Secret Lesson 34
Starting Equipment and Calculating Attacks, Defenses, Skills, and Saving Throws
You have now made the major choices that define your new character:
-
Class
-
Background
-
Species
-
Languages
-
Ability Scores
-
Alignment
-
Size
-
Speed
The next task is to turn those choices into the numbers you will actually use during play.
This is where the character sheet becomes:
FUNCTIONAL
You will determine:
STARTING EQUIPMENT
PROFICIENCY BONUS
SAVING THROW MODIFIERS
SKILL MODIFIERS
PASSIVE PERCEPTION
HIT POINTS
HIT DICE
INITIATIVE
ARMOR CLASS
WEAPON ATTACK BONUSES
WEAPON DAMAGE
and, for spellcasters:
SPELL SAVE DC
SPELL ATTACK BONUS
The SRD places these calculations in the final stage of character creation:
STEP 5 — CHARACTER CREATION DETAILS
PART ONE — STARTING EQUIPMENT
Before calculating many of your combat statistics, determine what equipment your character begins with.
Your:
BACKGROUND
and:
CLASS
both provide:
STARTING EQUIPMENT
BOTH SOURCES MATTER
Do not choose equipment from only one of them.
Your starting possessions are built from:
BACKGROUND EQUIPMENT
plus:
CLASS EQUIPMENT
unless another rule changes the process.
BACKGROUND EQUIPMENT
Every SRD Background gives you a choice between:
A SPECIFIC EQUIPMENT PACKAGE
or:
50 GP
The four SRD Backgrounds are:
-
Acolyte
-
Criminal
-
Sage
-
Soldier
ACOLYTE STARTING EQUIPMENT
Choose:
OPTION A
-
Calligrapher's Supplies
-
Book of prayers
-
Holy Symbol
-
10 sheets of Parchment
-
Robe
-
8 GP
or:
OPTION B
50 GP
CRIMINAL STARTING EQUIPMENT
Choose:
OPTION A
-
2 Daggers
-
Thieves' Tools
-
Crowbar
-
2 Pouches
-
Traveler's Clothes
-
16 GP
or:
OPTION B
50 GP
SAGE STARTING EQUIPMENT
Choose:
OPTION A
-
Quarterstaff
-
Calligrapher's Supplies
-
Book of history
-
8 sheets of Parchment
-
Robe
-
8 GP
or:
OPTION B
50 GP
SOLDIER STARTING EQUIPMENT
Choose:
OPTION A
-
Spear
-
Shortbow
-
20 Arrows
-
the Gaming Set chosen for your Tool Proficiency
-
Healer's Kit
-
Quiver
-
Traveler's Clothes
-
14 GP
or:
OPTION B
50 GP
CLASS STARTING EQUIPMENT
Your Class also provides its own choice of:
EQUIPMENT PACKAGE
or:
A SPECIFIED AMOUNT OF GP
The exact options appear in the Class's:
CORE CLASS TRAITS
For example, the Wizard can choose its listed equipment package or:
55 GP
The Paladin can choose its listed equipment package or:
150 GP
The Ranger can choose its listed equipment package or:
150 GP
The Rogue can choose its listed equipment package or:
100 GP
The Sorcerer can choose its listed equipment package or:
50 GP
The Warlock can choose its listed package or:
100 GP
YOU CAN SPEND STARTING COINS IMMEDIATELY
Any coins you receive during this stage can be spent immediately on items from:
EQUIPMENT
So you don't have to begin the campaign carrying every coin you receive.
You can turn starting wealth into:
-
weapons
-
armor
-
adventuring gear
-
tools
-
other available equipment
according to the Equipment rules.
RECORD REMAINING MONEY
After choosing and purchasing equipment:
WRITE DOWN YOUR REMAINING COINS
YOU DON'T NEED TO MASTER EVERY EQUIPMENT RULE YET
The SRD explicitly says that at this stage you can simply:
RECORD YOUR EQUIPMENT
and consult the Equipment section for its details later.
We will examine equipment comprehensively in:
LESSONS 60–70
PART TWO — RECORD YOUR PROFICIENCIES
Before calculating Saving Throws, Skills, and attacks, make sure you have recorded every relevant:
PROFICIENCY
Your Background provides:
TWO SKILL PROFICIENCIES
and:
ONE TOOL PROFICIENCY
Your Class also provides its listed proficiencies.
