Dungeon Master Assistance

Where anyone over 18 can share thoughts and ideas on RPGs.

D&D 5E – Time Travel

Time-Travel-5E-Book_Cover

Time Travel Rules for Fifth Edition D&D

You can download a free copy here: Time Travel for DnD 5E.pdf

I finally updated my Time Travel rules for 5E. They aren’t much different than the rules I made for D&D Next (here), but I have expanded them and added a section with ideas on how to incorporate these rules into a Time Travel Campaign. I also added a Forgotten Realms timeline to which I added some Pre and Post history for use in a time travel campaign.

Enjoy!

D&D 5E – Quick Reference – Chase Rules

the_chase_ii_by_thompson46-d4ou4wg

Quick Reference – Chase Rules

Nobody told me that the new Dungeon Master’s Guide was going to contain rules for conducting chases. Hurray! These are good, fast and easy rules. You should use them. This is my interpretation of those rules along with my house rules and some Chase Complications tables.

My house rules are shown in blue. I find that using miniature figures helps when running a chase, so the following rules assume that you are using figures on a grid. Standard combat rules apply except as noted below. Characters that pause to take an action, other than Dash, move a distance equal to their move rate. Most characters use the Dash action and move a distance equal to twice their move rate.

  1. Setup. Determine where everyone involved in the chase is located. The only thing that matters is how far apart everyone is. Place the lead quarry first, then place the others at the appropriate distance behind him. If their locations aren’t pre-determined based on the encounter, you can randomly set the distance from the lead pursuer to the closest quarry at the speed factor of the fastest creature + 5x(1d6) feet.
  2. Determine Initiative. Set initiative order based on position. The lead character is assigned the highest initiative, followed by the others in order of their distance behind him. This initiative order may change from round to round as creatures pass each other. Ties go to the one with the highest dexterity score.
  3. Track Movement. After the lead quarry determines his total move distance – write that distance down so it can be referenced by all players. Don’t move that figure. On each participant’s turn, compare the distance he moved to that of the lead quarry. If they are the same, the distance between them remains the same, so his figure doesn’t move. If he moved farther than the lead quarry, subtract the lead quarry’s move from his and move his figure forward by that amount. If the lead quarry moved farther than he did, subtract his move distance from the lead quarry’s and move his figure back by this amount.
  4. No Opportunity Attacks. No one involved directly in the chase can use an opportunity attack against anyone else in the chase.
  5. Track Exhaustion. You can use the Dash action a number of times equal to 3+ your Constitution modifier. For each Dash action after that you must succeed on a DC 10 Constitution check or take one level of exhaustion. Your speed becomes 0 when you reach level 5.
  6. Pursuer Overtakes Quarry.
    1. Attack. If a pursuer is able to move into a quarry’s space, he may instead use a bonus action to perform a single melee attack against the quarry when he is within reach. The attack is made at a disadvantage. Note that the pursuer cannot use this option if he can only move within reach, but could not overtake the quarry if he chose to.
    2. Overtake. A pursuer overtakes a quarry when he moves into its space. He can then use a bonus action to attempt to grapple the creature. Normal grapple rules apply. If successful, both pursuer and quarry are stopped. Rather than grapple, the pursuer may attempt to trip, push over or tackle the quarry. The pursuer has advantage on the attack. As an optional rule, an attack that fails by 5 or more results in the pursuer falling prone.
  7. Quarry Escapes. The quarry can attempt to escape if it is out of sight for all of the pursuers. He makes a Dexterity (Stealth) check and must beat the passive Wisdom (Perception) scores of the pursuers.
  8. Complications. Roll 1d20 at the end of your turn and compare that roll to the appropriate Chase Complications table. The complication is not applied to your character, but rather to the next character in initiative order. You can spend an inspiration point to negate the complication you rolled or one that effects you. Rather than rolling on the table, the DM may allow a quarry to impose a condition on a pursuer to slow him down. It might be one listed on the table, or one of his own creation. Another option to using a table would be for the DM to declare conditions based on his map or the terrain and the path the quarry takes.

