Secret Lesson 39
Trinkets and Completing Your Character
You have now learned every major step required to create a character:
CLASS
ORIGIN
ABILITY SCORES
ALIGNMENT
CHARACTER DETAILS
EQUIPMENT
ADVANCEMENT
MULTICLASSING
Before leaving Character Creation, the SRD offers one final optional detail:
A TRINKET
A Trinket is a:
TINY, SIMPLE OBJECT TOUCHED BY MYSTERY
When you create your character, you can roll once on the:
D100 TRINKET TABLE
to receive one.
A Trinket usually isn't chosen because it gives you a major combat advantage.
Its value is:
STORY
MYSTERY
CHARACTERIZATION
and potentially:
ADVENTURE INSPIRATION
PART ONE — WHAT IS A TRINKET?
The SRD describes a Trinket as a small object with:
A TOUCH OF MYSTERY
It might be:
-
strange
-
sentimental
-
unexplained
-
eerie
-
amusing
-
connected to another place
-
connected to another person
-
connected to a mystery the character doesn't yet understand
TRINKETS ARE OPTIONAL
The rule says that when creating a character:
YOU CAN ROLL ONCE
on the table.
It isn't a mandatory statistic such as:
-
Armor Class
-
Hit Points
-
Speed
-
Ability Scores
THE GM CAN USE THE TABLE TOO
The Trinket table isn't only for player characters.
The SRD also suggests that the GM can use it to:
STOCK A DUNGEON ROOM
or:
FILL A CREATURE'S POCKETS
So the same table can generate mysterious minor objects discovered during an adventure.
HOW TO ROLL A D100
The table uses:
1D100
Also called:
PERCENTILE DICE
Normally this is represented using two ten-sided dice:
-
one for tens
-
one for ones
Results range from:
01
to:
00
where:
00 REPRESENTS 100
EXAMPLE
Tens die:
4
Ones die:
7
Result:
47
Look up:
TRINKET 47
ANOTHER EXAMPLE
Tens:
0
Ones:
6
Result:
06
DOUBLE ZERO
If both indicate zero:
00
that represents:
100
which is the final result on the Trinket table.
PART TWO — COMPLETE D100 TRINKET TABLE
The following section includes:
ALL 100 TRINKETS
from the SRD 5.2.1 table, presented in concise course wording rather than simply reproducing the source text.
TRINKETS 01–10
01
A MUMMIFIED GOBLIN HAND
A preserved Goblin hand.
02
A MOONLIT CRYSTAL
A crystal that gives off a faint glow in moonlight.
03
A COIN FROM AN UNKNOWN LAND
A gold coin minted somewhere you don't recognize.
04
AN UNREADABLE DIARY
A diary written in a language unknown to you.
05
A TARNISH-PROOF BRASS RING
A brass ring that somehow never tarnishes.
06
A GLASS CHESS PIECE
An old chess piece made of glass.
07
SKULL-MARKED KNUCKLEBONE DICE
A pair of knucklebone dice whose six-marked faces bear skull symbols instead.
08
A NIGHTMARISH IDOL
A small idol of a disturbing creature that causes unsettling dreams when you sleep near it.
09
A LOCK OF HAIR
A lock cut from someone's hair.
10
A DEED TO UNKNOWN LAND
A legal deed for land located in a realm you don't recognize.
TRINKETS 11–20
11
A BLOCK OF UNKNOWN MATERIAL
A one-ounce block composed of a substance you can't identify.
12
A NEEDLE-PIERCED CLOTH DOLL
A small cloth figure pierced with needles.
13
AN UNKNOWN BEAST'S TOOTH
A tooth from a creature you can't identify.
14
AN ENORMOUS SCALE
A huge scale that might once have belonged to a Dragon.
15
A BRIGHT-GREEN FEATHER
A striking feather of vivid green.
16
A DIVINATION CARD SHOWING YOU
An old fortune-telling card bearing your own likeness.
17
A SMOKE-FILLED GLASS ORB
A glass sphere containing smoke that continuously moves.
18
A RED-SHELLED ONE-POUND EGG
A surprisingly heavy egg with a bright-red shell.
19
A BUBBLE-BLOWING PIPE
A pipe that produces bubbles.
20
A JAR OF PRESERVED FLESH
A glass jar containing a piece of flesh suspended in preserving fluid.
