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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] its score is 10 +its Wisdom (Perception) bonus. STEP 20. LANGUAGES Whether a monster can speak a language has no bearing on its challenge rating. A monster can master as many spoken languages as you want, although few monsters know more th...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] elepathy. Whether or not a monster has telepathy has no bearing on its challenge rating. For more information on telepathy, see the Monster Manual. NPC STAT BLOCKS ---------------- Appendix B of the Monster Manual contains stat blocks for c...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] its from the Player's Handbook, equipping NPCs with magic items, and swapping armor, weapons, and spells. CHAPTER 9 I DUNGEON MASTER'S WORKSHOP . MONSTER FEATURES Name Example Monster Aggressive Ore Ambusher Doppelganger Amorphous Bl...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] Drain Wight 280 CHAPTER 9 I DUNGEON MASTER'S WORKSHOP Effect on Challenge Rating Increase the monster's effective per-round damage output by 2. Increase the monster's effective attack bonus by 1. Increase the monster's effective per-round...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 4. For the purpose of determining effective damage output, assume the breath weapon hits two targets, and that each target fails its saving throw. Increase the monster's effective per-round damage by the amount noted in the trait. Increase ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ease the monster's effective AC by 1. Double the monster's effective hit points. Add one-third of the monster's hit points to its per-round damage. Increase the monster's effective damage output for 1 round by the amount noted in the trait, ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] trait. Increase the monster's effective per-round damage by the amount noted in the trait. Apply the monster's Charisma modifier to its actual AC. Increase the monster's effective hit points by 25% if the monster is meant to face characters...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] of this trait increases the monster's effective hit points based on the expected challenge rating: 1-4, 10 hp; 5-10, 20 hp; 11 or higher, 30 hp. . Name Light Sensitivity Magic Resistance Magic Weapons Martial Advantage Mimicry Nimble Esc...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] evenant Lich Ettin Zombie Giant spider Gia spider Gia spider Q aggo h Effect on Challenge Rating Increase the monster's effective AC by 2. Increase the effective damage of one attack per round by the amount gained from this trait. ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] y round). Increase the monster's effective attack bonus by 1. Increase the monster's effective AC by 1. Double the monster's effective hit points. Increase the monster's effective damage for 1 round by the amount it deals with the bonus act...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 's effective per-round damage by 2. Increase the monster's effective hit points by 3 x the number of hit points the monster regenerates each round. Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] effective AC by 1. Increase the monster's effective AC by 2. Increase the monster's effective damage for 1 round by the amount noted in the trait. Assume the monster swallows one creature and deals 2 rounds of acid damage to it. Increase t...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] e monster's effective AC by 1. Increase the monster's damage for 1 round by the amount noted in the trait. CHAPTER 9 I DUNGEON MASTER'S WORKSHOP . If you want to take an NPC stat block and adapt it for a specific monster race, apply the abil...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] u can create an NPC stat block (similar to the ones in the Monster Manual) as you would a monster stat block, as discussed in the previous section. You can build the NPC as you would a player character, as discussed in the Player's Handbook....
