Ranger

Ranger

Rangers are skilled and versatile adventurers with a deep connection to nature and a talent for survival in the wilderness. They are guardians of the natural world, often living as nomads or wanderers, and have an innate bond with animals and the land.

Rangers possess exceptional tracking and hunting abilities, making them formidable scouts and hunters. They can navigate difficult terrains, identify tracks, and uncover hidden dangers, making them valuable companions in the wilderness.

With a wide range of combat skills, rangers excel in both ranged and melee combat. They are proficient in archery and can wield weapons with deadly precision. Additionally, rangers have a unique ability to cast spells focused on nature and survival, such as healing wounds, communing with animals, and enhancing their own abilities.

Rangers choose a favored enemy and a favored terrain, gaining specialized abilities against their chosen foes and in their familiar environments. This further reflects their role as protectors of the natural world and skilled hunters.

Class Features

As a ranger, you gain the following features.

Hit Points

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shield

Weapon: Martial Weapon, Simple Weapon

Saving Throw: Strength, Dexterity

Skills: You have 3 of the following skills: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival.

Starting Gold

You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) (2x) shortsword or (b) any simple melee weapon
  • (a) dungeoneer's pack or (b) explorer's pack
  • longbow

Ranger Features Table

LVL Pro+ Features Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2 Favored Enemy, Natural Explorer
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Archetype, Primeval Awareness, Ranger Archetypes Feature 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Favored Enemy improvement, Natural Explorer improvement 4 4 2
7th +3 Ranger Archetypes Feature 5 4 3
8th +3 Land’s Stride, Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2
11th +4 Ranger Archetypes Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1
15th +5 Ranger Archetypes Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Class Features at Level

Level 1

Favored Enemy

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Level 1

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Level 2

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Two-Weapon Fighting

When you engage in two‑weapon fighting, you can add your ability modifier to the damage of the second attack.

Level 2

Spellcasting

You have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Ranger table 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell attack modifier = your proficiency bonus + your Wisdom modifier.

Level 3

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Level 3

Primeval Awareness

You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Level 3

Ranger Archetypes Feature

Your Ranger Archetypes grants you abilities at this level.

Level 4

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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6

Favored Enemy improvement

You choose one additional favored enemy, as well as an associated language. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Level 6

Natural Explorer improvement

You choose an additional favored terrain type.

Level 7

Ranger Archetypes Feature

Your Ranger Archetypes grants you abilities at this level.

Level 8

Land’s Stride

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Level 8

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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 10

Natural Explorer improvement

You choose an additional favored terrain type.

Level 10

Hide in Plain Sight

You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Level 11

Ranger Archetypes Feature

Your Ranger Archetypes grants you abilities at this level.

Level 12

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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 14

Favored Enemy improvement

You choose one additional favored enemy, as well as an associated language. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Level 14

Vanish

You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Level 15

Ranger Archetypes Feature

Your Ranger Archetypes grants you abilities at this level.

Level 16

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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 18

Feral Senses

You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Level 19

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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Foe Slayer

You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Archetypes

A classic expression of the ranger ideal is the Hunter.

Beast Warden

Beast Warden

Rangers who adopt the Beast Warden archetype forge a profound bond with the animal kingdom. They learn to communicate, understand, and even influence animals on an instinctual level. Over time, these rangers cultivate a menagerie of animal allies, who assist them in their quests and daily life.

Beast Warden Features Table

LVL Pro+ Features Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2
2nd +2 2 2
3rd +2 Animal Empathy, Pack Tactics 3 3
4th +2 3 3
5th +3 4 4 2
6th +3 4 4 2
7th +3 Menagerie 5 4 3
8th +3 5 4 3
9th +4 6 4 3 2
10th +4 6 4 3 2
11th +4 Animal Guardian 7 4 3 3
12th +4 7 4 3 3
13th +5 8 4 3 3 1
14th +5 8 4 3 3 1
15th +5 Master of the Wild 9 4 3 3 2
16th +5 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 10 4 3 3 3 1
19th +6 11 4 3 3 3 2
20th +6 11 4 3 3 3 2
Level 3

Animal Empathy

Starting at 3rd level, you gain the ability to communicate with animals as if you were using the Speak with Animals spell. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.

Level 3

Pack Tactics

Also at 3rd level, when you have an animal companion or summoned creature within 5 feet of a hostile creature, you have advantage on attack rolls against that creature.

