Master of None (Multiclassing)
Master of None (Multiclassing)
50
Level 13 ...................................................................... 51
Multiclassing: A Mixed History ..... 3 Level 14 ...................................................................... 51
Original D&D ........................................................... 3 Level 15 ...................................................................... 53
BECMI .......................................................................... 3 Level 16 ..................................................................... 53
AD&D (1e/2e) ............................................................. 2 Level 17 ..................................................................... 54
Third Edition & 3.5 ................................................ 4 Level 18 ...................................................................... 55
Fourth Edition ........................................................ 5 Level 19 ..................................................................... 56
Fifth Edition ............................................................ 5 Level 20 .................................................................... 56
What to Do with Multiclassing .... 6
In This Book ............................................................. 6
Traditional Multiclassing
Suggestions .............................................. 8
Barbarian ................................................................... 8
Credits
Produced by: Realmwarp Media
Bard ........................................................................... 10
Artwork: Dmsguild Creator Resources, Adela
Cleric ......................................................................... 12
Quiles
Druid ......................................................................... 14
Lead Designer: Ryan Langr
Fighter ..................................................................... 16
Contributing Designers: Noah Grand, Lydia Van
Monk ......................................................................... 17
Hoy, Stuart Broz, Joshua Barbeau, Drew Dawes
Paladin ..................................................................... 19
Editor: Ryan Langr
Ranger ..................................................................... 20
Layout Specialist: Lydia Vanhoy
Rogue ........................................................................ 21
For more products... sneak peaks, and previews,
Sorcerer .................................................................. 22
like our facebook page (Realmwarp Media) or follow
Warlock ................................................................. 23
us on Twitter (@realmwarpm)
Wizard ...................................................................... 24
Narrative Multiclassing ................. 25
Gestalt Characters ...................... 28
Why Gestalt? ........................................................ 28
General Rules for Gestalt Characters ..... 28
Types of Gestalt Characters ...................... 30
Low Power Gestalt Options ........................ 31
Balancing Gestalt Characters ...................... 31
Encounter Balancing ....................................... 32
Feature Swapping ................................. 33
Modular Class Building .................. 35
Philosophy .............................................................. 35
Level Progression ............................................... 35
Level 1 ....................................................................... 36
Level 2 ...................................................................... 40
Level 3 ....................................................................... 41
Level 4 ....................................................................... 43
Level 5 ....................................................................... 43
Level 6 ....................................................................... 44
Level 7 ....................................................................... 46
Level 8 ....................................................................... 47
Level 9 ....................................................................... 47
Level 10 ..................................................................... 48
Level 11 ..................................................................... 49
2
Multiclassing: A Mixed History
ulticlassing has been a part of D&D from fighters, Intelligence for magic-users, Wisdom for
BECMI
The Dungeons & Dragons Basic Set was released
the current method, this guide will give additional as a re-write and streamlining of the original
options for multiclassing. rules (which were also being expanded into what
would become Advanced Dungeons & Dragons).
Original D&D Eventually, the Basic rules would be expanded
into their own line and compiled in the Dungeons
The original publication of Dungeons & Dragons
& Dragons Rules Cyclopedia. These rules largely
as a three-volume boxed set in 1974 included
did away with multiclassing. Non-human
class options for player characters to be a
characters—here limited to elves, dwarves, and
Fighting-Man, Magic-User, or Cleric. Humans
halflings—became their own classes. Elves had
could advance in any of these classes. Dwarves
the abilities of both fighters and magic-users, but,
and hobbits could only advance in the Fighting-
once again, advanced slowly and had level limits.
Man class, and were limited in level. The elf was
the original multi-class option, as it could switch
between Fighting-Man and Magic-User, advancing
AD&D (1e/2e)
as one or the other at any given time. The rules Advanced Dungeons & Dragons was created as an
on what this meant, however, were scarce. expanded version of the original game rules. The
Though they could explicitly wear magic armor as first Player’s Handbook for the game was released
Magic-Users, most people understood the rules to in 1978 and incorporated changes and additions
suggest they otherwise had to choose between from supplements and magazine articles. Unlike
playing as a Fighting-Man or as a Magic-User for the simplified Basic Ruleset, these rules not only
a given adventure. kept multiclass possibilities, but it greatly
The original rules also included an option for expanded them, setting in place the models for
human characters to change classes, but this later multiclassing innovations.
seemed to be a case of fully abandoning one class Like the original ruleset, AD&D restricted
and its abilities in favor of another, and it was advancing in more than one class at a time to
strongly discouraged. nonhuman characters. These characters would,
In 1975, Greyhawk was released as the first once again, split their experience points between
supplement for the game. This book introduced classes and have class level limits (with a few
the thief class, which was the only one free of exceptions, such as the fact that almost any race
level limits for non-humans. Dwarves were could advance as a thief without limit). With more
permitted to advance as a thief and fighter choices of race and class, as well as an attempt to
simultaneously. Elves were permitted to advance clarify the rules, the options were significantly
as fighters, magic-users, and thieves; and half- expanded. Some class combinations, however,
elves were introduced, who could multiclass as were limited to certain races. For instance, only
fighter/magic-users or fighter/magic-user/ half-elves could be cleric/rangers, only half-orcs
clerics. Regardless, all multiclass characters were could be fighter/assassins, and only gnomes
required to split all of their experience points could be illusionists/thieves. Interestingly, elves
equally between their classes, even after they had and half-elves were still the only races that could
hit a level limit in one or more of them. Class level multiclass as a magic-user or as three classes at
limits were slightly higher for nonhuman once. Multiclass characters were not restricted by
characters who had exceptional ability scores in ability scores except insofar as they affected class
the prime requisite of a class (Strength for level limits.
3
Humans, as in the original rules, could change the better. Now the game had attributes, like
classes, but this was no longer discouraged. attack bonus progression, ability score
Instead, it was expanded into what became increments, and feats, which advanced based on
known as dual-classed characters. A character of your character level rather than your level in a
this type could cease advancing in one class and given class (though your given class still impacted
select another. They would keep their original hit how strong your progression was). Tying certain
points, but if they wanted to advance in their things like this to your overall character level was
second class they could not use any of the other an innovation that would continue through to our
capabilities of their first class. If they did so, they current edition, because it allowed players to
would forfeit the experience points for that more or less dummy-proof their characters. In
adventure. Once their level in their second class this way, they could make whatever character
exceeded their level in their first, they could freely they wanted and still be somewhat effective
mix the abilities of the two. Dual-classed because of their overall character level.
characters needed to have extremely high ability When 3.5 rolled up in a fancy convertible and
scores in the prime requisites for both of their told all of third edition’s friends to get in, it took
classes, but they were otherwise only limited by multiclassing with it. Not much had changed
alignment restrictions in terms of what between third edition and 3.5 in the multiclassing
combinations they could choose. department, though many more prestige classes
Advanced Dungeons and Dragons also had a were introduced. Prestige classes were a special
few unusual cases of multiclassing. The bard, for kind of class that you couldn’t take at 1st level,
instance, was presented in an appendix to the and could only be multiclassed into, generally, by
Player’s Handbook. It was a dual-classed fighter/ meeting certain prerequisites (often levels in two
thief who then started a third class—the bard—in or more classes). These prestige classes were often
which it learned druid spells as well as additional superior to base classes and encouraged many
lore and musical charming abilities. Similarly, the players to build their characters in such a way as
Thief-Acrobat, presented in the original to meet the prerequisites for the prestige class as
Unearthed Arcana, allowed a thief who met soon as possible. Some of the concepts for dual-
minimum ability score requirements to give up class archetypes from second edition formed the
advancement in certain thief skills in favor of basis of prestige classes in third and 3.5 editions.
acrobatic ones. Finally, no mention of third edition’s multiclassing
The second edition of Advanced Dungeons & would be complete without the gestalt
Dragons certainly made some changes. The bard, multiclassing variant introduced in Unearthed
for instance, became its own class and rules were Arcana. Gestalt was a high-powered variant
more clearly defined about how multiclassing and introduced as a way to combat the difficulty of
dual-classing worked, but they remained playing in smaller parties. Basically, the rules
fundamentally the same. allowed you to take two different classes at every
level, gaining all the features of both where they
Third Edition & 3.5 differed and only the better of the two where they
overlapped. Gestalt characters are intentionally
In third edition, the dual-classing of second
overpowered, but how much so is dependent on
edition’s days was over. Gone were the weird
what class combinations you went for. The result
racial restrictions on pairing certain classes, and
was very swinging, with some combinations
the insistence of using the abilities of the first
reaching ludicrous levels of power while others
class while advancing the second. Finally, true
were only marginally more than taking a single
multiclassing had arrived.
level. Notably, these rules created additional
A lot of the rules had to be modified or created
overhead for the DM as it would be harder to
to accommodate the introduction of multiclass
balance encounters with gestalt characters in
characters, but generally they were changes for
mind.
4
Still, it could be extremely fun to play a dream characters than multiclassed ones, but players
character, and probably as a direct result, people still ate it up. With a hybrid character, you would
still talk about gestalt characters today. If the idea choose two classes at level 1 and take watered-
of playing gestalt characters in fifth edition down features from both as they progressed. Now
sounds like fun, you’re in luck, as rules for that each class needed to have a hybrid version of that
exist within this supplement. class printed (basically the class cut in half),
Third edition was multiclassing at its height. which the player would take and combine with
Some would say this was the best edition because another hybrid class to create their hybrid
of how much it encouraged players to build character. Sometimes this resulted in some very
unique characters by combining multiple classes strong combinations, but most often this was one
in new ways. Others would say that’s what made of the few ways you could build an ineffective
the ruleset so complicated and minutia-focused. character in the most purposefully balanced
Whether you agree or disagree with either edition of the game.
assessment, one thing is clear; the third edition of
D&D put a greater focus on multiclassing than Fifth Edition
any other.
Which brings us to today--fifth edition--what
many would call the crown jewel of D&D’s
Fourth Edition editions. And yet, despite its success and
Fourth edition was much maligned by many in popularity, where is multiclassing? Curiously
the D&D community for its bold attempts to enough, in fifth edition multiclassing is a variant
balance every class. While a lot of the ideas didn’t rule, left up to the DMs whether or not to include
work, there were some neat innovations in the it. As it stands, it feels very much like an
area of multiclassing. Done away were the oversimplified version of third edition’s multiclass
traditional multiclassing ideas of taking levels in rules. It does the job for those that want to build
multiple classes. Instead, a slew of multiclassing their bespoke characters, but as a variant rule
alternatives appeared that would allow you access there is not a lot of support for it. It’s kind of left
to features from other classes without stepping up to the DMs to decide how they want to use it
outside your original class. in their games, which is great because now that
Rather than a one or two level dip, if all you little change is all it takes to put players and DMs
wanted was a bit of functionality from another on the same page about it. As it stands, fifth
class, you could take multiclassing feats. Novice, edition will never be the grand homage to
Acolyte, and Adept level feats for each class gave multiclassing that was prominently displayed
you progressive tiers to sink your teeth into, all throughout all of 3rd edition, but it also doesn’t
without diluting the functionality of your core role need it. D&D is doing just fine with multiclassing
in the party. If the multiclassing feats weren’t only taking up two pages of real-estate in the fifth
enough, you could further develop your devotion edition Player’s Handbook.And if that’s not
to a second class through a paragon path variant. enough for you, there’s always supplemental
By forgoing a traditional paragon path (the books like this one to give you a lot more.
method by which you specialized at higher levels
in fourth edition), you could instead gain more
features from one of your tertiary classes.
