User:Guy/Rank Guide
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Proxi's Rank Guide[edit]
I reverse-engineered a bunch of the options in the 2024 Player's Handbook to create a comprehensive guide for balancing virtually all homebrew player options.
This guide assigns "ranks" to different player-character features. These ranks can be used to gauge the balance of homebrew spells, feats, common items, magic items, blessings, epic boons—and to a lesser extent species, class features, and potentially other character options. Ranks can also be used to gauge what magic items and blessings are most balanced for a party at any given level.
Limits[edit]
Meters are bad and you shouldn't use them. Anyway, this meter is close to the standards of 5e, but it does not perfectly capture 5e's sense of balance. For example it considers a flail that deals 2d4 damage to be fine, and it considers +1 studded leather to be much less expensive than +1 plate.
Single vs Multiple. The meter is relatively good at ranking single effects, which includes most spells and magic items. The meter is relatively poor at ranking anything that aggregates several effects, such as races or classes, as ranks do nothing to estimate how well different features work together. This is more true the more qualities a subject has. The meter is still decent at estimating what should be the most powerful effects within such an aggregate, at least.
Smooth Scaling. The level progression of spells and magic items is deliberately smoother and more consistent from level-to-level than the guidance in the 2014 DMG. See the 5e Spell Design Guide for those standards.
Very Rare. Compared to this guide, the DMG'14 has a wider range and higher upper limit for how powerful very rare items can be. This contrast is represented on page 285 of the DMG'14 which allows spells up to 8th for very rare items, while according to the Rank Table this guide only allows up to 7th. Other details appear under Wondrous Items and some very rare Weapons. Partially to accommodate for this discrepancy, this guide calls such items "epic" instead of "very rare."
How It Works[edit]
- When designing a homebrew subject—especially a feat, item, or species—start with a rank of 0. A spell starts with a rank of -1.
- As you add qualities to the subject, each quality increases or decreases the subject's rank. Many qualities are assigned a rank in the Quality Table. Due to the overwhelming size of this table, it's listed next to last on this page. While it's impossible to rank every possible homebrew idea, even if qualities don't perfectly match the table can provide a close analogue for most functional ideas.
- The subject's final rank can be a decent estimate for how powerful the subject is. The Rank Table below details guidelines of each final rank, including item rarity, item cost, spell damage, and comparable level.
See Weapons, Armors, Wondrous Items, Feats, Species, Spells, and Class Features for the standards of each as determined by this guide.
Rank Table[edit]
This table is best viewed fullscreen on a 1080p monitor.
Rank | Level | Rarity | Cost (gp) | Spell Level | 1/Day Instant Damage (or HP Recovery) | Permanent Buffs | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Permanent | Expendable | One Target Save Negates |
One Target Save Halves |
Several Targets Save Negates |
Several Targets Save Halves |
One Target No Save |
Smite | |||||
0 | — | Common | 0.01 | — | — | — | — | — | — | — | — | |
1 | — | 0.1 | 0.01 | — | — | — | — | — | — | — | Language (after Common) | |
2 | — | 1 | 0.1 | — | — | — | — | — | — | — | Tool Proficiency | |
3 | 0th | 10 | 1 | — | — | — | — | — | — | — | 1st-Level Spell (1/Day), Cantrip, Skill Proficiency | |
4 | 1st | 100 | 10 | 1st | 13 (2d12) | 11 (2d10) | 9 (2d8) | 7 (2d6) | 9 (2d8) | Light Armor Proficiency, Shield Proficiency | ||
5 | 2nd | Uncommon | 100 | 10 | 1st+ | 19 (3d12) | 16 (3d10) | 13 (3d8) | 10 (3d6) | 9 (2d8) | darkvision (60 feet), +1 HP Per Level | |
6 | 3rd | 200 | 20 | 2nd | 26 (4d12) | 22 (4d10) | 18 (4d8) | 14 (4d6) | 13 (3d8) | +1 ASI, Blindsight (10 ft), Fighting Style, Save Proficiency | ||
7 | 4th | 300 | 30 | 2nd+ | 32 (5d12) | 27 (5d10) | 22 (5d8) | 17 (5d6) | 13 (3d8) | Darkvision (150 feet), 3rd-Level Spell (1/Day) | ||
8 | 5th | 400 | 40 | 3rd | 39 (6d12) | 33 (6d10) | 27 (6d8) | 21 (6d6) | 18 (4d8) | Weapon Mastery, Poison Resistance | ||
9 | 5.5th | 500 | 50 | 3rd+ | 45 (7d12) | 38 (7d10) | 31 (7d8) | 24 (7d6) | 18 (4d8) | Origin Feat, "Energy" Resistance | ||
10 | 6th | Rare | 1000 | 100 | 3rd++ | 52 (8d12)* | 44 (8d10) | 36 (8d8) | 28 (8d6) | 22 (4d8) | — | |
11 | 7th | 2000 | 200 | 4th | 52 (8d12) | 44 (8d10) | 36 (8d8) | 28 (8d6) | 26 (5d8) | — | ||
12 | 8th | 3000 | 300 | 4th+ | 58 (9d12) | 49 (9d10) | 36 (9d8) | 31 (9d6) | 26 (5d8) | +2 Ability Score Increase, blindsight (30 feet) | ||
13 | 9th | 4000 | 400 | 5th | 65 (10d12) | 55 (10d10) | 45 (10d8) | 35 (10d6) | 31 (6d8) | General Feat | ||
14 | 10th | 5000 | 500 | 5th+ | 71 (11d12) | 60 (11d10) | 49 (11d8) | 38 (11d6) | 31 (6d8) | — | ||
15 | 11th | Epic | 10k | 1000 | 6th | 78 (12d12) | 66 (12d10) | 54 (12d8) | 38 (12d6) | 27 (7d8) | — | |
16 | 11.5th | 20k | 2000 | 6th+ | 84 (13d12) | 71 (13d10) | 58 (13d8) | 41 (13d6) | 27 (7d8) | — | ||
17 | 12th | 30k | 3000 | 6th++ | 91 (14d12) | 77 (14d10) | 63 (14d8) | 45 (14d6) | 27 (8d8) | Truesight (120 feet) | ||
18 | 13th | 40k | 4000 | 7th | 91 (14d12) | 77 (14d10) | 63 (14d8) | 48 (14d6) | 27 (8d8) | — | ||