PROFICIENCY BONUS AT LEVEL 1
For a level 1 character:
PROFICIENCY BONUS = +2
Write:
+2
on your character sheet.
This one number will appear in many calculations.
PROFICIENCY BONUS DOES NOT APPLY TO EVERYTHING
You add it only when:
A RELEVANT PROFICIENCY APPLIES
Examples include:
-
proficient Saving Throws
-
proficient Skills
-
attacks with weapons you are proficient with
-
spell attacks
PART THREE — SAVING THROW MODIFIERS
Every Class gives proficiency in:
TWO SAVING THROWS
For a Saving Throw in which you are proficient:
SAVING THROW MODIFIER
= ABILITY MODIFIER + PROFICIENCY BONUS
EXAMPLE
Wisdom:
16
Wisdom Modifier:
+3
You are proficient in Wisdom Saving Throws.
Level 1 PB:
+2
Calculation:
+3 + +2
=
+5 WISDOM SAVE
NONPROFICIENT SAVING THROWS
For a Saving Throw in which you lack proficiency:
USE THE RELEVANT ABILITY MODIFIER
EXAMPLE
Dexterity:
12
Dexterity Modifier:
+1
No Dexterity Save proficiency.
Dexterity Saving Throw modifier:
+1
NEGATIVE SAVE EXAMPLE
Strength:
8
Strength Modifier:
−1
No Strength Save proficiency.
Strength Saving Throw modifier:
−1
COMPLETE SAVING THROW EXAMPLE
Suppose your abilities are:
| Ability | Modifier |
|---|---|
| Strength | +3 |
| Dexterity | +2 |
| Constitution | +2 |
| Intelligence | −1 |
| Wisdom | +0 |
| Charisma | +1 |
You are a Fighter.
Fighter Saving Throw Proficiencies:
STRENGTH
CONSTITUTION
Level 1 PB:
+2
Therefore:
Strength Save:
+3 +2 = +5
Dexterity Save:
+2
Constitution Save:
+2 +2 = +4
Intelligence Save:
−1
Wisdom Save:
+0
Charisma Save:
+1
PART FOUR — SKILL MODIFIERS
Skills work similarly.
For a Skill in which you have proficiency:
SKILL MODIFIER
= RELEVANT ABILITY MODIFIER + PROFICIENCY BONUS
EXAMPLE — STEALTH
Stealth uses:
DEXTERITY
Dexterity Modifier:
+3
Stealth Proficiency:
YES
PB:
+2
Stealth modifier:
+3 +2
=
+5
NONPROFICIENT SKILLS
If you aren't proficient:
USE ONLY THE RELEVANT ABILITY MODIFIER
EXAMPLE — ARCANA
Arcana normally uses:
INTELLIGENCE
Intelligence Modifier:
+1
No Arcana proficiency.
Arcana modifier:
+1
PROFICIENCY DOES NOT REPLACE THE ABILITY MODIFIER
This is a common mistake.
If:
Dexterity Modifier:
+3
PB:
+2
Stealth proficiency:
Yes.
You do not choose between:
+3
and:
+2
You combine them:
+5
SKILLS WITH EXPERTISE
You learned earlier that Expertise can double the Proficiency Bonus for a qualifying Skill.
For example, if a level 1 Rogue has:
Dexterity Modifier:
+3
PB:
+2
and Expertise in Stealth:
the relevant proficiency contribution becomes:
+4
So Stealth could be:
+7
The complete Expertise rule was studied in Lesson 9.
PART FIVE — PASSIVE PERCEPTION
Sometimes the GM needs to know whether your character notices something without asking you to make an active:
WISDOM (PERCEPTION) CHECK
In that situation, the GM can use:
PASSIVE PERCEPTION
WHAT DOES PASSIVE PERCEPTION REPRESENT?
It reflects:
GENERAL AWARENESS OF YOUR SURROUNDINGS
when you aren't actively looking for something.
PASSIVE PERCEPTION FORMULA
PASSIVE PERCEPTION
= 10 + WISDOM (PERCEPTION) CHECK MODIFIER
INCLUDE ALL APPLICABLE MODIFIERS
The SRD says to include:
ALL MODIFIERS
that apply to Wisdom (Perception) checks.
