level 10 Bard, level 10 Cleric would have the following statistics:

  • Weapon Attack Bonus +6
  • Spell Attack Bonus +13
  • Dexterity Save Bonus +5
  • Wisdom Save Bonus +6
  • Charisma Save Bonus +6
  • Primary Skill Bonus +11
  • Secondary Skill Bonus +6
  • Tertiary Skill Bonus +2
  • Medium Armor Modifier +0
  • Heavy Armor Modifier -2
Druid-Fighter[edit]

A level 1 Druid, level 1 Fighter would have the following statistics:

  • Weapon Attack Bonus +2
  • Spell Attack Bonus +2
  • Strength Save Bonus +2
  • Constitution Save Bonus +2
  • Intelligence Save Bonus +2
  • Wisdom Save Bonus +2
  • Primary Skill Bonus +2
  • Secondary Skill Bonus +2
  • Heavy Armor Modifier +0

A level 4 Druid, level 4 Fighter would have the following statistics:

  • Weapon Attack Bonus +5
  • Spell Attack Bonus +3
  • Strength Save Bonus +2
  • Constitution Save Bonus +2
  • Intelligence Save Bonus +2
  • Wisdom Save Bonus +3
  • Primary Skill Bonus +2
  • Secondary Skill Bonus +2
  • Heavy Armor Modifier +0

A level 7 Druid, level 7 Fighter would have the following statistics:

  • Weapon Attack Bonus +9
  • Spell Attack Bonus +6
  • Strength Save Bonus +4
  • Constitution Save Bonus +4
  • Intelligence Save Bonus +4
  • Wisdom Save Bonus +4
  • Primary Skill Bonus +4
  • Secondary Skill Bonus +4
  • Heavy Armor Modifier +0

A level 10 Druid, level 10 Fighter would have the following statistics:

  • Weapon Attack Bonus +12
  • Spell Attack Bonus +9
  • Strength Save Bonus +6
  • Constitution Save Bonus +6
  • Intelligence Save Bonus +6
  • Wisdom Save Bonus +6
  • Primary Skill Bonus +6
  • Secondary Skill Bonus +6
  • Heavy Armor Modifier +0
Monk-Sorcerer[edit]

A level 1 Monk, level 1 Sorcerer would have the following statistics:

  • Weapon Attack Bonus +2
  • Spell Attack Bonus +3
  • Strength Save Bonus +2
  • Dexterity Save Bonus +2
  • Constitution Save Bonus +3
  • Intelligence Save Bonus +1
  • Wisdom Save Bonus +1
  • Charisma Save Bonus +3
  • Primary Skill Bonus +2
  • Secondary Skill Bonus +2
  • Unarmored Modifier +2
  • Light Armor Modifier -2
  • Medium Armor Modifier -2
  • Heavy Armor Modifier -2

A level 4 Monk, level 4 Sorcerer would have the following statistics:

  • Weapon Attack Bonus +3
  • Spell Attack Bonus +3
  • Strength Save Bonus +2
  • Dexterity Save Bonus +2
  • Constitution Save Bonus +3
  • Intelligence Save Bonus +1
  • Wisdom Save Bonus +1
  • Charisma Save Bonus +3
  • Primary Skill Bonus +2
  • Secondary Skill Bonus +2
  • Unarmored Modifier +3
  • Light Armor Modifier -2
  • Medium Armor Modifier -2
  • Heavy Armor Modifier -2

A level 7 Monk, level 7 Sorcerer would have the following statistics:

  • Weapon Attack Bonus +7
  • Spell Attack Bonus +6
  • Strength Save Bonus +4
  • Dexterity Save Bonus +3
  • Constitution Save Bonus +5
  • Intelligence Save Bonus +3
  • Wisdom Save Bonus +2
  • Charisma Save Bonus +4
  • Primary Skill Bonus +4
  • Secondary Skill Bonus +4
  • Unarmored Modifier +4
  • Light Armor Modifier -2
  • Medium Armor Modifier -2
  • Heavy Armor Modifier -2

A level 10 Monk, level 10 Sorcerer would have the following statistics:

  • Weapon Attack Bonus +10
  • Spell Attack Bonus +9
  • Strength Save Bonus +5
  • Dexterity Save Bonus +4
  • Constitution Save Bonus +5
  • Intelligence Save Bonus +3
  • Wisdom Save Bonus +3
  • Charisma Save Bonus +5
  • Primary Skill Bonus +6
  • Secondary Skill Bonus +6
  • Unarmored Modifier +4
  • Light Armor Modifier -2
  • Medium Armor Modifier -2
  • Heavy Armor Modifier -2
Paladin-Warlock[edit]