19 | 14th | 50k | 5000 | 7th+ | 97 (15d12) | 82 (15d10) | 67 (15d8) | 52 (15d6) | 27 (8d8) | Epic Boon (excluding ability increase) | ||
20 | 15th | Legendary | 100k | 10k | 8th | 104 (16d12) | 88 (16d10) | 72 (16d8) | 55 (16d6) | 31 (9d8) | — | |
21 | 16th | 200k | 20k | 8th+ | 110 (17d12) | 93 (17d10) | 76 (17d8) | 59 (17d6) | 31 (9d8) | — | ||
22 | 17th | 300k | 30k | 9th | 117 (18d12) | 99 (18d10) | 81 (18d8) | 63 (18d6) | 35 (10d8) | — | ||
23 | 17.5th | 400k | 40k | 9th+ | 123 (19d12) | 104 (19d10) | 85 (19d8) | 66 (19d6) | 35 (10d8) | — | ||
24 | 18th | 500k | 50k | 9th++ | 260 (20d12 × 2) | 220 (20d10 × 2) | 180 (19d8 × 2) | 140 (20d6 × 2) | 99 (11d8 × 2) | — | ||
25+ | 19th | Artifact | ∞ | — | lol everything just dies. probably can't be resurrected either. | Epic Boon (including ability increase) |
1/Day Instant Damage[edit]
If you can use your action to deal damage instantaneously with little other effect, and this action can be used either once per day or in a limited capacity, it should deal damage according to the standards below. (A "limited capacity" could be a number of daily uses equal to your PB, from 2 or 3 spell slots, from an item with 3 charges that restores 1d3 charges daily at dawn, or similar.) These standards are summarized in the Rank Table. These standards can also be used to estimate how many hit points a spell can restore (e.g., cure wounds) but it is less refined for this purpose, especially at higher levels (e.g., heal).
For spells, double the spell's level to get the variable X. For other features, take the level at which the feature is to be earned, and add 1 to get variable X.
- If a failed attack roll or successful save negates all effect, and there's only one target, the subject deals Xd12 damage.
- If a successful save still deals half damage, and there's only one target, the subject deals Xd10 damage.
- If a failed attack roll or successful save negates all effect, and there's an area-of-effect, the subject deals Xd8 damage.
- If a successful save still deals half damage, and there's an area-of-effect, the subject deals Xd6 damage. (E.g., burning hands.)
- If there's one target and damage is automatic with no save or attack roll, the subject deals Xd6 damage. (E.g., magic missile.)
- If the subject can "split damage" as with magic missile, goodberry, or scorching ray then use the single-target damage.
Substituting Dice. Generally, you can substitute any damage roll with an average result similar to the bolded number. For example, instead of 3d6 you could use 3d4+3 for more consistent damage; or instead of 3d6 you could use 2d10 for more random damage.
Excessive Dice. Rolling more than 10 dice at once can be pretty tedious if it happens more than once a day. For such high amounts it might be better to add a modifier. For example instead of rolling 15d10 (which has an average of 82), a spell could ask for 8d10 (which has an average of 52) + 30.
Plus Damage. A spell can deal one extra damage die if it is exclusive to arcane squishy casters like wizard/sorcerer. For a 3rd, 6th, and 9th levels it can deal two extra dice of damage. This is listed in the table with a "+" or "++" next to the spell level. If a spell also has powerful offensive effects, it should deal a little less damage than the norm for its spell level. Rarely if an effect has drawbacks, such being a melee touch attack, it can otherwise deal a little extra damage for its level (e.g., inflict wounds).
Plus Other. This guide recognizes that some non-damage spells are particularly powerful for their level, and portrays them with "+" or "++". Often these spells are icons of the class(es) able to cast them.
Feats[edit]
Within this guide, feats are ranked almost exclusively by the standards present in the 2024 Player's Handbook. These appear much more balanced than earlier feats.
A feat ideally has an aggregate rank equal to its minimum level requirement + 9. An "aggregate rank of 10" for example means all the qualities it provides add up to a rank total of 10.
- An Origin Feat is treated as though it can be obtained at level 0, so its ideal aggregate rank is 9.
- A General Feat can be obtained starting at level 4, so its ideal aggregate rank is 13.
- An Epic Boon can be obtained starting at level 19, so its ideal aggregate rank is 28.
- If creating a feat supplemental to official material, a feat's level requirement should generally only be 1, 4, or 19. Making a feat with a prerequisite of level 8, 12, or 16 is reasonable in a vacuum but without enough options for feats at those levels the options become unbalanced in an undesirable way.
The table below details some feats and how they are ranked by this guide. As most feats are walled behind copyright, the exact text of them is not reproduced here.
Origin Feats[edit]
Rank | Origin Feat | Qualities |
---|---|---|
9 | Alert | Initiative Proficiency (+5), Initiative Swap (+4*) |
9 | Healer | Battle Medic (+4), Healer Reroll (+4) |
9 | Linguist | Ability Up One (+5), 3 Language (+3), "Written Ciphers" (+1*) |
9 | Magic Initiate | 1st-Level Spell (+3), 2 Cantrip (+6) |
9 | Savage Attacker | 3 Damage Up (+9) assuming d12 weapon |
9 | Skilled | 3 Skill Proficiency (+9) |
9 | Tavern Brawler | Natural Weapon [d4] (+1), Improvised Proficiency (+2), Unarmed Damage Reroll (+1*), Shove Attacks (+5*) |
9 | Tough | 2 HP Up (+9) |
- The Lucky feat doesn't truly have multiple qualities to rank, but this guide treats its benefit as rank 9.