SRD EXAMPLE
Wisdom:
15
Wisdom Modifier:
+2
Perception Proficiency:
Yes.
PB:
+2
Wisdom (Perception) modifier:
+4
Passive Perception:
10 + 4
=
14
NONPROFICIENT EXAMPLE
Wisdom:
12
Wisdom Modifier:
+1
No Perception proficiency.
Perception modifier:
+1
Passive Perception:
11
EXPERTISE EXAMPLE
Wisdom:
16
Wisdom Modifier:
+3
PB:
+2
Expertise in Perception:
+4 PROFICIENCY CONTRIBUTION
Perception modifier:
+3 +4 = +7
Passive Perception:
17
PART SIX — HIT POINTS
Your level 1 Hit Point maximum depends on:
CLASS
and:
CONSTITUTION MODIFIER
LEVEL 1 HIT POINT TABLE
| Class | Level 1 Hit Point Maximum |
|---|---|
| Barbarian | 12 + Constitution modifier |
| Fighter, Paladin, Ranger | 10 + Constitution modifier |
| Bard, Cleric, Druid, Monk, Rogue, Warlock | 8 + Constitution modifier |
| Sorcerer, Wizard | 6 + Constitution modifier |
EXAMPLE — BARBARIAN
Constitution Modifier:
+3
Base:
12
Maximum HP:
12 + 3
=
15 HP
EXAMPLE — ROGUE
Constitution Modifier:
+2
Base:
8
Maximum:
10 HP
EXAMPLE — WIZARD
Constitution Modifier:
+1
Base:
6
Maximum:
7 HP
CURRENT HP AND MAXIMUM HP
At the start of play, a healthy new character normally records their maximum and tracks their current Hit Points separately.
The character sheet also contains spaces for:
TEMPORARY HIT POINTS
and:
DEATH SAVING THROWS
You learned those systems in Lesson 27.
SPECIES TRAITS CAN MODIFY HP
A specific Species Trait can modify this general calculation.
For example, Dwarven Toughness increases a Dwarf's Hit Point maximum by:
1
and increases it by another 1 each time the character gains a level.
So always apply relevant:
SPECIFIC FEATURES
after identifying the normal Class calculation.
PART SEVEN — HIT DICE
Your Class tells you the type of:
HIT DIE
your character uses.
At:
LEVEL 1
you have:
1 HIT DIE
HIT DIE EXAMPLES
Barbarian:
D12
Fighter:
D10
Rogue:
D8
Wizard:
D6
WHAT ARE HIT DICE USED FOR?
Hit Dice can be spent during:
A SHORT REST
to recover Hit Points.
Record:
-
the die type
-
how many you have
-
how many have been spent
EXAMPLE
Level 1 Fighter:
1D10 HIT DIE
Level 1 Wizard:
1D6 HIT DIE
PART EIGHT — INITIATIVE
This calculation is particularly simple.
During character creation:
WRITE YOUR DEXTERITY MODIFIER AS YOUR INITIATIVE MODIFIER
FORMULA
INITIATIVE MODIFIER = DEXTERITY MODIFIER
unless another feature modifies it.
EXAMPLE
Dexterity:
16
Modifier:
+3
Initiative:
+3
ANOTHER EXAMPLE
Dexterity:
8
Modifier:
−1
Initiative:
−1
FEATURES CAN MODIFY INITIATIVE
The normal creation calculation is:
DEXTERITY MODIFIER
but a Feat, Class Feature, or other rule can change or add to it.
Always apply specific rules when relevant.
PART NINE — ARMOR CLASS
Armor Class:
AC
represents how difficult you are to hit with an Attack Roll.
Without armor or a Shield, your base AC is:
10 + DEXTERITY MODIFIER
UNARMORED EXAMPLE
Dexterity Modifier:
+2
Base AC:
10 + 2
=
AC 12
NEGATIVE DEXTERITY EXAMPLE
Dexterity Modifier:
−1
Base AC:
10 − 1
=
AC 9
ARMOR CHANGES THE CALCULATION
If your starting equipment contains:
ARMOR
or:
A SHIELD
calculate your AC according to the:
EQUIPMENT RULES
Different armor categories use different AC calculations.
