d 100 Trinket d100 Trinket
79 An invitation to a party where a murder happened
51 A dead scarab beetle the size o f your hand 80 A bronze pentacle with an etching o f a rat's head
52 Two toy soldiers, one with a missing head in its center
53 A small box filled with different-sized buttons 81 A purple handkerchief embroidered with the name o f
54 A candle that can’t be lit a powerful archmage
55 A tiny cage with no door 82 Half o f a floorplan for a temple, castle, or some other
56 An old key structure
57 An indecipherable treasure map 83 A bit o f folded cloth that, when unfolded, turns into
58 A hilt from a broken sword a stylish cap
59 A rabbit’s foot 84 A receipt o f deposit at a bank in a far-flung city
60 A glass eye 85 A diary with seven missing pages
61 A cameo carved in the likeness of a hideous person 86 An empty silver snuffbox bearing an inscription on
62 A silver skull the size o f a coin the surface that says “dreams’’
63 An alabaster mask 87 An iron holy symbol devoted to an unknown god
64 A pyramid o f sticky black incense that smells very bad 88 A book that tells the story of a legendary hero's rise
65 A nightcap that, when worn, gives you pleasant and fall, with the last chapter missing
89 A vial of dragon blood
dreams 90 An ancient arrow of elven design
66 A single caltrop made from bone 91 A needle that never bends
67 A gold monocle frame without the lens 92 An ornate brooch of dwarven design
68 A 1-inch cube, each side painted a different color 93 An empty wine bottle bearing a pretty label that says,
69 A crystal knob from a door “The Wizard o f Wines Winery, Red Dragon Crush,
70 A small packet filled with pink dust 331422-W"
71 A fragment o f a beautiful song, written as musical 94 A mosaic tile with a multicolored, glazed surface
95 A petrified mouse
notes on two pieces of parchment 96 A black pirate flag adorned with a dragon's skull
72 A silver teardrop earring made from a real teardrop and crossbones
73 The shell of an egg painted with scenes of human 97 A tiny mechanical crab or spider that moves about
when it’s not being observed
misery in disturbing detail 98 A glass jar containing lard with a label that reads,
74 A fan that, when unfolded, shows a sleeping cat “Griffon Grease”
75 A set of bone pipes 99 A wooden box with a ceramic bottom that holds a
76 A four-leaf clover pressed inside a book discussing living worm with a head on each end of its body
100 A metal urn containing the ashes o f a hero
manners and etiquette
77 A sheet of parchment upon which is drawn a complex
mechanical contraption
78 An ornate scabbard that fits no blade you have
found so far
C h a p t e r 6: C u s t o m iz a t io n O p t io n s
THE COMBINATION OF ABILITY SCORES, RACE, P rerequ isites
class, and background defines your
character’s capabilities in the gam e, and To qualify for a new class, you must meet the ability score
the personal details you create set your prerequisites for both your current class and your new
character apart from every other character. one, as show n in the M ulticlassing Prerequisites table.
Even within your class and race, you have For example, a barbarian w ho decides to multiclass into
options to fine-tune what your character the druid class must have both Strength and W isdom
can do. But this chapter is for players w h o —with the scores o f 13 or higher. W ithout the full training that
D M ’s p erm ission —w ant to go a step further. a beginning character receives, you must be a quick
This chapter defines two optional sets of rules for study in your n ew class, having a natural aptitude that
custom izing your character: multiclassing and feats. is reflected by higher-than-average ability scores.
Multiclassing lets you com bine classes together,
and feats are special options you can choose instead M ulticlassing Prerequisites
o f increasing your ability scores as you gain levels.
Your DM decides whether these options are available Class Ability Score M i n i m u m
in a cam paign.