General Feats[edit]
Rank | General Feat | Qualities |
---|---|---|
10 | Ability Score Improvement | 2 Ability Up Any (+10) |
12 | Actor | Ability Up One (+5), Check Advantage (+2){but}, Mimicry (+6), Prerequisite (-1) |
13 | Crusher | Ability Up One (+5), Enhanced Critical (+3), Shove (+5) |
12 | Heavily Armored | Ability Up One (+5), Armor Proficiency Up (+8), Prerequisite (-1) |
13 | Keen Mind | Ability Up One (+5), Expertise (+5), Quick Study (+4*), Prerequisite (-1) |
13 | Lightly Armored | Ability Up One (+5), Armor Proficiency (+4), Shield Proficiency (+4) |
12 | Moderately Armored | Ability Up One (+5), Armor Proficiency Up (+8), Prerequisite (-1) |
13 | Observant | Ability Up One (+5), Expertise (+5), Quick Search (+4*), Prerequisite (-1) |
12 | Resilient | Ability Up Any (+6), Save Proficiency (+6) |
13 | Piercer | Ability Up One (+5), Brutal Critical (+2), 3 Damage Up (+9) assuming d12 weapon (-3* with one damage type and 1/turn), |
13 | Skulker | Ability Up One (+5), Blindsight [10 feet] (+6), Check Advantage (+2), Sniper (+1*), Prerequisite (-1) |
13 | Shadow-Touched | Ability Up One (+5), 1st-Level Spell (+3), 2nd-Level Spell (+5) |
14 | Skill Expert | Ability Up Any (+6), Skill Proficiency (+3), Skill Expertise (+5) |
13 | Speedy | Ability Up One (+5), 2 Speed Up (+5), Dash over Difficult Terrain (+1*), Agile Movement (+3*), Prerequisite (-1) |
13 | Telekinetic | Ability Up One (+5), Cantrip (+3), Ranged Shove Bonus Action (+5*) |
13 | Telepathic | Ability Up One (+5), 2nd-Level Spell (+5), Telepathy (+3*) |
14 | War Caster | Ability Up One (+5), Concentration (+4*), Reactive Spell (+4*), Somatic Components (+2), Prerequisite (-1) |
13 | Weapon Master | Ability Up One (+5), Weapon Mastery (+8) |
Fighting Styles[edit]
In the 2014 PHB fighting styles were clearly weaker than feats. Despite this, in the 2024 PHB fighting styles are effectively a type of feat but generally haven't been buffed to compensate for this.
A fighting style ideally has an aggregate rank of 6.
Rank | Fighting Style | Qualities |
---|---|---|
6 | Archery | 2 Attack Up (+6) |
6 | Blessed Warrior | 2 Cantrip (+6) |
5 | Blind Fighting | Blindsight [10 feet] (+6) |
6 | Defense | Armor Up (+6) |
6 | Druidic Warrior | 2 Cantrip (+6) |
6 | Dueling Weapon | 2 Damage Up (+6) |
3 | Great Weapon Fighting | Damage Up (+3) |
6 | Thrown Weapon Fighting | 2 Damage Up (+6) |
6 | Two-Weapon Fighting | 3 Damage Up (+9) at the cost of a bonus action (-3) |
6 | Unarmed Fighting | Natural Weapon [Quarterstaff] (+4), Grapple Damage (+2*) |
Epic Boons[edit]
In the 2024 PHB, epic boons are effectively feats with a level prerequisite of 19. Unlike normal feats each of these boons have the Ability Max quality, which for the sake of this guide's balance should be considered a requirement.
The Ability Max quality currently ranks at 9 (subject to change), leaving 19 ranks left to assign. These ranks are enough to achieve crazy effects like constant truesight or multiple damage resistances; it's power comparable to an epic item that doesn't require attunement. But these ranks are not enough for an 8th or 9th level spell, nor enough to mimic a legendary item.
Rank | Epic Boon | Qualities |
---|---|---|
28 | Boon of Energy Resistance | Ability Max (+9), 2 Resist Energy (+14), Energy Redirection (+5*) |
28 | Boon of Fortitude | Ability Max (+9), 2 HP Up (+9), Fortified Health (+10*) |
28 | Boon of Speed | Ability Max (+9), 6 Speed Up (+15), Escape Artist (+4*) |
28 | Boon of Skill | Ability Max (+9), Expertise (+5), ~7 Skill Proficiency (+14) |
26 | Boon of Truesight | Ability Max (+9), Truesight (+17) |
Items[edit]
Except for armor, ideally any nonmagical or "common" item has a rank of 4 or lower, and costs no more than 100 gp or so.
Item Cost[edit]
An item's qualities determine its rank and rarity. Rank and rarity serve as a guideline to how much the item should cost. This is summarized in the Rank Table.
A permanent item can be used indefinitely, if it has "charges" (typically 1/day) that restore over time, or if its consumption provides a permanent benefit such as an increase to ability scores or hit point maximum.
By contrast an expendable item is typically consumed with use and does not have lasting effects. Potions, ammunition, and bombs, for example. An item with a number of non-restoring uses is still expendable, but ranks higher than its one-use equivalent.
Each of the five tiers of rarity is in this guide divided into subtiers.
- A common permanent item's gp cost starts at 0.01 and increases tenfold each subtier: 1 cp, 1 sp, 1 gp, 10 gp, and 100 gp
- An uncommon permanent item's gp cost equals 100 × its subtier: 100, 200, 300, 400, and 500.
- A rare permanent item's gp cost equals 1000 × its subtier: 1000, 2000, 3000, 4000, and 5000.
- An epic permanent item's gp cost equals 10,000 × its subtier: 10k, 20k, 30k, 40k, and 500k.
- A legendary permanent item's gp cost equals 100,000 × its subtier: 100k, 200k, 300k, 400k, and 500k.
If you go by the 2014 DMG, an expendable item should cost half as much as a permanent item. This guide disagrees. Instead, an expendable item costs 10% as much.
- A common expendable gp cost starts at 0.01 and increases tenfold each subtier: 1⁄10 cp, 1 cp, 1 sp, 1 gp, and 10 gp.
- An uncommon expendable's gp cost equals 10 × its subtier: 10, 20, 30, 40, and 50.
- A rare expendable's gp cost equals 100 × its subtier: 100, 200, 300, 400, and 500.
- An epic expendable's gp cost equals 1,000 × its subtier: 1k, 2k, 3k, 4k, and 50k.