But that wasn’t all. After enduring quite a bit
of backlash from fans who wanted a more true
form of multiclassing, Wizards of the Coast did
eventually release rules for what they called
hybrid characters in fourth edition. These hybrid
characters had more in common with gestalt
5
What to Do with Multiclassing?
(Ryan Langr, project lead) have never liked the Our second goal was to provide more options
6
Feature Swap
The feature swap method is “multiclassing lite”,
and allows character to switch out features for
those of other classes as they level. While it can
allow for all the customization of a multiclass
character, while slightly increasing the flexibility.
Use this system if you want one or two levels of
another class, but want to skip the lower level
features in exchange for the higher ones.
7
Traditional Multiclassing Suggestions
hat follows are random tables to help
Barbarian
W with roleplaying. Each class has a table
for introducing the class through
encounters followed by unique features
(both beneficial and detrimental) granted by the
characters multiclassing combination. Finally,
Barbarian Encounters
These encounters focus on the character being
induced into a rage and learning to take damage.
d10 Encounter
each class ends with a section on ways you can
You suffer (or remember) a devastating
mechanically "earn" or “train” a second class in a 1
loss, driving your rage.
more thematic way than just "I take this as a
second class because I think a barbarian-wizard A known warrior passes down the secrets
2
would be cool.” of Rage.
An illness causes you to lose control of
3
Encounters your temper.
Your god has called you to zealotry for their
The encounter table grants the most player 4
cause.
agency. When a player expresses a desire to
Your time with a wise person has taught
multiclass, the DM may roll on the table (or 5
you to channel your anger.
choose) to determine the narrative through which
Your attunement to a magical item has
they gain the second class. 6
caused rage to swell inside you.
You have been forsaken by your god,
Features 7
leaving only emptiness and rage.
When a player multiclasses, these features, Passionate or unrequited love has driven
8
unique to each combination of classes, can give you to jealous rage.
both narrative and mechanical flair. Most of these You have been outcast from your
9
unique features grant both minor advantages and homeland.
disadvantages. All of them grant specific You have been constantly thwarted by an
10
opportunities to roleplay in ways not available to enemy, turning your anger into rage.
single classes. Encourage your players to roleplay Playing a Barbarian
when using these features.
Barbarian/Bard (Skald).
You have a tendency to favor stories, songs, and
Training
performances that highlight the gruesome and
This technique could be considered "practice" gory facts of life.
multiclassing, but takes a bit of agency away from Intimidating Performance. When you enter
players. Players cannot multiclass in any given Rage, you may expend a Bardic Inspiration die as
class until they "unlock" it through obtaining part of the same bonus action. Additionally, you
enough points (granted through various actions). have advantage on any Charisma (Performance)
When a character reaches 100 points, they may check to convey anger, war, and readiness for
multiclass in that particular class. They stilll battle. However, you assume these types of
must meet all ability score requirements from the performances are always appropriate and have
Player’s Handbook. Dungeon Masters may choose disadvantage on any Wisdom (Insight) check to
to keep these criteria secret, and are encouraged tell if the audience would favor something else.
to add their own ideas to the list.
8
Barbarian/Cleric (Wrathpriest). Barbarian/Paladin (Ragesworn).
Your zeal leads to moments of clarity and You proclaim the values of battle, whether or not
madness. Often simultaneously! others respect them.
Single-Minded. You can channel your divine Vow of Violence. You have advantage on
instincts to detect lies, falsehoods, and half Charisma (Intimidation and Persuasion) checks
truths. You must activate this ability before when interacting with someone who worships a
rolling a Wisdom (Insight) check. When you roll, deity of war or violence. However, you have
treat any d20 roll of less than 15 as a 15. If you disadvantage on Charisma (Intimidation and
learn someone was trying to deceive you about Persuasion) checks when interacting with
your religious beliefs as a result of using this someone who worships a faith of peace or
ability, you enter rage, expending one use of it. nonviolence.
You cannot use this ability again until you finish
a long rest. Barbarian/Ranger (Tracker).
You spend most of your time in the wilderness.
Barbarian/Druid (Beastrager). Instinctive Predator. You gain advantage on
Your connection to animals makes you Wisdom (Survival) and Dexterity (Stealth) checks
particularly intimidating. while in your favored terrain. You have
Primal Instinct. You can use your Strength disadvantage on all Charisma checks while
modifier for any Wisdom (Animal Handling) or interacting with humanoids from urban
Charisma (Intimidation) check against beasts. environments.
While you take the form of a beast, you have
advantage on Charisma (Intimidation) checks. Barbarian/Rogue (Thug).
However, while raging you cannot do lethal You can flip between emotions in a conversation
damage to a beast. much faster than most.
This is the Best Deal. You have a unique
Barbarian/Fighter (Dominator). ability to blur the line between Persuasion and
Your presence is particularly frightening to foes Intimidation. If asked to use one skill, you can
who watch you shrug off wounds. choose to use the other instead. However, on a
Just Die Already! If you use Second Wind failed skill check, people will assume more
while raging, each hostile creature within 10 feet hostility than was actually intended.
of you must make a Wisdom saving throw or be
frightened of you until the end of your next turn. Barbarian/Sorcerer (Bloodrager).
Your DC for this ability is based on your Your rage fuels your convictions.
Constitution. Bloody Focus. As a reaction, you can spend a
They’re Still Moving! While you are raging, sorcery point to add 2 to the result any saving
you have disadvantage on any skill check to throw. You can spend a sorcery point in this way
determine how wounded someone is. All active after seeing the result on the d20 roll, but before
combatants look equally hardy! the DM says whether you succeed or fail. As your
bonus damage from Rage increases, the addition
Barbarian/Monk (Bruiser). to your saving throw increases as well. On a failed
You have learned to control your anger better. saving throw, you must use your next available
Thrill of the Chase. Your rage no longer ends action to punish whoever or whatever forced you
if you fail to deal or suffer damage since the last to make the saving throw, if possible.
round, as long as you used your full movement to
get closer to an opponent.
9
Barbarian/Wizard (Furycaster).
Your rage gives you keen insights into the
Bard
workings of the universe. Bard Encounters
Rage of the Page. You can flip through your These encounters focus on the character
spellbook while raging to maintain your rage. If discovering the magic hidden within words and
you do this for a full minute, you can swap two of music.
the spells you prepared that day. d10 Encounter
A childhood rhyme turns out to be the
1
Barbarian/Warlock (Pactrager). verbal component to a bardic spell.
Your dedication to your patron strikes fear into You pick up an instrument for the first
your enemies. time and seem to have a supernatural
2
Directed Agent. You may add your Strength connection with it.
and Charisma modifier to any Charisma Your entire family are alumni of the same
3
(Intimidation) check you make when invoking bardic college and pressure you to attend
your pact mentor. You have disadvantage on Your dream is to relive famous stories of
4
Charisma (Deception) checks to hide your pact. your favourite adventurer’s tales.
After spending time around spellcasters,
5
Earning Barbarian you thought, “Pfft. I could do that.”
A character can be eligible to multiclass as a You were a childhood musical prodigy
6
barbarian when they reach 100 points. Consider that’s forsaken your talent out of spite.
the following when rewarding points (instances You unknowingly received this knowledge
7
can be repeated): from a mischievous fey creature.
•The character has initiated A heroic bard died in battle, inspiring you
8
combat out of anger (25 points). to safety. You wish to honor their sacrifice.
•The character has been You grew up in a family of wandering
9
reduced to 0 hit points by performers. These skills come naturally to
bludgeon, piercing, or you.
slashing damage (10 You are infatuated by another bard after
10
pts). hearing their performance.
•The character has
fought in combat Playing a Bard
without armor
Bard/Cleric (Cantor).
and without an
Your church is your muse, and your
Unarmored
performances most often take the form of
feature (15 pts).
your church’s hymnals or tales of your
deity.
Preaching to the Choir. When you make
a Charisma (Performance) check, you can
choose to add your Intelligence modifier to
represent the incorporation of your religion. If
someone opposes your deity or worships an
opposing god, however, the performance only
causes them to dislike you.
10
Bard/Druid (Windsong). Bard/Ranger (Wildsong).
Your song reflects the complexity and beauty of Nature inspires you, and you take great joy in the
nature itself. time you spend in it.
Colors of the Wind. Because you have Wilderness Guide. While in your favored
learned to perform in harmony with the sounds of terrain, you gain an additional use for your Song
nature, you have advantage on Charisma of Rest. Instead of gaining hit points, any friendly
(Performance) checks made outside of civilization creatures that can hear your performance gain
or in rural communities. You have disadvantage any benefits that you receive from being in your
on performance checks made in cities or favored terrain for the next 8 hours. Doing so
industrial areas because you are unable to hear prevents you from using your Song of Rest again
the earth singing with you. until you have completed a long rest.
11
Bard/Warlock (Cryptic Artist).
Your patron often influences your art, though not
Cleric
always in a positive way. Cleric Encounters
Hidden Messages. You can call on your These encounters focus on the character hearing
patron to gain advantage on Charisma the will of the divine and opening themselves up
(Performance) checks to entertain or produce and to listening.
sell art. When you do so, anyone who closely d10 Encounter
examines the resulting performance or artwork You called out to the gods to spare
1
must make a Wisdom (Perception) check against someone from certain death. The gods
your spell save DC. On a success, they can easily listened.
notice the otherworldly connection. You defended a deity’s shrine. Now they are
2
calling you to be their champion
Earning Bard After shunning your faith, your god
3
A character can be eligible to multiclass as a bard implores you back into their service
when they reach 100 points. Consider the You wish to fulfill the desires of your
4
following when rewarding points (instances can be ancestors
repeated): Thanks to your unique skill set, a deity
5
•The character has been reduced to 0 hit points chooses you for a special task.
while under the effects of a debuff spell (25 A valuable treasure you recover turns out
6
points). to be a holy symbol for a deity.
•The character succeeds on After years of a recurring dream, you
7
a skill check of DC 20 or finally understand its meaning.
higher in a skill they
Two deities are feuding over your service,
are not proficient with 8
secretly using you as a pawn in their game.
(15 pts.)
You wish to become a healer on the
•The character attempts 9
battlefield to atone for your past
to persuade an enemy
before or during recklessness
combat (10 pts). You devote yourself to a god of knowledge
10
or lore to expand your arcane studies
Playing a Cleric
Cleric/Druid (Grovepriest).
You learn a wide range of healing and support
traditions.
Vibrant Tradition. If you prepare a spell
twice – as both a cleric and a druid – you can cast
it once per short rest without using a spell slot.
Cleric/Fighter (Goldenheart).
Training in arms and armor, then using those
skills, is a central tenet of your faith.