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] to build an NPC the same way you build a player character, you can skip choosing a background and instead pick two skill proficiencies for the NPC. If you need completely new statistics for an NPC, you have two options: ~'------------------...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] mon and Dwarvish Fey Ancestry, Trance; darkvision 60ft.; proficiency in the Perception skil l; speaks Common and Elvish Rampage; darkvision 60ft. Gnome Cunning; Small size; speed 25ft.; darkvision 60ft.; speaks Common and Gnomish Gnome Cu...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 60ft.; speaks Common and Goblin - -- --~ ·- Blind Senses, Keen Hearing and Smell, StoAe Camouflage; can't be blinded; blindsight 30 ft. , or 10ft. while deafened (blind beyond this radius); speaks Undercommon Fey Ancestry; darkvision 60ft.; ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] damage; darkvision 60ft.; speaks Common and Infernal Chameleon Skin, Stench, Sunlight Sensitivity; +1 natural armor bonus to AC; darkvision 60 ft. ; speaks Troglodyte Undead Fortitude; immune to poison damage; can't be poisoned; darkvision 60...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Spell ] er's Handbook for descriptions of this race's features , none of which alter the NPC's challenge rating. ~ CHAPTER 9 I DUNGEON MASTER'S WORKSHOP . The NPC Features table summarizes the ability modifiers and features of variou nonhuman races, a...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Spell ] s challenge rating just as you would for a monster. Features that can affect a monster's challenge rating are listed in the Monster Features table. The NPC's proficiency bonus is determined by its level, just like a character, rather than by i...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Spell ] der "Monsters with Classes." MONSTERS WITH CLASSES You can use the rules in chapter 3 of the Player's Handbook to give class levels to a monster. For example, you can turn an ordinary werewolf into a werewolf with four levels of the barbaria...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Spell ] e class features for every class level you add, with the following exceptions: The monster doesn't gain the starting equipment of the added class. For each class level you add, the monster gains one Hit Die of its normal type (based on its si...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Spell ] ed on its size), ignoring the class's Hit Die progression. The monster's proficiency bonus is based on its challenge rating, not its class levels. Once you finish adding class levels to a monster, feel free to tweak its ability scores as you ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Spell ] d make whatever other adjustments are needed. You'll need to recalculate its challenge rating as though you had designed the monster from scratch. Depending on the monster and the number of class levels you add to it, its challenge rating mig...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Spell ] the hit points, spells, and other class features that an ancient red dragon gains from five levels of wizard don't increase its challenge rating. CREATING A SPELL When creating a new spell, use existing spells as guidelines. Here are some th...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Spell ] an make up for a lesser effect, depending on the spell. Avoid spells that have very limited use, such as one that works only against good dragons. Though such a spell could exist in the world, few characters will bother to learn or prepare it...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Spell ] rs don"t typically have access to healing spells, for example, and adding a healing spell to the wizard class list would step on the cleric's turf. SPELL DAMAGE ----------------------------- For any spell that deals damage, use the Spell Damag...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Spell ] n a successful saving throw or a missed attack. If your spell doesn't deal damage on a successful save, you can increase the damage by 25 percent. You can use different damage dice than the ones in the table, provided that the average result ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Magic Item ] rage 5.5) to 2d4 (average 5), reducing the maximum damage and making an average result more likely. CHAPTER 9 I DUNGEON MASTER 'S WORKSHOP I , . SPELL DAMAGE Spell Level One Target Multiple Targets Cantrip ldlO ld6 l st 2dl0 2d6...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Magic Item ] ALING SPELLS You can also use the Spell Damage table to determine how many hit points a healing spell restores. A cantrip shouldn't offer healing. CREATING A MAGIC ITEM The magic items in chapter 7, "Treasure," are but a few of the magi...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Magic Item ] either modify an existing item or come up with something new. MODIFYING AN ITEM The easiest way to invent a new item is to tweak an existing one. If a paladin uses a flail as her main weapon, you could change a holy avenger so that it's ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Magic Item ] ltering the item's properties. Other substitutions are equally easy. An item that deals damage of one type can easily deal damage of another type. A flame tongue sword could deal lightning damage instead of fire, for example. One capabili...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Magic Item ] ther item. For example, you could combine the effects of a helm of comprehending languages with those of a helm of telepathy into a single helmet. This makes the item more powerful (and probably increases its rarity), but it won't break ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Magic Item ] ntience can alter its flavor significantly. CREATING A NEW ITEM If modifying an item doesn't quite do the trick, you can create one from scratch. A magic item should either let a character do something he or she couldn't do before, or i...