A level 1 Paladin, level 1 Warlock would have the following statistics:

  • Weapon Attack Bonus +2
  • Spell Attack Bonus +3
  • Intelligence Save Bonus +1
  • Wisdom Save Bonus +2
  • Charisma Save Bonus +2
  • Primary Skill Bonus +2
  • Secondary Skill Bonus +2
  • Light Armor Modifier +0
  • Medium Armor Modifier +0
  • Heavy Armor Modifier +0

A level 4 Paladin, level 4 Warlock would have the following statistics:

  • Weapon Attack Bonus +5
  • Spell Attack Bonus +3
  • Intelligence Save Bonus +1
  • Wisdom Save Bonus +3
  • Charisma Save Bonus +3
  • Primary Skill Bonus +2
  • Secondary Skill Bonus +2
  • Light Armor Modifier +0
  • Medium Armor Modifier +0
  • Heavy Armor Modifier +0

A level 7 Paladin, level 7 Warlock would have the following statistics:

  • Weapon Attack Bonus +8
  • Spell Attack Bonus +8
  • Intelligence Save Bonus +2
  • Wisdom Save Bonus +5
  • Charisma Save Bonus +4
  • Primary Skill Bonus +3
  • Secondary Skill Bonus +3
  • Light Armor Modifier +1
  • Medium Armor Modifier +0
  • Heavy Armor Modifier +0

A level 10 Paladin, level 10 Warlock would have the following statistics:

  • Weapon Attack Bonus +11
  • Spell Attack Bonus +12
  • Intelligence Save Bonus +3
  • Wisdom Save Bonus +6
  • Charisma Save Bonus +7
  • Primary Skill Bonus +6
  • Secondary Skill Bonus +6
  • Light Armor Modifier +1
  • Medium Armor Modifier +0
  • Heavy Armor Modifier +0
Ranger-Rogue[edit]

A level 1 Ranger, level 1 Rogue would have the following statistics:

  • Weapon Attack Bonus +2
  • Spell Attack Bonus +2
  • Strength Save Bonus +2
  • Dexterity Save Bonus +2
  • Intelligence Save Bonus +2
  • Wisdom Save Bonus +0
  • Primary Skill Bonus +4
  • Secondary Skill Bonus +2
  • Light Armor Modifier +0
  • Medium Armor Modifier +0
  • Heavy Armor Modifier -1

A level 4 Ranger, level 4 Rogue would have the following statistics:

  • Weapon Attack Bonus +5
  • Spell Attack Bonus +2
  • Strength Save Bonus +2
  • Dexterity Save Bonus +3
  • Intelligence Save Bonus +2
  • Wisdom Save Bonus +0
  • Primary Skill Bonus +4
  • Secondary Skill Bonus +2
  • Light Armor Modifier +1
  • Medium Armor Modifier +0
  • Heavy Armor Modifier -1

A level 7 Ranger, level 7 Rogue would have the following statistics:

  • Weapon Attack Bonus +8
  • Spell Attack Bonus +5
  • Strength Save Bonus +3
  • Dexterity Save Bonus +6
  • Intelligence Save Bonus +2
  • Wisdom Save Bonus +0
  • Primary Skill Bonus +8
  • Secondary Skill Bonus +4
  • Light Armor Modifier +1
  • Medium Armor Modifier +0
  • Heavy Armor Modifier -1

A level 10 Ranger, level 10 Rogue would have the following statistics:

  • Weapon Attack Bonus +12
  • Spell Attack Bonus +7
  • Strength Save Bonus +3
  • Dexterity Save Bonus +7
  • Intelligence Save Bonus +4
  • Wisdom Save Bonus +1
  • Primary Skill Bonus +11
  • Secondary Skill Bonus +6
  • Light Armor Modifier +1
  • Medium Armor Modifier +0
  • Heavy Armor Modifier -1


NPCs and Proficiency[edit]

NPCs can use the attack bonuses of a chosen class (or a multiclass thereof). However, an NPC should have its AC increased to account for the numerical increases inherent to this ruleset. Each NPC should add a bonus to their AC equal to 1/3rd their CR (+0 for CR 2 and lower, rounded up otherwise).

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