Martial Law. You can use Wisdom instead of
Charisma for any Persuasion or Intimidation
check based on showing faith through battle.
However, your focus on expressing faith through
martial process means you have disadvantage
on Wisdom (Insight) checks to see if other
religious figures are truly committed to combat.
12
Cleric/Monk (Spiritualist).
Your divine training is focused more internally Cleric/Sorcerer (Bloodpriest).
than externally. Your innate magical capabilities separate you
Asceticism. Once per short rest, you can from those who receive all their power from their
spend a use of Channel Divinity to regain 4 ki deity.
points. You do not gain this use of Channel Chosen One. Regardless of your sorcerous
Divinity back at the end of that short rest. origin, people may believe you have a personal
connection to the gods. You have advantage on
Cleric/Paladin (Enlightened). any Charisma (Persuasion or Deception) check to
You have committed to your faith in every way show this connection as long as you cast a spell
possible. (including a cantrip) during the interaction.
Doubly Committed. You have advantage on However, people who believe in a religious
any Charisma check to influence someone who hierarchy may resent your “shortcut,” giving you
would be impressed by your dedication to a single disadvantage on any Charisma (Persuasion)
faith. However, you have disadvantage influencing checks against them.
anyone who values worshipping multiple deities
in a pantheon. Cleric/Wizard (Acolyte).
You study divine magic as if it is like the arcane.
Cleric/Ranger (Pathfinder). Religious Scholar. You can use your Wisdom
Your faith dictates that you help others navigate modifier instead of your Intelligence modifier for
the wilderness. any Religion check. Additionally, you have
Guided By Faith. While in your favored advantage on any Charisma (Persuasion) check to
terrain, any benefits that normally apply to you get access to any library maintained by a religious
alone also apply to your allies unless they are or quasi-religious organization. However, you have
actively opposed to your faith. disadvantage on any Charisma (Persuasion) check
against someone who hates reading.
Cleric/Rogue (Harbinger).
You must make every effort to conceal or promote Cleric/Warlock (Pactpriest).
your faith, as appropriate to your deity. You try to balance the demands of an extraplanar
Divine Shadows. If your deity typically entity with your faith.
encourages covert action, like a god of Dueling Divinity. As someone getting magical
assassination, you may use a holy symbol that power from both a deity and extraplanar being,
hides your true faith as a spell component. This you have advantage on any Charisma check to
“cover” holy symbol can be innocuous or the influence someone who would be impressed by
perverted symbol of a rival deity, as appropriate. your multiple sources of power. However, you have
Others must make an Intelligence (Religion) check disadvantage on influencing anyone who values
contested by your Charisma or Intelligence dedication to a single faith.
(Deception) check to spot the ruse. You have
disadvantage on any Charisma (Persuasion) check
requiring you to tell the truth about your deity.
Divine Agent. If your deity typically
encourages visible piety, you have advantage on
any Charisma check to talk people into keeping
your spellcasting focus as an item of nonmagical
importance. You have disadvantage on any
Charisma (Deception) check requiring you to
conceal your faith.
13
Druid
Druid Encounters
These encounters focus on the character hearing
the will of the divine and opening themselves up
Earning Cleric to listening.
d10 Encounter
A character can be eligible to multiclass as a
You witness an evil force devastate an area
cleric when they reach 100 points. Consider the 1
of wilderness.
following when rewarding points (instances can be
A seed that somehow got into your coin
repeated): 2
purse is growing at an unnatural rate
•The character witnesses an ally drop to 0 hit
You nap under a tree, dreaming the tree is
points during combat (25 points). 3
speaking with you. Only it wasn’t a dream.
•The character defeats a fiend or undead in
A recent betrayal led you to seek the
combat. (15 pts.)
•The character visits a temple and asks about company of animals and you desire to
4
their beliefs and traditions (10 pts). become one with them
You received refuge in a hidden community
5
where the Old Faith thrives
The persistent call of the spirits of nature
6
is becoming impossible to ignore
Through years of training in solitude, you
7
developed a deep bond with nature
Your birth during a natural disaster really
8
did mean you were destined to become a
druid
Your animal companion has secretly been
9
an archdruid in wild shape this whole
time.
Harnessing the power of nature is the
quickest way to overcome the Elemental
10
Evil
Playing a Druid
Druid/Fighter (Strategist).
Your knowledge of the land gives you a strategic
advantage in battle.
Higher Ground. You can use your knowledge
of your surroundings to gain advantage on one
attack, but the first attack roll made against you
before the beginning of your next turn also has
advantage. You must finish a short or long rest
before you can use this feature again.
14
Druid/Monk (Way of the Earth). Druid/Sorcerer (Earthtouched).
The time you have spent meditating in nature has Like your magical abilities, your connection to
allowed you to harness some of the wilderness's nature is a gift.
power. One with Nature. Regardless of your
Barkskin. You can cast the barkskin spell on sorcerous origin, it is not hard to convince others
yourself once without using a spell slot or any that you were chosen by nature to receive your
components. When using this feature, your AC powers. You have advantage on any Charisma
can only be 16 and you cannot benefit from any checks made to influence those who hold nature
other features that would increase your AC. You in high regard. However, you have disadvantage
must complete a long rest before you can use this on any Charisma checks made to influence those
feature again. who prefer the ever-expanding civilized world.
Playing a Fighter
Fighter/Monk (Steady-hand).
Your combination of training allows you to attack
with the utmost precision.
Weapon Training. You gain one additional
monk weapon, which must be a melee weapon
and cannot have the two-handed or heavy
properties.
16
Fighter/Wizard (Controller).
Time spent studying magical tactics has made
Monk
you adept at controlling a fight. Monk Encounters
Picky. When casting a spell that has an area d10 Encounter
of affect, you can choose a number of friendly You spent time in a monastery as a child
1
creatures equal to your Intelligence modifier; but left before completing your training
these creatures are immune to effects and A hermit gives you understanding of the
2
damage of your spell. To use this ability, you must secrets of ki with a single touch
cast the spell at at least one level higher than While your party carouses, you spend all
normal, and do not gain any additional damage or 3 free time training to become a better
effects from casting the spell at a higher level. warrior
After you cast a spell this way, you must finish a Your god wishes for you to become more
short or long rest before doing so again. 4 self reliant
You fought alongside many monks recently
Fighter/Warlock (Pactblade). 5 and were amazed at their abilities
You have been hardened in battle for your patron, Attunement to a cursed weapon leads you
and it shows. 6 to rely on your body, the only weapon that
Unsettling Gaze. You have advantage on won't betray you
Charisma (Intimidation) checks made when you You feel the connection to your own ki
invoke the name of your patron. Making such 7 while petrified by an enemy
checks too often may cause townspeople to begin You infiltrated a monastery to steal an
to fear you, giving you disadvantage on any 8 ancient secret and ended up learning the
Charisma (Persuasion) checks to influence them. basics
You wish to learn the secrets of stunning
Earning Fighter 9 opponents with a single blow
A character can be eligible to multiclass as a Meditation saved you from madness in the
10 Underdark
fighter when they reach 100 points. Consider the
following when rewarding points (instances can be
Playing a Monk
repeated):
•The character has been reduced to 0 hit points Monk/Paladin (Holymind).
by damage from a weapon they are not proficient You have trained to smite enemies, even if your
with (25 pts). weapons are taken from you.
•The character attempts to perform during Fists of Righteous Fury. Any unarmed strike
combat (15 pts.) you make counts as a “melee weapon attack” for
•The character uses a weapon they are not the purposes of activating divine smite.
proficient with in combat (10 pts).
Monk/Ranger (Mindtracker).
You have learned to harness ki to overcome the
distractions of the wild.
Tracker’s Focus. You have trained your mind
to focus inward. If you fail a concentration check,
you may spend 1 ki point to reroll that result.
However, you have disadvantage on Wisdom
(Insight) checks for the next 5 minutes until you
reorient your focus.
17
Monk/Rogue (Darkmind). Earning Monk
You use monastic techniques to heighten your
A character can be eligible to multiclass as a
mundane skills.
monk when they reach 100 points. Consider the
Hidden Training. You may spend 2 ki to use
following when rewarding points (instances can be
your reaction to give yourself advantage on any
repeated):
skill check where you have Expertise in that skill.
•The character makes a critical hit with an
unarmed strike (25 pts).
Monk/Sorcerer (Mindmelter). •The character attempts to catch a ranged
You have learned meditation techniques to projectile. (15 pts).
enhance your innate magic. •The character chooses to meditate during a long
Ki-Empowered Casting. You may spend ki rest (10 pts).
points, instead of sorcery points, to regain spent
spell slots. Any ki points spent in this way are not
recovered during your next short rest.
18
Paladin disadvantage on Charisma (Persuasion) checks to
convince them of your sincerity.
Paladin Encounters
These encounters focus on the character learning Paladin/Sorcerer (Oathborn).
to live out their convictions. You express innate magical ability through being
a divine warrior.
d10 Encounter
Mark of Magic. You have a mark of your
You pray to the gods to spare your dying
1 sorcerous heritage somewhere on your body that
friend on the battlefield. Divine healing
distinguishes you from anyone else with a similar
flows from your hands.
oath. You can decide how easy or difficult it is to
Revenge on those who unjustly wronged
2 hide the mark. You have advantage on Charisma
you consumes your thoughts
(Persuasion/Intimidation) checks with people who
You devote your services to your god in an
3 would be impressed or terrified when seeing the
intimate ceremony
mark. However, you have disadvantage on
You witness innocent lives suffer at the
4 Charisma checks with people who think it is
hands of the wicked and swear to never
blasphemous.
allow it again
After years as a front line warrior soldier,
5 Paladin/Wizard (Oath of Learning).
you hear a higher calling for your services
Your oath requires learning traditional book
For a heroic deed, you are asked to join an
6 magic.
elite rank of knights and protect the realm
Ritual Oath. You can cast a paladin spell as a
You learn you are in fact an aasimar and
7 ritual if that spell has the ritual tag and you have
wish to embrace your divine heritage.
the spell prepared.
Whispers from an unknown god as you
8 prepare your spells lead you research their
Paladin/Warlock (Double Oath).
teachings
You have sworn to follow your patron in many
A paladin known for pranks always joked
9 ways.
that you were their squire. Joke’s on you;
Sworn Agent. You agreed to publicly carry
they were serious.
forth the ethos of your otherworldly patron, acting
Your earliest dream to become a brave and
10 as a paladin in their name. You have advantage
mighty paladin never came true. It’s time
on Charisma checks to convince others that you
to fix that.
represent the interests of your patron, as long as
Playing a Paladin you are in good standing with your patron. You
Paladin/Ranger (Sworn Scout). have disadvantage on Charisma (Deception)
Your oath includes guiding people through checks to hide your connection to your patron.
nature.
Natural Sense. Any time you use Divine Earning Paladin
Sense, you detect any of your favored enemies A character can be eligible to multiclass as a
along with celestials, fiends, and undead. paladin when they reach 100 points. Consider the
following when rewarding points (instances can be
Paladin/Rogue (Clouded Oath). repeated):
You have trained in a wide range of skills to fulfill •The character reduces a creature to 0 hit points
your oath. while under the effects of an ally’s divine spell (25
Aura of Mystery. You have generated a points).
reputation that you are unlike other paladins who •The character demonstrates devotion to a deity
follow a similar oath or deity. If someone is aware or conviction through their ideals, bonds, or
of this, you have advantage on Charisma flaws. (15 pts.)
•A character protects an innocent NPC during
(Deception) checks to hide your future plans, but
combat (10 pts).
19
Ranger Ranger/Wizard (Druidic Student).
Your interests in nature have influenced you to
Ranger Encounters study more druidic magic and incorporate it into
These encounters focus on the character’s choice to your own spellcasting.
become a protector of the wilderness. Down to Earth. When in your favored terrain,
d10 Encounter spells you cast that deal acid or poison damage
You dedicate all focus on learning the ignore resistances.
1
weaknesses of a specific creature type that
has always bested you. Ranger/Warlock (Wilderness Worshiper).
You killed a noble in self defense and fled You see connections to your patron everywhere in
2 to the wilderness to avoid wrongful nature, and often feel the need to share them with
prosecution others.
After a raid, you wish to take a more Wild Ravings. You have advantage on
3 offensive approach to defending your Charisma (Persuasion) checks to convince others
homeland. that you represent your patron, and to show them
4 You desire to track a magical beast signs from your patron found in nature. You have
rumored to grant wishes disadvantage on Charisma (Deception) checks to
The Emerald Enclave values your service hide your connection to your patron.
5 and offers to train you to defend the
natural order Earning Ranger
Your weapon once belonged to a ranger.
A character can be eligible to multiclass as a ranger
6 You feel your connection to them growing
when they reach 100 points. Consider the following
stronger
when rewarding points (instances can be repeated):
7 You and a beast narrowly escaped death •The character spends 10 straight days navigating
together. It hasn’t left your side since. through the wilderness (25
The first time you encountered a dragon points).
8 was nearly your last. This time, you’ll be •The character
ready demonstrates having a
After getting lost in the Feywild for years favored enemy through
9 and learning to survive, you return. Three their ideals, bonds,
days later. or flaws. (15 pts.)
Your grandparent’s dying wish was for •The character
someone in the family to claim a legendary attempts to
10
tame a
hunting trophy.
wild
Playing a Ranger animal
(10 pts).
Ranger/Rogue (Survivalist).
Spending most of your time in the forest has
impacted your social skills.
Animal Whisperer. You have advantage on
Wisdom (Animal Handling) checks to influence
beasts, but suffer from disadvantage on Charisma
(Persuasion) checks to influence people.
Ranger/Sorcerer (Wildmage).
Your natural talent for magic has brought you
closer to nature.
Secrets of Nature. You can spend 1 sorcery point
to gain advantage on any Wisdom(Animal
Handling, Nature, or Survival) check.
20
Rogue Rogue/Warlock (Smooth Talker).
Your connection to your patron comes in handy
Rogue Encounters when attempting to pull a con.
These encounters focus on the character learning Silver Tongue. When making a Charisma
subtly and cunning in order to survive. (Persuasion or Deception) check to con someone,
you can ask your patron for assistance to gain
d10 Encounter
advantage. If you fail the check, the target knows
Your group’s last mission was a failure
1 you attempted to use magic to con them.
thanks to your poor stealth skills. Never
again.
Your faction needs you to go deep
Earning Rogue
2
undercover with a dangerous organization A character can be eligible to multiclass as a
A rogue recruited you for a heist and you rogue when they reach 100 points. Consider the
3 played the part perfectly. following when rewarding points (instances can be
Years of experience bringing criminals to repeated):
4 justice taught you to think like a thief •The character successfully steals something
A trickster somehow replaced all your coin worth 50 gp or more (25 points).
5 with fool’s gold. You’re obsessed with •A good aligned character makes a divisive
neutral or evil decision (15 pts.)
figuring out how.
•The character uses the Dodge, Dash, or Hide
You routinely watch a rogue in your party
6 action in combat (10 pts).
narrowly escape danger and beg them to
teach you
Your sworn rival has ascended to a
7 position of power. Now you’ll need a more
subtle approach to get your revenge.
To survive the tomb of an infamous lich,
8 you must train in avoiding danger.
Someone stole your family’s heirloom. You
9 need to steal it back
You’re wanted by authorities and bounty
10 hunters. Time for a new identity
Playing a Rogue
Rogue/Sorcerer (Subtle Mage).
You know how to hide your talents, and how to
use them without being caught.
Flick of the Wrist. You know the Subtle Spell
metamagic, regardless of your level. This doesn’t
count against the number of metamagic options
that you can learn.
21
Sorcerer Sorcerer/Warlock (Bloodsworn).
You pledged your soul for magic beyond your
Sorcerer Encounters bloodline.
These encounters focus on the character learning Borrowed Blood. You can spend a sorcery
of their latent connection to magic. point to ask your patron for help convincing
others of a plan of action. You gain advantage on
d10 Encounter
a Charisma check, but your patron immediately
Tattoos that honor your family heritage
1 learns of your intentions.
begin to glow and feel warm to the touch
After an adventure to another plane of
2
existence, you can’t stop casting a cantrip
Earning Sorcerer
You study a spellbook for months and A character can be eligible to multiclass as a
3 finally cast your first spell! All your hair sorcerer when they reach 100 points. Consider
falls out. the following when rewarding points (instances
Every 13th child in your family is born can be repeated):
with draconic features. A relative, •The character has been reduced to 0 hit points
4 previously unknown to all, means you’re by damage from a spell (25 points).
actually that 13th child. •The character demonstrates strong ties to their
family history through their ideals, bonds, or
After lawfully turning an old hag over to
5 flaws. (15 pts.)
authorities, you are cursed with chaotic
•A lawful or neutral aligned character makes a
surges
chaotic decision (10 pts).
You dream of a goddess of magic offering
6 you her gift. You wake the instant you
accept.
Fighting alongside a dragon in an epic
7 battle, the dragon saves you from death
with a drop of its own blood in your mortal
wound.
You were killed in a lich’s lair. Months later,
8 you return with no memory of the incident.
The lullaby your mother sang to you each
9 night calls out incessantly, leading you into
the Feywild
You save the ship you’re on from certain
10 doom by willing the violent storm to cease.
Playing a Sorcerer
Sorcerer/Wizard (Spellmaster).
You have a penchant for all things arcane, thanks
to your innate connection to the weave.
Superior Recovery. When using your Arcane
Recovery feature, you can recover additional spell
slots. The spell slots can have a combined level
that is equal to or less than half your sorcerer
level (rounded up). After recovering additional
spell slots this way, the amount of spell slots you
can recover the next time you use arcane recovery
is halved.
22
Warlock disadvantage on any Charisma (Deception) checks
to hide how you know what you know if you
Warlock Encounters tapped in to your patron for forbidden lore.
These encounters focus on the character learning
subtly and cunning in order to survive. Earning Warlock
d10 Encounter A character can be eligible to multiclass as a
The noble’s coin purse you just lifted warlock when they reach 100 points. Consider the
1
contained a mysterious relic from a far following when rewarding points (instances can be
realm repeated):
Your obsession with having the largest •The character witnesses otherworldly power and
2 collection of spells in your spellbook leads attempts to communicate or reason with it, rather
you to a tome of forbidden knowledge than attacking it on sight (25 pts).
In a dreamlike romantic encounter with a •The character demonstrates feeling at odds with
3 fey royal, you somehow agreed to become their current source of power (divine magic,
their emissary. arcane studies, martial training, etc) through
After interrupting an infernal summoning their ideals, bonds, or flaws (15 pts).
4 by a cult, you secretly wish to harness that •The character has been reduced to 0 hit points
power for yourself by a critical hit (10 pts).
You barely remember your parents. So
5 when they reenter your life and ask for a
few small but weird favors, how can you
say no?
After being knocked out in a single blow,
6 you’ll do anything to become more
powerful. NOW.
A demigod of the deity you serve compels
7 you to accept an important special
mission
The next time you cast find familiar, an
8 exotic creature appears and speaks to you
in a disturbing voice
9 A perpetually cold blade recovered in a
dungeon seduces you into wielding it in
battle
Years of solitary meditation unlock the vast
10 amounts of unknown entities in the
multiverse
Playing a Warlock
Warlock/Wizard (Occultist).
You study all forms of the arcane, even forbidden
ones.
Forbidden Lore. You may borrow from your
patron’s vast well of knowledge, using your
Charisma modifier instead of Intelligence for any
check involving Arcana or Religion. However, if
someone asks what you are doing, the signs of
your occult knowledge are fairly obvious. You have
23
Wizard
Wizard Encounters
These encounters focus on the character learning
subtly and cunning in order to survive.
d10 Encounter
Attunement to a magical item gives you
1 insight into the fundamentals of arcane
knowledge
An ancient spell scroll from a dragon’s
2 hoard piques your curiosity
You realize the benefit of learning defensive
3
spells to prolong your life as an adventurer
Over ages travelling together, a wizard
4
companion teaches you the basics of
prestidigitation
Your body starts to ache from years of
5
martial training. You seek a new challenge
in training your mind
To escape a mad wizard’s tower, your logic
6
eventually unlocked an arcane riddle
The sage that sponsored your quests
7
mysteriously vanishes. Their spellbook may
hold a clue.
You would do anything to bring a loved one
8
back from the dead. Even study
necromancy
You have innate basic magic abilities, but
9
desire to harness the most powerful spells
ever cast
A magical creature you spared from
10
slaughter taught you the basics of magic.
Earning Wizard
A character can be eligible to multiclass as a
wizard when they reach 100 points. Consider the
following when rewarding points (instances can be
repeated):
•The character encounters a wizard in combat
and recovers their spellbook (25 pts).
•The character spends 10 straight days of
downtime dedicated to arcane studies (15 pts).
•The character finds a spell scroll and is not able
to activate it (10 pts).
24
Narrative Multiclassing
arrative multiclassing is used as a fun, Combat Placement
25
The Best Offense Anatomy 101
What is your primary source of offense? What part of a body would describe your primary
•My instincts: ranger, sorcerer. role in the party?
•My wit: bard. •The brains: wizard.
•My connection to a greater power: cleric, druid, •The muscle: barbarian, paladin.
warlock. •The shadow: rogue, monk.
•My training: fighter, monk, rogue, wizard. •The mouth: bard.
•My convictions: paladin. •The blood: fighter, sorcerer.
•My rage: barbarian. •The heart: cleric, druid.
•The eyes: ranger, warlock.
Attack!
How are you most likely to cause damage? Rest and Relaxation
•The heaviest weapon I can lift: barbarian, During downtime, what do you prefer to do?
paladin. •Craft a new piece of equipment: fighter, ranger.
•A ranged weapon: rogue, ranger. •Volunteer at a shelter for those living in squalor:
•Any weapon I can get my hands on: fighter. cleric, monk.
•My hands: monk. •Carousing out on the town: bard, sorcerer,
•A spell targeting one creature: bard, cleric, warlock.
druid, warlock. •Take on an odd job of manual labor: barbarian,
•A spell targeting as many creatures as possible: paladin.
sorcerer, wizard. •Spend time admiring my collection: druid,
wizard.
