Secret Lesson 36
Starting at Higher Levels
Most characters begin their adventuring career at:
LEVEL 1
But they don't have to.
The SRD explicitly allows the Game Master to begin the group at:
A HIGHER LEVEL
This can represent characters who already have:
-
significant training
-
previous adventures
-
established abilities
-
better equipment
-
magical possessions
-
a developed Subclass
before the campaign's first session.
The SRD particularly recommends considering:
LEVEL 3
when the group consists of:
SEASONED PLAYERS
WHY START ABOVE LEVEL 1?
A higher-level campaign begins after some of the character's early advancement has effectively already happened.
Instead of playing through:
LEVEL 1 → LEVEL 2 → LEVEL 3
the campaign might simply begin at:
LEVEL 3
Or perhaps:
LEVEL 5
LEVEL 10
LEVEL 15
or even:
LEVEL 20
The GM determines the starting level.
THE GM DECIDES
This is important:
PLAYERS DON'T AUTOMATICALLY CHOOSE THEIR OWN STARTING LEVEL
The campaign's starting level is determined by:
THE GM
Normally, the characters in the group begin at a level appropriate for the campaign the GM intends to run.
PART ONE — CREATING A HIGHER-LEVEL CHARACTER
Creating a higher-level character does not use an entirely different character-creation system.
Instead, the SRD tells you to combine:
THE NORMAL CHARACTER-CREATION STEPS
with:
THE LEVEL ADVANCEMENT RULES
THE BASIC PRINCIPLE
Imagine that you are creating the character normally and then advancing that character until reaching the campaign's:
STARTING LEVEL
So you still determine:
-
Class
-
Background
-
Species
-
Languages
-
Ability Scores
-
Alignment
-
starting proficiencies
-
starting equipment
-
Level 1 Class Features
and then apply the appropriate advancement for every additional level.
EXAMPLE — STARTING AT LEVEL 5
You don't simply write:
LEVEL 5
at the top of a blank character sheet.
Instead, you need to account for everything the character has gained through levels:
1
2
3
4
5
That includes:
-
Hit Dice
-
Hit Point increases
-
Class Features
-
Proficiency Bonus
-
Feats or other choices
-
Subclass Features
-
spells where applicable
-
any other advancement provided by the Class
USE THE NORMAL LEVEL-UP PROCESS
From Lesson 35, every additional level normally requires you to consider:
1. CHOOSE A CLASS
2. ADJUST HIT POINTS AND HIT DICE
3. RECORD NEW CLASS FEATURES
4. ADJUST PROFICIENCY BONUS
5. ADJUST ABILITY MODIFIERS
When building a higher-level character:
APPLY THOSE RULES UNTIL YOU REACH THE STARTING LEVEL
PART TWO — STARTING EXPERIENCE POINTS
A higher-level character begins with:
THE MINIMUM XP REQUIRED FOR THAT LEVEL
SRD EXAMPLE
If the campaign begins at:
LEVEL 10
the character starts with:
64,000 XP
because 64,000 is the minimum XP threshold for level 10.
STARTING XP TABLE
| Starting Level | Starting XP |
|---|---|
| 1 | 0 |
| 2 | 300 |
| 3 | 900 |
| 4 | 2,700 |
| 5 | 6,500 |
| 6 | 14,000 |
| 7 | 23,000 |
| 8 | 34,000 |
| 9 | 48,000 |
| 10 | 64,000 |
| 11 | 85,000 |
| 12 | 100,000 |
| 13 | 120,000 |
| 14 | 140,000 |
| 15 | 165,000 |
| 16 | 195,000 |
| 17 | 225,000 |
| 18 | 265,000 |
| 19 | 305,000 |
| 20 | 355,000 |
EXAMPLE — LEVEL 7
Campaign starting level:
7
Minimum XP:
23,000
So write:
23,000 XP
on the character sheet.
EXAMPLE — LEVEL 15
Starting level:
15
Minimum XP:
165,000
DO NOT START AT 0 XP
A character beginning at level 10 isn't treated as:
LEVEL 10 WITH 0 XP
The SRD explicitly tells you to begin with the minimum XP threshold corresponding to your chosen starting level.
PART THREE — SUBCLASS
The SRD gives a specific instruction for characters starting at:
LEVEL 3 OR HIGHER
You should record your chosen:
SUBCLASS
on your character sheet.
