From D&D Wiki
- 1 Player
- 1.1 Creating a Player
- 1.2 Class Features
- 1.3 Warrior
- 1.4 Wizard
- 1.5 Spell List's
- 1.6 Multiclassing
The player, also known as an avatar, is a character that represents you in whatever scenario you happen to be in.
Creating a Player
As a child you grew up with stories of heroes defeating the bad guys and this lead you to wanting to be the person people made stories about. You just know that you can be a hero even though you have no combat experience you just have that feeling in your gut. As a Player you are a blank slate.
- Quick Build
You can make a Player quickly by following these suggestions. First, have Dexterity as your highest, followed by Charisma. Second, choose the Chosen One background.
As a Player you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor, or Heavy Armor. (Pick 1)
Weapons: Improvised Weapons
Tools: Normal Hammer, Wrench
Saving Throws: Dexterity and Charisma
Skills: Cooking, Cleaning, Farming, and Learning
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Hand-me-down shortsword or (b) A Stick that you turned into a quarterstaff
- (a) A Backpack or (b) A Sac with 17 gp
- (a) A Gift from where you came from or (b) An Instrument
- (a) 1 Potion of healing or (b) A Map
|Features||—Spell Slots per Spell Level—|
|3rd||+2||Choose Your Path||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|5th||+3||Fighting Style I||4||3||2||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|14th||+5||Fighting Style I Mastery||4||3||3||3||2||1||1||—||—|
|15th||+5||Fighting Style II||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
At 1st level you know how to Punch, Kick, Slap, and if you are really smart you can use your weapon. You also know of Magic but you are not interested enough to learn yet
At 2nd level you can start learning magic with three 1st level spells.
Choose Your Path
At 3rd level choose one Archetype as seen below.
As a warrior you are proficient with non-magic based weapons. You also do not pay attention to the spells list.
As a wizard you are proficient with magic and magic based weapons. If you chose the quarterstaff you can channel your magic through it. Follow the spell list.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Fighting Style I
At level 5 choose one fighting style and choose another at level 15. Depending on your Archetype chose a fighting style that matches what you are best at. Here is something to help. Any spells learned from the Fighting Style are considered separate from the spell table sense you can choose magical fighting styles even though you are a Warrior and vice versa.
Wa = Warrior E = Either Wi = Wizard
- Archer (Wa)
As an Archer you are proficient with a Bow and Arrows.
- Brawler (Wa)
As a Brawler you are proficient with Unarmed Strikes.
- Cleric (Wi)
As a Cleric you know a maximum of 3 Holy Magic spells which can be changed. You cannot Heal.
- Defender (E)
As a Defender you get a +2 to your base AC and you can grant Defense Buffs but at the lowering of your Base AC.
- Engineer (E)
As an Engineer you have proficiency in Tinkering Checks and with most Kits and you can build things quickly.
- Fighter (Wa)
As a Fighter you have proficiency when you wield a single weapon.
- Healer (Wi)
As a Healer you have Disadvantage with attack rolls but you know a maximum of 3 Healing Spells which you can change.
- Instrumentalist (Wi)
As an Instrumentalist you have proficiency in playing instruments. You do not fight however you can distract your enemy without drawing attention to yourself.
- Leader (E)
As a Leader you have advantage in all Checks outside of combat. You also get a +5 to Initiative. You are only allowed to get this at 15th level.
- Magician (Wi)
As a Magician you know a maximum of 3 Arcane Magic spells (If you chose the path of the Warrior) and Slight of Hand.
- Ninja (Wa)
As a Ninja you have proficiency in thrown weapons. You also have Advantage in stealth checks.
- Potion Maker (E)
As a Potion Maker you can make Potions from the list below but they are only to be consumed.
- Summoner (E)
As a Summoner you can call upon small Animals and Familiars to aid you in battle.
- Wielder (Wa)
As a Wielder you have proficiency in using either two weapons or a Weapon and a Shield
At 6th level you learn two languages, and two more at 18th level.
At 7th level you can make and use basic exploring tools.
At 9th level one sense gets Increased.
Your movement speed is now +10 to all types of movement you have right now.
You can now see +20 feet with any kind of vision.
It allows you to hear the precise location of whatever you can hear sort of like echolocation
At 13th level when in the unknown your senses are heightened, your reactions are quicker, and you can see in dim light as if it were bright light for 20 feet.