Armed and Dangerous
•Spend time admiring a noble’s collection: rogue.
What weapon do you (want to) carry?
•A heavy weapon passed down from generation to Road Trip
generation: barbarian. What kind of items do you most likely to pack for a
•A blade recovered in a dungeon: fighter, rogue. long journey?
•A beautifully-carved bow I crafted myself: •Hand carved wooden tools or instruments:
ranger. barbarian, druid.
•A one-handed melee weapon I’ll probably never •Practical survival equipment: fighter, ranger,
swing: bard, cleric, sorcerer, warlock. rogue.
•A simple wooden quarterstaff: druid, monk. •Enough rations for the entire party: cleric.
•A shiny two-handed or versatile weapon awarded •50 pounds of armor: paladin.
for an act of valor: paladin. •50 pounds of books: wizard.
•A spellbook: wizard. •Only the plain clothes my back: monk.
•Only the flamboyant clothes my backs: bard,
Role Call
sorcerer.
What is your primary role during combat?
•To offer magical support to my allies: bard, My Precious
cleric. What kind of items are you most protective of?
•To draw the aggression of the enemy away from •Items that have a connection to my ancestors:
my allies and onto myself: barbarian, fighter, barbarian, sorcerer.
paladin. •Items that bring me more power: bard, warlock,
•To take out enemies as quickly as possible: wizard.
rogue, monk. •Items that can be sold to the highest bidder:
•Blast the first thing that moves: sorcerer, rogue.
warlock. •Items that were vital to my training: fighter,
•Look for a tactical advantage and then execute monk, paladin.
the plan: druid, ranger, warlock. •Items that have a connection to nature: druid,
ranger.
•Items that can protect me and others: cleric.
26
Zero @#&%$ Given
How likely are you to start a verbal or physical
altercation?
•Verbal? No. Physical? No: cleric, druid, monk,
wizard.
•Verbal? No. Physical? Yes: barbarian, fighter,
ranger.
•Verbal? Yes. Physical? No: bard, sorcerer,
warlock.
•Verbal? Yes. Physical? Yes: paladin, rogue.
Need More...
What attribute do you value the most?
•Strength: fighter, paladin.
•Dexterity: monk, ranger, rogue.
•Constitution: barbarian.
•Intelligence: wizard.
•Wisdom: cleric, druid.
•Charisma: bard, sorcerer, warlock.
27
Gestalt Characters
estalt characters were introduced as a high- •The characters are all graduates of a magic
28
Proficiencies Ability Score Improvements and
Most of your proficiencies are determined at 1st
Proficiency Bonus
level. With a few exceptions, gestalt characters do As a gestalt character, you determine your
not begin with significantly more proficiencies proficiency bonus based on your total character
than other characters, but you do have more level. Similarly, you gain ability score
flexibility in your proficiency options. As a gestalt improvements when you first reach levels 4, 8, 12,
character, you begin play with 16, and 19 in a single class. You do not gain these
•all of the weapon and armor proficiencies of both ability score improvements for each class
of your classes. separately. If a class feature, such as that of the
•a number of skill proficiencies equal to the fighter, grants an ability score improvement at a
higher of the two numbers granted to your different level, you gain that additional
classes. You may choose skills from the class lists improvement normally.
of both classes.
•Two saving throw proficiencies. These must both
Similar Class Features
be saving throws which at least one of your
classes is proficient with. One of them must be As a general rule, similar class features do not
Dexterity, Constitution, or Wisdom. The other stack. Channel Divinity, Extra Attack, and
must be Strength, Intelligence, or Charisma. Unarmored Defense work the same for gestalt
•All of the tool, musical instrument, vehicle, or characters as they do for multiclass characters.
other proficiencies of both classes. See the multiclass character rules in the Player’s
•Each time you gain a level, you may select a new Handbook for more details.
skill proficiency from either of your classes’ skill
lists, until you have a total number of skill Spellcasting
proficiencies equal to the sum of those granted by
your two classes. Spellcasting for gestalt characters works
differently than it does for normal multiclassed
Hit Dice characters. As with multiclassing, you determine
your spells known and spells prepared separately
You choose one of your two classes to determine
for each class. Similarly, when you cast a spell
your hit dice and maximum hit points based on
known or prepared via a particular class, you use
level. This does not stop you from gaining a class
your spellcasting ability for that class to cast it. To
feature from your other class that affects your
determine your spell slots, however, you add
maximum hit points. For instance, a gestalt
together the slots you get for each level of both
fighter/sorcerer could use a fighter’s d10 to
classes. If, however, you have spell slots of 6th
determine its hit dice while still benefiting from
level or greater from more than one class, you
the +1 per level granted by Draconic Resilience
may only use the slots you gain from one of those
through its Sorcerous Origin.
classes to cast spells of 6th level or greater. You
may still use those higher level spell slots you
Experience Points
gain from your other class to upcast spells of 5th
Gestalt characters advance as normal according level or less.
to the standard Experience Point table, though
you may wish to use milestone level advancement Pact Magic
instead.
If you have spell slots from both the Pact Magic
and Spellcasting class features, you need not
choose between them at the end of a rest. Instead,
you have access to all of these spell slots and they
can be used to cast any spells you know or have
prepared, regardless of the class you gain them
from.
29
Gestalt After First Level You begin play as a normal, single-classed
character and when you reach, for example, the
There are multiple ways to create gestalt
third tier (11th level) you gain a second class that
characters. If your game chooses a method other
is always 10 levels behind your first class.
than the classic gestalt character generation
Tiered gestalt is also an excellent choice for
method, you will not begin play as a gestalt
when you want to emphasize a significant turn
character. Instead, you will become one after play
that a campaign has taken, resulting in
begins. In this case, you do not gain full,
fundamental changes to the characters. For
immediate access to all the proficiencies of your
example:
second class. Instead, you initially gain •A war breaks out, and each character becomes a
proficiencies using the standard multiclassing gestalt character with a second, martial class.
rules. As you advance in level as a gestalt •The characters are put into a hopeless situation
character, however, you gain additional and each makes a pact with a powerful being to
proficiencies until you have all armor and weapon save their lives, becoming gestalt warlocks.
proficiencies of both your classes as well as a •The characters go undercover and take on new
number of skill proficiencies equal to the number identities, learning new skills along the way.
granted by all of your classes. For example, a Tiered gestalt characters should meet all the
character who begins play as a wizard has no normal requirements for multiclassing before they
armor proficiencies, proficiency in a small set of add their secondary class.
weapons, and two skill proficiencies. If that A variant on tiered gestalt is a hybrid method
character later becomes a gestalt wizard/rogue, that begins with a level of traditional
they immediately gain proficiency in light armor, multiclassing before proceeding as a gestalt
one skill from the rogue’s skill list, and thieves' character. For example, you might begin play as a
tools, as per the standard multiclassing rules. wizard and, after nine levels, multiclass as a
Each time they gain a level after that, they may wizard 9/rogue 1. After that point, you can
choose another proficiency until they have gained proceed to level equally in both classes, becoming
three more skill proficiencies for a total of six (two a gestalt wizard 10/rogue 2 when you gain your
from wizard and four from rogue), as well as eleventh character level. This variant is a good
proficiency in simple weapons, hand crossbows, choice if you want to emphasize the transition to
longswords, rapiers, and shortswords. include the second class. For campaigns that are
likely to reach 20th level, however, it should be
Types of Gestalt Characters used cautiously, if at all, as it does permit
characters to reach their capstone abilities in
Classic, “Full” Gestalt
their primary class.
The classic method for creating a gestalt character
allows you to begin with two classes which
advance equally as you gain levels. This method
follows all of the rules laid out above.
Tiered Gestalt
A tiered gestalt character starts out as a single
class. At some point during play, you acquire a
second class and begin progressing as a gestalt
character. In this variation, your first class will
always be a set number of levels ahead of your
second class. Typically, under this method of
creating gestalt characters, you gain a second
class when you enter a predetermined tier of play.
30
Low Power Gestalt Options Dual Archetype Characters
The above options all create characters that are If you want to allow single class characters to
significantly more powerful than standard. Even have two archetypes, a variant on the periodic
gaining the first-tier abilities of a second class gestalt option is an excellent way to do this. Under
when you are a third-tier character can be this variation, a character has a single class and
significant—consider the addition of fighter a primary and secondary subclass. The character
abilities such as Action Surge and armor and advances normally in their primary subclass and,
shield proficiency to the repertoire of a high level whenever they gain a standard ability score
wizard or sorcerer. Continuing to advance in both improvement, they gain the abilities of their
classes only multiplies that power boost. secondary subclass that are normally granted at
There are a few methods by which you can that level or below. For example, a cleric with the
limit the power of gestalt characters. One, which primary domain of life and the secondary domain
might seem like a good idea as building off of the of knowledge will gain the normal abilities of a
historical origins of gestalt characters in early Life Domain cleric at levels one and two. At 4th
multiclassing rules, is to reduce the level level, it will gain the corresponding abilities of a
advancement rate. Early multiclassing characters Knowledge Domain cleric as well.
split their experience points equally between their
multiple classes, advancing at roughly half the Balancing Gestalt
rate of other characters. While it can keep gestalt Characters
characters at a lower power level, slower When a player chooses their two classes for a
advancement, is more of a delaying tactic than a gestalt character, there are two general strategies
solution. they can take. First, they can attempt to create a
Because full gestalt characters have versatile gestalt character. This is a character
significantly more resources than normal whose classes cover each other’s gaps. For
characters, they can go farther between rests. As instance, a wizard/monk gains melee capabilities,
an optional rule, limit full gestalt characters to a mobility, a hit point boost, and some skills from
single short rest within a 12 hour period. being a monk that ameliorate the traditional
weaknesses of a wizard.
Periodic Gestalt Second, they can create a focused gestalt
If a character can be considered to have a primary character. Here, a wizard might choose sorcerer
and secondary class, a better way is to have the as their second class, giving them unmatched
character level as normal in their primary class magical capabilities with the spell choice of the
while only taking gestalt levels occasionally. In wizard and the full benefits of sorcery points.
this variation, a character gains a single level in Similarly, a ranger/rogue gestalt benefits from
their secondary class each time they gain a both the rogue’s sneak attack and the ranger’s
standard ability score improvement (at levels 4, 8, complementary array of combat options. Most
12, 16, and 19). Thus, a gestalt wizard/rogue combinations, of course, have both versatile and
under this method would advance as a single focused elements, and in some cases versatility
class wizard until 3rd level; at 4th level, the can, itself, increase focus. A cleric/rogue gains
character would be a gestalt wizard 4/rogue 1; at versatility from the rogue’s mobility, but this also
8th level, it would be a gestalt wizard 8/rogue 2; allows the character to be significantly more
etc. Like a tiered gestalt character, a periodic effective with touch spells, including cure
gestalt character should meet all the standard wounds. Similarly, a sorcerer/paladin looks like a
multiclassing requirements for their secondary very versatile option, but it also allows a character
class when they gain their first level in it. They to use divine smite with more—and higher level
can use their ability score improvement at 4th —spell slots than a paladin of similar level. In
level to meet this requirement. addition, the classes share synergy around a high
Charisma score, which allows for greater focus.
