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.