- A legendary expendable's gp cost equals 10,000 × its subtier: 10k, 20k, 30k, 40k, and 50k.
For common items in particular it can be preferable to base prices on the materials and the difficulty of their construction, rather than how useful they are in game-terms. That is to say, an item of smithed metal costs more than an item of shaped wood, and shaped wood costs more than raw wood.
Epic & Legendary Buyability. This guide assume any item of rank 15 or higher, which includes every item of epic rarity or greater, cannot be reliably bought such as during downtime trade. Such items could still appear in limited selections for purchase during adventures, or appear from randomized gacha-like pulls (especially pulls which could also include cursed items). This is largely because, like 7th level spells, epic items can completely change the nature of the game in a way that not everyone enjoys. Costs for such items are still included as a guideline.
Non-Item Costs. Note that the presented costs are for items—not structures, vehicles, creatures, buffs, or most services.
- Buffs cannot be bought. The benefit provided by a permanent skill proficiency or permanent ability score increase is normally exclusive to buffs, and even though these properties are not ranked very highly under this system they cannot easily be bought.
- The costs here can be still be used as a guideline for what's affordable. For example an individual character is unlikely to afford a 500 gp vehicle before level 5, but by level 10 something like that might be akin to buying a strong potion.
- Paying for a specific spell to be cast once typically costs as much as a expendable item appropriate to the spell level, plus any material component the spell consumes. For higher levels especially, this is assumed to include expenses such as travel and information-gathering.
Weapons[edit]
Every weapon starts as a simple melee weapon with no properties, that deals d4 damage of one type from bash, pierce, and slash. This is a rank 0 item.
Any weapon ideally has a final rank of 4. Any decimal rank, such as 1.1, is always rounded up to the nearest whole number. A score as low as 2 is weak for a standard weapon, but still acceptable. Of all the SRD5 weapons*, a few fail to fall into this range.
- The blowgun, which by any metric seems bizarrely underpowered, and here ranks at an abysmal -2.
- The club, which seems deliberately weak, ranks at 1.
- The greataxe/maul. Official material treats the 2d6 damage die as being equal to the d12 damage die, but this guide deliberately treats it as being slightly more valuable. Due only to that judgment call, this weapon ranks at 5.
- The light crossbow, which ranks at 5, is extremely powerful for a simple ranged weapon. For many characters it's an even better option than any ranged martial weapon.
Cost. Despite being a rank 4 item, a simple melee weapon costs ≈2 gp (or d50 sp), while any other weapons costs 25 gp (or d10 × 5 gp). Outliers include the dart, whip, and light crossbow.
The SRD5 weapons otherwise are ranked as follows.
Rank | Name | Damage | Properties | Qualities | |||
---|---|---|---|---|---|---|---|
Simple Melee Weapons | |||||||
1 | Club | d4 | Light | Light (+1) | |||
4 | Dagger | d4 | Light, Finesse, Thrown (range 20/60) | Finesse (+2), Thrown (+1), Light (+1) | |||
3 | Greatclub | d8 | Two-Handed | 2 Damage Up (+4), Two-Handed (-1) | |||
4 | Handaxe | d6 | Light, Thrown (20/60) | Damage Up (+2), Thrown (+1), Light (+1) | |||
4 | Javelin | d6 | Thrown (30/120) | Damage Up (+2), 2 Thrown (+2) | |||
2 | Light Hammer | d4 | Light, Thrown (20/60) | Thrown (+1), Light (+1) | |||
2 | Mace | d6 | — | Damage Up (+2) | |||
4 | Spear | d6 | Thrown (20/60), Versatile (d8) | Damage Up (+2), Versatile (+1), Thrown (+1) | |||
3 | Staff | d6 | Versatile (d8) | Damage Up (+2), Versatile (+1) | |||
Simple Ranged Weapons | |||||||
3 | Dart (2024 version) | d4 | Finesse, Thrown (range 20/60) | Finesse (+2), Thrown (+1) | |||
5 | Light Crossbow | d8 | Ammunition (Range 30/120), Loading, Two-Handed | 2 Damage Up (+4), Ammo (+3), Loading (-1), Two-Handed (-1) | |||
4 | Shortbow | d6 | Ammunition (Range 80/320), Two-Handed | Damage Up (+2), Ammo (+3), Two-Handed (-1) | |||
4 | Sling | d4 | Ammunition (Range 30/120) | Ammo (+2) | |||
Martial Melee Weapons | |||||||
3 | Battleaxe, Longsword, & Warhammer | d8 | Versatile (d10) | 2 Damage Up (+4), Versatile (+1), Martial (-2) | |||
2 | Flail, Morningstar, & War Pick | d8 | — | 2 Damage Up (+4), Martial (-2) | |||
4 | Glaive, Halberd, or Pike | d10 | Heavy, Reach, Two-Handed | 3 Damage Up (+6), Reach (+2), Two-Handed & Heavy (-2), Martial (-2) | |||