31
Because of the great variability in gestalt
Encounter Balancing
character building strategies, gestalt characters
When designing encounters for gestalt characters,
can have a wide range of power levels, often
it is important to have a rough idea of their
making them somewhat less balanced against
capabilities and limitations. Gestalt characters
each other than standard characters. Tiered and
typically have more resources and are more
periodic gestalt options typically suffer less from
versatile than non-gestalt characters, but having
this imbalance than full gestalt characters.
double the classes does not translate to having
If balancing gestalt characters against each
double the power level. Gestalt characters do not
other can be difficult, balancing gestalt characters
generally get more actions than normal
against non-gestalt characters, or even balancing
characters, nor do they have double the hit points
different sorts of gestalt characters against each
or armor class. As such, increasing the difficulty
other, should not be attempted. The sole exception
of encounters for gestalt characters without
to this is periodic gestalt and dual-archetype
making them overwhelmingly difficult is usually
characters, which advance at the same levels and
best done through increasing the number of
are close enough in power level that they can,
opponents rather than significantly increasing the
with caution, be used in the same campaign.
power of those opponents.
If you use an experience point budget for
encounters, multiply the normal budget for a
party of the characters’ level by 1.5 to find the
appropriate budget for a party of full gestalt
characters. Depending upon the specific
character builds involved, you may find that you
will need to adjust this slightly. In selecting
individual opponents to fill the budget, do not
exceed the normal challenge rating you would use
with characters of that level by more than one.
Even if you use an experience point budget for
encounters, you may wish to use milestone
advancement instead of advancement by
experience points with gestalt characters so that
you have a better feel for their capabilities and
can feel more comfortable planning for them.
32
Feature Swapping
ne of the most common issues people still swap out a feature for any of the above, they
33
If you wish to learn spells from the spell list of Subclasses
another class, you can choose to swap a class
When using this method to swap subclass
feature for the following feat:
abilities, some additional requirements can be
Diverse Spellcasting met depending on the class. You can only choose
Prerequisites: the Spellcasting feature, and at least one subclass from each class to gain features
one level in another spellcasting class via feature from.
swapping) When multiclassing into or out of a class
Either through study or a divine blessing, you that chooses its subclass at 1st level, such as
have gained the following features: clerics and warlocks, you can swap for subclass
•Access to the spell list of any one spellcasting features at any time-provided that they still meet
class that you have multiclassed into the requirement of being a feature of your current
•Ability to prepare spells from any of your level or lower.
spellcasting classes, with a bonus to the number When multiclassing into a class that chooses
of spells that you can prepare which is equal to its subclass at a level other than 1st, you must
your modifier in the new class’s spellcasting have taken a number of features from that class
ability. These spells can be of any level that you equal to the level minus 1 in order to swap for
have spell slots for through your base spellcasting
subclass features. For example, if you are
class.
multiclassing into rogue, you must have taken at
least two other features from the rogue class
(represented as base class x/rogue 2) before you
can choose a subclass and begin taking subclass
features.
When multiclassing out of a class that
chooses its subclass at a level other than 1st into
another class that does the same, you must have
already chosen a subclass in your base class in
order to take subclass features from another
class. This applies even if you meet all other
requirements to take that subclass feature.
34
Modular Class Building
his system of modular class building was Action Surge or all the features of rogue to get
35
If characters start above level 1, grant the total
amount of experience from all previous levels.
Players may buy any feature from any previous
While there are no actual “classes” in this
level as long as they meet the requirements (pre-
method, it is heavily inspired by skill
requisites, haven't bought it before, etc.).
progressions, trees, and focuses. Any feature
In this system, any feature based on a
with a digit after it requires the previous
character’s level in a particular class (like a
upgrade with the same name. Some features
fighter’s Second Wind) is replaced by their total
require additional prerequisites. You may not
level. These features are more powerful in a
purchase a feature more than once unless
“classless” system, so they are more costly than
otherwise noted. For example, Fighter Martial
they would be otherwise. DMs should pay careful
Archetypes can be purchased multiple times,
attention to subclass features tied to class level,
representing training in different
like a Fiend Pact warlock or Way of the Long
specializations.
Death monk’s ability to get temporary hit points.
In general, DMs should also pay attention to
subclasses that are particularly front-loaded. Level 1 (200 FP)
Some features are much more costly if
purchased in combination with others, such as
Hit Die Cost
•1d6: 0 FP (+6 hp)
Divine Smite and the spell slots of a full caster, to
•1d8: 20 FP (+8 hp)
limit min/maxing combinations.
•1d10: 40 FP (+10 hp)
•1d12: 60 FP (+12 hp)
Races
Saving Throws
Players should pick their race first when using
At level 1, a character must pick 1 commonly
this method. Any skill, ability score increase, feat,
used saving throw and 1 rarely used saving throw
or proficiency granted by their race choice does
to gain proficiency in. Higher levels may give a
not need to be purchased with FP.
character the chance to become proficient in
others, at a cost, but these initial ones are free.
Hit Die Common
Hit die, and the subsequent hit points they •Constitution
provide, are the only thing consistent through •Dexterity
every level in this system--a player must gain 1 •Wisdom
(and ONLY 1) hit die per level. Rare
A d6 hit die is always free, so a player can •Strength
•Charisma
choose to forgo spending much needed Feature
•Intelligence
Points for a level and end up a bit less tanky.
Higher tier hit die cost 10 FP per tier, as seen Ability scores
below. Under this system, it is strongly recommended to
A player may spend double the FP to use a system like point buy or standard array
guarantee that they get the full amount of hit where every player has the same options. Be wary
points out of the die they buy, otherwise they may of the power levels you may introduce to your
choose to take the average (rounded up) or even campaign if players roll for stats, unless you
roll the die they buy. The 1st hit die you buy (at already have experience with such a system .
level 1) is always full, but costs twice as much as
a consequence.
36
Proficiencies Weapons
When choosing a weapon proficiency you may
Proficiencies include armor, weapons, tools, skills,
take the free option in addition to any option buy.
and languages. A few of these are given for free.
Additional weapon proficiencies can be bought at
Others must be purchased. While no character
any level.
has to take proficiency in any of these, not having
•3 Simple Weapons (Free)
skills or weapons could be a serious hindrance to •3 Martial Weapons (10 FP)
a character. •All Simple Weapons (10 FP)
Armor •All Martial Weapons (20 FP)
Characters may buy proficiency in wearing armor
at 1st level, or any time they level up. Because Tools
learning to use Heavy armor after first level Tools are any tool, kit, or instrument for which
normally requires a feat or a cleric subclass, the character will have proficiency. Additional tool
anyone buying this feature after 1st level pays proficiencies besides what characters get from
double the normal cost. These costs are intended their backgrounds can be purchased for 10 FP.
to reflect time spent retraining, and the relative
viability of retraining in the standard Skills
multiclassing rules. Every character must have at least two skills with
•Light Armor Proficiency(10 FP) Includes which they are proficient. Additional skills can be
proficiency in all types of light armor. purchased at character creation with no limit.
•Medium Armor Proficiency (10 FP) Includes After character creation, only one new skill can be
proficiency in all types of medium armor. Requires purchased per level.
Light Armor Proficiency. •Any 2 Skills (FREE)
•Heavy Armor Proficiency (10 FP) Includes •Each Additional (15 FP)
proficiency in all types of heavy armor. Requires
Medium Armor Proficiency. Languages
•Shield Proficiency (10 FP) Includes proficiency Included in this section are special languages like
with shields. Druidic and Thieves' Cant. Other languages are
Unarmored Defense, while technically a class based on race or background, though your DM
feature, has been included here. Benefits can be may allow you to purchase those other languages.
used with a shield if you are proficient with them. •Each Language (5 FP)
You may only choose one kind of Unarmored - Druidic
Bonus, and may not change it in the future. - Thieves' Cant
Constitution and Wisdom, being the typical class-
based choices for this feature, do not cost extra, Equipment
while the other three will cost you additional FP The DM should use starting gold for players to
on top of what you've already spent. purchase all starting equipment. Alternatively,
•Unarmored Bonus (15 FP) choose one class and start with the item choices
- Dexterity + Constitution (FREE) from it (ex. start with the fighter’s, wizard’s, or
- Dexterity + Charisma (+10 FP) druid’s weapon choices, if you are proficient with
- Dexterity + Intelligence (+10 FP) them).
- Dexterity + Wisdom (FREE)
- Dexterity x 2 (+30 FP)
37
Features •Wisdom
- Nature: You follow the spell casting rules
A Character may pick any of the following
of the druid. There is no additional cost.
features, as long as they have enough FP to
- Clerical: In order to cast spells like a
spend. Some features, like Spellcasting, are
cleric, you must spend the extra FP to purchase
prerequisites for higher level features, or prevent
either a set of domain spells or other features for
you from buying certain other features.
the first level of a domain when you buy Full
Features cannot be removed or changed at
Spellcasting I.
higher levels, unless this is a normal part of the
- Divine Domain: Spells (30 FP)
feature as described in the Player’s Handbook
You gain the domain spells appropriate to
(such as warlock invocations). But any lower level
your deity, when you acquire the appropriate level
features can be bought at subsequent levels.
spell slots. You may purchase this feature multiple
times, assuming your cleric’s deity has multiple
Starting Feat (60 FP) domains of influence (most do).
You may select a starting feat for your character.
You may also purchase this ability if you follow the
You may not select this feature again past level 1.
spellcasting rules of a druid or bard, but only if you
This is in addition to any feat your race may
pay twice the normal cost and meet appropriate
grant.
roleplay requirements to show devotion to a
particular deity.
Full Spellcasting I (60 FP) - Divine Domain I: Features (30 FP)
Purchasing anything in a spellcasting tree gets
You gain the features appropriate to your
you additional spell slots and spells known (if
deity, following the features for first level clerics.
applicable).
These features are prerequisites for higher level
Full Spellcasting I grants you the benefits of a
domain features. You may buy this feature multiple
1st level spell caster. You have the spell slots of a
times, provided you meet the role play
first level caster (two 1st-level spell slots). The
requirements. Deities often have multiple domains,
path you choose will determine your other
but they may not appreciate clerics preaching the
spellcasting features, including your access to
glory of multiple deities!
spells and cantrips based on your purchases of
this path. Some paths may cost extra. •Charisma
Choose Your Path (Ability): If you wish to - Non-Origin: You follow the spellcasting
buy an additional full caster path later, you may rules of the bard. This rank of Full Spellcasting
purchase this feature again. Each path has only costs 50 FP, not 60.
separate sets of cantrips, spells known or - Sorcerous Origin I
prepared, and maximum level of spells from that You cast spells like a sorcerer, and gain the
tradition you can cast. You have access to the benefits of a tier 1 (level 1) sorcerous origin of your
spell list of any path you choose. choice. Purchasing higher levels grants you the
If you have multiple instances of full of half- benefits of a higher level sorcerous origin. You may
spellcasting, your caster level for determining buy this feature multiple times, gaining the tier 1
available spell slots is the sum of all the caster benefits of a different tradition each time.
levels you have from these features, and cannot
exceed your total level. Pact Spellcasting I (50 FP)
Purchasing this gains you the benefits of a 1st-
•Intelligence (+20 FP/level)
level Pact Caster (2 spells known, 2 cantrips, 1
- You follow the spell casting rules of the
1st-level spell slot). You follow the casting rules of
wizard. Each level of spellcasting costs more FP to
a warlock. Any progression in spell slots from this
account for the versatility of your spellbook and
feature are completely separate from the full or
ability to ritually cast spells without preparing
half spellcasting features.
them.