Level 7

Menagerie

At 7th level, you can use a bonus action to summon an animal from your “menagerie,” a pool of animals you have befriended. Choose an animal from the list of beasts with a challenge rating of 1/2 or lower. The summoned animal appears within 30 feet of you and acts on your initiative. It obeys your commands and lasts for 1 hour or until reduced to 0 hit points. Once you use this feature, you can’t use it again until you finish a short or long rest.

Level 11

Animal Guardian

Starting at 11th level, when an ally within 30 feet of you takes damage, you can use your reaction to command one of your animal allies to interpose. The damage is then taken by the animal instead.

Level 15

Master of the Wild

At 15th level, you can use your Animal Empathy feature to cast the Animal Friendship spell without using a spell slot. Additionally, the challenge rating of animals you can summon with your Menagerie feature increases to 1.

Hunter

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter Features Table

LVL Pro+ Features Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2
2nd +2 2 2
3rd +2 Hunter’s Prey 3 3
4th +2 3 3
5th +3 4 4 2
6th +3 4 4 2
7th +3 Defensive Tactics 5 4 3
8th +3 5 4 3
9th +4 6 4 3 2
10th +4 6 4 3 2
11th +4 Multiattack 7 4 3 3
12th +4 7 4 3 3
13th +5 8 4 3 3 1
14th +5 8 4 3 3 1
15th +5 Superior Hunter’s Defense 9 4 3 3 2
16th +5 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 10 4 3 3 3 1
19th +6 11 4 3 3 3 2
20th +6 11 4 3 3 3 2
Level 3

Hunter’s Prey

You gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Level 7

Defensive Tactics

You gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

Level 11

Multiattack

You gain one of the following features of your choice.

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.

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.

Level 15

Superior Hunter’s Defense

You gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

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.

Pathfinder

Pathfinder

Rangers who follow the path of the Pathfinder specialize in navigating difficult terrain and leading others safely through the wilderness. Highly skilled in survival and reconnaissance, these rangers are the first into uncharted lands and the last to leave, ensuring that no one is left behind.

Pathfinder Features Table

LVL Pro+ Features Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2
2nd +2 2 2
3rd +2 Expert Navigator, Guided Strike 3 3
4th +2 3 3
5th +3 4 4 2
6th +3 4 4 2
7th +3 Trailblazer 5 4 3
8th +3 5 4 3
9th +4 6 4 3 2
10th +4 6 4 3 2
11th +4 Resilient Escort 7 4 3 3
12th +4 7 4 3 3
13th +5 8 4 3 3 1
14th +5 8 4 3 3 1
15th +5 Unyielding Pathfinder 9 4 3 3 2
16th +5 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 10 4 3 3 3 1
19th +6 11 4 3 3 3 2
20th +6 11 4 3 3 3 2
Level 3

Expert Navigator

Starting at 3rd level, difficult terrain doesn’t slow your group’s travel, and you have advantage on Wisdom (Survival) checks made to navigate or find your way. Additionally, you and up to six companions traveling with you can’t become lost except by magical means.

Level 3

Guided Strike

At 3rd level, when you hit a creature with a weapon attack, you can use your bonus action to guide the attacks of your allies. The next attack roll against the target made by an ally other than you has advantage if the attack is made before the start of your next turn.

Level 7

Trailblazer

Starting at 7th level, you can use your action to mark a trail that lasts for 1 hour and extends for up to a 1-mile radius. While within this radius, you and your allies have advantage on Wisdom (Perception) and Wisdom (Survival) checks. The trail is visible only to you and your allies. You can have only one trail active at a time.

Level 11

Resilient Escort

At 11th level, you and your allies gain the benefits of the freedom of movement spell while within your marked Trailblazer radius. This effect ends if an ally leaves the radius or if the trail is dispelled or deactivated.

Level 15

Unyielding Pathfinder

At 15th level, you become a master of guiding others through danger. When an ally within 30 feet of you must make a saving throw, you can use your reaction to grant them advantage on the roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Ranger Spells

