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“Friends and fellow gamers and welcome back to don forge. Cast in our ongoing series. Series. Where we help you make a fifth edition.
Dungeons dragons character in this video re going to talk about how to level up your character at a certain point in your adventures you ll gain enough experience by defeating monsters. Overcoming challenges completing adventures to level up our first level up happens at 300 experience points. We ll be using the paladin. We made in the first video leveling him up.
But a lot of these things apply to any class. So the first thing. We re going to do is palette in level 2. We go into our experience points.
And now we have 300 the experience point progression might vary depending on what sort of game your dungeon master is running. But we re going to go with the standard one in the book as we ve done with pretty much everything on this character at level 2. And at every level. The next major thing that happens is that we increase your hip points.
Now we have a d 10. Hit die. And something i left out last time was the 2 let me explain this just a little more the hit die is the die you roll to get your hip points. It is also the die you roll to recover health during a short rest or a long rest depending on how you re doing.
It. And you have the total number of die you can roll during these rests is equal to your level. So we re going to upgrade ours to two and our hit die stays the same so we re adding also a constitution bonus to that now we have a choice when we add in the hip points for our next level. We can either take a set average which is half plus 1 in this case.
6. And add that to our total and also our constitution or we can roll the hit die and take what it gets taking half plus. 1 is going to be better overall statistically in your favor. But i m a fan of rolling so let s see if it pays off 8.
I ll take that 2 more hip points than we do and so we re going to change our hip point maximum from 12. Which is where we started 220 and then we add our constitution modifier again. Which is 2 so 22 all right so our current air points will also go up they don t automatically go up during an adventure. But since we re not in an adventure right now the hip points will just go to their next maximum here.
The next thing. We want to look at and you can see this on all the class charts is does my proficiency bonus go up. Now for every class at least everyone that i ve looked through and i ve looked through them all they all have the same proficiency scaling the first four levels. It s a plus 2.
The next 4 is plus. 3. Then x. 4.
Is plus. 4. Next bar is plus. 5 and x 4.
Plus. 6. And it scales up like this and all the classes have this the same which led me to wonder why did they even include it why not just have a specific chart that says whatever level your character is but i guess it helps just being there and maybe a little extra ink that they spent so this means. We don t have any change in our skills that you see here or in our attacks.
Those don t go up every level there s no base attack bonus that gradually increases there s no skill points that you spend each level. It is simply what it is it is simply your proficiency bonus and we re not going to have any increase in our skills or our attack bonuses at least not through the proficiency bonus until level..
5. When it goes up to 3. So definitely a different change there our next element would be looking at the level 2 class abilities. Most of the classes follow a similar progression at first level they start off with one two or three things they can do for spellcasters.
It s usually two things and then their selection of spells level. Two you have a little more focus to your character. It seems that at first level. Everything is kind of the same across the board.
But as you go into second level. You re able to choose for wizards school for paladins in our case. A fighting style and level. Two is kind of a defining point for a lot of classes for our paladin.
We pick the fighting style and so this will go under our features and traits and we have four options and i m sure they re going to release more in future books. We have defense. Which is why you re wearing armor you get 1 bonus day. See you can choose dueling.
Which is why you re wielding a melee weapon. In one hand and no. Other weapons you re getting a 2 bonus to damage with that web greater weapon fighting. Which reads.
When you roll a 1 or a 2 on a damaged. I for an attack you make with a melee weapon. That you are wielding with two hands. You can reroll the die and must use the new roll the weapon must have the two handed or versatile property for you to gain this benefit and lastly protection.
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 role you must be wielding a shield. So these fighting styles will further define your character and give you bonuses in for pretty distinct different areas. Our defense will just slightly increase our armor class dueling is an increase in damage when you re wielding one weapon. And i don t see any reason.
Why paladin wouldn t wield a shield as well great weapon fighting is for the two handed fighter. