Core Feats
Core Feats
Feats are powerful abilities that transcend class features, granting your character extraordinary abilities. Narratively, feats may result from raw talent, divine imbuement, magical modification, extensive training, or the awakening of memories from a past life, but the mechanical benefits are identical.
You may opt to take a feat in lieu of an attribute bonus whenever your class offers you one. Unless specifically stated, each feat may only be taken once.
To select a feat, you must meet the requirements listed in the description. If for some reason you no longer meet a feat’s requirements, you lose access to the feat and any abilities it grants until you meet the requirement again.
Multiclassing
Multiclassing
Adventurers are not locked into only one character class and can realize new and interesting concepts by mixing the abilities of multiple classes.
Whenever you gain a character level, you have the option of gaining a level in a different class instead of gaining the next level in your current class. Your character level is the total number of levels you have in any classes. For example, if you have 3 levels in ranger , 2 levels in fighter , and 1 level in berserker , you are a 6th level character.
Multiclassing allows you to freely develop your adventurer in whatever direction you see fit. Compared to an adventurer of a single class, you’ll have greater versatility and a wider range of options, but you will end up sacrificing some of your focus and you’ll typically reach more powerful class features later than most.
Optional: Prerequisites
A berserker may need to do some studying before they can become a wizard. Before you can take a level of a new class, you must meet that class’ ability score prerequisites and the prerequisites of your existing classes as shown in the Multiclassing Prerequisites table.
For example, a sorcerer who decides to multiclass into the rogue class must have both Dexterity and Charisma scores of 13 or higher.
Table: Optional Multiclassing Prerequisites (Adventurer's Guide)
Class | Ability Score Minimum |
Adept | |
Bard | Charisma 13 |
Berserker |
|
Cleric |
|
Druid |
|
Fighter |
|
Herald |
|
Marshal |
|
Ranger |
|
Rogue |
|
Sorcerer |
|
Warlock |
|
Wizard |
|
Table: Optional Multiclassing Prerequisites (Voidrunner's Codex)
Class | Ability Score Minimum |
Psion | Intelligence 13 |
Psyknight | Wisdom 13 |
Scientist |
|
Scout |
|
Trooper |
|
Experience Points
If your game is utilizing experience points (XP), your XP cost to gain new class levels is based on your character level and not your level in any particular class. For example, if you have 4 levels in fighter and 2 levels in marshal, you must gain enough XP to reach 7th level before you can gain a new level in any class.
Hit Points and Hit Dice
You gain the 1st level hit points only from your very first level as a 1st level character. Any levels gained from multiclassing gain the hit points as described for levels after 1st level, even if they would be the first level gained in a particular class.
If your classes both provide the same hit die type, you can simply pool them together. If your classes provide different hit die types, you must keep track of them separately and you may spend them as you choose for any features that require hit dice. For example, if you have 3 levels in berserker and 4 levels in adept, you would have 3d12 hit dice and 4d8 hit dice. When using the adept’s Battle Meditation Focus Feature to regain exertion points, you could choose to spend either a d12 hit die or a d8 hit die.
Proficiency Bonus
Your proficiency bonus is based on your character level, not on any one particular class. For example, if you have 4 levels of cleric, and 5 levels of fighter, you are a 9th level character with a proficiency bonus of +4.
Proficiencies
You only gain some of the 1st level proficiencies from classes taken after your first class, as shown in the Multiclassing Proficiencies table.
Table: Multiclassing Proficiencies (Adventurer's Guide)
Class | Proficiencies Gained |
Adept | |
Berserker | |
Bard |
|
Cleric |
Two from Culture, History, Medicine, or Religion |
Druid |
|
Fighter |
|
Herald |
|
Marshal |
|
Ranger |
Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class' skill list |
Rogue |
|
Sorcerer |
Arcana |
Warlock |
|
Wizard |
Arcana |
Table: Multiclassing Proficiencies (Voidrunner's Codex)
Class | Proficiencies Gained |
Psion | |
Psyknight | Light armor, medium armor, s | one skill from the class' skill list
Scientist |
one skill from the class' skill list and one tool from computers, or multi-scanner |
Scout |
Light armor, simple weapons, one skill from the class' skill list, plus one tool from computers, disguise kit, hacking tools, and thieves’ tools |
Trooper |
|
Starting Equipment
You only gain the starting equipment of your first class at 1st level. You do not gain any additional starting equipment from your first levels in additional classes.
Class Features
Whenever you gain a new level in a class, you gain the class features for that level. There are, however, some features that are found in multiple classes and need additional rules when combined: Alternate Armor Class, Combat Maneuvers, Extra Attack, and Spellcasting .
Alternate Armor Class
Multiple instances of any feature that provides an alternate Armor Class calculation do not stack and cannot combine in any way. If you have multiple features that provide an alternate Armor Class calculation, your AC is equal to the highest Armor Class calculation that currently applies.
An alternate Armor Class calculation applies when all its requirements are met. For example, the adept’s Agile Defense feature specifies that you cannot be using a shield, while the berserker’s Rugged Defense feature specifies that it applies while you are using a shield. If you have both features and are using a shield, you could apply your Rugged Defense, but Agile Defense would not currently apply.
Combat Maneuvers
If you gain the Combat Maneuvers class feature from more than one class, you gain any additional combat traditions or maneuvers the features provide but your exertion pool remains the same and does not stack.
Heralds. The herald is an exception to this rule. If your first levels are in the herald class, you gain an exertion pool equal to twice your proficiency bonus. You regain exertion spent from this pool at the end of a short or long rest .
You use your class levels in every class that grants combat maneuvers to determine the highest degree of combat maneuvers you can learn, determined by the class with the greatest access. For example, if you have 3 levels of fighter and 10 levels of herald you can learn combat maneuvers of up to 4th degree (like a 13th level fighter).
Extra Attack
You cannot stack multiple instances of the Extra Attack feature from multiple classes, and additional instances of the feature do not add additional attacks.
Fighters and Marshals. The additional 11th level Extra attack feature gained by fighters and marshals are both exceptions to this rule (a fighter 5/marshal 6 can attack 3 times with the Attack action.)
Spellcasting
If you gain the Spellcasting feature from only one class you follow the spellcasting rules found in that class. However, if you gain the Spellcasting feature from different classes you must use the following rules.
Spells Known and Prepared
You know and prepare the spells of each of your classes individually as if you only had levels in that class. For example if you have 2 levels of sorcerer and 3 levels of wizard, you know the same number of spells as a 2nd level sorcerer and prepare the same number of spells as a 3rd level wizard.
Each spell you know and prepare is chosen from a different one of your classes, and uses the spellcasting ability of the same class. If one of your classes uses a distinct spellcasting focus, such as an arcane focus, it can only be used for the spells chosen from that class.
Spell Slots
Your total number of spell slots is determined by adding together all the class levels you have from classes with the Spellcasting feature, but some classes do not count as highly as others when determining your spell slots.
Your class levels in the bard, cleric, druid, sorcerer, and wizard classes all count fully towards your spell slots.
Half your levels (rounded down) in the herald class count towards your spell slots.
One third of your levels (rounded down) in the ranger class with the Wildborn archetype count towards your spell slots.
Use this total to determine your spell slots using the Multiclass Spellcaster table. For example, if you have 2 herald levels and 5 cleric levels you count as a 6th level spellcaster for determining your spell slots.
This table may provide you with spell slots at levels higher than you can prepare or know. While you cannot use these slots for spells you don’t know or can’t prepare, you can still use them to enhance many lower level spells. For example, if you have 2nd-level spell slots but don't know any 2nd-level spells, you can cast magic missile as a 2nd-level spell instead of a 1st-level spell (provided you know or have prepared it), even though you don’t know any spells of 2nd-level or higher.