L Title Class Range
1 Alarm Ranger, Wizard 30 feet
1 Animal Friendship Bard, Druid, Ranger 30 feet
2 Animal Insight Druid, Ranger Touch
2 Animal Messenger Bard, Druid, Ranger 30 feet
2 Barkskin Druid, Ranger Touch
5 Commune With Nature Druid, Ranger Self
3 Conjure Animals Druid, Ranger 60 feet
4 Conjure Woodland Beings Druid, Ranger 60 feet
1 Cure Wounds Bard, Cleric, Druid, Paladin, Ranger Touch
2 Darkvision Druid, Ranger, Sorcerer, Wizard Touch
3 Daylight Cleric, Druid, Paladin, Ranger, Sorcerer 60 feet
1 Detect Magic Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Self
1 Detect Poison and Disease Cleric, Druid, Paladin, Ranger Self
2 Find Traps Cleric, Druid, Ranger 120 feet
1 Fog Cloud Druid, Ranger, Sorcerer, Wizard 120 feet
4 Freedom of Movement Bard, Cleric, Druid, Ranger Touch
1 Goodberry Druid, Ranger Touch
1 Hunter's Mark Ranger 90 feet
1 Jump Druid, Ranger, Sorcerer, Wizard Touch
2 Lesser Restoration Bard, Cleric, Druid, Paladin, Ranger Touch
2 Locate Animals or Plants Bard, Druid, Ranger Self
4 Locate Creature Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
2 Locate Object Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
1 Longstrider Bard, Druid, Ranger, Wizard Touch
3 Nondetection Bard, Ranger, Wizard Touch
2 Pass Without Trace Druid, Ranger Self
3 Plant Growth Bard, Druid, Ranger 150 feet
3 Protection From Energy Cleric, Druid, Ranger, Sorcerer, Wizard Touch
2 Protection from Poison Cleric, Druid, Paladin, Ranger Touch
2 Silence Bard, Cleric, Ranger 120 feet
1 Speak with Animals Bard, Druid, Ranger Self
3 Speak with Plants Bard, Druid, Ranger Self
2 Spike Growth Druid, Ranger 150 feet
4 Stoneskin Druid, Ranger, Sorcerer, Wizard Touch
4 Tendril Druid, Ranger 30'
5 Tree Stride Druid, Ranger Self
3 Water Breathing Druid, Ranger, Sorcerer, Wizard 30 feet
3 Water Walk Cleric, Druid, Ranger, Sorcerer 30 feet
3 Wind Wall Druid, Ranger 120 feet

Lore

The Stream

Credits: SRD 5.1

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Add/Edit Class

Game Masters have the ability to create and manage character classes within Game Squire. The process is facilitated through an Add/Edit form, which allows for detailed customization of each class.

Identity

Name

This is where you input the name of the class, such as "Sorcerer". It should be unique and descriptive of the roles and abilities the class encompasses.

Parent Class

If the class you're creating is a subclass, you would use this field to select its Parent Class. This establishes a hierarchical relationship where the subclass inherits characteristics from the parent. If the class is not a subclass, leave this field blank.

Subtypes

Subtypes provide a mechanism to add further classification within a class, enhancing the specificity and lore of a character's abilities and origin.

  • To add a Subtype, click on the "ADD SUBTYPE ROW" button.
  • Enter the name of the Subtype in the 'Name' field.
  • Specify the nature or element of the Subtype in the 'Type' field, such as 'Cold' for a Silver Sorcerer.
  • To remove a Subtype, click the "X" next to the corresponding row.

Note: Subtypes are distinct from Subclasses; they do not inherit properties from a Parent Class but rather provide a thematic or elemental distinction within the main Class.

About

The About section is where you provide a detailed description of the class. This narrative should explain the class's origins, capabilities, and role within the game world.

Describe the intrinsic qualities, such as how the class's magic works (innate spellcasters, connection to magic through bloodlines), their growth in abilities (access to diverse spells), and any special mechanics (manipulation of reality, limited spell selection).

Description Prompt

The Description Prompt is a concise summary of the class, intended for AI use when generating backstories or images for characters of this class. Craft a brief description of the class in 120 characters or less. This should be evocative and descriptive, capturing the essence of the class's role or abilities. This prompt is crucial for the AI's understanding and will influence the generated narrative for characters, so choose words that strongly reflect the class's identity.

For example, to describe a Barbarian, you would say "Fierce warrior channeling primal rage for unmatched strength."

Preferred Backgrounds

This section allows Game Masters to associate certain backgrounds with a class, prioritizing these backgrounds when the Game Squire auto-generates characters.

Subclasses

Subclasses Name

This field is used to define the overarching group name for the subclasses associated with a main class (i.e. Primal Path for Barbarians). The name should be broad enough to cover all possible subclasses within the category but specific enough to provide a clear thematic link.

Subclasses Description

The description should give a brief overview of the commonalities between the subclasses. For example, the Barbarian Subclass Description is:

"At 3rd level, you choose a path that shapes the nature of your rage. Choose from the paths below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels."

Subclasses List

This list shows all subclasses that are children of this class (defined by selecting this class as Parent when creating the subclass).