Prone. A complication may leave you prone. To get up from prone you subtract the distance represented by half your move rate from your total move distance.

Difficult Terrain. Each foot of difficult terrain uses two feet of your move rate. So if you cross five or ten feet of difficult terrain you can simply subtract five or ten feet from your total distance traveled.

Complication Tables. The following are Complication Tables that I have created for different terrain types. The first table is a generic complications table that can be used in a pinch, when you just need to run a chase quickly. The tables that follow that one list a complication type for each situation. Look up the type in the generic complication table.

 Generic Chase Complications

1d20 Type Complication Examples
1 Hazard Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 1d4 x 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land prone. Hole, crevice, trap, unseen obstacle, steep incline, heavily broken ground, the path skirts a quicksand pit, log bridge crossing a stream, running on rooftops, slippery floors, jump through window
2 Cramped space Make a DC 15 Dexterity (Acrobatics) check to get through this space. On a failed check, the obstacle counts as 10 feet of difficult terrain. street, market, public building, alleyway, shoppers, stationary crowd
3 Poor visibility Make a DC 10 Constitution saving throw. On a failed save, you are blinded until the end of your turn. While blinded in this way, your speed is halved. blind corner, woods, dense brush or busy area
4 Barrier Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check you fall prone. wall, fence, cliff, thick hedges, tall fences, building, river, canyon or swamp
5 Impediment Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the impediment. On a failed check, the obstacle counts as 5 feet of difficult terrain. Tree branch, fallen log, chicken coop or vegetable cart, trail suddenly drops off, flock of birds
6 Crowd Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of difficult terrain. fleeing (or angry) peasants, a funeral procession, people leaving a performance, a moving crowd
7 Entanglement Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught as if in a net and restrained. See chapter 5 “Equipment,” of the Player’s Handbook for rules on escaping a net. Clotheslines, curtains, banners, drying pots, chimes, hanging meat, vines
8 Animal herd Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage. Must pass through a herd of animals. Camels, Donkeys, Horses, Cows, etc.
9 Uneven Ground Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On a failed check, the ground counts as 10 feet of difficult terrain. Any stairs of 4 or more steps (less than 4 steps is considered an “impediment”), river bank, hill, 5 feet or more change in elevation in 10 feet of horizontal movement.
10 Obstacles Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to past. On a failed check, the maze counts as 10 feet of difficult terrain. Tables, chairs, pews, benches, carts, crates, field of boulders, field of giant mushrooms.
11-20 No Complication

 

Complications by terrain type

The headings are:
1d20      results of your d20 roll
Complication     This is what causes the obstruction.
Type      This refers to the Generic Chase Complications above.

Aerial Complications

Complications are easier to avoid when you are flying, checks are made with advantage.

1d20 Complication Type
1 Flock of birds Impediment
2 Tower Hazard
3 Storm clouds Barrier
4 Updraft Impediment
5 Smoke Poor visibility
6 Turbulence Cramped space
7 Smokestack Hazard
8 Ship mast Hazard
9 Dust Poor visibility
10 Ice buildup Entanglement
11-20 No Complication

Artic Complications

1d20 Complication Type
1 Crevice Hazard
2 Snow drifts Cramped space
3 Blowing snow Poor visibility
4 Ice cliff Barrier
5 Chunks of broken ice Impediment
6 Herd of walrus Animal herd
7 Snow bank Uneven Ground
8 Field of Ice boulders Obstacles
9 Ice bridge over river Hazard
10 Pond covered by thin ice Hazard
11-20 No Complication

Beach Complications

1d20 Complication Type
1 Tidal pool Impediment
2 Crevice Hazard
3 River Barrier
4 Flock of birds Impediment
5 Fishing nets Entanglement
6 Sand hill Uneven Ground
7 Lobster traps Obstacles
8 Pier Hazard
9 Driftwood Impediment
10 Sea turtles Animal herd
11-20 No Complication