Pact Magic
If you have a Spellcasting class feature and the warlock’s Pact Magic class feature, you may spend spell points gained from your Pact Magic feature to cast spells you know from your Spellcasting class feature. Similarly, you can use spell slots gained from your Spellcasting feature to cast warlock spells you know.
Table: Multiclass Spellcaster
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Psionic Powers
Psions use Psionic Points to manifest psionic powers, while psyknights fuel their powers using exertion. If you have levels in both the psion and psyknight classes, the following rules apply:
- The powers gained from each class must be tracked separately.
- Each power uses the psionics ability from the corresponding class.
- You may not use Psionic Points to power psionic powers gained from the psyknight class, and you may not use exertion to power psionic powers gained from the psion class.
- Your Power Rating is equal to the highest Power Rating gained from the two classes. For example, a character with four levels in psyknight and four levels in psion has a Power Rating of II.
- If one of your classes uses a distinct psionic focus, such as a psychic crystal, it can only be used for the powers chosen from that class.
Eggs
Eggs
There are some creatures that are easier to train from birth and some that must be trained from birth, such as dragons. Refer to this list of egg pricing when you are looking to raise dragons and similarly difficult to domesticate creatures. Note that none of these creatures can be acquired in a common market and are almost always handled by auctioneers and auction houses, or the occasional private collector of eccentricities.
Egg Prices
Black dragon : 25,000 gp
Blue dragon : 35,000 gp
Brass dragon : 10,000 gp
Bronze dragon : 20,000 gp
Copper dragon : 10,000 gp
Couatl : 20,000 gp
Gold dragon : 30,000 gp
Griffon : 3,000 gp
Green dragon : 25,000 gp
Hippogriff : 2,000 gp
Pseudodragon : 5,000 gp
Red dragon : 45,000 gp
Salamander : 50,000 gp
Silver dragon : 20,000 gp
Triceratops : 5,000 gp
Tyrannosaurus rex : 10,000 gp
White dragon : 25,000 gp
Wyvern : 7,000 gp
Pets
Pets
While most pets are likely to be acquired over the course of an adventure there is always the possibility of finding places with animals and magical beasts for sale. Use the price guide below for finding your party’s new furry (or scaly) friend.
Common Pets Bat 5 gp Boar 5 gp Camel 50 gp Cat 5 sp Crab 5 gp Draft horse 50 gp Eagle 50 gp Frog 2 gp Goat 3 gp Hawk 25 gp Lizard 1 gp Mastiff 25 gp Mule 8 gp Owl 10 gp Pony 30 gp Rat 1 sp Raven 30 gp Riding horse 75 gp Scorpion 1 gp Spider 1 gp Weasel 2 gp |
Uncommon Pets Axe beak 75 gp Black bear 250 gp Brown bear 300 gp Constrictor snake 75 gp Crocodile 50 gp Elephant 200 gp Flying snake 150 gp Giant bat 50 gp Giant boar 200 gp Giant crab 50 gp Giant crocodile 300 gp Giant eagle 200 gp Giant frog 25 gp Giant goat 75 gp Giant lizard 30 gp Giant owl 50 gp Giant rat 25 gp Giant scorpion 400 gp Giant spider 300 gp Giant toad 150 gp Giant weasel 30 gp Lion 300 gp Owlbear 500 gp Panther 100 gp Tiger 300 gp Warhorse 400 gp
Wolf
50 gp |
Rare Pets Blink dog 2,500 gp Cockatrice 1,000 gp Griffon 10,000 gp Hippogriff 7,000 gp Mammoth 40,000 gp Pegasus 25,000 gp Pseudodragon 6,000 gp Triceratops 30,000 gp T-rex 65,000 gp Unicorn 15,000 gp |
Donations
Donations
For one reason or another an adventurer may be moved to donate to charity or invest to the betterment of a settlement. There are boons and rewards available to sponsoring a city project or helping develop a charitable organization. In order to benefit from a donation, you must contribute at least 1,000 gold.
INFRASTRUCTURE REWARDS
STONE BRIDGE (1,500 GOLD)
Donating the money for the bridge gives you the privilege of naming it. If it is a toll bridge, you never have to pay toll at this bridge or any other toll collector in the settlement. Additionally, you gain advantage on Charisma checks when interacting with common citizens of the settlement.
IMPROVED SEWER SYSTEM (4,000 GOLD)
When you donate money for a new or improved sewer system you gain exclusive access to the sewer blueprints, and you can order secret tunnels to be made between the sewers and any 3 buildings in the city of their choosing. Additionally, for an extra 3,000 gold, a small underground facility can be built inside the sewers. This facility does not count towards the other 3 buildings that have tunnel access.
CITY BUILDINGS (2,500 GOLD)
When you fund the building of a city institution, such as a town hall or police facility, you never have to make an appointment to see a city official. Additionally, you gain advantage on Insight and Intimidation checks when interacting with city officials.
PHILANTHROPIC REWARDS
PUBLIC LIBRARY (3,000 GOLD)
When you fund the building of a public library you gain advantage on Investigation checks made to research using the library so long as relevant information can be found there. Additionally, you may ask the scholar in residence to perform a research project over the course of one week on a specific topic. How useful the information provided after this research is complete is left to the Narrator’s discretion.
HOSPITAL (4,000 GOLD)
When you contribute to the building of a hospital you gain free treatment by the medical staff. Medical staff immediately work to stabilize any dying character, regardless of whether they donated to the hospital. Common diseases can be treated in a week’s time. Treatment of rarer diseases and ailments are left to the Narrator’s discretion, and hospitals cannot treat magical ailments.
ORPHANAGE (2,500 GOLD)
Characters who contribute to the building of an orphanage gain the trust of the youngsters of the street. You have advantage on Charisma checks made against orphans from this settlement. Additionally, at the Narrator’s discretion the staff of the orphanage are willing to provide useful information to you. Such information could include local gangs recruiting orphans or the identity of an orphan’s parents.
SCHOOL (3,000 GOLD)
If a school is built there is a higher chance of literacy amongst children, teenagers, and young adults in the town. Additionally, characters can recruit recent graduates of the settlement’s school as hirelings.
COMMUNITY BOTANICAL GARDEN (3,000 GOLD)
A community garden gives the settlement access to plants used for medicinal and magical purposes—as well as good old-fashioned cooking. After you build a botanical garden you have access to herbs and plants required for spell components, the brewing of potions, and the crafting of magical items. Additionally, you receive a 10% discount on all potions and food sold in this settlement.
ANIMAL SANCTUARY (10,000 GOLD)
An animal sanctuary is a great investment for any adventuring party, especially rangers and druids. Animal sanctuaries provide a location to learn about more animals that you may not interact with every day. These institutions sell their creatures only to those they know who will care for them, and when you invest in the building of such a property you receive a 50% discount on the animals found there.
Spellcasting Services
Spellcasting Services
The further you adventure the more you’ll need certain spells cast—but you may not yet be powerful enough to cast them. The first time this is likely to come up is after the untimely death of a party member. When this happens, to return them to life allies must seek out a spellcaster of some renown to hire for the task.
Powerful mages who advertise their services are only likely to be found in a magical metropolis.
Refer to the Spellcasting Services table below for a list of commonly performed spells and associated prices.