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ting what a character can already do. A ring of the ram, however, gives a character the ability to deal force damage. . The simpler your approach. the easier it is for a character to use the item in play. Giving the item charges...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] rna nage. POWER LEVEL If you make an item that lets a character kill whatever he or she hits with it, that item will likely unbalance your game. On the other hand, an item whose benefit rarely comes into play isn't much of a rew...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ITY Rarity Max Spell Level Max Bonus Common l st Uncommon 3rd +l Rare 6th +2 Very rare 8th +3 Legendary 9th +4 Maximum Spell Level. This column of the table indicates the highest-level spell effect the item should ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] , if it's consumable). A rare, very rare, or legendary item might allow its possessor to cast a lower-level spell more frequently. Maximum Bonus. If an item delivers a static bonus to AC, attack rolls, saving throws, or ability ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] appropriate bonus based on the item's rarity. ATTUNEMENT Decide whether the item requires a character to be attuned to it to use its properties. Use these rules of thumb to help you decide: If having all the characters in a par...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] grants a bonus that other items also grant, it's a good idea to require attunement so that characters don't try to collect too many of those items. CREATING NEW CHARACTER OPTIONS If the options for player characters in the Playe...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] , class, and background options. CREATING A RACE OR SUBRACE ---- This section teaches you how to modify existing races, as well as create new ones. The most important step in customizing or designing races for your campaign is to...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ace or subrace you wish to create. Having a firm idea of a race's story in your campaign will help you make decisions during the creation process. Ask yourself several questions: Why does my campaign need the race to be playable?...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] s (which would result in the race being unpopular) or completely overshadow them (so that players don't feel as if the other options are inferior). When the time comes to design the game elements of the race, such as its traits, ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ed not affect its game elements. For example, you could transform halflings into anthropomorphic mice without changing their racial traits at all. CULTURAL ALTERATIONS In your world, elves might be desert nomads instead of fore...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] 's proficiencies and traits to reflect that culture. For example, imagine that the dwarves of your world are seafarers and inventors of gunpowder. You could add the pistol and musket to the list of weapons that dwarves are profi...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] l changes tell a different story than the default assumptions about dwarves in the Player's Handbook, without changing the power level of the race. CREATING A NEW SUBRACE Creating a new subrace is more involved than making some ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ticular race, rather than replacing some options with other ones. The following example walks through the creation of an elf subrace: the eladrin. This subrace has history in the D&D multi verse, so you already have some stories ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild. The elf subraces in the Player's Handbook include an ability score increase, a we...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ase to an eladrin character's Intelligence is appropriate. There's no need to alter the basic weapon training shared by high elves and wood elves. An ability that sets the eladrin apart from other elves is their ability to step ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] use of the misty step spell. Since misty step is a 2nd-level spell, this ability is potent enough that the subrace doesn't need additional traits. This leaves us with the following features for the eladrin subrace: Ability Score ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] d longbow. Fey Step. You can cast the misty step spell once usin this trait. You regain the ability to do so when you finish a short or long rest. CREATING A NEW RACE When creating a race from scratch, begin with the story and ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] celestial heritage. EXAMPLE RACE: AASIMAR Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. These folk generally appear as glorious humans with lustrou hair, flawless skin, an...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] o their celestial heritage. They strive - to fit into society, although they usually rise to the top, becoming revered leaders and honorable heroes. You might decide to use the aasimar as a counterpoin· to the tiefling race. The t...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] aasimar: • Aasimar should make effective clerics and paladins. Aasimar should be to celestials and humans what tieflings are to fiends and humans. Given that aasimar and tieflings are like two sides of the same coin, the tieflin...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ns and clerics, it makes sense to improve their Wisdom and Charisma instead o: Intelligence and Charisma. Like tieflings, aasimar have darkvision. Instead of resistance to fire damage, we give them resistance to radiant damage t...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] king them good at facing undead. The tiefling's Infernal Legacy trait is a good model for a similar trait to reflect a magical, celestial heritage. replacing the tiefling's spells with spells of similar leveL that more closely ma...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] following racial traits for the aasimar: Ability Score Increase. Your Wisdom score increases by 1, and your Charisma score increases by 2. . Age. Aasimar mature at the arne rate as humans but live a few years longer. Alignment. ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] um. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ly shades of gray. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Celestial Legacy. You know the light can trip. Once you reach 3rd level, you can cast the lesser restoration spell once with thi...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] n you finish a long rest. Charisma is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and Celestial. MODIFYING A CLASS The classes in the Player's Handbook capture a wide range of c...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] our game's needs. CHANGING PROFICIENCIES Changing a class's proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping out one skill or tool proficiency for another doesn't make a character a...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] hat deity's name. To reflect this cultural detail, you could add Religion to the list of skills that a rogue character can choose as a proficiency. You could even mandate that skill as one of the choices for rogues who belong to ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission. Such clerics carry a staff, but they are forbidden from wearing armor or using weap...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] a benefit to make up for the loss of proficiencies- something like the monk's Unarmored Defense class feature, but presented as a divine blessing. CHANGING SPELL LISTS Modifying a class's spell list usually has little effect on ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] e this story concept, you could build a new paladin spell list with spells meant to protect their masters, drawn from the sorcerer or wizard lists. Suddenly, the paladin feels like a different class. Be cautious when changing the...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] S Without changing the way a class functions, you can root it more firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards repres...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] sed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human. You could break that down still further: bards of the College of Lore could be hig...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] erent pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions associated with different races or cultures. You decide how flexible you want to be in allowing a player character to break th...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ns associated with different races or cultures. You decide how flexible you want to be in allowing a player character to break these restrictions. Can a half-elf live among the elves and study their bardic traditions? Can a dwar...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] es and use the player's desire as an opportunity to develop the character's story and that of your world, rather than shutting down possibilities. SUBSTITUTING CLASS FEATURES If one or more features of a given class don't exactl...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] features of a given class don't exactly fit the theme or tone of your campaign, you can pull them out of the class and replace them with new ones. In doing so, you should strive to make sure that the new options are just as appea...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] stitute class features contribute to the class's effectiveness at social interaction, exploration, or combat just as well as those being replaced. Ultimately, a class exists to help a player express a particular character concep...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] l to a player trying to create a specific kind of character (perhaps one modeled after a character from a novel, TV series, comic book, or movie). CHAPTER 9 I DUNGEON MASTER'S WORKSHOP . 288 The first step is to figure out what...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] Then you need to evaluate what each feature provides to the class, so that the features you are adding don't make the class over- or underpowered. Ask yourself the following questions about a feature you're replacing: What impac...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] or some other length of time? Armed with answers to these questions, you can start designing new features that replace the ones you are removing. It's fine if the new class features drift closer to exploration, social interactio...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ly combat focused, you've just made that class more powerful in combat, and it could overshadow the other classes in a way that you didn't intend. There's no formula that can tell you how to design new class features. The best p...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ve some missteps, as features that seem good on the surface fall apart in play. That's all right. Everything you design will need to be playtested. When introducing new class features, be sure the players using them are comfortab...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ast one major choice point. Clerics choose a divine domain, fighters choose a martial archetype, wizards choose an arcane tradition, and so forth. Creating a new option doesn't require you to remove anything from the class, but a...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] n flavor. Like anything in class design, be prepared to playtest your ideas and make changes if things aren't playing out the way you want them to. CHAPTER 9 I DUNGEON MASTER'S WORKSHOP Once you have the concept for the class opt...