genDD
genDD
genDD
DAVIDE QUATRINI’S
GENERIC CLASSES
Intro
Latest D&DBeyond statistical analyses show that the most popular character among D&D players
is the human fighter. Moreover, the same data say that 90% of the campaigns are played in the
characters' level range 1-10.
In other words, D&D players ask for simplicity.
Following the glorious tradition of 3.5 Unearthed Arcana (when UA was still a full-color,
hardcover book), this accessory presents three Generic Classes to play with in the first two tiers
of play.
The Warrior, the Spellcaster and the Expert are designed to allow a full 5th edition D&D
experience, but with a dramatically reduced amount of clauses, quibbles, fluff and bookkeeping.
Play archetypes, not stereotypes. Generic Classes have no subclasses. Instead, each non-
spellcasting class described here offers at least two class features options at each level to choose
among, allowing for countless meaningful customization paths during character advancement. At
the same time, the Spellcaster is able to learn spells from any spell list, allowing the player to
build the magical character she desires, ranging from a full healer to a fiery war mage.
No unnecessary elements. Each class feature is described in a concise way, using few words. Most
of them are directly included in the class advancement table, allowing players to find information
in a fast and precise way.
Reduced math. Most Generic Classes features are based on fixed values or require very few
calculations. Moreover, magic is based on a simple modification of the sorcerer spellcasting
mechanism which needs limited spell slots tracking and does not rely on everyday spell
preparation.
HIT POINTS
Hit Dice: 1d12 per warrior level
Hit points at 1st Level: 12 + your Constitution modifier
Hit points at Higher Levels: 1d12 (or 7) + your Constitution modifier per warrior level after 1st
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
HIT POINTS
Hit Dice: 1d10 per expert level
Hit points at 1st Level: 10 + your Constitution modifier
Hit points at Higher Levels: 1d10 (or 6) + your Constitution modifier per expert level after 1st
PROFICIENCIES
Armor: Light armor, medium armor
Weapons: Simple weapons, plus four martial weapons of your choice
Tools: Choose any two
PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons
Tools: None
Level Proficiency Cantrips Spells 1st-lvl 2nd-lvl 3rd-lvl 4th-lvl 5th-lvl 6th-lvl
Bonus Known Known slots slots slots slots slots slots
1st +2 4 5 2 - - - - -
2nd +2 4 6 4 - - - - -
3rd +2 4 8 5 2 - - - -
4th +2 5 9 5 4 - - - -
5th +3 5 10 5 4 2 - - -
6th +3 5 12 5 4 4 - - -
7th +3 5 13 5 4 4 1 - -
8th +3 5 14 5 4 4 2 - -
9th +4 5 16 5 4 4 4 1 -
10th +4 6 18 5 4 4 4 2 1
SPELLCASTING
CANTRIPS
At 1st level, you know five cantrips of your choice from any spell list. You learn additional cantrips of your
choice at higher levels, as shown in the Cantrips Known column of the table above.
SPELL SLOTS
The table above shows how many spell slots you have to cast your spells of 1st level and higher. To cast
one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot
available, you can cast burning hands using either slot.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know five 1st-level spells of your choice from the any spell list.
The Spells Known column of the table above shows when you learn more spells of your choice. Each of
these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this
class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it
with another spell from the any spell list, which also must be of a level for which you have spell slots.
SPELLCASTING ABILITY
At 1st level, you choose Intelligence, Wisdom or Charisma as your spellcasting ability.
You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use the
chosen ability modifier when setting the saving throw DC for a spell you cast and when making an attack
roll with one.
SPELLCASTING FOCUS
You can use musical instruments, holy symbols, druidic foci and arcane foci as spellcasting foci for your
spells.
Inspirational reading
Sources of inspiration for the present accessory include the 3.5 Unearthed Arcana book, the EPIC6 game
system, the True20 tabletop roleplaying game and Numenéra.
Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Cover image is licensed by Wizards of the Coast for use in the Dungeon Masters’ Guild program.
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