Fixed some more chpt3 tables

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Jared Delony 2025-11-01 21:08:58 -05:00
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3 changed files with 72 additions and 23 deletions

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@ -27,28 +27,27 @@ Their courage in the face of danger makes barbarians perfectly suited for advent
## CREATING A BARBARIAN ## CREATING A BARBARIAN
| Proficiency Level Bonus | Features | Rages | Rage Damage | | Level | Proficiency Bonus | Features | Rages | Rage Damage |
|-----------------------------------------|------------|-------------------------------|---------------| | 1st | +2 | Rage, Unarmored Defense | 2 | +2 |
| 1st | +2 | Rage, Unarmored Defense | 2 +2 | | 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
| 2nd | +2 | Reckless Attack, Danger Sense | 2 +2 | | 3rd | +2 | Primal Path | 3 | +2 |
| 3rd | +2 | Primal Path | 3 +2 | | 4th | +2 | Ability Score Improvement | 3 | +2 |
| 4th | +2 | Ability Score Improvement | 3 +2 | | 5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
| 5th | +3 | Extra Attack, Fast Movement | 3 +2 | | 6th | +3 | Path feature | 4 | +2 |
| 6th | +3 | Path feature | 4 +2 | | 7th | +3 | Feral Instinct | 4 | +2 |
| 7th | +3 | Feral Instinct | 4 +2 | | 8th | +3 | Ability Score Improvement | 4 | +2 |
| 8th | +3 | Ability Score Improvement | 4 +2 | | 9th | +4 | Brutal Critical (1 die) | 4 | +3 |
| 9th | +4 | Brutal Critical (1 die) | 4 +3 | | 10th | +4 | Path feature | 4 | +3 |
| 10th | +4 | Path feature | 4 +3 | | 11th | +4 | Relentless Rage | 4 | +3 |
| 11th | +4 | Relentless Rage | 4 +3 | | 12th | +4 | Ability Score Improvement | 5 | +3 |
| 12th | +4 | Ability Score Improvement | 5 +3 | | 13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
| 13th | +5 | Brutal Critical (2 dice) | 5 +3 | | 14th | +5 | Path feature | 5 | +3 |
| 14th | +5 | Path feature | 5 +3 | | 15th | +5 | Persistent Rage | 5 | +3 |
| 15th | +5 | Persistent Rage | 5 +3 | | 16th | +5 | Ability Score Improvement | 5 | +4 |
| 16th | +5 | Ability Score Improvement | 5 +4 | | 17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
| 17th | +6 | Brutal Critical (3 dice) | 6 +4 | | 18th | +6 | Indomitable Might | 6 | +4 |
| 18th | +6 | Indomitable Might | 6 +4 | | 19th | +6 | Ability Score Improvement | 6 | +4 |
| 19th | +6 | Ability Score Improvement | 6 +4 | | 20th | +6 | Primal Champion | Unlimited | +4 |
| 20th | +6 | Primal Champion Unlimited | +4 |
When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common? When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?

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@ -22,7 +22,57 @@ Clerics combine the helpful magic of healing and inspiring their allies with spe
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies. Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually because his or her gods demand it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect When a cleric takes up an adventuring life, it is usually because his or her gods demand it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it.
## CREATING A CLERIC
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Appendix B includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.
Once you've chosen a deity, consider your cleric's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
![Image](dnd_5e_playersHandbook_artifacts/C3-ClericTable.png)
## Quick Build
You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.
## CLASS FEATURES
As a cleric, you gain the following class features.
## HIT POINTS
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per cleric level after 1st
## PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
## EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- A shield and a holy symbol
## SPELLCASTING ## SPELLCASTING

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