Barbarian Strength 13
M ulticlassing
Bard Charisma 13
M ulticlassing allow s you to gain levels in multiple
classes. D oing s o lets you m ix the abilities o f those Cleric Wisdom 13
classes to realize a character concept that might not be Druid Wisdom 13
reflected in one o f the standard class options. Fighter Strength 13 or Dexterity 13
Monk Dexterity 13 and Wisdom 13
W ith this rule, you have the option of gaining a level
in a n ew class w henever you advance in level, instead Paladin Strength 13 and Charisma 13
o f gaining a level in your current class. Your levels in
all your classes are added together to determine your Ranger Dexterity 13 and Wisdom 13
character level. F or exam ple, if you have three levels in
w izard and tw o in fighter, you ’re a 5th-level character. Rogue Dexterity 13
Sorcerer Charisma 13
A s you advance in levels, you might primarily remain Warlock Charisma 13
a m em ber o f your original class with just a few levels
in another class, or you might change course entirely, Wizard Intelligence 13
never look in g ba ck at the class you left behind. You
m ight even start progressin g in a third or fourth class. E xperien ce P o in ts
Com pared to a single-class character o f the sam e level,
you ’ll sa crifice so m e focu s in exchange for versatility. The experience point cost to gain a level is always
based on your total character level, as show n in the
M ulticlassing Ex a m p l e Character A dvancem ent table in chapter 1, not your level
Gary is playing a 4th-level fighter. When his character earns in a particular class. S o, if you are a cleric 6/fighter 1,
enough experience points to reach 5th level, Gary decides you must gain enough X P to reach 8th level before you
that his character will multiclass instead of continuing to can take your second level as a fighter or your seventh
progress as a fighter. Gary’s fighter has been spending a lot level as a cleric.
of time with Dave’s rogue, and has even been doing some
jobs on the side for the local thieves’ guild as a bruiser. Gary H it P o in t s a n d H it D ice
decides that his character will multiclass into the rogue class,
and thus his character becomes a 4th-level fighter and 1st- Y ou gain the hit points from your new class as d escribed
level rogue (written as fighter 4/rogue 1). for levels after 1st. You gain the 1st-level hit points for a
class only w hen you are a 1st-level character.
When Gary’s character earns enough experience to
reach 6th level, he can decide whether to add another You add together the Hit D ice granted by all your
fighter level (becoming a fighter 5/rogue 1), another rogue classes to form your p ool o f Hit Dice. If the Hit D ice are
level (becoming a fighter 4/rogue 2), or a level in a third the sam e die type, you can simply pool them together.
class, perhaps dabbling in wizardry thanks to the tome of For example, both the fighter and the paladin have a
mysterious lore he acquired (becoming a fighter 4/rogue 1/ d 10, s o if you are a paladin 5/fighter 5, you have ten d 10
wizard 1). Hit D ice. If your classes give you Hit D ice o f different
types, keep track o f them separately. If you are a paladin
5/cleric 5, for exam ple, you have five d 10 Hit D ice and
five d8 Hit D ice.
P r o ficien cy B o n u s
Your proficiency bonus is always based on your total
character level, as sh ow n in the Character Advancem ent
table in chapter 1, not your level in a particular class.
For exam ple, if you are a fighter 3/rogue 2, you have the
proficiency bonus o f a 5th-level character, w hich is +3.
P ro ficien cies U n arm o red D efense
W h en you gain a level in a class other than your first, If you already have the Unarmored D efense feature, you
you gain only som e o f that class’s starting proficiencies, c a n ’t gain it again from another class.
as show n in the M ulticlassing P roficiencies table.
Sp e l l c a s t in g
M u lticla ssin g Pr o f ic ien c ies Your capacity for spellcasting depends partly on your
com bined levels in all your spellcasting classes and
Class Proficiencies Gained partly on your individual levels in those classes. O nce
you have the Spellcasting feature from m ore than one
Barbarian Shields, simple weapons, martial weapons class, use the rules below. If you m ulticlass but have the
Spellcasting feature from only one class, you follow the
Bard Light armor, one skill of your choice, one rules as described in that class.
musical instrument o f your choice Spells Known and Prepared. You determine
what spells you know and can prepare for each class
Cleric Light armor, medium armor, shields individually, as if you w ere a single-classed m em ber of
that class. If you are a ranger 4/w izard 3, for example,
Druid Light armor, medium armor, shields (druids you kn ow three 1st-level ranger sp ells ba sed on your
levels in the ranger class. A s 3rd-level w izard, you know
will not wear armor or use shields made of three w izard cantrips, and your spellbook contains ten
w izard spells, tw o o f w hich (the tw o you gained w hen
metal) you reached 3rd level as a w izard) can be 2nd-level
spells. If your Intelligence is 16, you can prepare six
Fighter Light armor, medium armor, shields, simple wizard spells from your spellbook.
weapons, martial weapons Each spell you know and prepare is associated with one
o f your classes, and you use the spellcasting ability o f that
Monk Simple weapons, shortswords class when you cast the spell. Similarly, a spellcasting
focus, such as a holy symbol, can be used only for the
Paladin Light armor, medium armor, shields, simple spells from the class associated with that focus.
