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: # {lawful,neutral,chaotic}-{good,neutral,evil} | |||
- Ideals: | - Ideals: | ||
- Bonds: | - Bonds: | ||
Line 10: | Line 11: | ||
# Race Influenced | # Race Influenced | ||
- Age: | - Age: | ||
- Size: | - Size: | ||
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</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 = |
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_MODSample 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