Cave Complications

1d20 Complication Type
1 Crevice Hazard
2 Narrow passage Cramped space
3 Bats Impediment
4 Floor slopes up or down Uneven Ground
5 Giant mushrooms Obstacles
6 Roots across passage Entanglement
7 Stalagmites Impediment
8 Wet floor Hazard
9 Ruble covered floor Impediment
10 Lava crossing Barrier
11-20 No Complication

Church Complications

1d20 Complication Type
1 Curtains across path Entanglement
2 Stairway Uneven Ground
3 Pews Obstacles
4 Narrow hallway Cramped space
5 Highly polished floor Hazard
6 Smoke filled room Poor visibility
7 Chimes across path Entanglement
8 Railing across path Hazard
9 Balcony to climb Barrier
10 Loose rugs on floor Impediment
11-20 No Complication

City Complications

1d20 Complication Type
1 Alleyway Cramped space
2 Bridge Hazard
3 Crowd Crowd
4 Dangling Things Entanglement
5 Market Cramped space
6 Fence or wall across path Barrier
7 Garden Impediment
8 Large Animals Animal herd
9 Rooftop Hazard
10 Stables Impediment
11-20 No Complication

Desert Complications

1d20 Complication Type
1 Dunes Uneven Ground
2 Oasis Impediment
3 Quicksand Hazard
4 River bed Impediment
5 Whirlwind Impediment
6 Cliff Barrier
7 Steep grade Uneven Ground
8 Cactus patch Impediment
9 Rocky Ground Obstacles
10 Crevice Hazard
11-20 No Complication

 Dungeon Complications

1d20 Complication Type
1 Pit Hazard
2 Stairs up Uneven Ground
3 Stairs down Uneven Ground
4 Coffins Obstacles
5 Rubble Impediment
6 Columns or Statues Cramped space
7 Slime covered floor Hazard
8 Natural cavern Impediment
9 Torture chamber Impediment
10 Chains across path Entanglement
11-20 No Complication

 Forest Complications

1d20 Complication Type
1 Log bridge crossing a stream Hazard
2 Heavily forested Cramped space
3 Dense brush Poor visibility
4 Thick hedges Barrier
5 Fallen tree Impediment
6 Vines across path Entanglement
7 The trail suddenly drops off Impediment
8 Panicked monkeys Impediment
9 2′ tall ferns obscuring path Hazard
10 Thorn bushes Impediment
11-20 No Complication

Graveyard Complications

1d20 Complication Type
1 Open grave Hazard
2 Low fence Hazard
3 High fence Barrier
4 Loose dirt Impediment
5 Tombstones Cramped space
6 Crypt Impediment
7 Coffin Impediment
8 Funeral Coach Impediment
9 Funeral procession Crowd
10 Vine covered graves Entanglement
11-20 No Complication

Indoor Complications

1d20 Complication Type
1 Narrow hallway Cramped space
2 Stairs Uneven Ground
3 Dining or sales area Obstacles
4 Curtains or beads across path Entanglement
5 Littered floor Impediment
6 Jump off balcony Hazard
7 Jump through window Hazard
8 Kitchen Impediment
9 Slippery floors Hazard
10 Hole in floor Hazard
11-20 No Complication

Mountain Complications

1d20 Complication Type
1 Crevice Hazard
2 Steep incline Hazard
3 Path narrows Cramped space
4 Blind Corner Poor visibility
5 Cliff Barrier
6 Flock of birds Impediment
7 Vines crossing path Entanglement
8 Mountain goats Animal herd
9 Field of boulders Obstacles
10 Log bridge across chasm Hazard
11-20 No Complication

Ocean Complications

1d20 Complication Type
1 Coral maze Hazard
2 School of dolphins Animal herd
3 Kelp beds Entanglement
4 Narrow strait Cramped space
5 Precipitation Poor visibility
6 Reef Hazard
7 Swell Uneven Ground
8 Flotsam Impediment
9 Fishing nets Entanglement
10 School of sea turtles Obstacles
11-20 No Complication

Swamp Complications

1d20 Complication Type
1 Quicksand Hazard
2 Thick Vegetation Cramped space
3 Muck & Mire Impediment
4 Insect swarm Poor visibility
5 Shallow water Hazard
6 Deep Water Barrier
7 Vines crossing path Entanglement
8 Lots of alligators Animal herd
9 Slick, algae covered ground Hazard
10 Fallen logs Impediment
11-20 No Complication

 

Plans for 2015

2015

My plans for this blog for 2015.

Now that the fifth edition is here, my goal for the coming year is first to convert all of my previous rule supplements to D&D 5E. I have already done this with my module “Fires of Hell” and Chase rules. Still to do are Ship to Ship Combat, Time Travel, Mass Combat, and  Skyships (rules for battles in the air and in space). If you have a need for one of these, let me know and I will try to do it first. I will also continue to add chapters to my novel “Dragon Hunt“. As ideas come to me regarding playing aids, I will add them.

As I have mentioned here before, 5E is the version I had hoped 4E would have been. If it had been, I would have never created “Dungeons and Dragons 3.5 – Lite“. I will leave it here for any of you who may be playing with those rules, but I will not be making any future changes or revisions to it.

If there are any areas of the game not covered in the Player’s Guide or the Dungeon Master’s Guide that you would like for me to address, please don’t hesitate to ask.

Here’s hoping you each have a wonderful year. Happy Gaming!

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D&D 5E – CURSED ITEMS!

Big Rich's avatarChildren of the Ampersand

CURSED ITEMS

wardukeadndpointsword Warduke

Cursed items are magic items with some sort of potentially negative impact. Sometimes they’re directly bad for the user; sometimes they’re just inconvenient. Occasionally they mix bad with good, forcing characters to make difficult choices.

Cursed Item Common Curses

d%Curse
01–15Delusion
16–35Opposite effect or target
36–45Intermittent functioning
46–60Requirement
61–75Drawback
76–90Completely different effect

91–100

Substitute specific cursed item

Delusion: The user believes the item is what it appears to be, yet it actually has no magical power other than to deceive. The user is mentally fooled into thinking the item is functioning and cannot be convinced otherwise without the help of a remove curse spell.

Opposite Effect or Target: These cursed items malfunction, so that either they do the opposite of what the creator intended, or they target the user instead of someone else. The interesting point to keep in mind…

View original post 1,443 more words

D&D 5E – Stealth and Hiding

sneaky

PCs being sneaky. Clarification of Stealth and Hiding Rules.

In the new 5th edition Player’s Handbook, the rules for Hiding/Sneaking are a bit unclear. In my attempt to make sense out of rules for hiding, I finally realized that the rules for stealth and for hiding are one in the same.

The rulebooks never give a precise definition of hiding. There is no “hidden condition”. After searching through the rulebooks, the best definition of “being hidden” that I could come up with is this: “Your opponent either doesn’t know that you are there, doesn’t pay any attention to you, or doesn’t know where exactly you are located”. Using this broad definition works well with all of the rules as presented. It also means that you could be hidden even if all your foe had to do is to look in your direction to see you. When he did, you would no longer be hidden. It also means that when you are successful at being stealthy, it has the same effect as being hidden.

The main rule in the Player’s Handbook for hiding is: “You can’t hide from a creature that can see you.” This sounds like it is saying that you must either be in a heavily obscured area or have total cover to even attempt to hide. I contend that this is not correct. It only means that whoever you are attempting to hide from is not looking in your direction (the DM has the final say on this).

“Being stealthy” is trying to remain undetected which is the same as trying to hide. Examples abound in the Player’s Handbook to support this idea. In the section on surprise, the terms “be stealthy” and “hiding” are used to mean the same thing. In the section on noticing threats “hidden threats” obviously includes “a stealthy creature following the group”. On the section on stealth – traveling at a slow pace, it says to refer to the rules on hiding when trying to “surprise or sneak by other creatures.” In the section on perception “hear monsters moving stealthily in the forest,” “orcs lying in ambush on a road,” and “thugs hiding in the shadows of an alley” are all examples of creatures that your Wisdom (Perception) check lets you detect. And in the section on stealth “Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.” Which are all examples of being hidden.

So when can I attempt to hide?

You can attempt to hide whenever the creature or creatures you are attempting to hide from can’t see you. You could be invisible. (Being hidden is different from the “Invisible” condition in that you can be invisible and still not be hidden if your opponent can tell where you are by hearing you or by some other means.) Or you could be on the opposite side of anything that provides total cover, or in a heavily obscured area (such as darkness if your foe doesn’t have darkvision), or your foe could be distracted (if the DM agrees). You can also attempt to hide if you are in a lightly obscured area if you have the Skulker feat.

With the wood elf’s “Mask of the Wild” ability you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. From the wording, I take it to mean that you can’t use this ability to attempt to hide in dim lighting (although your DM might allow it), but you can in the area of effect of an insect plague.

With the lightfoot halfling’s “Naturally Stealthy” ability you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. You would have to first move to a position that placed that creature between you and the creature you are hiding from.

The Rogue’s “Cunning Action” that allows him to take a hide action as a bonus action each round, does not release him from the need to meet at least one of the above requirements before attempting to hide.

How do I hide?

As a hide action in combat, or any time you attempt to hide, you make a Dexterity (Stealth) check and write down that number. As long as you remain in hiding, if any creature has a chance to detect your presence, their Passive Wisdom (Perception) score must beat your stealth check. I would rule that if you are hiding and cannot be seen and are silent the creatures would normally have no chance to detect you. If a creature is actively trying to locate you, compare your check to a Wisdom (Perception) check that the creature makes at that time. If you cannot be seen, or if you are in an area that is lightly obscured, they have disadvantage on the check.

What benefits do I receive from being hidden?

If you are hidden before the first round of combat you can surprise your opponents and get a free round to attack them before they can react. (You are no longer hidden after you attack.)

On all attacks against you, the attacker must first identify where he thinks you are located. The attack will automatically miss if you are not in that 5 foot area. If you are in that area, the attack is made with disadvantage on the attack roll. The DM should require a roll with disadvantage, even if you are not in the targeted area and simply tell the attacker that his attack missed.

If you are hidden you make attacks with advantage. However, you will no longer be hidden if the attack hits or misses.

When am I no longer hidden?

You can come out of hiding at any time of your choosing. You are no longer hidden if you attack someone even if the attack misses (exception: if you have the Skulker feat, attacking with a ranged weapon and missing doesn’t reveal your position).

If you move to a location where your opponent can see you, or if your opponent moves into a position where he can see you, or if the object or creature that was providing your total cover moves or is no longer providing cover for some reason, if you make a noise, or do anything that could give away your position, the creature you are hiding from can make another Wisdom (Perception) check to attempt to detect you.

If you move from a heavily obscured area to a lightly obscured area you can try to continue to hide but the creatures you are hiding from get a Wisdom (Perception) check to detect you.

Once you are no longer hidden your opponents will know where you are so they no longer have to guess where to attack. But if you can still not be seen (if you are invisible, for example), attack rolls against you have disadvantage, and your attack rolls still have advantage.

If I am hiding behind a tree, can I stand out and attack with my ranged weapon with advantage and then return to hiding on my round of combat?

It depends. If you are doing this during a fight, it is assumed that all the creatures in the fight are alert and aware their surroundings, so they get a Wisdom (Perception) check to spot you when you move out from behind total cover. If they succeed you are no longer hiding so you don’t get advantage to the attack. However, if the fight hasn’t started yet, you have a chance to surprise them as long as they aren’t looking in your direction. In that case you an attack with advantage, but you will no longer be hidden as soon as you attack. If you are a 2nd level or higher rogue you can use a bonus action to attempt to hide again. But remember, if they see you duck behind a tree, they have a good guess at where you are hiding. In that case, when you stuck your head out I would give them advantage on their perception check – or give them an automatic success, depending on the circumstances.

Be a good DM and have the players describe what their characters are doing. If it makes logical sense, go for it. Don’t let the players use the rules to turn “hide” into a magical condition.

D&D 5E – Adventure Module – Fires of Hell

Fires of Hell - Cover

A free adventure module for fifth edition Dungeons and Dragons.

Download the free adventure here: Fires of Hell

This  adventure takes place after a Total Party Kill (TPK).  It allows a group of DEAD PCs to earn a second chance by fighting their way through the first layer of Hell to retrieve a stolen artifact. It is unlike other modules in that it is written to accommodate a party of any size and any level (1 to 20).

This is a complete re-write of the module I posted previously. I updated the entire module to work with D&D 5E rules. It also includes converted monsters that are not in the 5E Monster Manual – on new color reference sheets – Abishai Devils, Kaorti Devils, Nupperibo Devils, Cranium Rat Swarms, and Winged Fiend Swarms (a new monster of my own creation), and Charon (Boatman of the Lower Planes).                           

I hope you enjoy this as much as I enjoyed writing it. Please post any comments you may have. Let me know if you find any of this useful.

D&D – 12 Days of Christmas

12DaysOfChristmasThanks to our friends at https://twitter.com/wizards_dnd

D&D 5E – Uses for a shield

Pal_Shield

What is the best use of a Shield and Longsword combo?

I received this inquiry the other day: “I like to play a Paladin that often uses a Shield and Long Sword combo. However, I have noticed that there is no shield bash in 5E. I have been using the shove instead as an action between a Trip and Shield bash. Are you aware of any attack that tries to leverage a Shield in 5E? I would really like to stress a shield proficiency for my build if possible.”

Here are my thoughts:

A shield is an improvised weapon dealing 1d4 bludgeoning damage.

Paladins are proficient with shields. Whether said proficiency extends to it being used as an improvised weapon is not specified, but there’s no reason why it shouldn’t be.

Note that shields aren’t light weapons, and thus can’t be used for normal two-weapon fighting.

If your Paladin adopts the “protection” fighting style at 2nd level:

“When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.”

If your group is using feats (I think most are) there is the “Shield Master” feat:

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. (If I was DMing the game, I would allow the use of this bonus action to either shove a creature or to attack it with the shield as an improvised weapon.)

If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

And the “War Master” feat will allow you to cast spells while holding both your shield and sword.

I would like to hear if anyone has any other thoughts on this matter.

D&D 5E – Initiative Cards

Init_Cards

Free fillable initiative cards for 5th edition Dungeons and Dragons.

Download the fillable pdf file here: Int_cards

The Initiative Cards in this download include eight 2 1/2″ x 3 1/2″ cards on one 8 1/2″ x 11″ sheet. They include examples of how they can be filed out for both PCs and Monsters. What I do is have each player roll for their PC’s initiative and write the results on their card. I do the same for the monsters. I then gather all the cards and sort them in initiative order before the start of combat. I can then refer to the stats on the cards during combat.

For those of you who (like me) prefer a larger card, here are the same cards only these cards are  3″ x 5″: INIT_MONSTER_CARD_3x5

As always, comments are welcome.

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D&D 5E – Quick Play Character Sheets

races

Ready-To-Play First Level Character Sheets

If you want a ready-to-play first level character for fifth edition dungeons and dragons, simply select your character sheet below. Pick the race and class you want, download the filled-in character sheet, give him a name and he will be ready to play.

There is a newer version of these sheets HERE.

I used the Autofill Character Sheet that I posted [here] and used the suggested quick build from the Player’s Handbook as a guide to fill in the information.

