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

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# Creation
# Creation
- Abilities:  # Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
- Abilities:  # Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
- Alignment:
- Alignment:   # {lawful,neutral,chaotic}-{good,neutral,evil}
- Ideals:
- Ideals:
- Bonds:
- Bonds:
- Flaws:
- Flaws:
# Race Influenced
- Age:
- Size:
- Speed:
- Languages:
- Subrace:


# Limits
# Limits
Line 43: Line 50:
</syntaxhighlight>
</syntaxhighlight>
</blockquote><!-- Abilities -->
</blockquote><!-- Abilities -->
= Proficiency =
<blockquote>
* 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 =
= Leveling Up =
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XP Required for Level Up
XP Required for Level Up
<syntaxhighlight lang="bash">
<syntaxhighlight lang="bash">
# function not possible
# (function not possible)
# LVL REQD_XP
# LVL   REQD_XP
1           0
1             0
2         300
2           300
3         900
3           900
4       2700
4         2700
5       6500
5         6500
6       14000
6         14000
7       23000
7         23000
8       34000
8         34000
9       48000
9         48000
10     64000
10       64000
11     85000
11       85000
12     100000
12       100000
13     120000
13       120000
14     140000
14       140000
15     165000
15       165000
16     195000
16       195000
17     225000
17       225000
18     265000
18       265000
19     305000
19       305000
20     355000
20       355000
</syntaxhighlight>
</syntaxhighlight>


<syntaxhighlight lang="yaml">
<syntaxhighlight lang="yaml">
- HP  += CON_MOD + 1d?    # hit-die roll
- HP  += CON_MOD + HIT_DICE  # hit-die roll (num-sides is class specific)
- if CON +=1               # HP += 1 * ${CHAR_LVL}
- if CON +=1                 # HP += 1 * ${CHAR_LVL} # for each CON increment
- Class Specific Features
- Class Specific Features
</syntaxhighlight>
</syntaxhighlight>
</blockquote><!-- Leveling Up -->
</blockquote><!-- Leveling Up -->

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