4 | Greataxe | d12 | Heavy, Two-Handed | 4 Damage Up (+8), Two-Handed & Heavy (-2), Martial (-2) | |||
5 | Greatsword & Maul | 2d6 | Heavy, Two-Handed | 4 Damage Up (+8), Damage Nudge (+1), Two-Handed & Heavy (-2), Martial (-2) | |||
4 | Rapier | d8 | Finesse | 2 Damage Up (+4), Finesse (+2), Martial (-2) | |||
3 | Scimitar & Shortsword | d6 | Finesse, Light | Damage Up (+2), Finesse (+2), Light (+1), Martial (-2) | |||
4 | Trident (2024 version) | d8 | Thrown (20/60), Versatile (d10) | 2 Damage Up (+4), Versatile (+1), Thrown (+1), Martial (-2) | |||
3 | Whip | d4 | Finesse, Reach | Finesse (+2), Reach (+3), Martial (-2) | |||
Martial Ranged Weapons | |||||||
-2 | Blowgun | 1 | Ammunition (Range 25/100), Loading | Ammo (+2), Damage Down (-1), Loading (-1), Martial (-2) | |||
4 | Hand Crossbow | d6 | Ammunition (Range 30/120), Light, Loading | Damage Up (+2), Light (+2), Ammo (+3), Loading (-1), Martial (-2) | |||
4 | Heavy Crossbow | d10 | Ammunition (Range 100/400), Heavy, Loading, Two-Handed | 3 Damage Up (+6), {{{2}}}, Ammo (+3), Heavy & Two-Handed & Heavy (-2), Loading (-1), Martial (-2) | |||
4 | Longbow | d8 | Ammunition (Range 150/600), Heavy, Two-Handed | 2 Damage Up (+4), 2 Ammo (+4), Heavy & Two-Handed (-2), Martial (-2) | |||
Magic Weapons | |||||||
Rank | Name | Damage | Rarity (Cost) | Qualities | |||
8 | vicious weapon | X | Base Weapon (+4), 2 Brutal Critical (+4) | ||||
8 | trident of fish command | d8 | uncommon (400 gp) | Base Weapon (+4), 4th-Level Spell (+9), Attunement (-5) | |||
9 | javelin of lightning | d6 | uncommon (500 gp) | Base Weapon (+4), 2nd-Level Spell (+5) | |||
9 | +1 weapon | X+1 | uncommon (500 gp) | Base Weapon (+4), Damage Up (+2), Attack Up (+3) | |||
13.5 | Flame Tongue | X+2d6 | rare (4500 gp) | Base Weapon (+4), 6 Damage Up (+12), Damage Nudge (+0.5), Energy Damage (+1), Torch (+1*), Attunement (-5) | |||
14 | dagger of venom | d4 | rare (5000 gp) | Base Weapon (+4), 2 Damage Up (+2), Attack Up (+3), 2nd-Level Spell (+5) | |||
14 | +2 weapon | X+2 | rare (5000 gp) | Base Weapon (+4), 2 Damage Up (+4), 2 Attack Up (+6) | |||
15.5 | sun blade | d8+2 | Base Weapon (+4), 2 Damage Up (+4), 2 Attack Up (+6), 4.5 Bane (+4.5), Energy Damage (+1), Torch (+1*), Attunement (-5) | ||||
14 | giant slayer | X+1 | rare (5,000 gp) | Base Weapon (+4), Damage Up (+2), Attack Up (+3), 7 Bane (+3.5), Bane Prone (+1.5*) | |||
14.25 | dragon slayer | X+1 | rare (6,250 gp) | Base Weapon (+4), Damage Up (+2), Attack Up (+3), 10.5 Bane (+5.25) | |||
16 | Frost Brand | X+d6 | epic (20,000 gp) | Base Weapon (+4), 3 Damage Up (+6), Resist Energy (+9), Multiple Damage Types (+2), Attunement (-5) | |||
16.5 | arrow of slaying | — | epic expendable (2500 gp) | Base Ammo (+4), 33 Bane Bane (+12.5) | |||
17 | sword of sharpness | X+3 | epic (30,000 gp) | Base Weapon (+4), 5 Damage Up (+10), Torch (+1*), X Brutal Critical (+7), Attunement (-5) | |||
17 | scimitar of speed | d6 | epic (30,000 gp) | Base Weapon (+4), 2 Damage Up (+4), 2 Attack Up (+6), "of Speed" (+8*), Attunement (-5) | |||
18 | nine lives stealer | X+2 | epic (40,000 gp) | Base Weapon (+4), 2 Damage Up (+4), 2 Attack Up (+6), "Nine Lives Stealer" (+9), Attunement (-5) | |||
19 | dancing sword | X | epic (50,000 gp) | Base Weapon (+4), 2 Damage Up (+4), 2 Attack Up (+6), Disjointed "of Speed" (+10*), Attunement (-5) | |||
19 | +3 weapon | X+3 | epic (50,000 gp) | Base Weapon (+4), 3 Damage Up (+6), 3 Attack Up (+9) | |||
20 | defender | X+3 | legendary (100,000 gp) | Base Weapon (+4), 3 Damage Up (+6), 3 Attack Up (+9), AC Bonus Transfer (+6), Attunement | |||
23.5 | holy avenger | X+3 | legendary (400,000 gp) | Base Weapon (+4), 3 Damage Up (+6), 3 Attack Up (+9), Attunement (-5), Prerequisite (-1), 11 Bane +5.5, Spell Save Advantage AoE (+5*) | |||
24 | vorpal sword | X+3 | legendary (500,000 gp) | Base Weapon (+4), 3 Damage Up (+6), 3 Attack Up (+9), 5 Brutal Critical [~27] (+10), Attunement (-5) | |||
24.25 | dwarven thrower | 2d8 | Base Weapon (+4), 7 Damage Up (+14), 3 Attack Up (+9), 4.5 Bane (+3.25), Attunement (-5), Prerequisite (-1) | ||||
25+ | luck blade | X+3 | it casts wish ( ͡° ͜ʖ ͡°) |
Armors[edit]
Every armor starts as light armor that provides an AC of 10 + your Dexterity modifier. This is a rank 0 item, as it's no better than wearing no armor at all.
A shield starts as a rank 0 item that doesn't provide any protection. This is also a rank 0 item.
Adding Qualities to either item adjusts its rank. The item's final rank determines its approximate cost according to the Rank Table. Examples of SRD5 armor are ranked below.
