D&D 5e: Character Progression: Difference between revisions

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= Basics =
= Basics =
<blockquote>
<blockquote>
* Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
<syntaxhighlight lang="yaml">
# Creation
- Abilities:   # Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
- Alignment:  # {lawful,neutral,chaotic}-{good,neutral,evil}
- Ideals:
- Bonds:
- Flaws:
 
# Race Influenced
- Age:
- Size:
- Speed:
- Languages:
- Subrace:
 
# Limits
- Armor Class:    10 + ${DEX}  # plus calculated armor
- Carry Capacity: 15 * ${STR}
 
# Inventory
- XP:
- GP:
</syntaxhighlight>
</blockquote><!-- Basics -->
</blockquote><!-- Basics -->


= Creation =
= Abilities =
<blockquote>
* Assigned at creation, incremented on level-up
* Min 0, Max 20
* Final score includes a calculated modifier (which affects other skill checks)
 
Calculating
<syntaxhighlight lang="python">
ABILITY_MOD  = (POINTS // 2) - 5
ABILITY_SCORE = POINTS + ABILITY_MOD
</syntaxhighlight>
 
Sample Result
<syntaxhighlight lang="bash">
#  POINTS  MOD  FINAL
STR  15    (+2)  # 17
DEX  14    (+2)  # 16
CON  13    (+1)  # 14
INT  12    (+1)  # 13
WIS  10    (+0)  # 10
CHA  8    (-1)  #  7
</syntaxhighlight>
</blockquote><!-- Abilities -->
 
= Proficiency =
<blockquote>
<blockquote>
== Abilities ==
* Points are allocated to your proficiency as you level up
* Your class(es) determine the gear you get a profficiency bonus with
* When multiclassing, you reduce the obtained proficiencies of your class
 
<syntaxhighlight lang="python">
PROFICIENCY = ((LVL // 5) * 1) + 2
</syntaxhighlight>
</blockquote><!-- Proficiency -->
 
= Leveling Up =
<blockquote>
<blockquote>
XP Required for Level Up
<syntaxhighlight lang="bash">
# (function not possible)
# LVL  REQD_XP
1            0
2          300
3          900
4          2700
5          6500
6        14000
7        23000
8        34000
9        48000
10        64000
11        85000
12      100000
13      120000
14      140000
15      165000
16      195000
17      225000
18      265000
19      305000
20      355000
</syntaxhighlight>
<syntaxhighlight lang="yaml">
<syntaxhighlight lang="yaml">
- Roll `4d6` for each ability. Sum highest '3'
- HP  += CON_MOD + HIT_DICE  # hit-die roll (num-sides is class specific)
# OR
- if CON +=1                # HP += 1 * ${CHAR_LVL}  # for each CON increment
- Assign '15, 14, 13, 12, 10, 8' to abilities of your choosing
- Class Specific Features
</syntaxhighlight>
</syntaxhighlight>
</blockquote><!-- Abilities -->
</blockquote><!-- Leveling Up -->
</blockquote><!-- Creation -->

Latest revision as of 22:41, 3 July 2022

Basics

# Creation
- Abilities:   # Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
- Alignment:   # {lawful,neutral,chaotic}-{good,neutral,evil}
- Ideals:
- Bonds:
- Flaws:

# Race Influenced
- Age:
- Size:
- Speed:
- Languages:
- Subrace:

# Limits
- Armor Class:    10 + ${DEX}  # plus calculated armor
- Carry Capacity: 15 * ${STR}

# Inventory
- XP:
- GP:

Abilities

  • Assigned at creation, incremented on level-up
  • Min 0, Max 20
  • Final score includes a calculated modifier (which affects other skill checks)

Calculating

ABILITY_MOD   = (POINTS // 2) - 5
ABILITY_SCORE = POINTS + ABILITY_MOD

Sample Result

#  POINTS  MOD   FINAL
STR  15    (+2)  # 17
DEX  14    (+2)  # 16
CON  13    (+1)  # 14
INT  12    (+1)  # 13
WIS  10    (+0)  # 10
CHA   8    (-1)  #  7

Proficiency

  • Points are allocated to your proficiency as you level up
  • Your class(es) determine the gear you get a profficiency bonus with
  • When multiclassing, you reduce the obtained proficiencies of your class
PROFICIENCY = ((LVL // 5) * 1) + 2

Leveling Up

XP Required for Level Up

# (function not possible)
# LVL   REQD_XP
1             0
2           300
3           900
4          2700
5          6500
6         14000
7         23000
8         34000
9         48000
10        64000
11        85000
12       100000
13       120000
14       140000
15       165000
16       195000
17       225000
18       265000
19       305000
20       355000
- HP  += CON_MOD + HIT_DICE  # hit-die roll (num-sides is class specific)
- if CON +=1                 # HP += 1 * ${CHAR_LVL}  # for each CON increment
- Class Specific Features