We will study them fully in:
LESSON 64
CLASS FEATURES CAN ALSO CHANGE AC
A Class Feature might provide a different method for calculating AC.
For example, you previously saw that a Monk's:
UNARMORED DEFENSE
can provide:
AC = 10 + DEXTERITY MODIFIER + WISDOM MODIFIER
when the feature's requirements are met.
Likewise, Barbarian Unarmored Defense uses a different calculation.
DON'T COMBINE MULTIPLE BASE AC FORMULAS
If one rule gives:
10 + DEX
and another gives:
10 + DEX + WIS
you don't calculate:
20 + 2 Dexterity modifiers + Wisdom
Instead, use the applicable AC calculation.
This follows the general principle that different base calculations aren't simply added together.
SHIELDS
A Shield can modify AC according to the Equipment rules.
But remember:
YOU NEED THE RELEVANT ARMOR TRAINING
to use equipment effectively according to those rules.
The detailed system arrives in Lesson 64.
PART TEN — WEAPON ATTACK BONUSES
Now record your starting weapons in the:
WEAPONS & DAMAGE CANTRIPS
section of the character sheet.
For a weapon with which you are proficient, use the following normal formulas unless a weapon property says otherwise.
MELEE WEAPON ATTACK BONUS
STRENGTH MODIFIER + PROFICIENCY BONUS
EXAMPLE
Strength Modifier:
+3
PB:
+2
Melee weapon proficiency:
Yes.
Attack Bonus:
+3 +2
=
+5
Attack Roll:
1D20 + 5
RANGED WEAPON ATTACK BONUS
DEXTERITY MODIFIER + PROFICIENCY BONUS
EXAMPLE
Dexterity Modifier:
+4
PB:
+2
Proficient with weapon:
Yes.
Ranged Attack Bonus:
+6
Attack Roll:
1D20 + 6
THESE FORMULAS ASSUME PROFICIENCY
Notice the wording.
The SRD states these formulas for:
A WEAPON WITH WHICH YOU HAVE PROFICIENCY
If you aren't proficient:
DON'T ADD PROFICIENCY BONUS
EXAMPLE — NONPROFICIENT MELEE WEAPON
Strength:
+3
PB:
+2
Not proficient with weapon.
Attack Bonus:
+3
not:
+5
WEAPON PROPERTIES CAN CHANGE THE ABILITY
The SRD says these normal formulas apply:
UNLESS A WEAPON PROPERTY SAYS OTHERWISE
The most important example is:
FINESSE
which can allow Strength or Dexterity to be used.
Weapon Properties will be studied fully in:
LESSON 62
PART ELEVEN — WEAPON DAMAGE
Once an Attack Roll hits, you need to know:
HOW MUCH DAMAGE THE WEAPON DEALS
The Equipment entry for the weapon tells you:
-
its damage die or amount
-
Damage Type
-
properties
ADD THE SAME ABILITY MODIFIER USED FOR THE ATTACK
The SRD gives the rule:
ADD THE SAME ABILITY MODIFIER USED FOR THE WEAPON ATTACK TO THE DAMAGE ROLL
EXAMPLE — STRENGTH MELEE ATTACK
Weapon damage:
1D8
Strength Modifier:
+3
Damage:
1D8 + 3
EXAMPLE — DEXTERITY RANGED ATTACK
Weapon damage:
1D6
Dexterity Modifier:
+4
Damage:
1D6 + 4
PROFICIENCY BONUS DOES NOT NORMALLY GO INTO WEAPON DAMAGE
This is one of the most common beginner mistakes.
Suppose:
Strength Modifier:
+3
PB:
+2
Weapon:
1D8
Attack:
1D20 +5
Damage:
1D8 +3
Not:
1D8 +5
unless another feature specifically says otherwise.
COMPLETE WEAPON ENTRY EXAMPLE
Suppose a proficient melee weapon deals:
1D8 SLASHING
Character:
Strength:
16 → +3
PB:
+2
Character sheet could record:
Attack:
+5
Damage:
1D8 +3 SLASHING
That gives you almost everything needed to use the weapon quickly during play.
PART TWELVE — SPELLCASTING STATISTICS
If your character has:
SPELLCASTING
or:
PACT MAGIC
you must also record several magical statistics.