WHY?
By this stage of advancement, your Class progression has introduced the Subclass choice.
So a character created directly at level 3 or above must not forget to make that choice.
EXAMPLE
Suppose you begin as:
LEVEL 5 FIGHTER
You cannot simply record:
FIGHTER 5
and ignore the Subclass choice.
Your character's advancement through the earlier levels includes the point at which the Fighter chooses a Subclass.
Therefore:
SELECT AND RECORD IT
SUBCLASS FEATURES ALSO MATTER
Once you choose the Subclass:
RECORD EVERY SUBCLASS FEATURE YOU SHOULD ALREADY HAVE AT YOUR STARTING LEVEL
The individual Class lessons will show exactly when these features appear.
PART FOUR — HIT DICE AT HIGHER LEVELS
Every time a character gains a level:
THEY GAIN AN ADDITIONAL HIT DIE
Therefore, a single-Class character created directly at level 5 normally has:
FIVE HIT DICE
of that Class's type.
EXAMPLE — LEVEL 5 BARBARIAN
Barbarian Hit Die:
D12
Starting level:
5
Hit Dice:
5D12
EXAMPLE — LEVEL 10 WIZARD
Wizard Hit Die:
D6
Level:
10
Hit Dice:
10D6
MULTICLASS CHARACTERS
A multiclass character can have different kinds of Hit Dice.
For example:
FIGHTER 5 / ROGUE 3
has:
5D10
from Fighter
and:
3D8
from Rogue.
The complete multiclassing rules arrive in:
LESSON 37
PART FIVE — HIT POINTS AT HIGHER LEVELS
You also need to calculate the character's:
HIT POINT MAXIMUM
A higher-level character doesn't simply multiply the level 1 HP formula by character level.
Instead:
LEVEL 1
uses the normal starting Hit Point formula.
Every later level adds HP using the:
LEVEL ADVANCEMENT RULES
LEVEL 1 BASE
| Class | Level 1 HP |
|---|---|
| Barbarian | 12 + Con modifier |
| Fighter, Paladin, Ranger | 10 + Con modifier |
| Bard, Cleric, Druid, Monk, Rogue, Warlock | 8 + Con modifier |
| Sorcerer, Wizard | 6 + Con modifier |
EACH LATER LEVEL
Either:
ROLL HIT DIE + CONSTITUTION MODIFIER
minimum increase of 1
or use the Class's:
FIXED HIT POINT INCREASE
FIXED HP PER ADDITIONAL LEVEL
| Class | Fixed HP per Later Level |
|---|---|
| Barbarian | 7 + Con modifier |
| Fighter, Paladin, Ranger | 6 + Con modifier |
| Bard, Cleric, Druid, Monk, Rogue, Warlock | 5 + Con modifier |
| Sorcerer, Wizard | 4 + Con modifier |
EXAMPLE — LEVEL 5 FIGHTER
Constitution Modifier:
+2
Level 1 HP:
10 +2:
12
Levels 2–5:
4 additional levels.
Fixed increase per level:
6 +2:
8
Four increases:
4 × 8:
32
Total:
12 +32:
44 HP
before applying any other feature that might modify maximum HP.
EXAMPLE — LEVEL 5 WIZARD
Constitution Modifier:
+2
Level 1:
6 +2:
8
Four later levels:
4 +2:
6 EACH
4 ×6:
24
Total:
8 +24:
32 HP
PART SIX — PROFICIENCY BONUS AT THE STARTING LEVEL
Don't leave PB at the level 1 value of:
+2
if the character starts at a higher level.
Use the character's actual level.
PROFICIENCY BONUS TABLE
| Level | PB |
|---|---|
| 1–4 | +2 |
| 5–8 | +3 |
| 9–12 | +4 |
| 13–16 | +5 |
| 17–20 | +6 |
EXAMPLE — LEVEL 3
PB:
+2
EXAMPLE — LEVEL 5
PB:
+3
EXAMPLE — LEVEL 11
PB:
+4
EXAMPLE — LEVEL 15
PB:
+5
EXAMPLE — LEVEL 20
PB:
+6
RECALCULATE EVERYTHING USING PB
A higher-level character's correct PB affects things such as:
-
proficient Skills
-
proficient Saving Throws
-
weapon Attack Bonuses
-
Spell Attack Bonuses
-
Spell Save DCs
-
Expertise
-
features that use PB
The SRD tells you that when PB changes, every statistic incorporating it should be updated.
PART SEVEN — CLASS FEATURES
A higher-level character has:
ALL CLASS FEATURES THEY WOULD HAVE GAINED UP TO THAT CLASS LEVEL
So if you begin at level 10:
READ LEVELS 1 THROUGH 10 OF YOUR CLASS
Do not only read the level 10 row.
MAKE ALL PREVIOUS CHOICES
Earlier features may have required you to choose things such as:
-
Subclass
-
Feats
-
spells
-
Fighting Style
-
Weapon Masteries
-
Metamagic options
-
Eldritch Invocations
-
Expertise choices
-
other Class-specific options
A higher-level character must make every choice that would already have occurred.
PART EIGHT — SPELLCASTING AT HIGHER LEVELS
If your Class has:
SPELLCASTING
or:
PACT MAGIC
use your actual Class level and Class Feature table to determine your available:
SPELL SLOTS
CANTRIPS
PREPARED SPELLS
and other spellcasting resources.
The SRD tells spellcasting characters to use their Class Features table for these values.
DON'T USE LEVEL 1 SPELLCASTING VALUES
A level 10 Wizard shouldn't be created with only the spellcasting resources of:
A LEVEL 1 WIZARD
Advance the character's spellcasting according to every relevant Class level.
PART NINE — STARTING EQUIPMENT AT HIGHER LEVELS
A higher-level character may begin with more resources than a normal level 1 adventurer.
But this is:
NOT AUTOMATIC
The SRD states:
THE GM DECIDES
whether the character begins with more than standard level 1 equipment.
THIS CAN INCLUDE MAGIC ITEMS
The GM may decide that higher-level characters begin with:
ONE OR MORE MAGIC ITEMS
The SRD provides:
STARTING EQUIPMENT AT HIGHER LEVELS
as:
A GUIDE FOR THE GM
This means the table is guidance rather than an automatic entitlement independent of the GM.
COMPLETE STARTING EQUIPMENT AT HIGHER LEVELS TABLE
| Starting Level | Equipment and Money | Magic Items |
|---|---|---|
| 2–4 | Normal starting equipment | 1 Common |
| 5–10 | 500 GP + 1d10 × 25 GP + normal starting equipment | 1 Common, 1 Uncommon |
| 11–16 | 5,000 GP + 1d10 × 250 GP + normal starting equipment | 2 Common, 3 Uncommon, 1 Rare |
| 17–20 | 20,000 GP + 1d10 × 250 GP + normal starting equipment | 2 Common, 4 Uncommon, 3 Rare, 1 Very Rare |
LEVELS 2–4
Suggested starting resources:
NORMAL STARTING EQUIPMENT
plus:
1 COMMON MAGIC ITEM
WHAT IS “NORMAL STARTING EQUIPMENT”?
This means the standard starting equipment you would normally receive through the ordinary level 1 character-creation process.
In other words:
YOU STILL HAVE THE BASIC EQUIPMENT FOUNDATION
and the higher-level table can add to it.
LEVELS 5–10
Suggested money:
500 GP
plus:
1D10 × 25 GP
plus:
NORMAL STARTING EQUIPMENT
Magic Items:
1 COMMON
1 UNCOMMON
RANDOM MONEY RANGE — LEVELS 5–10
The additional random component is:
1D10 × 25 GP
Minimum:
1 ×25:
25 GP
Maximum:
10 ×25:
250 GP
So the total listed extra money is between:
525 GP
and:
750 GP
plus normal starting equipment.
This is simply the mathematical range produced by the SRD formula.
LEVELS 11–16
Suggested money:
5,000 GP
plus:
1D10 × 250 GP
plus:
NORMAL STARTING EQUIPMENT
Magic Items:
2 COMMON
3 UNCOMMON
1 RARE
RANDOM MONEY RANGE — LEVELS 11–16
1d10 ×250 gives:
Minimum:
250 GP
Maximum:
2,500 GP
Add 5,000:
5,250–7,500 GP
plus normal starting equipment.
LEVELS 17–20
Suggested money:
20,000 GP
plus:
1D10 × 250 GP
plus:
NORMAL STARTING EQUIPMENT
Magic Items:
2 COMMON
4 UNCOMMON
3 RARE
1 VERY RARE
RANDOM MONEY RANGE — LEVELS 17–20
Random component:
250–2,500 GP
Total extra money:
20,250–22,500 GP
plus normal starting equipment.
MAGIC ITEM RARITY PROGRESSION
Notice how the suggested Magic Items increase with level.
Levels 2–4
Highest suggested rarity:
COMMON
Levels 5–10
Adds:
UNCOMMON
Levels 11–16
Adds:
RARE
Levels 17–20
Adds:
VERY RARE
THE TABLE DOESN'T GIVE LEGENDARY ITEMS
Even for starting characters at levels:
17–20
the table's listed highest rarity is:
VERY RARE
The Magic Item system and every SRD Magic Item will be covered in:
LESSONS 99–103
PART TEN — AVAILABLE EQUIPMENT IS STILL CONTROLLED BY THE GM
Having enough money does not automatically mean:
EVERY ITEM IN THE SRD IS AVAILABLE FOR PURCHASE
The SRD specifically tells players to check with the GM about:
WHAT EQUIPMENT IS AVAILABLE TO BUY
with higher-level starting money.
SRD EXAMPLE — FIREARMS
The SRD uses:
FIREARMS
as its example.
They are described as too expensive for normal level 1 characters, but they might become available for higher-level characters:
IF THE GM ALLOWS THEM
MONEY DOES NOT GUARANTEE AVAILABILITY
Suppose your level 12 character has enough starting GP to purchase an expensive item.
You still ask:
DOES THE GM ALLOW THIS ITEM TO BE PURCHASED?
The answer may depend on:
-
campaign setting
-
technology level
-
availability
-
GM decisions
The important source rule is simply:
CHECK WITH THE GM
PART ELEVEN — HIGHER-LEVEL CHARACTER CREATION FLOW
Here is the complete practical procedure.
STEP 1 — ASK THE GM FOR STARTING LEVEL
Example:
LEVEL 8
STEP 2 — CREATE THE CHARACTER NORMALLY
Choose:
-
Class
-
Background
-
Species
-
Languages
-
Ability Scores
-
Alignment
-
starting proficiencies
STEP 3 — RECORD LEVEL 1 FEATURES
Begin with the normal Class foundation.
STEP 4 — ADVANCE THROUGH EVERY LEVEL
For:
LEVEL 2
then:
LEVEL 3
then:
LEVEL 4
and so on until the starting level.
STEP 5 — ADD ONE HIT DIE PER LEVEL
Your total Hit Dice should reflect all levels taken.
STEP 6 — CALCULATE HP
Use:
LEVEL 1 FORMULA
then the normal advancement formula for every later level.
STEP 7 — RECORD ALL CLASS FEATURES
Include everything earned up to the starting level.
STEP 8 — CHOOSE YOUR SUBCLASS
If starting at:
LEVEL 3 OR HIGHER
record your chosen Subclass.
STEP 9 — MAKE EVERY PREVIOUS FEATURE CHOICE
Don't skip choices merely because the campaign begins later.
STEP 10 — SET PROFICIENCY BONUS
Use your actual:
CHARACTER LEVEL
STEP 11 — UPDATE ALL PB-BASED NUMBERS
Skills.
Saving Throws.
Attacks.
Spellcasting.
Other PB-based features.
STEP 12 — APPLY ABILITY SCORE CHANGES
If earlier advancement gave you Feats or another feature that changed an Ability Score:
APPLY THOSE CHANGES
and recalculate dependent statistics.
STEP 13 — RECALCULATE CONSTITUTION HP IF NECESSARY
If Constitution Modifier increased during advancement:
UPDATE HP FOR ALL LEVELS
according to the rule from Lesson 35.
STEP 14 — SET STARTING XP
Use:
THE MINIMUM XP FOR THE STARTING LEVEL
STEP 15 — DETERMINE HIGHER-LEVEL EQUIPMENT WITH THE GM
The GM decides whether additional:
-
money
-
equipment
-
Magic Items
are available.
Use the SRD table as guidance.
STEP 16 — CHECK WHAT CAN BE PURCHASED
Don't assume every item is available.
Ask the GM.
STEP 17 — COMPLETE SPELLCASTING
If applicable, record the spellcasting resources appropriate to the final starting level.
COMPLETE EXAMPLE — LEVEL 5 FIGHTER
Campaign begins at:
LEVEL 5
XP
Level 5 minimum:
6,500 XP
CLASS
FIGHTER 5
SUBCLASS
Since starting above level 3:
CHOOSE AND RECORD FIGHTER SUBCLASS
PROFICIENCY BONUS
Level 5:
+3
HIT DICE
Fighter:
D10
Level 5:
5D10
HIT POINTS
Suppose Con modifier:
+2
Level 1:
10 +2:
12
Levels 2–5 fixed:
4 × (6 +2)
4 ×8:
32
Total:
44 HP
before any other relevant feature.
CLASS FEATURES
Record every Fighter feature obtained at levels:
1–5
including all required choices.
STARTING EQUIPMENT GUIDE
Level 5 belongs to:
LEVELS 5–10
So the GM's guidance table suggests:
NORMAL STARTING EQUIPMENT
plus:
500 GP + 1D10 × 25 GP
and:
1 COMMON MAGIC ITEM
1 UNCOMMON MAGIC ITEM
Again:
THE GM DECIDES WHETHER TO USE THIS GUIDANCE
COMPLETE EXAMPLE — LEVEL 12 WIZARD
Starting level:
12
Starting XP:
100,000
PB
Level 12:
+4
HIT DICE
12D6
SUBCLASS
Choose and record the Wizard Subclass and all Subclass Features gained through level 12.
SPELLCASTING
Record all:
-
Cantrips
-
prepared spells
-
Spell Slots
-
other Wizard Features
appropriate for:
WIZARD 12
STARTING EQUIPMENT GUIDE
Level 12 falls within:
LEVELS 11–16
Suggested by the SRD table:
NORMAL STARTING EQUIPMENT
plus:
5,000 GP + 1D10 × 250 GP
Magic Items:
2 COMMON
3 UNCOMMON
1 RARE
COMPLETE EXAMPLE — LEVEL 18 PALADIN
Starting level:
18
Starting XP:
265,000
PB
+6
HIT DICE
Single-Class Paladin:
18D10
SUBCLASS
Choose and record the Paladin Subclass.
STARTING EQUIPMENT GUIDE
Level 18:
LEVELS 17–20 BAND
Suggested:
NORMAL STARTING EQUIPMENT
plus:
20,000 GP + 1D10 × 250 GP
Magic Items:
2 COMMON
4 UNCOMMON
3 RARE
1 VERY RARE
HIGHER LEVELS AND TIERS OF PLAY
Starting above level 1 also means beginning in a different:
TIER OF PLAY
From Lesson 35:
Levels 1–4
TIER 1
Levels 5–10
TIER 2
Levels 11–16
TIER 3
Levels 17–20
TIER 4
So beginning at:
LEVEL 12
means the campaign starts directly in:
TIER 3
with the scale of character power and threats that the SRD associates with that tier.
STARTING AT LEVEL 3
The SRD particularly recommends considering level 3 for:
EXPERIENCED GROUPS
At level 3:
Starting XP:
900
PB:
+2
The character has:
3 HIT DICE
and should record:
A SUBCLASS
WHY LEVEL 3 IS DISTINCTIVE
By this stage, characters have progressed beyond their very earliest adventuring abilities and have made their:
SUBCLASS CHOICE
So the character is more mechanically defined from the campaign's opening session.
COMMON BEGINNER MISTAKES
MISTAKE 1 — WRITING “LEVEL 10” WITHOUT ADVANCING THROUGH LEVELS 2–10
Higher-level creation uses:
NORMAL CHARACTER CREATION
plus:
LEVEL ADVANCEMENT
Account for everything the character should have gained.
MISTAKE 2 — USING 0 XP
Higher-level characters begin with:
THE MINIMUM XP FOR THEIR STARTING LEVEL
MISTAKE 3 — FORGETTING THE SUBCLASS
If starting at:
LEVEL 3 OR ABOVE
record your chosen:
SUBCLASS
MISTAKE 4 — LEAVING PB AT +2
Use the actual starting level's:
PROFICIENCY BONUS
MISTAKE 5 — HAVING ONLY ONE HIT DIE
You gain:
ONE HIT DIE PER LEVEL
through advancement.
MISTAKE 6 — MULTIPLYING LEVEL 1 HP BY LEVEL
Level 1 and later-level HP use:
DIFFERENT FORMULAS
MISTAKE 7 — ONLY RECORDING FEATURES FROM THE STARTING LEVEL'S ROW
A level 10 character has:
ALL APPLICABLE FEATURES GAINED THROUGH LEVEL 10
not only features labeled level 10.
MISTAKE 8 — FORGETTING EARLIER FEAT AND FEATURE CHOICES
You must make the choices that would have occurred during advancement.
MISTAKE 9 — USING LEVEL 1 SPELL SLOTS
A higher-level spellcaster must use the spellcasting resources appropriate to their:
ACTUAL CLASS LEVEL
MISTAKE 10 — ASSUMING HIGHER-LEVEL EXTRA EQUIPMENT IS AUTOMATIC
The SRD says:
THE GM DECIDES
whether you start with more than standard level 1 equipment.
MISTAKE 11 — TREATING THE HIGHER-LEVEL EQUIPMENT TABLE AS A PLAYER ENTITLEMENT
The SRD calls it:
A GUIDE FOR THE GM
MISTAKE 12 — ASSUMING ENOUGH GP MEANS AN ITEM MUST BE AVAILABLE
Check with the GM about:
EQUIPMENT AVAILABILITY
MISTAKE 13 — ASSUMING FIREARMS ARE AUTOMATICALLY AVAILABLE
The SRD specifically uses firearms as an example of equipment that might be available:
IF THE GM ALLOWS IT
LESSON 36 — KEY TAKEAWAYS
THE GM CAN START A CAMPAIGN ABOVE LEVEL 1
The SRD particularly recommends considering:
LEVEL 3
for groups of seasoned players.
HIGHER-LEVEL CREATION USES
NORMAL CHARACTER CREATION
plus:
LEVEL ADVANCEMENT
STARTING XP
Use:
THE MINIMUM XP REQUIRED FOR THE STARTING LEVEL
Example:
LEVEL 10 = 64,000 XP
LEVEL 3+
Record:
YOUR CHOSEN SUBCLASS
REMEMBER TO ADVANCE
HIT DICE
HIT POINTS
CLASS FEATURES
PROFICIENCY BONUS
ABILITY SCORES / MODIFIERS
SPELLCASTING
and every other feature affected by advancement.
HIGHER-LEVEL STARTING EQUIPMENT
The SRD provides this GM guidance:
Levels 2–4
Normal equipment +:
1 COMMON MAGIC ITEM
Levels 5–10
Normal equipment +:
500 GP + 1D10 × 25 GP
1 COMMON + 1 UNCOMMON
Levels 11–16
Normal equipment +:
5,000 GP + 1D10 × 250 GP
2 COMMON + 3 UNCOMMON + 1 RARE
Levels 17–20
Normal equipment +:
20,000 GP + 1D10 × 250 GP
2 COMMON + 4 UNCOMMON + 3 RARE + 1 VERY RARE
THE GM CONTROLS EQUIPMENT AVAILABILITY
Having sufficient starting money doesn't guarantee that every item can be purchased.
CHECK WITH THE GM
NEXT LESSON
LESSON 37 — MULTICLASSING: REQUIREMENTS, PROFICIENCIES, CLASS FEATURES, AND SPELL SLOTS
So far, our examples have mostly assumed:
ONE CHARACTER = ONE CLASS
But the SRD allows something more flexible.
A character can gain levels in:
MULTIPLE CLASSES
In Lesson 37, we will examine the entire Multiclassing system, including:
MULTICLASS PREREQUISITES
-
the minimum 13 Ability Score requirement
-
requirements from your current Classes
-
requirements for the new Class
CLASS LEVEL VS. CHARACTER LEVEL
PROFICIENCY BONUS
HIT POINTS AND HIT DICE
PROFICIENCIES GAINED FROM A NEW CLASS
CLASS FEATURES
EXTRA ATTACK
CHANNEL DIVINITY
UNARMORED DEFENSE
SPELLCASTING
PACT MAGIC
MULTICLASS SPELL SLOTS
and how to calculate your effective spellcasting level when combining multiple spellcasting Classes.
This is one of the most technical sections of Character Advancement, so we will build it carefully from the ground up.
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.