  • To remove a subclass from this class, edit the particular subclass and select a different parent (or none).
  • This checklist will automatically update the available options for characters within the main class, based on the selected subclasses.
  • To delete a subclass, edit the class and choose Delete at the bottom of the form.

Hit Points

Hit Points determine the health and survivability of a class. This is crucial as it impacts how a character can withstand damage in the course of their adventures.

Hit Die

Represents the type of die used to calculate hit points. This value is fundamental as it determines the base health pool for the class.

Input the number that corresponds to the type of die used for the class's hit points. For example, "6" indicates a six-sided die (d6).

Hit Dice (roll)

Specifies the amount of hit die a character gets to roll for hit points per level.

Enter the formula representing how many and what type of dice a character rolls to determine their hit points each level after first. For instance, "1d6 per sorcerer level" means one six-sided die is rolled for each level the character has attained.

HP Bonus

Any additional hit points that may be added to the character's hit points due to class-specific abilities.

HP at 1st Level

Defines the starting hit points for a character of this class at first level.

Detail the exact formula, which typically includes the maximum value of the hit die plus the character's Constitution modifier. For example, "6 + your Constitution modifier" would be used for a class with a six-sided hit die.

HP at Higher Levels Field

Indicates how hit points are determined at each level beyond the first.

Provide the formula that should be used when the character gains a level. This often includes rolling a hit die plus adding the Constitution modifier.

Alternatively, you can provide an average number that can be used instead of rolling to streamline gameplay. For instance, "1d6 (or 4) + your Constitution modifier per level" allows for either rolling a die or taking the average number, four, for more consistent hit point gains.

It is important to balance these values to ensure that the class fits well with the intended difficulty and play style of the game. Hit points are a key factor in a character's longevity and capacity to engage in combat and other perilous situations, so these fields must be filled out with careful consideration of the class's role in the game.

Proficiencies

Saving Throws

Identifies which abilities are key to the class's defense mechanisms, determining the saving throw proficiencies.

Select the abilities from the dropdown that the class will have proficiency in for saving throws. For example, "Constitution" and "Charisma" are chosen for classes that rely on innate resilience and personal magnetism. These selections should align with the class's thematic strengths and playstyle.

Armor

Defines what type of armor the class is proficient in wearing.

List the categories of armor the class can wear without penalty. Armor proficiencies impact the character's defense and mobility, so choose appropriately for the class's role.

Armor Description is added to the display of selected armor types. Use it to to describe or clarify what the class may choose.

Weapons

Specifies the class's proficiency with certain types of weapons.

Enter the weapons that the class is skilled in using, such as "Daggers, darts, slings, quarterstaffs, light crossbows". Weapon proficiencies should reflect the class's combat style and historical or cultural background.

Weapons Description is added to the display of selected weapon types. Use it to to describe or clarify what the class may choose.

Tools

Identifies any tool proficiencies the class possesses.

List any tools the class is proficient with. Tool proficiencies can enhance role-playing and non-combat scenarios, offering characters additional skills and utility.

Tools Description is added to the display of selected tool types. Use it to to describe or clarify what the class may choose.

Number of Starting Skills

Determines how many skills a character of this class can be proficient in from the start.

Input the number that reflects how many skills a character can choose upon creation. For example, "2" would mean the character can select two skills to be proficient in.

Starting Skills Choices

This field provides a list of skills that a character of this class can choose from when allocating their starting skill proficiencies.

Select the skills available for new characters of this class to choose from. If this list is left empty, it implies that a character can choose from all available skills.

Skills chosen should be relevant to the class's typical activities and strengths.

Equipment

Starting Gold (d4 rolls)

Determines the amount of starting gold a character has, based on dice rolls.

Enter the number of four-sided dice (d4) that a player will roll to calculate their starting gold. For example, "3" means the player will roll three d4 dice. The total number from the rolls, multiplied by 10, will be the amount of gold pieces (GP) the character starts with.

Equipment Description

Use this to add detail or context to the equipment the class may start with.

Starting Equipment Options

Lists specific equipment items that a character of this class begins with. This will create a list of options.

  • To add an option, click 'Add Option Row'.
  • Click 'Add Equipment Row' to add the first thing.
    • To add a specific item (such as a 'Light Crossbow'), select from the 'Items' field and specify the quantity in the 'Qty' field.
    • If the player can choose any item from a category (such as 'Simple Weapons') choose from the Category field and enter a quantity.
    • If the player must choose between two things like a Light Crossbow OR any Simple Weapon, first enter the Light Crossbow, then add a second Equipment Row with the Simple Weapon category.
  • Use the "ADD EQUIPMENT ROW" to add more items.
  • To remove an Equipment Row, click the "X" next to the corresponding row.
  • To remove an Option Row, click the "X" in the row header.
  • Provide a variety of starting equipment options to allow for different character builds and preferences.