Ranger weapons, martial weapons Spell Slots. You determine your available spell slots
Light armor, medium armor, shields, simple by adding together all your levels in the bard, cleric,
druid, sorcerer, and w izard classes, half your levels
weapons, martial weapons, one skill from the (rounded down) in the paladin and ranger classes, and
a third o f your fighter or rogue levels (rounded down)
class’s skill list if you have the Eldritch Knight or the Arcane Trickster
feature. Use this total to determine your spell slots by
Rogue Light armor, one skill from the class’s skill list, consulting the Multiclass Spellcaster table.
thieves’ tools If you have m ore than one spellcasting class, this table
might give you spell slots o f a level that is higher than
Sorcerer — the spells you know or can prepare. You can use those
Warlock slots, but only to cast your lower-level spells. If a lower-
Light armor, simple weapons level spell that you cast, like burning hands, has an
enhanced effect w hen cast using a higher-level slot, you
Wizard — can use the enhanced effect, even though you don’t have
any spells o f that higher level.
C lass F eatures
For example, if you are the aforementioned ranger 4/
W h en you gain a n ew level in a class, you get its features w izard 3, you count as a 5th-level character w hen
for that level. A few features, however, have additional determ ining your spell slots: you have four 1st-level
rules w hen you ’re m ulticlassing: Channel Divinity, Extra slots, three 2nd-level slots, and tw o 3rd-level slots.
Attack, Unarm ored Defense, and Spellcasting. However, you don’t know any 3rd-level spells, nor do you
know any 2nd-level ranger spells. You can use the spell
C h a n n e l D iv in it y slots o f those levels to cast the spells you do know —and
If you already have the Channel Divinity feature and gain potentially enhance their effects.
a level in a class that also grants the feature, you gain the
Channel Divinity effects granted by that class, but getting Pact Magic. If you have both the Spellcasting class
the feature again doesn’t give you an additional use of feature and the Pact M agic class feature from the w arlock
it. You gain additional u ses only w hen you reach a class class, you can use the spell slots you gain from the Pact
level that explicitly grants them to you. For example, if Magic feature to cast spells you know or have prepared
you are a cleric 6/paladin 4, you can use Channel Divinity from classes with the Spellcasting class feature, and you
tw ice betw een rests because you are high enough level can use the spell slots you gain from the Spellcasting
in the cleric class to have m ore uses. W henever you use class feature to cast w arlock spells you know.
the feature, you can ch oose any o f the Channel Divinity
effects available to you from your two classes.
Extra A ttack
If you gain the Extra Attack class feature from m ore
than one class, the features don’t add together. You
can’t m ake m ore than tw o attacks with this feature
unless it says you do (as the fighter’s version o f Extra
Attack does). Similarly, the w arlock’s eldritch invocation
Thirsting Blade d oesn ’t give you additional attacks if you
also have Extra Attack.
M u lticlass S pellc a ster: • C lim bing d oesn ’t halve your speed.
• You can make a running long jum p or a running high
S pell S lo ts per S pell Level
jum p after moving only 5 feet on foot, rather than
Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10 feet.
1st 2 — — — — — — — — A ctor
2nd 3 — — — — — — — — Skilled at m im icry and dram atics, you gain the
follow ing benefits:
3rd 4 2— — — — — — —
• Increase your Charisma score by 1, to a m axim um o f 20.
4th 4 3 — — — — — — — • You have advantage on Charisma (Deception) and
5th 4 3 2 — — — — — — Charisma (Perform ance) checks when trying to pass
yourself off as a different person.
6th 4 3 3 — — — — — — • You can m im ic the speech o f another person or the
sounds made by other creatures. You must have
7th 4 3 3 1 — — — — — heard the person speaking, or heard the creature
m ake the sound, for at least 1 minute. A su ccessfu l
8th 4 3 3 2 — — — — — W isdom (Insight) check contested by your Charisma
(D eception) check allow s a listener to determ ine that
9th 4 3 3 3 1 — — — — the effect is faked.