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] two class options to have similar features, and it's al o fine to look at other classes for examples of mechanics you can draw on for inspiration. As you design each class feature, ask the following questions: How does the class ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] eature compare to other features of the same level? VARIANT: SPELL POINTS One way to modify how a class feels is to change how _ uses its spells. With this variant system, a character \ has the Spellcasting feature uses spell po...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] Cost table summarizes the cosr - spell points of slots from 1st to 9th level. Cantrips don·· require slots and therefore don't require spell points. Instead of gaining a number of spell slots to cast you;- spells from the Spellcast...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] tal to less than 0, and you regain all spent spell poin - when you finish a long rest. Spells of 6th level and higher are particularly taxing- cast. You can use spell points to create one slot of each level of 6th or higher. You ca...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] n your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] at class and the consult the table. For a fighter (Eidritch Knight) or ro (Arcane Trickster), divide the character's level in that class by three. This system can be applied to monsters that cast spells using spell slots, but it...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] le. SPELL POINT COST Spell Level Point Cost Spell Level Point Cost lst 2 5th 7 2nd 3 6th 9 3rd 5 7th 10 4th 6 8th 11 9th 13 . SPELL POINTS BY LEVEL Class Level Spell Points Max Spell Level 1st 4 1st 2nd...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] 9th CREATING A BACKGROUND A well-crafted background can help a player create a character that feels like an exciting addition to your campaign. It helps define the character's place in the world, rather than what a character is ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] t the factions, organizations, and cultures of your campaign and how they might be leveraged to create flavorful backgrounds for player characters. For example, you could create an acolyte of Candlekeep background that is functio...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] character with the acolyte of Candlekeep background probably has friends among the Avowed-the monks who maintain the great library at Candlekeep. The character can enter the library and consult its lore freely, while others must ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] er's enemies, and its allies, the character's friends. Acolytes of Candlekeep are generally regarded as learned sages and protectors of knowledge. It's possible to envision many interesting interactions as NPCs discover the char...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] determine what element of your campaign the background is tied to: a faction. an organization, a trade, a person, an event, or a location. STEP 2. SUGGEST P ERSO NAL CHARACTERISTICS Create tables of suggested characteristics-pers...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] you paint a picture of the background's place in your world. The tables need not be extensive; two or three entries per table are enough. STEP 3. ASSIGN PROFICIENCIES OR LANGUAGES Choose two skill proficiencies and two tool profi...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] cies with languages on a one-for-one basis. STEP 4'. INCLUDE STARTING EQUIPMENT Make sure your background offers a package of starting equipment. In addition to a small amount of money that a character can use to buy adventuring...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] nt should include items that a character would have acquired prior to becoming an adventurer, as well as one or two items unique to the background. For example, starting equipment for a character with the acolyte of Candlekeep ba...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] ht be a gift given to an acolyte of Candlekeep who embarks on a life of adventure. At your discretion, it might also contain a useful map. STEP 5. SETTLE ON A BACKGROUND FEATURE Choose an existing background feature or create a n...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] presented in the Player's Handbook), with the additional benefit that the character is allowed to enter Candlekeep without paying the normal cost. A background feature should avoid strict game benefits, such as a bonus to an abil...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating New Character Options ] the sage's Researcher feature is designed to send the character on adventures. It doesn't provide information or an automatic success for a check. Instead, if a character with the sage background fails to recall information, he o...
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[Path: Appendix A: Random Dungeons > Passages ] n to strike out on quests, to make contact with NPCs, and to develop bonds to the setting you've devised. CHAPTER 9 I DUNGEON MASTER'S WORKSHOP . 290 APPENDIX A: RANDOM DUNGEONS HIS APPENDIX HELPS YOU QUICKLY GENERATE a dungeon. The tables work in an iterative ma...
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[Path: Appendix A: Random Dungeons > Passages ] determine the location and nature of subsequent passages, doors, chambers, stairs, and so on- each of them generated by rolls on different tables. Following these instructions can lead to sprawling complexes that more than fill a single sheet of graph paper. If you ...
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[Path: Appendix A: Random Dungeons > Passages ] ow. The most obvious limit to a dungeon's size is the graph paper it's drawn on. If a feature would exceed the boundaries of the page, curtail it. A corridor might turn or come to a dead end at the map's edge, or you can make a chamber smaller to fit the available s...