SPELL SAVE DC
When one of your spells requires another creature to make a Saving Throw, the target often compares its roll against your:
SPELL SAVE DC
Formula:
8 + SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS
EXAMPLE
Wizard Intelligence Modifier:
+3
PB:
+2
Spell Save DC:
8 +3 +2
=
DC 13
ANOTHER EXAMPLE
Cleric Wisdom Modifier:
+4
PB:
+2
Spell Save DC:
8 +4 +2
=
DC 14
SPELL ATTACK BONUS
For a spell that requires you to make an Attack Roll:
SPELL ATTACK BONUS
= SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS
EXAMPLE
Sorcerer Charisma Modifier:
+3
PB:
+2
Spell Attack Bonus:
+5
Spell Attack Roll:
1D20 +5
WHAT IS YOUR SPELLCASTING ABILITY?
It is determined by:
THE FEATURE THAT GIVES YOU THE ABILITY TO CAST THE SPELL
For example:
-
Wizard normally uses Intelligence for Wizard spells
-
Cleric uses Wisdom for Cleric spells
-
Sorcerer uses Charisma for Sorcerer spells
But always follow the particular feature.
SPELLCASTING ABILITY CAN DIFFER BETWEEN FEATURES
Suppose your Class normally uses one spellcasting ability but another Species Trait or Feat gives you a spell and tells you to use another.
For that spell:
FOLLOW THE FEATURE THAT GRANTED IT
This is why the rule refers to the feature rather than assuming every spell a character can cast uses the same Ability Modifier.
SPELL SLOTS
If your Class grants:
SPELLCASTING
or:
PACT MAGIC
the Class Features table tells you:
HOW MANY SPELL SLOTS YOU HAVE
Record them on the character sheet.
CANTRIPS
The same Class information tells you:
HOW MANY CANTRIPS YOU KNOW
when applicable.
Choose and record them.
PREPARED SPELLS
The Class also tells you:
HOW MANY SPELLS YOU CAN PREPARE
where that system applies.
Choose your prepared spells and write them on the sheet.
SPELLCASTING WILL RECEIVE ITS OWN SECTION
Do not worry if:
-
Spell Slots
-
preparing spells
-
spell levels
-
casting time
-
components
-
Concentration
still seem complicated.
The full spellcasting system begins at:
LESSON 71
PART THIRTEEN — COMPLETE CHARACTER CALCULATION EXAMPLE
Let's complete the main numbers for a level 1 Fighter.
Suppose:
Strength 17 → +3
Dexterity 14 → +2
Constitution 14 → +2
Intelligence 8 → −1
Wisdom 10 → +0
Charisma 12 → +1
Level:
1
PB:
+2
SAVING THROWS
Fighter is proficient in:
STRENGTH
CONSTITUTION
Strength Save:
+3 +2
=
+5
Constitution Save:
+2 +2
=
+4
Other saves use their normal Ability Modifiers.
SKILLS
Suppose the Fighter is proficient in:
ATHLETICS
Strength Modifier:
+3
PB:
+2
Athletics:
+5
Suppose no Perception proficiency.
Wisdom:
+0
Perception:
+0
PASSIVE PERCEPTION
Perception modifier:
+0
Passive Perception:
10 +0
=
10
HIT POINTS
Fighter:
10 + CON MOD
Con:
+2
Maximum HP:
12
HIT DIE
Fighter:
D10
At level 1:
1D10 HIT DIE
INITIATIVE
Dexterity Modifier:
+2
Initiative:
+2
UNARMORED BASE AC
Dexterity:
+2
Base AC without armor or Shield:
12
If the Fighter wears starting armor or uses a Shield:
USE THE EQUIPMENT AC RULES INSTEAD
MELEE ATTACK
Strength:
+3
PB:
+2
Proficient melee weapon:
Attack Bonus:
+5
Suppose weapon damage:
1D8
Damage:
1D8 +3
RANGED ATTACK
Dexterity:
+2
PB:
+2
Proficient ranged weapon:
Attack Bonus:
+4
If it deals:
1D8
damage:
1D8 +2
SECOND COMPLETE EXAMPLE — LEVEL 1 WIZARD
Suppose:
Strength 8 → −1
Dexterity 14 → +2
Constitution 14 → +2
Intelligence 17 → +3
Wisdom 13 → +1
Charisma 10 → +0
PB:
+2
SAVES
Wizard Saving Throw Proficiencies:
INTELLIGENCE
WISDOM
Intelligence Save:
+3 +2
=
+5
Wisdom Save:
+1 +2
=
+3
HIT POINTS
Wizard:
6 + CON MOD
6 +2:
8 HP
HIT DIE
1D6
INITIATIVE
Dexterity:
+2
Initiative:
+2
UNARMORED BASE AC
10 +2:
AC 12
unless another rule changes it.