TRINKETS 21–30
21
A GNOMISH MUSIC BOX
A Gnome-crafted music box that plays a song you vaguely remember from childhood.
22
A SMUG HALFLING STATUETTE
A small wooden figure depicting a self-satisfied Halfling.
23
A RUNE-ETCHED BRASS ORB
A brass sphere covered in strange runes.
24
A MULTICOLORED STONE DISK
A circular stone object displaying several colors.
25
A SILVER RAVEN ICON
A small silver representation of a raven.
26
A BAG OF FORTY-SEVEN TEETH
A bag containing forty-seven teeth.
One of them is rotten.
27
A WARM OBSIDIAN SHARD
A piece of obsidian that remains warm to the touch.
28
A DRAGON TALON NECKLACE
A Dragon's talon hanging from a leather cord.
29
A PAIR OF OLD SOCKS
Exactly what it sounds like.
30
A BOOK THAT REFUSES WRITING
A blank book whose pages won't retain ordinary forms of writing or marking.
TRINKETS 31–40
31
A FIVE-POINTED SILVER BADGE
A silver badge shaped as a five-pointed star.
32
A RELATIVE'S KNIFE
A knife that once belonged to one of your relatives.
33
A VIAL OF NAIL CLIPPINGS
A glass vial containing clipped fingernails or toenails.
34
A STRANGE SPARKING METAL DEVICE
A rectangular metal object with two small metal cups at one end that produces sparks when wet.
35
A WHITE SEQUINED GLOVE
A white glove covered with sequins and sized for a Human hand.
36
A HUNDRED-POCKET VEST
A vest containing one hundred tiny pockets.
37
A WEIGHTLESS STONE
A stone that somehow has no weight.
38
A GOBLIN SKETCH
A simple drawing of a Goblin.
39
A PERFUME-SCENTED EMPTY VIAL
An empty glass vial that still smells of perfume.
40
A GEMSTONE THAT OTHERS SEE AS COAL
To you it appears to be a gemstone.
To everyone else, it resembles an ordinary piece of coal.
TRINKETS 41–50
41
A FRAGMENT OF AN OLD BANNER
A scrap of cloth cut from an aged banner.
42
AN INSIGNIA FROM A LOST LEGION
A military rank insignia belonging to a vanished legionnaire.
43
A CLAPPERLESS SILVER BELL
A silver bell with no clapper inside.
44
A MECHANICAL CANARY IN A LAMP
A small artificial canary housed inside a lamp.
45
A MANY-FOOTED MINIATURE CHEST
A tiny chest carved to look as though numerous feet extend from its underside.
46
A DEAD SPRITE IN A BOTTLE
A dead Sprite preserved inside a transparent glass bottle.
47
A SEALED MYSTERY CAN
A metal can with no visible opening.
When shaken, it sounds as if it contains your choice of:
-
liquid
-
sand
-
spiders
-
broken glass
48
A CLOCKWORK GOLDFISH ORB
A water-filled glass sphere containing a mechanical goldfish.
49
AN M-ENGRAVED SILVER SPOON
A silver spoon with the letter:
M
engraved into its handle.
50
A GOLD-COLORED WOODEN WHISTLE
A whistle made from wood with a golden appearance.
TRINKETS 51–60
51
A HAND-SIZED DEAD SCARAB
An unusually large dead scarab beetle.
52
TWO TOY SOLDIERS
One of the two miniature soldiers is missing its head.
53
A BOX OF BUTTONS
A small container filled with buttons of various sizes.
54
AN UNLIGHTABLE CANDLE
A candle that refuses to ignite.
55
A DOORLESS MINIATURE CAGE
A small cage that has no door.
56
AN OLD KEY
Its lock is unknown.
57
AN INDECIPHERABLE TREASURE MAP
A treasure map you can't understand.
58
A BROKEN SWORD HILT
The handle of a sword whose blade is gone.
59
A RABBIT'S FOOT
A traditional lucky charm.
60
A GLASS EYE
An artificial eye made of glass.
TRINKETS 61–70
61
A CAMEO OF A HIDEOUS PERSON
A small portrait depicting someone remarkably unpleasant-looking.
62
A COIN-SIZED SILVER SKULL
A miniature silver skull about the size of a coin.
63
AN ALABASTER MASK
A mask carved from pale alabaster.
64
FOUL BLACK INCENSE
A cone of sticky black incense with a terrible smell.
65
A DREAM-GIVING NIGHTCAP
A nightcap that gives the wearer pleasant dreams.
66
A BONE CALTROP
A single caltrop fashioned from bone.
67
A LENSLESS GOLD MONOCLE FRAME
The frame of a golden monocle, but without its lens.
68
A SIX-COLORED CUBE
A one-inch cube whose six faces are each a different color.
69
A CRYSTAL DOORKNOB
A doorknob made of crystal.
70
A PACKET OF PINK DUST
A small packet containing mysterious pink powder.
TRINKETS 71–80
71
A FRAGMENT OF A BEAUTIFUL SONG
Two pieces of parchment contain musical notation representing part of a beautiful song.
72
A TEARDROP EARRING
A silver teardrop-shaped earring containing:
A REAL TEARDROP
73
AN EGGSHELL PAINTED WITH MISERY
An eggshell decorated with disturbing scenes of suffering.
74
A SLEEPY-CAT FAN
When opened, this fan displays a sleepy cat.
75
A SET OF BONE PIPES
A musical instrument made from bone.
76
A FOUR-LEAF CLOVER IN AN ETIQUETTE BOOK
A lucky clover pressed into a book about manners.
77
A DRAWING OF A MECHANICAL DEVICE
A piece of parchment showing a strange mechanical contraption.
78
A SCABBARD FOR NO KNOWN BLADE
An ornate scabbard that doesn't fit any blade you've discovered.
79
AN INVITATION TO A MURDER PARTY
An invitation to a social event where a murder occurred.
80
A RAT-ETCHED BRONZE PENTACLE
A bronze pentacle displaying a rat's head in its center.
TRINKETS 81–90
81
AN ARCHMAGE'S HANDKERCHIEF
A purple handkerchief embroidered with the name of an Archmage.
82
HALF A FLOOR PLAN
Only half of the layout for:
-
a temple
-
a castle
-
or another structure
survives.
83
CLOTH THAT BECOMES A CAP
A folded piece of cloth that transforms into a stylish cap when unfolded.
84
A FAR-OFF BANK RECEIPT
Proof of a deposit made at a bank in a distant city.
85
A DIARY MISSING SEVEN PAGES
A journal from which exactly seven pages are gone.
86
A SILVER SNUFFBOX MARKED “DREAMS”
An empty silver box bearing a mysterious inscription referring to dreams.
87
A HOLY SYMBOL OF AN UNKNOWN GOD
An iron sacred symbol dedicated to a deity you don't recognize.
88
AN INCOMPLETE HEROIC BIOGRAPHY
A book describing the rise and fall of a legendary hero.
Its final chapter is missing.
89
A VIAL OF DRAGON BLOOD
A small container said to hold Dragon blood.
90
AN ANCIENT ELVEN ARROW
An old arrow crafted in an Elven style.
TRINKETS 91–00
91
AN UNBENDABLE NEEDLE
A needle that refuses to bend.
92
AN ORNATE DWARVEN BROOCH
A decorative brooch of Dwarven design.
93
A STRANGELY LABELED EMPTY WINE BOTTLE
An empty bottle from a wine producer whose unusual label identifies a particular red-dragon-themed vintage.
94
A MULTICOLORED MOSAIC TILE
A glazed tile with a colorful surface.
95
A PETRIFIED MOUSE
A mouse turned to stone.
96
A DRAGON-SKULL PIRATE FLAG
A black pirate flag bearing a Dragon skull and crossed bones.
97
AN UNOBSERVED MECHANICAL CREATURE
A tiny mechanical:
-
crab
-
or spider
that moves around when nobody is watching it.
98
A JAR OF “GRIFFON GREASE”
A glass jar filled with lard and bearing a label identifying it as:
GRIFFON GREASE
99
A TWO-HEADED WORM IN A BOX
A wooden box with a ceramic base contains a living worm with:
A HEAD AT BOTH ENDS
00
THE ASHES OF A HERO
A metal urn containing the ashes of a hero.
ALL 100 TRINKETS ARE NOW COVERED
The table runs from:
01
through:
99
and finally:
00 = 100
PART THREE — WHAT DOES A TRINKET DO?
The Trinket table does not assign general:
-
attack bonuses
-
Armor Class
-
damage
-
spell effects
-
magical powers
to these objects.
The SRD presents them as:
SIMPLE MYSTERIOUS ITEMS
Therefore:
DON'T INVENT A MECHANICAL POWER JUST BECAUSE THE OBJECT SOUNDS MYSTERIOUS
unless the GM decides that the item becomes important to the adventure.
EXAMPLE
You roll:
03 — GOLD COIN FROM AN UNKNOWN LAND
That doesn't automatically mean:
“THIS IS A MAGIC COIN”
The item may simply be:
MYSTERIOUS
Perhaps the GM later connects it to:
-
a lost kingdom
-
another plane
-
a forgotten ruler
But such additional significance comes from:
THE CAMPAIGN
not from the Trinket table itself.
TRINKETS AS STORY SEEDS
Although Trinkets have little predefined mechanical significance, they can inspire powerful questions.
For example:
WHOSE HAIR IS TRINKET 09?
WHAT LANGUAGE IS TRINKET 04 WRITTEN IN?
WHERE IS THE LAND FROM TRINKET 10?
WHY DOES TRINKET 16 SHOW YOUR FACE?
WHAT BLADE FITS TRINKET 78?
WHO REMOVED THE SEVEN PAGES FROM TRINKET 85?
WHOSE ASHES ARE IN TRINKET 00?
These questions are not additional SRD rules.
They are examples of how a player or GM can turn a mysterious object into:
ROLEPLAYING MATERIAL
TRINKETS AND YOUR BACKSTORY
A Trinket can also be linked to the character history you developed earlier.
Suppose you rolled:
32 — A RELATIVE'S KNIFE
You could decide:
“This belonged to the grandmother who raised me.”
Now the Trinket reinforces your existing:
CHARACTER ORIGIN
ANOTHER EXAMPLE
You roll:
42 — INSIGNIA OF A LOST LEGION
Your Background is:
SOLDIER
You might connect the two by deciding that the lost legion was your former unit.
Again, that narrative connection is optional.
PART FOUR — FINAL CHARACTER COMPLETION
The Trinket table appears after:
MULTICLASSING
at the end of the main Character Creation material covered in this section.
So this is a useful moment to verify that your character is completely ready for play.
COMPLETE CHARACTER CHECKLIST
1. CHARACTER SHEET
Choose the format you will use to track your character:
-
printed sheet
-
digital sheet
-
plain paper
-
another suitable format
2. CHARACTER NAME
Record your character's chosen name.
3. CLASS
Record:
YOUR CLASS
If multiclassed:
RECORD EVERY CLASS AND ITS LEVEL
4. CHARACTER LEVEL
Record your:
TOTAL CHARACTER LEVEL
5. EXPERIENCE POINTS
Record:
CURRENT XP
Level 1 normally begins at:
0 XP
6. SUBCLASS
If you are:
LEVEL 3 OR HIGHER
record your chosen:
SUBCLASS
7. BACKGROUND
Record the Background that represents the formative:
PLACE AND OCCUPATION
of your earlier life.
8. SPECIES
Record:
SPECIES
and all applicable:
SPECIES TRAITS
9. LANGUAGES
At minimum, the normal Origin process gives:
COMMON
plus:
TWO STANDARD LANGUAGES
and features may provide more.
10. ALIGNMENT
Choose and record one of the nine Alignments.
11. ABILITY SCORES
Record:
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
12. ABILITY MODIFIERS
Record the modifier corresponding to each Ability Score.
13. PROFICIENCY BONUS
At level 1:
+2
Higher-level characters use the appropriate value from the Character Advancement table.
14. SAVING THROW PROFICIENCIES
Mark which Saving Throws receive:
PROFICIENCY BONUS
Then calculate every Saving Throw modifier.
15. SKILL PROFICIENCIES
Record all Skills gained from:
CLASS
BACKGROUND
and any other features.
16. EXPERTISE
If a feature grants Expertise:
RECORD WHICH PROFICIENCIES RECEIVE IT
17. TOOL PROFICIENCIES
Record all Tools with which your character is proficient.
Your Background normally contributes:
ONE TOOL PROFICIENCY
18. ARMOR TRAINING
Record the armor categories and Shields you are trained to use.
19. WEAPON PROFICIENCIES
Record the weapon categories or specific weapon proficiencies granted by your Class and other features.
20. CREATURE TYPE
For the nine playable Species in this SRD:
HUMANOID
unless another rule changes it.
21. SIZE
Record your:
SIZE
as determined by Species.
22. SPEED
Record:
SPEED
and any:
SPECIAL SPEEDS
you possess.
23. HIT POINT MAXIMUM
Calculate:
MAXIMUM HP
using:
-
Class
-
Constitution Modifier
-
level
-
any applicable special features
24. CURRENT HIT POINTS
Track this separately from:
MAXIMUM HP
25. TEMPORARY HIT POINTS
Keep a separate space available for them.
26. DEATH SAVING THROWS
Your character sheet should allow successes and failures to be tracked when necessary.
27. HIT DICE
Record:
-
die type
-
number available
-
number spent
Multiclass characters may have:
DIFFERENT HIT DIE TYPES
28. INITIATIVE
Normally:
DEXTERITY MODIFIER
unless another feature modifies it.
29. ARMOR CLASS
Determine the AC calculation currently used.
Remember:
MULTIPLE AC FORMULAS DON'T STACK
A multiclass character who has several must use only one at a time.
30. PASSIVE PERCEPTION
10 + WISDOM (PERCEPTION) CHECK MODIFIER
31. STARTING EQUIPMENT
Record equipment from:
CLASS
and:
BACKGROUND
and any purchases made with starting coins.
32. REMAINING MONEY
Record any:
-
CP
-
SP
-
EP
-
GP
-
PP
you still possess.
33. WEAPONS
For each important weapon, record:
ATTACK BONUS
DAMAGE
DAMAGE TYPE
PROPERTIES
and later:
MASTERY PROPERTY
where applicable.
34. CLASS FEATURES
Record:
EVERY CLASS FEATURE YOUR LEVEL PROVIDES
If a feature requires a choice:
MAKE THAT CHOICE
35. FEATS
Your Background grants a Feat.
Higher-level advancement can grant more.
Record:
ALL FEATS
36. SPELLCASTING ABILITY
If applicable, record which ability governs the relevant spells.
37. SPELL SAVE DC
8 + SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS
38. SPELL ATTACK BONUS
SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS
39. CANTRIPS
Record every Cantrip currently available to the character.
40. PREPARED SPELLS
Record all spells currently prepared according to the relevant Class or feature.
41. SPELL SLOTS
Record:
HOW MANY SLOTS OF EACH LEVEL
you possess.
Multiclass spellcasters should use the special rules from Lesson 37.
42. PERSONAL HISTORY
Consider the SRD's questions:
-
Who raised you?
-
Who was your closest childhood friend?
-
Did you have a pet?
-
Have you fallen in love?
-
Did you join an organization?
-
Are you still a member?
-
What from your past inspires you to adventure now?
43. MOTIVATION
Your character should have a reason to:
PARTICIPATE IN ADVENTURES
This can grow directly from their past.
44. OPTIONAL TRINKET
Finally:
ROLL 1D100
and add one mysterious object from the table if you want.
COMPLETE CHARACTER EXAMPLE
Imagine:
HUMAN FIGHTER 1
Background:
SOLDIER
Alignment:
LAWFUL GOOD
ABILITY SCORES
Strength:
17 (+3)
Dexterity:
14 (+2)
Constitution:
14 (+2)
Intelligence:
8 (−1)
Wisdom:
10 (+0)
Charisma:
12 (+1)
PROFICIENCY BONUS
+2
HIT POINTS
Fighter:
10 + Con +2:
12 HP
HIT DIE
1D10
INITIATIVE
Dex +2:
+2
SAVING THROWS
Fighter proficiencies:
Strength and Constitution.
Strength Save:
+3 +2:
+5
Constitution Save:
+2 +2:
+4
SKILL
Suppose Athletics proficiency:
Strength +3 + PB +2:
ATHLETICS +5
PASSIVE PERCEPTION
If Perception isn't proficient:
Wisdom modifier:
+0
Passive Perception:
10
ATTACK
Suppose a proficient Strength-based melee weapon.
Attack:
+3 Strength +2 PB:
+5
If weapon damage is:
1D8
damage becomes:
1D8 +3
ORIGIN
Species:
HUMAN
Background:
SOLDIER
Languages:
COMMON + TWO STANDARD LANGUAGES
PERSONAL HISTORY
Perhaps:
-
raised by a veteran parent
-
closest friend remains in the army
-
left military service after a disastrous battle
-
now adventures to locate missing comrades
TRINKET
Roll:
42
Result:
INSIGNIA OF A LOST LEGION
That mysterious object now fits the character beautifully.
The rules did not require that connection.
But the Trinket has helped turn:
A COLLECTION OF STATISTICS
into:
A CHARACTER WITH A STORY
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING A TRINKET IS REQUIRED
It is:
OPTIONAL
You can roll once during character creation.
MISTAKE 2 — ASSUMING EVERY TRINKET IS MAGICAL
The table presents them as:
SIMPLE OBJECTS TOUCHED BY MYSTERY
It does not give every Trinket magical rules.
MISTAKE 3 — INVENTING COMBAT BONUSES FROM A TRINKET
A mysterious Dragon talon doesn't automatically provide:
-
attack bonuses
-
Dragon powers
-
spellcasting
-
Resistance
unless another rule says so.
MISTAKE 4 — FORGETTING THAT 00 MEANS 100
A d100 table runs:
01–00
with:
00 = 100
MISTAKE 5 — THINKING THE GM CAN'T USE THE TABLE
The SRD explicitly suggests it for:
DUNGEON ROOMS
and:
CREATURE POCKETS
as well.
MISTAKE 6 — FINISHING CHARACTER CREATION WITHOUT RECORDING CLASS FEATURE CHOICES
Read every feature and complete every required choice.
MISTAKE 7 — FORGETTING BACKGROUND PROFICIENCIES OR FEAT
Background supplies:
TWO SKILL PROFICIENCIES
ONE TOOL PROFICIENCY
A FEAT
MISTAKE 8 — FORGETTING SPECIES SIZE AND SPEED
Both should be recorded during character creation.
MISTAKE 9 — FORGETTING LANGUAGES
A normal player character knows:
COMMON + TWO STANDARD LANGUAGES
before additional features.
MISTAKE 10 — FORGETTING THE SUBCLASS WHEN STARTING AT LEVEL 3+
Record it on the character sheet.
LESSON 38 — KEY TAKEAWAYS
A TRINKET IS
A TINY, SIMPLE ITEM TOUCHED BY MYSTERY
DURING CHARACTER CREATION
You can:
ROLL ONCE ON THE D100 TABLE
THE TABLE CONTAINS
100 TRINKETS
from:
01
through:
00
TRINKETS ARE PRIMARILY
STORY OBJECTS
The table doesn't assign them universal combat or magical mechanics.
THE GM CAN ALSO USE THE TABLE
to populate:
DUNGEONS
or:
CREATURE INVENTORIES
CHARACTER CREATION AND ADVANCEMENT COMPLETE
You now understand how to build a character from the beginning and advance that character throughout an adventuring career.
You have covered:
THE CHARACTER SHEET
CLASS SELECTION
ORIGIN
BACKGROUND
SPECIES
LANGUAGES
ABILITY SCORES
ALIGNMENT
SIZE
SPEED
EQUIPMENT
ATTACKS
DEFENSES
SAVING THROWS
SKILLS
HIT POINTS
EXPERIENCE POINTS
LEVEL ADVANCEMENT
HIGHER-LEVEL CHARACTERS
MULTICLASSING
MULTICLASS SPELLCASTING
and:
ALL 100 TRINKETS
The complete:
CHARACTER CREATION AND ADVANCEMENT
section of this course is now finished.
NEXT LESSON
LESSON 39 — BARBARIAN AND THE PATH OF THE BERSERKER
We now begin the largest stage of character development:
THE CLASSES
Each of the twelve SRD Classes will receive its own complete lesson.
Lesson 39 begins with:
BARBARIAN
We will study the entire Class from:
LEVEL 1 TO LEVEL 20
including:
-
Core Barbarian Traits
-
Hit Points
-
proficiencies
-
Armor Training
-
starting equipment
-
Rage
-
Rage Damage
-
Unarmored Defense
-
Weapon Mastery
-
Danger Sense
-
Reckless Attack
-
Primal Knowledge
-
Subclass selection
-
Ability Score Improvement
-
Extra Attack
-
Fast Movement
-
Feral Instinct
-
Instinctive Pounce
-
Brutal Strike
-
Relentless Rage
-
Persistent Rage
-
Indomitable Might
-
Primal Champion
and the complete:
PATH OF THE BERSERKER
including all of its subclass features.
From this point onward, you will see how all the fundamental rules you have learned are assembled into:
COMPLETE PLAYABLE HEROES
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.