diff --git a/pages/06.classes/default.md b/pages/06.classes/default.md index 65fef53..5c59e26 100644 --- a/pages/06.classes/default.md +++ b/pages/06.classes/default.md @@ -32,7 +32,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) two handaxes or (*b*) any simple weapon - An explorer's pack and four javelins -**Table: The Barbarian** +**Table- The Barbarian** | Level | Proficiency Bonus | Features | Rages | Rage Damage | |-------|-------------------|-------------------------------|-----------|-------------| @@ -187,7 +187,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) a lute or (*b*) any other musical instrument - Leather armor and a dagger -**Table: The Bard** +**Table- The Bard** | Level | Proficiency Bonus | Features | Spells Known | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |-------|-------------------|------------------------------------------------------|--------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| @@ -363,7 +363,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) a priest's pack or (*b*) an explorer's pack - A shield and a holy symbol -**Table: The Cleric** +**Table- The Cleric** | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |-------|-------------------|-------------------------------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| @@ -457,7 +457,7 @@ When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. -**Table: Destroy Undead** +**Table- Destroy Undead** | Cleric Level | Destroys Undead of CR ... | |--------------|---------------------------| @@ -484,7 +484,7 @@ At 20th level, your call for intervention succeeds automatically, no roll requir The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe-that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). -**Table: Life Domain Spells** +**Table- Life Domain Spells** | Cleric Level | Spells | |--------------|--------------------------------------| @@ -551,7 +551,7 @@ You start with the following equipment, in addition to the equipment granted by - Leather armor, an explorer's pack, and a druidic focus -**Table: The Druid** +**Table- The Druid** | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |-------|-------------------|---------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| @@ -621,7 +621,7 @@ Starting at 2nd level, you can use your action to magically assume the shape of Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. -**Table: Beast Shapes** +**Table- Beast Shapes** | Level | Max. CR | Limitations | Example | |-------|---------|-----------------------------|-------------| @@ -684,7 +684,7 @@ Your mystical connection to the land infuses you with the ability to cast certai Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. -**Table: Arctic Circle Spells** +**Table- Arctic Circle Spells** | Druid Level | Circle Spells | |-------------|-----------------------------------| @@ -694,7 +694,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does | 9th | commune with nature, cone of cold | | | | -**Table: Coast Circle Spells** +**Table- Coast Circle Spells** | Druid Level | Circle Spells | |-------------|------------------------------------| @@ -704,7 +704,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does | 9th | conjure elemental, scrying | | | | -**Table: Desert Circle Spells** +**Table- Desert Circle Spells** | Druid Level | Circle Spells | |-------------|-----------------------------------------------| @@ -714,7 +714,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does | 9th | insect plague, wall of stone | | | | -**Table: Forest Circle Spells** +**Table- Forest Circle Spells** | Druid Level | Circle Spells | |-------------|----------------------------------| @@ -724,7 +724,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does | 9th | commune with nature, tree stride | | | | -**Table: Grassland Circle Spells** +**Table- Grassland Circle Spells** | Druid Level | Circle Spells | |-------------|----------------------------------| @@ -734,7 +734,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does | 9th | dream, insect plague | | | | -**Table: Mountain Circle Spells** +**Table- Mountain Circle Spells** | Druid Level | Circle Spells | |-------------|---------------------------------| @@ -744,7 +744,7 @@ Once you gain access to a circle spell, you always have it prepared, and it does | 9th | passwall, wall of stone | | | | -**Table: Swamp Circle Spells** +**Table- Swamp Circle Spells** | Druid Level | Circle Spells | |-------------|--------------------------------------| @@ -811,7 +811,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) a light crossbow and 20 bolts or (*b*) two handaxes - (*a*) a dungeoneer's pack or (*b*) an explorer's pack -**Table: The Fighter** +**Table- The Fighter** | Level | Proficiency Bonus | Features | |-------|-------------------|---------------------------------------------------| @@ -953,7 +953,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) a dungeoneer's pack or (*b*) an explorer's pack - 10 darts -**Table: The Monk** +**Table- The Monk** | Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features | |-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| @@ -1150,7 +1150,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) a priest's pack or (*b*) an explorer's pack - Chain mail and a holy symbol -**Table: The Paladin** +**Table- The Paladin** | Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | |-------|-------------------|--------------------------------------------|-----|-----|-----|-----|-----| @@ -1322,7 +1322,7 @@ Though the exact words and