38
Extra Spellcasting Lay on Hands (50 FP)
You may choose to buy extra cantrips or spells You gain the Lay On Hands feature. For the
known, beyond those granted by your spellcasting purpose of this feature, your paladin level equals
feature: your total level.
•Extra Cantrip Known (10 FP each)
•Extra Spell Known (10 FP each) Favored Enemy I (30 FP)
You gain the Favored Enemy feature. Purchasing
Patron I (60 FP) higher levels allows additional Favored Enemy
Requires Pact Spellcasting I choices.
You gain the tier 1 (level 1) benefits of a patron
you choose. You may have only one patron. At Natural Explorer I (30 FP)
higher levels you may buy higher level patron You gain the Natural Explorer feature. Purchasing
benefits, but may not switch your patron. higher levels allows additional terrain choices.
40
Druid Circle I (45 FP) Font of Magic I (70 FP)
Requires Nature Spellcasting I or Wild Shape I You gain the Font of Magic feature along with 2
You gain the benefits of a tier 1 (level 2) Druid sorcery points. Purchasing higher levels grants
Circle your choice. You gain any circle spells, if you increased sorcery points.
appropriate, when you acquire the appropriate
level spell slots. Purchasing higher tiers grants Eldritch Invocations I (60 FP)
you the benefits of a higher tier circle. You may You gain the Eldritch Invocations feature along
buy this feature multiple times, gaining the tier 1 with 2 known invocations. Purchasing higher
benefits of a different circle each time. For the levels increases your known invocations. You
purposes of the Circle of the Moon, your druid must have the prerequisites for any invocation,
level is equal to your total level. including the required pact, though the level
requirements refer to your total level for the
Action Surge I (80 FP) purposes of this feature. Unlike other features,
You gain the Action Surge feature. Purchasing you are free to change one invocation any time
higher tiers increases the number of times you you level up.
can use this feature. Double the cost of this
feature if you can cast as a Full Spellcaster, Pact Arcane Tradition I (60 FP)
Caster, or have Divine Smite. The Divination Arcane Tradition cannot be
purchased unless you have Int-based Full
Ki Points I (70 FP) Spellcasting II.
You gain the Ki feature, including the basic You gain the benefits of a tier 1 (2nd-level) Arcane
options for how to spend your ki. Purchasing Tradition of your choice. Purchasing higher tiers
higher levels increases your ki points and the grants you the benefits of a higher tier Arcane
abilities available to you. Tradition. You may buy this feature multiple
times, gaining the 2nd-level advantages of a
Unarmored Movement I (50 FP) different tradition each time.
You gain the Unarmored Movement feature,
increasing your movement speed by 10 feet under Level 3 (100 FP)
certain conditions. Purchasing higher levels
Hit Die Cost
increases your movement speed bonus and other •1d6: 0 FP (roll or +4 hp)
benefits. •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
Divine Smite (60 FP) •1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
Requires 1 spell slot
You gain the Divine Smite feature. Double the Full Spellcasting III (60 FP)
cost of this feature if you have Full Spellcasting. 80 FP for Int-based, 50 for charisma-based non-
Note that in practice, players will be unable to sorcerer.
buy every paladin ability at this stage. This is You gain the spell slots of a 3rd-level caster: an
necessary for balance over the long term. additional 1st-level spell slot (4 total) and two
2nd-level spell slots (2 total). Your spells known
Cunning Action (80 FP) and cantrips are based on being 3rd level on your
You gain the Cunning Action feature. Every selected path.
feature that increases your movement costs an
additional 20 FP. Half Spellcasting II (30 FP)
You gain an additional 1st-level spell slot (3 total).
41
Pact Spellcasting III (50 FP) Monastic Tradition (50 FP)
Your spells known increase to 4 and your spell Requires Ki Points I
slots increase to 2nd level. You gain the benefits of a tier 1 (level 3) Monastic
Tradition of your choice. Purchasing higher levels
Rage II (20 FP) grant you the benefits of a higher level monastic
You gain and additional use of Rage per long rest tradition. You may buy this feature multiple
(3 total). times, gaining the tier 1 (level 3) advantages of a
different monastic tradition each time. For any
Primal Path I (50 FP) feature that requires monk levels you use your
You gain the benefits of a tier 1 (level 3) Primal overall level instead.
Path of your choice. Purchasing higher tiers
grants you the benefits of a higher level primal Deflect Missile (30 FP)
path. You may buy this feature multiple times, Requires Ki Points II
gaining the tier 1 advantages of a different path You gain the Deflect Missile feature.
each time.
Divine Health (45 FP)
Bard College I (30 FP) You gain the Divine Health feature. If you have
Anyone purchasing the College of Lore must have Half-Casting (Charisma-based), this feature costs
Jack of All Trades, Bardic Inspiration I, or Full 20 FP instead.
Spellcasting I: charisma-based non-sorcerer to
avoid buying three skills at an artificial discount. Sacred Oath I (40 FP)
You gain the benefits of a tier 1 (level 3) Bardic You gain the benefits of a tier 1 (level 3) Sacred
College of your choice. Purchasing higher tiers Oath of your choice. Purchasing higher tiers
grants you the benefits of a higher tier bard grants you the benefits of a higher tier sacred
college. You may buy this feature multiple times, oath. You may buy this feature multiple times,
gaining the tier 1 advantages of a different college gaining the tier 1 (level 3) advantages of a
each time. different sacred oath each time. However, pay
close attention to whether the oaths present a
Martial Archetype I (50 FP) roleplay conflict.
You gain the benefits of a tier 1 (level 3) Martial
Archetype of your choice. Purchasing higher levels Ranger Archetype I (50 FP)
grants you the benefits of a higher level martial You gain the tier 1 (level 3) benefits of a Ranger
archetype. You may buy this feature multiple Archetype of your choice. Purchasing higher tiers
times, gaining the tier 1 advantages of a different grants you the benefits of a higher tier archetype.
martial archetype each time. You may buy this feature multiple times, gaining
Eldritch Knight. If you purchase the Eldritch the tier 1 (level 3) advantages of a different
Knight archetype, you gain the cantrips, spells archetype each time.
known, and spell slots of a 1/3 caster. You gain
your third 1st-level spell slot and fourth spell Primeval Awareness (20 FP)
known when purchasing one of the following: Requires Wisdom-based casting
Extra Attack, Uncanny Dodge, Fast Movement, You gain the Primeval Awareness feature.
Sneak Attack III (3d6). Instead of paying an
additional FP cost other fighter archetypes lack,
you get spells slightly slower.
42
Roguish Archetype (50 FP) Feat I (60 FP)
You gain the tier 1 (level 3) benefits of a Roguish You may pick one feat for which you are eligible.
Archetype of your choice. Purchasing higher levels You may only purchase this feature once.
grants you the benefits of a higher level
archetype. You may buy this feature multiple Full Spellcasting IV (30 FP)
times, gaining the lower level advantages of a 50 FP for Int-based
different tradition each time. You gain an additional 2nd-level spell slots (3
Arcane Trickster. If you purchase the Arcane total). Your spells known and cantrips are based
Trickster archetype, you gain the cantrips, spells on your selected path.
known, and spell slots of a 1/3 caster. You gain
your third 1st-level spell slot and fourth spell Pact Casting IV (30 FP)
known when purchasing one of the following: You know an additional cantrip (3 total) and spell
Extra Attack, Uncanny Dodge, Fast Movement, (5 total).
Sneak Attack III (3d6). You gain access to second
level spells when you purchase either Evasion, Wild Shape II (30 FP)
Sneak Attack IV (4d6), or Roguish Archetype II. Your wildshape can include CR ½ creatures and
may include a swim speed. For the purposes of
Sneak Attack II (2d6) (50 FP) Wild Shape, your druid level is now your total
Your Sneak Attack damage is increased to 2d6. level.
43
Half Spellcasting III (30 FP) Sneak Attack III (50 FP)
You gain an additional 1st-level spell slot (4 total) Your Sneak Attack dice increase to 3d6.
and two 2nd-level spell slots (2 total). Your spells
known and cantrips are based on your selected Uncanny Dodge (40 FP)
path. You gain the Uncanny Dodge feature.
44
Off Level ASI (75 FP)
You may increase one ability score by 1 point. Channel Divinity II (30 FP)
This feature can only be purchased at this level, Requires Divine Domain II
and not more than twice. You are able to use your Channel Divinity feature
twice per short or long rest.
Off Level Feat (150 FP)
You may purchase a feat for which you are Domain Feature III (40 FP)
eligible. This feature can only be purchased at You gain the tier 3 (level 6) benefits of a Divine
this level, and not more than once. Domain of your choice, provided you purchased
the tier 2 (level 2) benefits of the same domain.
Full Spellcasting VI (30 FP) Purchasing higher tiers grants you the benefits of
50 FP for Int-based a higher level domain. You may buy this feature
You gain one 3rd-level spell slot (3 total). Your multiple times, as long as you have the matching
spells known and cantrips are based on your Divine Domain II.
selected path.
Druid Circle II (50 FP)
Pact Casting VI (30 FP) You gain the tier 2 (level 6) benefits of a Druid
You gain an additional spell known (7 total). Circle of your choice, provided you purchased the
tier 1 (level 2) benefits of the same circle.
Primal Path II (50 FP) Purchasing higher levels grants you the benefits
You gain the tier 2 (level 6) benefits of a Primal of a higher level circle. You may buy this feature
Path of your choice, provided you purchased the multiple times, as long as you have the matching
tier 1 (level 3) benefits of the same path. Druid Circle I.
Purchasing higher tiers grants you the benefits of
a higher tier primal path. You may buy this Ki V (15 FP)
feature multiple times, as long as you have the You gain an additional ki point (6 total).
matching Primal Path I.
Unarmored Movement II (20 FP)
Rage III (20 FP) Your movement speed increases by 5 feet to a
You gain an additional use of Rage per long rest (4 total increase of 15 feet.
total).
Ki Empowered Strikes (10 FP)
Counter Charm (10 FP) Requires Ki I, Martial Arts I
Requires Instrument Proficiency You gain the Ki-Empowered Strikes feature.
You gain the Counter Charm feature.
Monastic Tradition II (30 FP)
Bardic College II (50 FP) You gian the tier 2 (level 6) benefits of a Monastic
You gain the tier 2 (level 6) benefits of a Bardic Tradition of your choice, provided you purchased
College of your choice, provided you purchased the tier 1 (level 3) benefits of the same tradition.
the tier 1 (level 3) benefits of the same college. Purchasing higher levels grants you the benefits
Purchasing higher levels grants you the benefits of a higher level tradition. You may buy this
of a higher tier college. You may buy this feature feature multiple times, as long as you have the
multiple times, as long as you have the matching matching Monastic Tradition I.