Spell |
Material Fee |
Casting Fee |
Class |
|
25 gp |
50 gp |
Wizard |
||
25 gp |
50 gp |
Cleric |
||
1,000 gp |
1,000 gp |
Bard, druid |
||
3,000 gp |
1,500 gp |
Wizard |
||
1,500 gp |
1,000 gp |
Wizard |
||
25 gp |
200 gp |
Cleric |
||
1,000 gp |
2,000 gp |
Cleric |
||
— |
2,000 gp |
Bard, druid, warlock, wizard |
||
5,000 gp |
2,000 gp |
Cleric, sorcerer, wizard |
||
100 gp |
1,000 gp |
Bard, cleric, druid |
||
10 gp |
1,000 gp |
Bard, wizard |
||
100 gp |
200 gp |
Bard, wizard |
||
500 gp+ |
2,000 gp |
Warlock, wizard |
||
1,000 gp |
1,000 gp |
Wizard |
||
450 gp |
1,000 gp |
Bard, cleric, wizard |
||
25 gp |
1,000 gp |
Bard, wizard |
||
500 gp |
1,000 gp |
Bard, cleric, herald |
||
— |
1,000 gp |
Bard, cleric, druid |
||
1,000 gp |
1,000 gp |
Druid |
||
— |
500 gp |
Cleric, herald, warlock, wizard |
||
2,500 gp |
1,000 gp |
Bard, cleric |
||
1,000 gp |
1,000 gp |
Bard, cleric, druid, warlock, wizard |
||
— |
500 gp |
Bard, sorcerer, wizard |
||
5,000 gp |
1,000 gp |
Wizard |
||
— |
300 gp |
Bard, cleric |
||
25,000 gp |
5,000 gp |
Cleric, druid |
Enchanting Gear
Enchanting Gear
You can also pay someone to enchant your weapons, armor, clothing, or jewelry. The price for an enchanted item such as this is the combined total of the crafter’s fee for a wondrous item and the cost of the mundane item without enchantment.
Additionally, for a fee of a third of a magic item’s cost, you can have an enchanter transfer the enchantment from one magic item to a mundane item.
Ordering Crafted Items
Ordering Crafted Items
Adventurers can be a picky sort and sometimes it is harder to find the exact item they need on the rack of a smithy or the shelf of a magic item supplier. When this happens crafting the desired items from scratch is the solution—and why craft something yourself if you have the money to pay an expert?
To determine the cost of having an item crafted, you must add the cost of materials and the crafter’s fee to the standard price for the item, although when rare materials are involved you may have to provide them instead of just pay for them. At the Narrator’s discretion the crafter’s fee may vary slightly based upon the crafter’s experience, settlement population, or some other variable. Refer to the Crafting Prices table to find the standard prices for crafter’s and material’s fees. Use the storefront column to determine what kind of storefront said crafter is usually found in.
Table: Crafting Prices
Item Type | Crafter's Fee | Storefront |
Common or uncommon potion | 5% | Apothecary, magic item supplier |
Rare potion | 10% | Apothecary, magic item supplier |
Wondrous item |
10% | Magic item supplier |
Ammunition |
5% | Smithy |
Simple weapon |
5% | Smithy |
Martial weapon |
10% | Smithy |
Light armor |
5% | Leatherworker |
Medium armor |
5% | Smithy |
Heavy armor |
10% | Smithy |
NPC Services
NPC Services
Ordering Crafted Items | Enchanting Gear | Spellcasting | Donations | Pets | Eggs
There comes a point in every adventuring party’s life cycle where there is not enough time or resources to do everything on their own. Thanks to kind Narrators, this time is usually when said adventurers have become flush with coin. You know what they say: “If you can’t afford the time to do it, at least you can afford to pay someone else.”
Listed below are descriptions of various services NPCs can provide throughout your adventures as well as their associated fees. For more permanent servants see followers .
Smithies
Smithies
Smithies are found in more developed settlements of at least a few dozen people, with more and more experienced smiths living in more highly populated areas. Here, adventurers can purchase any simple weapons. At the Narrator’s discretion you might find martial weapons and regionally specific weapons when applicable. Smithies also have a selection of medium and heavy armors. Light armor can be found at a leatherworker's shop.
See ordering crafted items for prices.