10th 4 3 3 3 2 — — — — C harger
11th 4 3 3 3 2 1 — — — W hen you use your action to Dash, you can use a
bonus action to m ake one m elee w eapon attack or to
12th 4 3 3 3 2 1 — — — shove a creature.
13th 4 3 3 3 2 1 1 — — If you m ove at least 10 feet in a straight line
immediately before taking this bonus action, you either
14th 4 3 3 3 2 1 1 — — gain a +5 bon u s to the attack’s dam age roll (if you c h ose
to m ake a m elee attack and hit) or push the target up
15th 4 3 3 3 2 1 1 1 — to 10 feet away from you (if you ch ose to shove and
you succeed).
16th 4 3 3 3 2 1 1 1 —
C rossbow Expert
17th 4 3 3 3 2 1 1 1 1
Thanks to extensive practice with the crossbow , you
18th 4 3 3 3 3 1 1 1 1 gain the follow ing benefits:
19th 4 3 3 3 3 2 1 1 1 • You ignore the loading quality o f crossbow s with
w hich you are proficient.
20th 4 3 3 3 3 2 2 1 1
• B eing within 5 feet o f a hostile creature d oesn ’t
Feats im pose disadvantage on your ranged attack rolls.
A feat represents a talent or an area of expertise that gives • W hen you use the Attack action and attack with a one-
a character special capabilities. It em bodies training, handed w eapon, you can use a bonus action to attack
experience, and abilities beyond what a class provides. with a loaded hand crossbow you are holding.
At certain levels, your class gives you the Ability Score D efen sive D u elist
Improvement feature. Using the optional feats rule, you
can forgo taking that feature to take a feat o f your choice Prerequisite: Dexterity 13 or higher
instead. You can take each feat only once, unless the
feat’s description says otherwise. W hen you are wielding a finesse weapon with which
you are proficient and another creature hits you with
You must m eet any prerequisite specified in a feat a m elee attack, you can use your reaction to add your
to take that feat. If you ever lose a feat’s prerequisite, proficiency bonus to your AC for that attack, potentially
you can ’t use that feat until you regain the prerequisite. causing the attack to m iss you.
For example, the Grappler feat requires you to have a
Strength o f 13 or higher. If your Strength is reduced DualWi e l d e r
below 13 som ehow —perhaps by a w ithering cu rse—
you can’t benefit from the Grappler feat until your You master fighting with tw o w eapons, gaining the
Strength is restored. following benefits:
A lert • You gain a +1 bonus to AC while you are w ielding a
separate m elee w eapon in each hand.
Always on the lookout for danger, you gain the
following benefits: • You can use two-w eapon fighting even w hen the one-
handed m elee w ea p on s you are w ielding aren’t light.
• You gain a +5 bonus to initiative.
• You can’t be surprised w hile you are conscious. • You can draw or stow two one-handed w eapons when
• Other creatures don’t gain advantage on attack rolls you w ould normally be able to draw or stow only one.
against you as a result of being hidden from you.
A th lete
You have undergone extensive physical training to gain
the follow ing benefits:
• In crease your Strength or D exterity sco re by 1, to a
maximum of 20.
• W hen you are prone, standing up uses only 5 feet of
your movement.
D ungeon D elver • W h en you roll a Hit D ie to regain hit points, the
m inim um num ber o f hit points you regain from
Alert to the hidden traps and secret d oors found in many the roll equals twice your Constitution modifier
dungeons, you gain the follow ing benefits: (m inim um o f 2).
• You have advantage on W isdom (Perception) and Elem ental A dept
Intelligence (Investigation) checks made to detect the
presence of secret doors. Prerequisite: The ability to cast at least one spell
• You have advantage on saving throws made to avoid W hen you gain this feat, ch oose one o f the follow ing
or resist traps. dam age types: acid, cold, fire, lightning, or thunder.
• You have resistance to the dam age dealt by traps. Spells you cast ignore resistance to dam age o f the
• You can sea rch for traps w hile traveling at a norm al chosen type. In addition, when you roll dam age for a
spell you cast that deals dam age o f that type, you can
pace, instead o f only at a slow pace. treat any 1 on a dam age die as a 2.
D urable You can select this feat multiple times. Each time
you do so, you must ch oose a different dam age type.
Hardy and resilient, you gain the follow ing benefits:
• In crea se y ou r C onstitution s c o r e by 1, to a
maximum of 20.
