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SIMPLER D&D

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.

This supplement is an answer to that request.

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.

The classes are based on the following design principles:

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.

Play simply, play more!


WARRIOR

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

Saving throws: Choose two from Strength, Dexterity and Constitution


Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception
and Survival

Level Proficiency Features


Bonus
1st +2 Option A, Marksmanship: You gain a +3 bonus to attack rolls you make
with ranged weapons.
Option B, Bulwark: While you are wearing armor, you gain a +2 bonus to
AC.
2nd +2 Option A, Action Surge: On your turn, you can take one additional action
on top of your regular action and a possible bonus action. Once you use this
feature, you must finish a short or long rest before you can use it again.
Option B, Martial Smite: When you hit a creature with a melee weapon
attack, you can use your bonus action to deal 3d8 additional damage to the
target. Once you use this feature five times, you must finish a long rest
before you can use it again.
3rd +2 Option A, Improved Critical: Your weapon attacks score a critical hit on a
roll of 19 or 20.
Option B, Augmented Defense: When another creature damages you with
a melee attack, you can use your reaction to completely negate the damage.
Once you use this feature four times, you must finish a long rest before you
can use it again.
4th +2 Option A, Ability Score Improvement: You can increase one ability score
of your choice by 2, or you can increase two ability scores of your choice by
1. You can't increase an ability score above 20 using this feature.
Option B, Savage Attacker: Once per turn when you roll damage for a
melee weapon attack, you can reroll the weapon's damage dice and use
either total.
Option C, Tough: Your hit points maximum increases by 8. Whenever you
gain a level thereafter, your hit points maximum increases by an additional 2
hit points.
5th +3 Option A, Extra Attack: You can attack twice, instead of once, whenever
you take the Attack action on your turn.
Option B, Supernatural Might: Your attacks count as magical for the
purpose of overcoming resistance and immunity to nonmagical attacks and
damage.
6th +3 Option A, Ability Score Improvement: You can increase one ability score
of your choice by 2, or you can increase two ability scores of your choice by
1. You can't increase an ability score above 20 using this feature.
Option B, Superior Strength: Your carrying capacity (including maximum
load and maximum lift) is doubled, and you have advantage on Strength
checks made to push, pull, lift or break objects.
Option C, Potent Blow: When you miss a creature with a melee weapon
attack, you anyway deal 2 damage to the target.
7th +3 Option A, Warleader: You and friendly creatures within 10 feet of you have
advantage on initiative rolls.
Option B, Augmented Martial Resistance: You and friendly creatures
within 10 feet of you have resistance to damage from spells.
8th +3 Option A, Relentless Hunter: When you hit a creature with an opportunity
attack, you can move up to half your speed immediately after the attack and
as part of the same reaction. This movement doesn't provoke opportunity
attacks and ignore difficult terrain of any kind.
Option B, Swift Champion: Opportunity attacks against you are made with
disadvantage, and you gain a +2 bonus to AC against opportunity attacks.
Option C, Ability Score Improvement: You can increase one ability score
of your choice by 2, or you can increase two ability scores of your choice by
1. You can't increase an ability score above 20 using this feature.
9th +4 Option A, Indomitable: You can reroll a saving throw that you fail. If you do
so, you must use the new roll, and you can't use this feature again until you
finish a long rest.
Option B, Brutal Critical: You can roll one additional weapon damage die
when determining the extra damage for a critical hit with a melee attack.
10th +4 Option A, Additional Extra Attack: You can attack three times whenever
you take the Attack action on your turn.
Option B, Whirlwind Attack: You can use your action to make a melee
attack against any number of creatures within 5 feet of you, with a separate
attack roll for each target.
EXPERT

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

Saving throws: Choose any two


Skills: Choose any three

Level Proficiency Features


Bonus
1st +2 Option A, Advanced Expertise: Choose any combination of three skill
and/or tool proficiencies. Your proficiency bonus is doubled for any ability
check you make that uses either of the chosen proficiency.
Option B, Superior Advantage: You can automatically gain advantage on
one attack roll, ability check, or saving throw. Once you do so, you must
finish a long rest before you can use this feature again.
2nd +2 Option A, Cunning Action: You can take a bonus action on each of your
turns in combat. This action can be used only to take the Dash, Disengage, or
Hide action.
Option B, Jack of All Trades: You can add half your proficiency bonus,
rounded down, to any ability check you make that doesn't already include
your proficiency bonus.
3rd +2 Option A, Assassinate: You have advantage on attack rolls against any
creature that hasn't taken a turn in the combat yet. In addition, any hit you
score against a creature that is surprised is a critical hit.
Option B, Skillful: You gain proficiency in any combination of three skills or
tools of your choice and you learn three languages.
4th +2 Option A, Ability Score Improvement: You can increase one ability score
of your choice by 2, or you can increase two ability scores of your choice by
1. You can't increase an ability score above 20 using this feature.
Option B, Alert: You gain a +5 bonus to initiative, you can't be surprised
while you are conscious and other creatures don't gain advantage on attack
rolls against you as a result of being hidden from you.
Option C, Defensive Duelist: When you are wielding a finesse weapon with
which you are proficient and another creature hits you with a melee attack,
you can use your reaction to add your proficiency bonus to your AC for that
attack, potentially causing the attack to miss you.
5th +3 Option A, Uncanny Dodge: When an attacker that you can see hits you with
an attack, you can use your reaction to halve the attack's damage against
you.
Option B, Dark One's Own Luck: When you make an ability check or a
saving throw, you can use this feature to add a d10 to your roll. You can do
so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or
long rest.
6th +3 Option A, Stillness of Mind: You can use your action to end one effect on
yourself that is causing you to be charmed or frightened.
Option B, Defy Hell: You can give yourself vitality when you cheat death.
You can regain hit points equal to 1d8 + your proficiency bonus when you
succeed on a death saving throw. Once you use this feature, you can't use it
again until you finish a long rest.
7th +3 Option A, Evasion: When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you fail.
Option B, Extra Attack: You can attack twice, instead of once, whenever
you take the Attack action on your turn.
8th +3 Option A, Advanced Ability Score Improvement: You can increase three
ability scores of your choice by 1. You can't increase an ability score above
22 using this feature.
Option B, Extremely Skillful: You gain proficiency in any combination of
five skills or tools of your choice and you learn one additional language.
9th +4 Option A, Dueling: When you are wielding a melee weapon in one hand
and no other weapons, you gain a +2 bonus to damage rolls with that
weapon
Option B, Two-Weapon Fighting: When you engage in two-weapon
fighting, you can add your ability modifier to the damage of the second
attack.
10th +4 Option A, Reliable Talent: Whenever you make an ability check that lets
you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a
10.
Option B, Cloak of Shadows: When you are in an area of dim light or
darkness, you can use your action to become invisible. You remain invisible
until you make an attack, cast a spell, or are in an area of bright light.
Option C, Volley: You can use your action to make a ranged attack against
any number of creatures within 10 feet of a point you can see within your
weapon's range. You must have ammunition for each target, as normal, and
you make a separate attack roll for each target.
SPELLCASTER
HIT POINTS
Hit Dice: 1d8 per spellcaster level
Hit points at 1st Level: 8 + your Constitution modifier
Hit points at Higher Levels: 1d8 (or 5) + your Constitution modifier per spellcaster level after
1st

PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons
Tools: None

Saving throws: Choose two from Intelligence, Wisdom and Charisma


Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature and Religion

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.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier


Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

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

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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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