Rank | Armor | WotC Cost |
Ranked Cost |
AC | Properties | Qualities |
---|---|---|---|---|---|---|
Light Armor | ||||||
0 | Padded | 5 gp | ≈1 cp | 11 + Dex | Loud | Loud (-2), Armor (+2) |
2 | Leather | 10 gp | ≈1 gp | 11 + Dex | — | Armor (+2) |
4 | Studded Leather | 45 gp | ≈100 gp | 12 + Dex | — | 2 Armor (+4) |
9 | Studded Leather of Resistance (attune) | rare | ≈500 gp | 12 + Dex | — | 2 Armor (+4), Resist Energy (+9), Attunement (-5, but sets rank to no less than 9) |
10 | +1 Studded Leather | rare | ≈1000 gp | 13 + Dex | — | 2 Armor (+4), Armor Up (+6) |
16 | +2 Studded Leather | epic | ≈20k gp | 14 + Dex | — | 2 Armor (+4), 2 Armor Up (+12) |
22 | +3 Studded Leather | legendary | ≈300k gp | 15 + Dex | — | 2 Armor (+4), 3 Armor Up (+18) |
Medium Armor | ||||||
2 | Hide | 10 gp | ≈1 gp | 12 + Dex (max 2) | — | Medium Armor (+2) |
4 | Chain Shirt | 50 gp | ≈100 gp | 13 + Dex (max 2) | — | Medium Armor (+2), Armor (+2) |
5 | Scale Mail | 50 gp | ≈100 gp | 14 + Dex (max 2) | Loud | Medium Armor (+2), 2 Armor (+4), Loud (-1) |
6 | +1 Hide | rare | ≈200 gp | 13 + Dex (max 2) | — | Medium Armor (+2), Armor Up (+4) |
6 | Breastplate | 400 gp | ≈200 gp | 14 + Dex (max 2) | — | Medium Armor (+2), 2 Armor (+4) |
8 | Adamantine Scale Mail | uncommon | ≈400 gp | 14 + Dex (max 2) | Crit Negation, Loud | Medium Armor (+2), 2 Armor (+4), Loud (-1), Adamantine (+3) |
9 | Half Plate | 750 gp | ≈500 gp | 15 + Dex (max 2) | Loud | Medium Armor (+2), 2 Armor (+6), Armor Up (+5), Loud (-2) |
11 | +1 Breastplate | rare | ≈2000 gp | 15 + Dex (max 2) | — | Medium Armor (+2), 2 Armor (+4), Armor Up (+5) |
11 | Breastplate of Resistance (attune) | rare | ≈2000 gp | 14 + Dex (max 2) | — | Medium Armor (+2), 2 Armor (+4), Resist Energy (+9), Attunement (-5) |
13 | +1 Half Plate | rare | ≈4000 gp | 16 + Dex (max 2) | Loud | Medium Armor (+2), 2 Armor (+4), 2 Armor Up (+9), Loud (-2) |
13 | Half Plate of Resistance (attune) | rare | ≈4000 gp | 15 + Dex (max 2) | Loud | Medium Armor (+2), 2 Armor (+4), Armor Up (+4), Loud (-2), Resist Energy (+9), Attunement (-5) |
20.5 | +2 Half Plate | epic | ≈25k gp | 17 + Dex (max 2) | Loud | Medium Armor (+2), 2 Armor (+6), 3 Armor Up (+13.5), Loud (-2) |
22 | +3 Half Plate | legendary | ≈300k gp | 18 + Dex (max 2) | Loud | Medium Armor (+2), 2 Armor (+6), 4 Armor Up (+18), Loud (-2) |
Heavy Armor | ||||||
2 | Ring Mail | 30 gp | ≈1 gp | 14 | Loud | Heavy Armor (+5), Loud (-2), Armor Down (-1) |
4 | Chain Mail | 75 gp | ≈100 gp | 16 | Loud, Prerequisite (Str 13) | Heavy Armor (+5), Armor (+2), Loud (-2), Prerequisite (-1) |
7 | Splint | 200 gp | ≈300 gp | 16 | Loud, Prerequisite (Str 15) | Heavy Armor (+5), 2 Armor (+4), Loud (-2), 2 Prerequisite (-2*), Adamantine (+3) |
10 | Adamantine Splint | uncommon | ≈1000 gp | 16 | Crit Negation, Loud, Prerequisite (Str 15) | Heavy Armor (+5), 2 Armor (+4), Loud (-2), 2 Prerequisite (-2*) |
10 | Plate | 1500 gp | ≈1000 gp | 18 | Loud, Prerequisite (Str 15) | Heavy Armor (+4), 2 Armor (+4), Armor Up (+4), Loud (-2), 2 Prerequisite (-2*) |
14 | +1 Plate | rare | ≈5000 gp | 19 | Loud, Prerequisite (Str 15) | Heavy Armor (+4), 2 Armor (+4), 2 Armor Up (+8), Loud (-2), 2 Prerequisite (-2*) |
14 | Plate of Resistance | rare | ≈5000 gp | 18 | Loud, Prerequisite (Str 15) | Heavy Armor (+4), 2 Armor (+4), Armor Up (+4), Loud (-2), 2 Prerequisite (-2*) |
18 | +2 Plate | epic | ≈40k gp | 20 | Loud, Prerequisite (Str 15) | Heavy Armor (+4), 2 Armor (+4), 3 Armor Up (+12), Loud (-2), 2 Prerequisite (-2*) |
22 | +3 Plate | legendary | ≈300k gp | 21 | Loud, Prerequisite (Str 15) | Heavy Armor (+4), 2 Armor (+4), 4 Armor Up (+16), Loud (-2), 2 Prerequisite (-2*) |
Shield | ||||||
4 | Shield | 20 gp | ≈100 gp | +2 | — | 2 Armor (+4) |
9 | +1 Shield | uncommon | ≈500 gp | +3 | — | 2 Armor (+4), Armor Up (+4) |
14 | +2 Shield | rare | ≈5000 gp | +4 | — | 2 Armor (+4), 2 Armor Up (+8) |
19 | +3 Shield | epic | ≈50k gp | +5 | — | 2 Armor (+4), 3 Armor Up (+12) |
Wondrous Items[edit]
Until the DMG'24 releases I doubt I'm able to make a fair and comprehensive rank guide based on official precedent. ¯\_(ツ)_/¯ Maybe if I limit it to uncommon and rare?
As just one modest example, all three of these items are epic:
- A Manual of Gainful Exercise increases your Strength by 2 with no limit, seemingly not even 30.
- An Ioun Stone of Strength increases your Strength by 2 to a maximum of 20, and requires attunement and is weirdly exposed with 24 AC and 10 hit points implying it's pretty easy to destroy.
- A Belt of Fire Giant Strength' increases your Strength to 25 while you are wearing and attuned to it.