SPELL SAVE DC
Intelligence:
+3
PB:
+2
8 +3 +2:
DC 13
SPELL ATTACK BONUS
+3 +2:
+5
PASSIVE PERCEPTION
Suppose no Perception proficiency.
Wisdom:
+1
Passive Perception:
11
PART FOURTEEN — CHARACTER SHEET CALCULATION FLOW
When finishing a level 1 character, follow this practical sequence.
STEP 1 — RECORD ALL PROFICIENCIES
From:
BACKGROUND
and:
CLASS
STEP 2 — RECORD PROFICIENCY BONUS
Level 1:
+2
STEP 3 — CHOOSE STARTING EQUIPMENT
From:
BACKGROUND
and:
CLASS
Spend any available starting coins if desired.
STEP 4 — RECORD WEAPONS AND ARMOR
These will affect:
-
attacks
-
damage
-
AC
STEP 5 — CALCULATE SAVING THROWS
Proficient:
ABILITY MOD + PB
Not proficient:
ABILITY MOD
STEP 6 — CALCULATE SKILLS
Proficient:
ABILITY MOD + PB
Not proficient:
ABILITY MOD
STEP 7 — CALCULATE PASSIVE PERCEPTION
10 + WISDOM (PERCEPTION) MODIFIER
STEP 8 — CALCULATE MAXIMUM HP
Use:
CLASS BASE + CON MODIFIER
STEP 9 — RECORD HIT DIE
At level 1:
ONE HIT DIE
of the Class's type.
STEP 10 — CALCULATE INITIATIVE
DEXTERITY MODIFIER
STEP 11 — CALCULATE AC
Without armor or Shield:
10 + DEX MODIFIER
Otherwise:
USE THE APPLICABLE EQUIPMENT OR CLASS FEATURE RULE
STEP 12 — CALCULATE WEAPON ATTACKS
Normal proficient melee:
STR MOD + PB
Normal proficient ranged:
DEX MOD + PB
unless a weapon property changes the rule.
STEP 13 — CALCULATE WEAPON DAMAGE
WEAPON DAMAGE + SAME ABILITY MODIFIER USED FOR ATTACK
STEP 14 — COMPLETE SPELLCASTING
If applicable:
SPELL SAVE DC = 8 + SPELLCASTING MOD + PB
SPELL ATTACK BONUS = SPELLCASTING MOD + PB
Then record:
-
Spell Slots
-
Cantrips
-
Prepared Spells
COMMON BEGINNER MISTAKES
MISTAKE 1 — FORGETTING BACKGROUND EQUIPMENT
Both:
CLASS
and:
BACKGROUND
give starting equipment.
MISTAKE 2 — FORGETTING YOU CAN SPEND STARTING COINS IMMEDIATELY
The SRD explicitly allows starting coins to be spent on Equipment during character creation.
MISTAKE 3 — ADDING PROFICIENCY BONUS TO EVERY SAVING THROW
Only proficient Saving Throws add:
PB
Other Saving Throws use only the relevant Ability Modifier unless another rule applies.
MISTAKE 4 — ADDING PB TO EVERY SKILL
Only Skills in which proficiency applies receive the normal PB addition.
MISTAKE 5 — USING WISDOM SCORE FOR PASSIVE PERCEPTION
Use:
WISDOM (PERCEPTION) CHECK MODIFIER
not the full Wisdom Score.
Formula:
10 + PERCEPTION MODIFIER
MISTAKE 6 — FORGETTING CONSTITUTION IN LEVEL 1 HP
Your Class gives the base.
Then add:
CONSTITUTION MODIFIER
MISTAKE 7 — ROLLING YOUR LEVEL 1 HIT DIE FOR STARTING HP
The SRD gives a fixed level 1 maximum by Class.
You don't roll the Hit Die to determine the normal level 1 maximum in this procedure.
