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.