If you want, you can change any of the information.

Changing the level will only update the next level XP goal, the proficiency bonus and all of the fields that are effected by the changed proficiency bonus. You will have to make all other adjustments that may be needed for the new, higher level character.

I used the standard array [15, 14, 13, 12, 10, and 8] for ability scores. I placed the first two scores in the abilities as suggested in the Player’s Handbook for the quick build for the class, and I put the others where I thought best for the class. I then adjusted them based on the character’s race.

For all the rest of the information, I used my best judgment to create what I thought would be a “typical” build for each race and class.

I only have Human and Dwarf for now. I will be adding the other races as I get the time to work on them.  Finished

Human

Human_Barbarian, Human_Bard, Human_Cleric, Human_Druid, Human_Fighterr, Human_Monk, Human_Paladin, Human_Ranger, Human_Rogue, Human_Sorcerer, Human_Warlock, Human_Wizard

Dwarf

Dwarf_Barbarian, Dwarf_Bard, Dwarf_Cleric, Dwarf_Druid, Dwarf_Fighter, Dwarf_Monk, Dwarf_Paladin, Dwarf_Ranger, Dwarf_Rogue, Dwarf_Sorcerer, Dwarf_Warlock, Dwarf_Wizard

Elf

Elf_Barbarian,  Elf_Bard,  Elf_Cleric,  Elf_Druid,  Elf_Fighter,  Elf_Monk,  Elf_Paladin,  Elf_Ranger,  Elf_Rogue,  Elf_Sorcerer,  Elf_Warlock,  Elf_Wizard

Halfling

Halfling_Barbarian,  Halfling_Bard,  Halfling_Cleric,  Halfling_Druid,  Halfling_Fighter,  Halfling_Monk,  Halfling_Paladin,  Halfling_Ranger,  Halfling_Rogue,  Halfling_Sorcerer,  Halfling_Warlock,  Halfling_Wizard

Dragonborn

Dragonborn_Barbarian,  Dragonborn_Bard,  Dragonborn_Cleric,  Dragonborn_Druid,  Dragonborn_Fighter,  Dragonborn_Monk,  Dragonborn_Paladin,  Dragonborn_Ranger,  Dragonborn_Rogue, Dragonborn_Sorcerer,  Dragonborn_Warlock,  Dragonborn_Wizard

Gnome

Gnome_Barbarian,  Gnome_Bard,  Gnome_Cleric,  Gnome_Druid,  Gnome_Fighter,  Gnome_Monk,  Gnome_Paladin,  Gnome_Ranger,  Gnome_Rogue,  Gnome_Sorcerer,  Gnome_Warlock,  Gnome_Wizard

Half-Elf

Half-Elf_Barbarian,  Half-Elf_Bard,  Half-Elf_Cleric,  Half-Elf_Druid,  Half-Elf_Fighter,  Half-Elf_Monk,  Half-Elf_Paladin,  Half-Elf_Ranger,  Half-Elf_Rogue,  Half-Elf_Sorcerer,  Half-Elf_Warlock,  Half-Elf_Wizard

Half-Orc

Half-Orc_Barbarian,  Half-Orc_Bard,  Half-Orc_Cleric,  Half-Orc_Druid,  Half-Orc_Fighter,  Half-Orc_Monk,  Half-Orc_Paladin,  Half-Orc_Ranger,  Half-Orc_Rogue,  Half-Orc_Sorcerer,  Half-Orc_Warlock,  Half-Orc_Wizard

Tiefling

Tiefling_Barbarian,  Tiefling_Bard,  Tiefling_Cleric,  Tiefling_Druid,  Tiefling_Fighter,  Tiefling_Monk,  Tiefling_Paladin,  Tiefling_Ranger,  Tiefling_Rogue,  Tiefling_Sorcerer,  Tiefling_Warlock,  Tiefling_Wizard

Enjoy.