G rappler Inspirin g L eader
Prerequisite: Strength 13 or higher Prerequisite: Charisma 13 or higher
Y ou’ve developed the skills n ecessa ry to hold your You can spend 10 minutes inspiring your com panions,
ow n in close-quarters grappling. You gain the sh orin g up their resolve to fight. W h en you d o so, c h o o s e
following benefits: up to six friendly creatures (which can include yourself)
• You have advantage on attack rolls against a creature within 30 feet of you w ho can see or hear you and w ho
can understand you. Each creature can gain temporary
you are grappling. hit points equal to your level + your C harism a modifier.
• You can use your action to try to pin a creature grap- A creature ca n ’t gain tem porary hit poin ts from this feat
again until it has finished a short or long rest.
pled by you. To do so, make another grapple check. If
you succeed, you and the creature are both restrained K een M ind
until the grapple ends.
• Creatures that are one size larger than you d on ’t auto- You have a mind that can track time, direction,
matically succeed on checks to escape your grapple. and detail with uncanny precision. You gain the
follow ing benefits.
G reat W eapon M aster
• In crease your Intelligence sc o r e by 1, to a m axim um
Y ou’ve learned to put the w eight o f a w eap on to your of 20.
advantage, letting its m om entum em p ow er your strikes.
You gain the following benefits: • You always know which way is north.
• You always know the num ber o f hours left before the
• O n your turn, w hen you sco re a critical hit w ith a
m elee w eap on or redu ce a creature to 0 hit points next sunrise or sunset.
with one, you can make one m elee weapon attack as a • You can accurately recall anything you have seen or
bonus action.
heard within the past month.
• Before you make a m elee attack with a heavy weapon
that you are proficient with, you can ch oose to take a L ig h tly A r m o r e d
- 5 penalty to the attack roll. If the attack hits, you add
+10 to the attack’s dam age. You have trained to master the use of light armor,
gaining the follow ing benefits:
H ealer
• In crease your Strength or D exterity s co re by 1, to a
You are an able physician, allowing you to m end wounds maximum of 20.
quickly and get your allies back in the fight. You gain the
following benefits: • You gain proficiency with light armor.
• W h en you u se a h ealer’s kit to stabilize a dying crea- L in g u ist
ture, that creature also regains 1 hit point.
You have studied languages and cod es, gaining the
• A s an action, you can spend on e use o f a h ealer’s kit to following benefits:
tend to a creature and restore 1d6 + 4 hit poin ts to it,
plus additional hit points equal to the creatu re’s m ax- • Increase your Intelligence score by 1, to a m aximum o f 20.
im um num ber o f Hit D ice. The creature can’t regain • You learn three languages of your choice.
hit points from this feat again until it finishes a short • You can ably create written ciphers. O thers ca n ’t d eci-
or long rest.
pher a code you create unless you teach them, they
H eavily A rm ored succeed on an Intelligence check (DC equal to your
Intelligence score + your proficiency bonus), or they
Prerequisite: Proficiency with medium armor u se m agic to deciph er it.
You have trained to m aster the use of heavy armor, Lucky
gaining the follow ing benefits:
You have inexplicable luck that seem s to kick in at just
• Increase your Strength score by 1, to a m axim um o f 20. the right moment.
• You gain proficiency with heavy armor.
You have 3 luck points. W henever you make an attack
H eavy A rmor M aster roll, an ability check, or a saving throw, you can spend
one luck point to roll an additional d20. You can choose
Prerequisite: Proficiency with heavy armor to spend one o f your luck points after you roll the die,
but before the outcom e is determined. You choose which
You can use your arm or to deflect strikes that w ould kill o f the d20s is used for the attack roll, ability check, or
others. You gain the following benefits: saving throw.
• In crease your Strength score by 1, to a m axim um o f 20. You can also spend one luck point w hen an attack
• W hile you are w earing heavy armor, bludgeoning, roll is made against you. Roll a d20, and then choose
w hether the attack u ses the attacker’s roll or yours.
piercing, and slashing dam age that you take from non
m agical w eap on s is reduced by 3. If m ore than one creature spends a luck point to
influence the ou tcom e o f a roll, the poin ts can cel each
other out; no additional dice are rolled.
You regain your expended luck points w hen you
finish a long rest.