5e is the next big thing in tabletop gaming, but it’s a game with many pitfalls.
There are dozens of rules and minutiae that can be confusing for newcomers, and many players can end up having to figure out the nuances of a game before they can get into the game.
To help players navigate this new, uncharted world of 5e, we’ve compiled a list of all the rules and details that players should know, whether they’re new to 5e or have been playing it for years.
How to Use a 5e Character 1.1 A 5e character is a character created specifically for 5e.
They don’t have to be a playable character, though, and can be any race or class.
A 5-year-old can be a rogue, a wizard, or a mage.
A 3rd level character can be an archer, a cleric, or an inquisitor.
Characters of the same race or similar class can be the same.
Character Creation is a lot easier than it looks on the surface, though.
Characters can be created using a few simple rules.
First, a character can take on the name of their class or race.
Second, characters have an alignment that they can choose from.
Lastly, they can have a class level.
Each of these has a number of rules that describe the character’s class, class level, alignment, and class abilities.
The character creation process takes a few hours, and all you need to do is roll the character sheet to see how many points you get to spend on class skills, class skills bonuses, and so on.
The GMs goal is to make sure that the character feels like a full 5e player.
For example, a mage character can choose to be an arcane adept, or she can choose a martial artist.
To create a 5-e character, roll a 1d20 and add your proficiency bonus to any of the skills you need.
You can create multiple 5e characters.
This is a great way to make your characters feel unique and more memorable.
Each time you create a character, you roll 1d4.
You can add your Charisma modifier to these numbers to make the character stand out more than just a generic character.
If you create your character with a high Intelligence score, she will have a bonus to all her class skills and abilities.
You can use the GM to customize your characters.
You may want to choose a different race, a new class, or even an alignment.
An alignment can have different powers and abilities, but your character can always choose one of the following to have.
Druid: You have a +2 bonus to Intelligence and Wisdom for every level you gain.
If you gain a level in a druid class, this bonus increases to +4.
Paladin: You can use your Wisdom modifier to determine the effects of your spells as if you were an extra wizard spellcaster.
Druid spells are magical, so you gain 1d6 spell levels for every two druid levels you have.
Warrior: You gain a +1 bonus to Constitution for every three levels you gain and a +4 bonus to Strength for every four levels you level.
You also gain a dodge bonus to AC equal to 1/2 your druid level.
Rogue: You cannot be flanked.
Paladin spells have a range of 60 feet.
Monk: You must succeed at a Fortitude save (DC 10 + your proficiency modifier) or be knocked prone.
Oracle: You add your Wisdom bonus to the save DC of spells you cast.
Shaman: You learn the Minor Illusion cantrip.
Druid Spells have a 1/3 chance of being a 1st-level spell.
Rogue: Spells that deal damage increase by 1d8 for every five levels you reach.
Paladin Spells have the same effects.
Shaman Spells have no effect, though the Shaman’s domain spell ability grants them a +5 bonus on their saving throws.
Cleric: Spells you cast are always available at your full casting level, but you gain the ability to cast them at a reduced level if you expend a spell slot.
You do this by casting a spell from the cleric spell list, casting a 2nd-level level spell, or casting a 3rd-level or higher spell.
Paladin and Shaman spells have the highest level spell slot requirements.
Druid is the easiest to learn, but the Shaman class is the most powerful.
Bard: Spells are always usable at your level.
Your spells have an ability score, so spells of your level have a base DC equal to your Wisdom score plus your Charisma bonus.
Monk: Spells of your type have a DC equal your Wisdom and Charisma bonus (minimum +1).
Paladin: Spells have an AC equal your proficiency and Wisdom bonus (maximum +4).
Shaman: Spells do not have an actual base DC.
Druid: Spells with an ability bonus are always possible at your normal