Rank | Item | WotC Rarity |
Ranked Cost |
Qualities | Notes |
---|---|---|---|---|---|
12 | gem of seeing | rare | ≈3000 gp | Truesight (+17), Attunement (-5) |
|
18 | manual of gainful exercise manual of quickness of action manual of bodily health tome of clear thought tome of understanding tome of leadership and influence |
epic | ≈40k gp | Ability Max (+18) | This guide and WotC both currently rank these as only epic but... I imagine in the DMG'14 these are either increasing in rarity or getting a more explicit ability cap. |
Species[edit]
Work In Progress |
Spells[edit]
Work In Progress |
Every spell starts at rank -1 with these details:
- A cast time of 1 action.
- For a beneficial spell, a range of touch. For a harmful spell, a range of 60 feet.
- Verbal and Somatic Components (V, S). This guide ignores any Material component (M) that doesn't have a listed cost.
- A duration of either Instantaneous or 8 Hours, as appropriate to the spell effect.
The spell's rank is defined by its effect, and this rank is modified by other qualities. A spell's final rank determines its spell level.
Rank | Spell Level |
Name | Properties |
---|---|---|---|
3 | 1st | longstrider | 2 Speed Up (+5), Duration Down (-2), (-1) |
4 | 1st | alarm | Alarm (+3.5*), 2 Range Up (+0.5), Cast Time Up (-1), Ritual (+2), (-1) |
4 | 1st | dissonant whispers | 10.5 Damage One Target Save Halves (+4), Range Down (-0.5), Forced Flee (+1.5*), (-1) |
4 | 1st | chromatic orb | 13.5 Damage One Target Save Negates (+4), Choose Damage Type (+1), Range Down (-0.5), Material Component (-0.5), 12.5% Chance to Hit A Second Target (+1*), (-1) |
4 | 1st | hunter's mark | 3 Damage Up (+9), Bonus Action Cast (+5), Check Advantage (+1.5*), Duration Down (-2), Range Down (-0.5), Concentration (-8), (-1) |
4 | 1st | mage armor | Armor 13+Dex (+5), (-1) |
4 | 1st | grease | Knock Prone AoE (+3), Duration Up (+2), (-1) |
4 | 1st | magic missile | 10.5 Damage Split Damage No Save (+5), (-1) |
4 | 1st | guiding bolt | ~14 Damage One Save Negates (+4), Gives One Attack Advantage (+1), (-1) |
5 | 1st+ | shield of faith | 2 Armor Up (+12), Bonus Action Cast (+5), 2 Ranged Cast (+*), 2 Duration Down (-4), Concentration (-8), (-1) |
6 | 2nd | darkvision (2024) | Darkvision [150 feet] (+7), (-1) |
6 | 2nd | nondetection (2024) | Nondetection (+7), (-1) |
6 | 2nd | aid | HP Up [5 HP] [Targeting 3] (+6.5*), 2 Range Up (+0.5), (-1) |
6 | 2nd | barkskin (2024) | Set AC (+8), Duration Down (-2) |
5.5 | 2nd | protection from poison | Resist Poison (+8), Duration Down (-1.5*), (-1) |
7 | 2nd+ | magic weapon | Attack & Damage Up (+5), Bonus Action Cast (+5), Duration Down (-2*), (-1) |
7.5 | 3rd | protection from energy | Resist Energy [5 Options] (+16), Concentration (-6), Duration Down (-1.5*), (-1) |
9.5 | 3rd++ | lightning bolt | 26 Damage Several Save Halves (+10), ~2 Range Up (+0.5), (-1) |
9.75 | 3rd++ | fireball | 26 Damage Several Save Halves (+10), 3 Range Up (+0.75), (-1) |
13 | 5th | harm | ~49 Damage One Save Halves (+12), Max Hit Point Reduction (+2), (-1) |
14 | 5th+ | destructive wave | ~35 Damage Several Save Halves (+10), Selective Targeting (+2*), Knock Prone AoE (+3), (-1) |
15 | 6th | true seeing | Truesight (+17), Duration Down -(1.5), Material Component (-0.5) |
23 | 9th+ | foresight (2024) | Universal Advantage (+25), Cast Time Up (-1*), (-1) |
Class Features[edit]
Work In Progress |
I predict these will probably be the least consistent ranks I assign. ¯\_(ツ)_/¯ There's a lot of moving parts in a class.
Quality Table[edit]
Rank Change |
Quality | Subject Categories | Benefit | ||
---|---|---|---|---|---|
Buffs | Item(s) | Spells | |||
-3 | Martial | — | simple weapon | — |
|
-2 | Heavy & Two‑Handed | — | martial weapon | — |
|
-1 | Damage Down | — | any weapon | — |
|
-1 | Prerequisite | feat | item | — |
|
-1 | Loading | — | weapon | — |
|
-1 | Two-Handed | — | any weapon | — |
|
1 | Damage Nudge | — | d8 or d12 weapon | — |
|
1 | Language | any buff | any item | any spell |
|
1 | Light | — | non‑attire | — |
|
1 | Thrown | — | weapon | — |
|
2 | Tool Proficiency | any buff | — | — |
Gain proficiency in one tool of your choice. |
1 | Versatile | — | weapon | — |
|
1 | Natural Weapon | buff | — | spell |
|
2 | Improvised Proficiency | buff | — | — |
Add your proficiency bonus to attack rolls you make with improvised weapons. |
2 | Check Advantage | buff | — | — |
|
2 or 3 | Damage Up | feat | weapon | spell |
A subject can have this quality multiple times, but a feat specifically cannot have this quality more than 3 times.