strictures of the Oath of Devotion vary, paladins of You gain oath spells at the paladin levels listed. -**Table: Oath of Devotion Spells** +**Table- Oath of Devotion Spells** | Level | Paladin Spells | |-------|------------------------------------------| @@ -1402,7 +1402,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) a dungeoneer's pack or (*b*) an explorer's pack - A longbow and a quiver of 20 arrows -**Table: The Ranger** +**Table- The Ranger** | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |-------|-------------------|---------------------------------------------------|--------------|-----|-----|-----|-----|-----| @@ -1618,7 +1618,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) a burglar's pack, (*b*) a dungeoneer's pack, or (*c*) an explorer's pack - Leather armor, two daggers, and thieves' tools -**Table: The Rogue** +**Table- The Rogue** | Level | Proficiency Bonus | Sneak Attack | Features | |-------|-------------------|--------------|----------------------------------------| @@ -1765,7 +1765,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) a dungeoneer's pack or (*b*) an explorer's pack - Two daggers -**Table: The Sorcerer** +**Table- The Sorcerer** | Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |-------|-------------------|----------------|--------------------------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| @@ -1847,7 +1847,7 @@ You can use your sorcery points to gain additional spell slots, or sacrifice spe Any spell slot you create with this feature vanishes when you finish a long rest. -**Table: Creating Spell Slots** +**Table- Creating Spell Slots** | Spell Slot Level | Sorcery Point Cost | |------------------|--------------------| @@ -1924,7 +1924,7 @@ Your innate magic comes from draconic magic that was mingled with your blood or At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. -**Table: Draconic Ancestry** +**Table- Draconic Ancestry** | Dragon | Damage Type | |--------|-------------| @@ -1991,7 +1991,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) a scholar's pack or (*b*) a dungeoneer's pack - Leather armor, any simple weapon, and two daggers -**Table: The Warlock** +**Table- The Warlock** | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | |-------|-------------------|---------------------------------|----------------|--------------|-------------|------------|-------------------| @@ -2295,7 +2295,7 @@ You have made a pact with a fiend from the lower planes of existence, a being wh The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. -**Table: Fiend Expanded Spells** +**Table- Fiend Expanded Spells** | Spell Level | Spells | |-------------|-----------------------------------| @@ -2367,7 +2367,7 @@ You start with the following equipment, in addition to the equipment granted by - (*a*) a scholar's pack or (*b*) an explorer's pack - A spellbook -**Table: The Wizard** +**Table- The Wizard** | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |-------|-------------------|-------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| diff --git a/pages/09.customization/default.md b/pages/09.customization/default.md index 805b759..711cf7f 100644 --- a/pages/09.customization/default.md +++ b/pages/09.customization/default.md @@ -1,10 +1,46 @@ --- -title: Customization +title: 'Beyond 1st Level' --- [TOC] -# Multiclassing +As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called **gaining a level**. + +When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels. + +Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1). to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). + +When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 18, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8. + +The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level. + +**Table: Character Advancement** + +| Experience Points | Level | Proficiency Bonus | +| ----------------- | ----- | ----------------- | +| 0 | 1 | +2 | +| 300 | 2 | +2 | +| 900 | 3 | +2 | +| 2,700 | 4 | +2 | +| 6,500 | 5 | +3 | +| 14,000 | 6 | +3 | +| 23,000 | 7 | +3 | +| 34,000 | 8 | +3 | +| 48,000 | 9 | +4 | +| 64,000 | 10 | +4 | +| 85,000 | 11 | +4 | +| 100,000 | 12 | +4 | +| 120,000 | 13 | +5 | +| 140,000 | 14 | +5 | +| 165,000 | 15 | +5 | +| 195,000 | 16 | +5 | +| 225,000 | 17 | +6 | +| 265,000 | 18 | +6 | +| 305,000 | 19 | +6 | +| 355,000 | 20 | +6 | +| | | | + +## Multiclassing Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. @@ -12,7 +48,7 @@ With this rule, you have the option of gaining a level in a new class whenever y As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility. -## Prerequisites +### Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores. @@ -34,21 +70,21 @@ To qualify for a new class, you must meet the ability score prerequisites for bo | Wizard | Intelligence 13 | | | | -## Experience Points +### Experience Points The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. -## Hit Points and Hit Dice +### Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. -## Proficiency Bonus +### Proficiency Bonus Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3. -## Proficiencies +### Proficiencies When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table. @@ -104,7 +140,7 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th ***Pact Magic***. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. -**Table** **48** - Multiclass Spellcaster: Spell Slots per Spell Level +**Table- Multiclass Spellcaster: Spell Slots per Spell Level** | Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- |