Remember to consider the balance of the game when assigning starting equipment. Equipment should complement the class's abilities and typical adventuring style, providing them with the tools necessary to undertake their quests effectively.

Spellcasting

Spellcasting Ability

Determines which ability score is used for spellcasting proficiencies, including spell attack rolls and saving throw DCs. Selecting any value here will define the class as having spellcasting abilities. This ability often reflects the source of the class's magic, like innate talent or learned skill.

Spells Known by Level

Allows Game Masters to specify if the class has a set number of spells known at each level, or if it uses a different system, like spell points or invocations.

Uses Invocations

Toggle the switch on if the class uses invocations or a similar system instead of a traditional spell slots mechanism. If the toggle is off, the class will follow the standard spells known and spell slots progression.

Spell Table

This table is used to outline the progression of spells available to the class as they level up, including cantrips known, spells known, and spell slots.

  • For each class level, input the number of cantrips and spells known at that level, as well as any points or special casting resources.
  • Under 'Spell Level', add the number of spell slots available for each spell level. Use the "ADD SLOT" button to add more spell levels as needed.
  • If the class can cast spells at a higher level than the spell's original level (for example, casting a 1st-level spell using a 2nd-level slot), input the highest spell level that can be used in the 'Cast as Level' field.
  • If the class uses invocations, input the number in the '# of Invocations' field for each spell level.
  • Use the "ADD SPELL LEVEL" button to define spell slot progression for higher class levels.

This section is critical for defining how a class interacts with magic and shapes much of the gameplay experience for spellcasting classes. It should be meticulously detailed to ensure clarity and balance for the class's magical abilities as they progress.

Class Features

Class Table

The class table is used to list various attributes or points that a character acquires as they level up in their class.

Enter any points or attributes that increase with level, such as "Points" or other class-specific resources. Use the "ADD ROW" button to include additional levels and their corresponding values.

Class Features

This section is used to detail the unique abilities and traits that a class gains as they advance in levels.

  • For each class feature, enter the name of the feature in the 'Name' field.
  • Specify the level at which the feature is gained in the 'Level' field.
  • Provide a detailed description of the feature in the 'Description' text box. This description should include how the feature affects gameplay, any choices the players must make regarding the feature, and how it interacts with the class's other abilities.
  • If a feature has multiple parts or evolves as the character levels up, ensure that each stage is clearly described.
  • Use the rich text editor tools to format the description for clarity and emphasis on important details.
  • To delete a feature, click on the "Delete Feature" button.

Notes for Game Masters

  • When adding or editing class features, consider how they will impact the character's role in the party and the overall balance of the class.
  • Each feature should contribute to the class's theme and playstyle, offering new and interesting choices for players as they progress.
  • It's essential to provide clear and precise descriptions so players understand the benefits and limitations of each feature.

Featured Image

Featured Images are a vital aspect of visually representing the various elements of your game, be it characters, monsters, spells, locations, campaigns, or items. We offer a flexible approach to creating these images, whether through our Squire's image generation service or personal uploads.

Squire-Generated Imagery

Using Tokens for Image Generation: Game Squire uses Tokens to generate images. For a square (1:1) image, you'll use 4 Tokens, while a wider (16:9), higher-resolution image requires 8 Tokens.

Timing and Details: For the best results, generate an image after you've entered all the basic features of the element (like a character's race, class, or a location's key traits). This ensures that the Squire can accurately create an image that reflects the specified attributes and style.

Image Tone: Setting the tone for your image is important. It will define the look (or looks) for your character, world or campaign. Be sure to set your tone before generating images. You can save as many tones as you like and quickly switch between them using the "Change Tone" link.

Image Prompt: If you aren't getting the result you expect for your generated image, try writing a short, clear prompt to help the Squire generate an image. This can help the Squire know what it should put into the image, and how to pose, or lay out the image. If you're getting unwanted text or words, entering a description of what you think the image should be can help. Avoid putting words in quotes and avoid using proper names because it can think these are important labels it should put into the image.

Personal Image Uploads

Uploading Your Own Images: If you have a specific image or artwork in mind, you can directly upload it. This option allows you to use custom or pre-made images that perfectly match your vision.

Flexibility in Representation: Personal uploads are ideal for users who prefer to have complete control over the visual representation of their game elements.

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Note: some features use AI, are in early development, and won’t always get it right.