|
2 | Finesse | — | melee weapon | — |
|
2.5 | Speed Up | buff | item | spell |
|
2 | Brutal Critical | buff | item | spell |
In both cases a critical hit with a greataxe for example deals 3d12 damage instead of 2d12, while a critical hit with a greatsword deals 5d6 damage instead of 4d6. |
3 | {Enhanced Critical} | buff | item | spell |
|
3 | Ammo | — | weapon | — |
|
-1 | Armor Down | — | armor or shield | — |
The AC bonus provided by a shield or set of armor decreases by 1. |
-2 | Loud | — | armor | — |
While worn, the armor imposes a disadvantage on the wearer's Dexterity (Stealth checks made to move quietly. |
2 | Armor | — | armor or shield | — |
The AC provided by the armor or shield increases by 1. This quality can be applied twice. Each increase after this requires a different quality such as Medium Armor, Heavy Armor, or Armor Up. |
2 | Medium Armor | — | armor | — |
|
0.5 | Bane | — | armor | — |
|
1 | Energy Damage | weapon | — | — |
|
1 | Dual Damage Type | weapon | — | — |
|
3 | Adamantine | — | item | — |
|
5 | Heavy Armor | — | armor | — |
|
3 | Cantrip | buff | item | — |
|
8 | Weapon Mastery | buff | — | — |
You gain the mastery property of one simple or martial weapon of your choice, such as the dagger or greatsword, provided you have proficiency with it. Each time you finish a long rest, you can change to a different eligible weapon. |
3 | 1st-Level Spell | buff | — | — |
|
3 | Reach | — | melee weapon | spell |
|
3 | Skill Proficiency | any buff | — | — |
Gain proficiency in one skill of your choice. |
5 | Ability Up One | buff | — | — |
Increase a specific ability score by 1, to a maximum of 20. (You don't get to decide which ability, or you can choose from no more than three different abilities.) |
6 | Ability Up Any | buff | — | — |
Increase any ability score of your choice by 1, to a maximum of 20. |
9 | Ability Max | buff | item | — |
|
5 | Skill Expertise | buff | — | — |
|
5 | Armor 13+Dex | buff | item | spell |
While you aren't wearing armor, your AC equals 13 + your Dexterity modifier. Cover or a shield bonus can add to this AC. |
3 | Attack Up | buff | weapon | spell |
|
4.5 | HP Up | buff | uncommon item | — |
|
5 | 2nd-Level Spell | buff | — | — |
|
5 | Shove | buff | weapon | spell |
|
4 | Armor Proficiency Light | buff | — | — |
Gain proficiency with light armor. |
4 | Shield Proficiency | buff | — | — |
If you are already proficient with light armor, you become proficient with shields. |
8 | Armor Proficiency Up | buff | armor | — |
|
4 to 6 | Armor Up | buff | item | spell |
This quality is rank 4 when applied to medium armor or heavy armor, rank 5 when applied to a shield, and rank 6 when applied to light armor or any other subject.
|
5 | Initiative Advantage | buff | — | — |
You have advantage on ability checks made to determine turn order. |
5 | Initiative Proficiency | buff | — | — |
Add your proficiency bonus to ability checks made to determine turn order. |
-5 | Attunement | — | uncommon item | — |
|
6 | Save Proficiency | buff | — | — |
Gain proficiency in a saving throw of your choice. |
8 | Resist Poison | buff | item | spell |
|
5 | Set AC | buff | item | spell |
|
9 | Resist Energy | buff | item | spell |
|
9 | Feat Origin | feat | — | — |
You gain a feat of your choice assuming you meet the prerequisites, and the feat lacks a level prerequisite. |
13 | Feat General | feat | — | — |
You gain a feat of your choice assuming you meet the prerequisites, and the feat includes a prerequisite of level 4. |
28 | Feat Epic Boon | feat | — | — |
You gain a feat of your choice assuming you meet the prerequisites, and the feat includes a prerequisite of level 19. |
-8 | Concentration | — | — | spell |
The spell requires concentration for its duration to continue. This can only be applied to a spell with a duration longer than 1 round. |
-0.5 | Range Down | — | — | spell | For each application of this quality, the spell's range decreases one step along this path: 150 feet > 120 feet > 90 feet > 60 feet > 30 feet > touch. |
0.25 | Range Up | — | — | spell |
For each application of this quality, the spell's range increases one step along this path: touch < 10' < 30' < 60' < 90' < 120' < 180' < 240' |
-2{*} | Duration Down | — | — | spell |
|
X | Ritual | — | — | spell |
|
+1 | Gives One Attack Advantage | — | — | spell |
|
-1 | Cast Time Up | — | — | spell |
|
5 | Bonus Action Cast | — | — | spell |
|
7 | Nondetection | buff | item | spell |
|
5 | Darkvision | buff | item | spell |
|
6 | Blindsight | buff | item | spell |
|
17 | Truesight | buff | item | spell |
You gain truesight out to a range of 120 feet. |
25 | Universal Advantage | buff | — | spell |
You have advantage on all attack rolls, saving throws, and ability checks. All attack rolls targeting you have disadvantage. |
Designer's Notes[edit]
- Advantage Is a +1 Modifier. Advantage increases the average result of a d20 roll by a fraction over +5, which is huge. However because characters have so many options for gaining advantage on most d20 rolls, especially at higher levels, the value of an effect granting advantage is drastically less than gaining an actual +5 modifier that stacks. This system generally treats advantage as being comparable in rank value to a benefit that gives a flat +1 modifier to the d20 roll. (Some would argue even that a +1 bonus is more often than not of greater value than advantage.) For similar reasons, one's proficiency bonus is often ranked as lower than its flat value, as proficiency doesn't stack.
- Assumed Ability Scores. When it is necessary to assume an ability score to accurately rank a quality, this system assumes 16. Assuming the standard array, a character's most important ability score or two will meet this threshold by choosing a complimentary race (2014) or background (2024).
- Assumed Level. When it is necessary to assume character's level, it's treated as 6. When necessary to assume proficiency bonus, it's treated as +3. Some effects which had 3/day uses in 2014 have PB/day uses in 2024, such as the Lucky feat. Level 5 is where most classes mature; martials get Extra Attack, full casters get their 3rd-level spells, and so on; most power increases after this are much less extreme. In the rare niche where it might matter, Level 6 is chosen as something closer to the "center" of the game; many core features get their full allotment of uses (three 3rd-level spells, 3 channel divinities, etc) and many classes get their second subclass feature.
- Power Spikes. The levels 5, 11, and 17 are key to understanding the level balance of 5e and the rank balance in this guide. Features like Extra Attack, Stunning Strike, fireball, and wish were openly designed to be overpowered for their level. In 5e's class design there are three power spikes where features are sometimes exceptionally powerful: level 5, level 17, and to a lesser extent level 11. This choice WotC made primarily for classes has ramifications across spells as well, also has ramifications for things based on spells such as magic items, and is otherwise reflected in subtle ways throughout this guide.