MISTAKE 8 — FORGETTING THAT LEVEL 1 HAS ONE HIT DIE
At level 1:
1 HIT DIE
MISTAKE 9 — ADDING PROFICIENCY BONUS TO INITIATIVE AUTOMATICALLY
Normal Initiative at creation is:
DEXTERITY MODIFIER
MISTAKE 10 — ALWAYS USING 10 + DEX FOR AC
That is the base formula:
WITHOUT ARMOR OR SHIELD
Armor, Shields, or Class Features can provide a different calculation.
MISTAKE 11 — ADDING PROFICIENCY BONUS TO WEAPON DAMAGE
Normal proficient weapon attack:
ABILITY MOD + PB
Damage:
WEAPON DAMAGE + ABILITY MOD
not PB.
MISTAKE 12 — USING STRENGTH FOR EVERY MELEE OR DEXTERITY FOR EVERY RANGED ATTACK WITHOUT CHECKING PROPERTIES
Those are the normal formulas:
UNLESS A WEAPON PROPERTY SAYS OTHERWISE
MISTAKE 13 — USING THE WRONG SPELLCASTING ABILITY
The spellcasting ability comes from:
THE FEATURE THAT GIVES YOU THE SPELL
MISTAKE 14 — FORGETTING TO RECORD SPELL SLOTS AND PREPARED SPELLS
If your Class has Spellcasting or Pact Magic:
CONSULT THE CLASS FEATURES TABLE
and record the applicable spell information.
LESSON 34 — KEY TAKEAWAYS
STARTING EQUIPMENT
Comes from:
BACKGROUND
and:
CLASS
Any coins gained can be spent immediately on Equipment.
LEVEL 1 PROFICIENCY BONUS
+2
PROFICIENT SAVING THROW
ABILITY MODIFIER + PB
Nonproficient:
ABILITY MODIFIER
PROFICIENT SKILL
RELEVANT ABILITY MODIFIER + PB
Nonproficient:
RELEVANT ABILITY MODIFIER
PASSIVE PERCEPTION
10 + WISDOM (PERCEPTION) CHECK MODIFIER
LEVEL 1 HIT POINTS
CLASS BASE + CONSTITUTION MODIFIER
LEVEL 1 HIT DICE
1 HIT DIE
of your Class's type.
INITIATIVE
DEXTERITY MODIFIER
BASE AC WITHOUT ARMOR OR SHIELD
10 + DEXTERITY MODIFIER
NORMAL PROFICIENT MELEE ATTACK BONUS
STRENGTH MODIFIER + PB
NORMAL PROFICIENT RANGED ATTACK BONUS
DEXTERITY MODIFIER + PB
unless a weapon property says otherwise.
WEAPON DAMAGE
WEAPON'S DAMAGE + SAME ABILITY MODIFIER USED FOR THE ATTACK
SPELL SAVE DC
8 + SPELLCASTING ABILITY MODIFIER + PB
SPELL ATTACK BONUS
SPELLCASTING ABILITY MODIFIER + PB
YOUR LEVEL 1 CHARACTER IS NOW MECHANICALLY READY
At this point you can have:
-
final Ability Scores
-
final modifiers
-
proficiencies
-
equipment
-
AC
-
HP
-
Hit Die
-
Initiative
-
Skills
-
Saves
-
Passive Perception
-
attacks
-
damage
-
spell statistics
The character can now function at the game table.
But characters don't remain level 1 forever.
NEXT LESSON
LESSON 35 — LEVEL ADVANCEMENT AND EXPERIENCE POINTS
Your character is ready to adventure.
Now we learn how that character:
BECOMES MORE POWERFUL
Lesson 35 will cover:
-
Experience Points
-
every XP threshold from level 1 to level 20
-
Proficiency Bonus progression
-
gaining a level
-
choosing the Class in which you advance
-
gaining Hit Dice
-
increasing Hit Point maximum
-
rolling Hit Points versus using the fixed value
-
every fixed Hit Point increase by Class
-
gaining new Class Features
-
adjusting Proficiency Bonus
-
recalculating every statistic that contains PB
-
changes to Ability Modifiers
-
retroactive Hit Point increases from Constitution
-
the four Tiers of Play
This begins the:
CHARACTER ADVANCEMENT
part of the course.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.