Bardic College I. A Swords or Valor bard who
purchases Extra Attack I does not gain any Aura of Protection (50 FP)
benefits from this feature and does not need it to Requires Sacred Oath I
eventually gain tier 3 benefits. You gain the Aura of Protection feature.
45
Favored Enemy II (30 FP) Level 7 (100 FP)
You may choose a second favored enemy and
language. Hit Die Cost
•1d6: 0 FP (roll or +4 hp)
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
Natural Explorer II (25 FP)
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
You may choose a second type of favored terrain.
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
47
Half Spellcasting V (35 FP) Font of Magic VII (20 FP)
You gain two 2nd-level spell slots (total 2). Your You gain an additional sorcery point (8 total).
spells known and cantrips are based on your
path. Level 10 (100 FP)
Hit Die Cost
Pact Casting IX (70 FP) •1d6: 0 FP (roll or +4 hp)
You gain an additional spell known (10 total). •1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
Your spell slots increase to 5th Level. •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
Brutal Critical I (40 FP)
You roll one additional weapon damage die when Off Level ASI (75 FP)
determining the extra damage for a critical hit You may increase one ability score by 1 point.
with a melee attack. This feature can only be purchased at this level,
and not more than twice.
Rage IV (20 FP)
You add an additional point of rage damage (+3 Off Level Feat (150 FP)
total). You may purchase a feat for which you are
eligible. This feature can only be purchased at
Song of Rest II (10 FP) this level, and not more than once.
Your Song of Rest die increases to a d8.
Full Casting X (30 FP)
Indomitable I (80 FP) 50 FP for Int-based
You gain the Indomitable feature. Purchasing You gain one 5th-level spell slot (2 total). Your
higher tiers of this feature allows more uses per spells known and cantrips are based on your
long rest. selected path.
Unarmored Movement III (40 FP) Primal Path III (60 FP)
You gain the ability to move along vertical You gain the tier 3 (level 10) benefits of a Primal
surfaces and across liquids on your turn without Path of your choice, provided you purchased the
falling during the move. tier 2 (level 6) benefits of the same path.
Purchasing higher tiers grants you the benefits of
Sneak Attack V (50 FP) a higher tier Primal Path. You may buy this
Your sneak attack damage is increased to 5d6. feature multiple times, as long as you have the
matching Primal Path II.
Roguish Archetype II (40 FP)
You gain the tier 2 (level 9) benefits of a Roguish Bardic Inspiration III (20 FP)
Archetype of your choice, provided you purchased Your Bardic Inspiration die increases to a d10.
the tier 1 (level 3) benefits of the same archetype.
Purchasing higher tiers later grants you the Magical Secrets I (30 FP)
benefits of a higher tier archetype. You may buy Requires Bardic College II
this feature multiple times, as long as you have You may choose two spells from any spell list, of a
the matching Roguish Archetype I. level which you can cast, to add to your spell list.
Arcane Tricksters gain an additional cantrip DMs may want to consider limiting this to casters
and spell known at level 10. They can get another using the bard list of spells.
spell known from this feature (for a total of 8)
when buying Reliable Talent.
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Divine Intervention (50 FP) Hide in Plain Sight (40 FP)
You gain the Divine Intervention feature. For the You gain Hide in Plain Sight feature.
purpose of this feature, your cleric level equals
your total level. Font of Magic IX (20 FP)
You gain an additional sorcery point (10 total).
Druid Circle III (50 FP)
You gain the tier 3 (level 10) benefits of a Druid Metamagic II (50 FP)
Circle of your choice, provided you purchased the You gain a metamagic option (3 total).
tier 2 (level 6) benefits of the same circle.
Purchasing higher tiers grants you the benefits of Patron Feature III (60 FP)
a higher level circle. You may buy this feature You gain the tier 3 (level 10) benefits of a patron of
multiple times, as long as you have the matching your choice, provided you purchased the tier 2
Circle II. benefits of the same patron. Purchasing higher
levels grants you the benefits of a higher level
Martial Archetype III (60 FP) patron.
You gain the tier 3 (level 10) benefits of a Martial
Archetype of your choice, provided you purchased Arcane Tradition III (60 FP)
the tier 2 (level 7) benefits of the same archetype. You gain the tier 3 (level 10) benefits of an Arcane
Purchasing higher levels grants you the benefits Tradition of your choice, provided you purchased
of a higher level archetype. You may buy this the tier 2 (level 6) benefits of the same tradition.
feature multiple times, as long as you have the Purchasing higher levels grants you the benefits
matching Martial Archetype II. of a higher level origin. You may buy this feature
Eldritch Knights gain a third cantrip, three multiple times, as long as you have the matching
2nd-level spell slots, and have 7 spells known. Arcane Tradition II.
You gain an 8th spell known when purchasing a Bladesingers who purchased Extra Attack I do
third attack or 3rd-level spell slots. You gain an not only need Arcane Tradition I, instead of
additional spell known (9 total) and two 3rd-level duplicating a feature that doesn’t confer extra
spell slots when purchasing Indomitable II or benefits.
Martial Archetype IV.
Level 11 (100 FP)
Ki IX (15 FP) Hit Die Cost
You gain an additional ki point (10 total). •1d6: 0 FP (roll or +4 hp)
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
Unarmored Movement IV (20 FP) •1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
Your Unarmored Movement speed increases by 5 •1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
feet (20 ft. total).
Full Spellcasting XI (90 FP)
Purity of Body (120 FP) 110 FP for Int-based
If you have Ki Points I, this feature costs 60 FP You gain one 6th-level spell slot (1 total). Your
instead. spells known and cantrips are based on your
You are immune to disease and poison. selected path.
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Pact Casting XI (40 FP) Reliable Talent (45 FP)
You gain an additional spell known (11 total). You You gain the Reliable Talent feature.
gain an additional spell slot (3 total).
Font of Magic X (20 FP)
Relentless Rage (80 FP) You gain an additional sorcery point (11 total).
Requires Rage I
You gain the Relentless Rage feature. Mystic Arcanum I (50 FP)
Requires Pact Casting IX
Destroy Undead III (20 FP) You gain the Mystic Arcanum feature. Purchasing
Purchasing this feature increases the undead you higher levels of this feature allows you to choose
can destroy to CR 2 or lower. higher level spells.
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Feat III (60 FP) Indomitable II (60 FP)
You may purchase a feat for which you are You can use the Indomitable feature an additional
eligible. If your character does not yet have a feat, time between long rests (2 total).
You may buy the Feat I-II feature first. You may
not purchase this feature more than once. Ki Points XII (15 FP)
You gain an additional ki point (13 total).
Rage V (20 FP)
You can Rage an additional time per long rest (5 Tongue of the Sun and Moon (80 FP)
total). If you have Ki Points I the feature costs 40 FP
instead.
Ki Points XI (15 FP) You gain the Tongue of the Sun and Moon
You gain an additional ki point (12 total). feature.
Song of Rest III (10 FP) Off Level ASI (75 FP)
Your Song of Rest die becomes a d10. You may increase one ability score by 1 point.
This feature can only be purchased at this level,
and not more than twice.
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Off Level Feat (150 FP)
You may purchase a feat for which you are Diamond Soul (120 FP)
eligible. This feature can only be purchased at Requires Ki I
this level, and not more than once. You gian the Diamond Soul feature.
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Level 15 (100 FP) Sacred Oath III (80 FP)
You gain the benefits of a tier 3 (level 14) Sacred
Hit Die Cost Oath of your choice, provided you purchased the
•1d6: 0 FP (roll or +4 hp)
tier 2 (level 7) benefits of the same oath.
•1d8: 10 FP (roll or +5 hp), 20 FP (+8 hp)
Purchasing higher levels grant you the benefits of
•1d10: 20 FP (roll or +6 hp), 40 FP (+10 hp)
a higher level oath. You may buy this feature
•1d12: 30 FP (roll or +7 hp), 60 FP (+12 hp)
multiple times, as long as you have the matching
Sacred Oath II.
Full Spellcasting XIII (100 FP)
120 FP for Int-based
Ranger Archetype IV (80 FP)
You gain one 8th-level spell slot (1 total). Your
You gain the benefits of a tier 4 (level 15) Ranger
spells known and cantrips are based on your
Archetype of your choice, provided you purchased
selected path.
the tier 3 (level 11) benefits of the same
archetype. Purchasing higher levels grants you
Half Casting VIII (30 FP)
the benefits of a higher level archetype. You may
You gain one 4th-level spell slot (2 total). Your
buy this feature multiple times, as long as you
spells known and cantrips are based on your
have the matching Ranger Archetype III.
selected path.
Ability Score Improvement IV (30 FP) Full Casting XVI (30 FP)
You may increase one ability score by 1 point to a 50 FP for Int-based
maximum of 20. If you have not purchased an You gain one 7th-level spell slot (2 total). Your
Ability Score Increase before, you may purchase spells known and cantrips are based on your
the Ability Score Increase I-III twice each before selected path.
you purchase this one. You cannot purchase this
feature more than twice. Primal Champion (130 FP)
You gain the Primal Champion feature.
Feat IV (60 FP)
You may purchase a feat for which you are Rage VIII (20 FP)
eligible. If your character does not yet have a feat, You can Rage an unlimited number of times per
You may buy the Feat I-IV feature first. You may long rest.
not purchase this feature more than once.
Superior Inspiration (60 FP)
Full Casting XVI (30 FP) Requires Bardic Inspiration I
50 FP for Int-based You gain the Superior Inspiration feature.
You gain one 6th-level spell slot (2 total). Your
spells known and cantrips are based on your Divine Intervention II (90 FP)
selected path. Purchasing this feature ensures that your Divine
Intervention always succeeds, without requiring a
Half Casting X (20 FP) roll.
You gain one 5th-level spell slot (2 total). Your
spells known and cantrips are based on your Archdruid (140 FP)
selected path. Requires Wildshape I
You can use your Wildshape an unlimited number
Pact Casting XV (20 FP) of times.
You gain an additional spell known (15 total).
Extra Attack III (120 FP)
Ki Points XVIII (15 FP) When you purchase this feature, you can attack
You gain an additional ki point (19 total). four times, instead of three, whenever you take
the Attack action on your turn.
Sneak Attack X (50 FP)
Your Sneak Attack damage increases to 10d6. Ki Points XIX (15 FP)
You gain an additional ki point (20 total).
Font of Magic XVIII (20 FP)
You gain an additional sorcery point (19 total). Perfect Self (90 FP)
Requires Ki Points III
You gain the Perfect Self feature.
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Sacred Oath IV (90 FP)
You gain the benefits of a tier 4 (level 20) Sacred
Oath of your choice, provided you purchased the
tier 3 (level 14) benefits of the same oath.
Purchasing higher levels grant you the benefits of
a higher level oath. You may buy this feature
multiple times, as long as you have the matching
Sacred Oath III.