Fighting Style I Mastery
At 14th level you have become a master of your first Fighting Style. This is what you learned.
As an Archer you have Advantage with a Bow, Crossbow and Arrows. You can also modify your arrows with magic or mechanics or shoot two normal arrows at a time.
As a Brawler you have Advantage with Unarmed Strikes. After being in so many Brawls you have become Immune to Unconsciousness and you take half damage from Bludgeoning. Don't Get Reckless And Pay Attention!
As a Cleric you have Advantage in Holy Magic. You now use a max of 5 Holy Spells that you can rotate out. You still cannot Heal, but if you call upon a Deity, which you can do one per battle, and fail the Deity will give you a buff to all your stats but will not help you fight, if you succeed the Deity will come down themselves and help fight.
As a Defender you get a +5 to your base AC and you can grant a Defense Buff equal to your base AC.
As an Engineer you have advantage in Tinkering Checks and with most Kits and you can build things quickly. And you can build and use guns. If you decide to build an Automaton it will only take you about half a year.
As a Fighter you have Advantage when you wield a single weapon. If you are ever disarmed you can conjure a temporary weapon from thin air. Once your original weapon is retrieved the temporary weapon goes away.
As a Healer you no longer have Disadvantage in Attack rolls and have Advantage in Healing Spells. You now use a max of 5 Healing Spells which you can rotate out. You also have an aura with a range of 15 feet that slowly heals 1d4 health to teammates and saps 1d4 health from enemies.
As an Instrumentalist you have Advantage in playing Instruments. You can distract and stun your enemy without drawing attention to yourself. You use and rotate up to 5 Bardic spells. You can also use your Instrument as a conduit for magic. Depending on which note you play you grant a Buff.
As a Leader you have Advantage in all Checks outside of combat. You also get a +5 to Initiative. You are only allowed to get this at 15th level.
As a Magician you have Advantage in Arcane Magic and Slight of Hand. You can now use a max of 5 Mage Spells which you can rotate out. You can also Teleport up to 20 feet in any direction.
As a Ninja you have Advantage when using throwing weapons. You have Advantage in stealth checks and you can move through the shadow world. You enter into the shadow world by a shadow and exit from a shadow. In the shadow world you can only move as far as your normal speed allows so if there are no shadows in that radius you are out of luck.
- Potion Maker
As a Potion Maker you can make Potions from the list below and they can be both consumed and splashed but are more powerful if consumed. Also if you combine two potions you get random effects (Determined by the DM) which you can then reproduce.
As a Summoner you can call upon most Animals and Familiars to aid you in battle. You can also Summon, once per battle, an opponent you got the finishing blow on in battle.
As a Wielder you have Advantage in using either two weapons or a Weapon and a Shield. You can also switch weapons as a bonus action and duel wield Shields.
Fighting Style II
At 15th level choose a secondary fighting style from the list that is at Fighting Style I you cannot master the second Fighting Style.
While inside an unknown place you know the layout and position of everything as if you had tremor sense and echolocation.
As a Warrior you are best at close quarters combat.
- Warrior Savant
At 10th level you get a +3 to all damage rolls that involve Bludgeoning, Slashing, or Piercing damage.
- Warrior Fiend
At 17th level you gain an extra attack and you can switch weapons as a bonus action.
- Warrior Master
At 20th level you are a Master with your primary weapon and very experienced in battle any rolls that you have to make during combat while holding the weapon you have Advantage in.
As a wizard you have a natural affinity for magic.
- Wizard Savant
At 10th level you gain a spell book and can scribe spells in it.
- Wizard Fiend
At 17th level you gain one metamagic ability and can use once per day.
- Wizard Master
At 20th level you get an extra level 8 and 9 spell slot.
Follow the spell slots table for any extra spellcasting.
You can learn all of the spells on the basic Wizard spell list
Starting at 5th level choose from the Holy Magic spell list.
Starting at 5th level choose healing spells.
Starting at 5th level choose spells from the Bard spell list
Starting at 5th level choose from the Mage Spell list.
Prerequisites. To qualify for multiclassing into the Player class, you must meet these prerequisites: Intelligence 13 and Charisma 13
Proficiencies. When you multiclass into the Player class, you gain the following proficiencies: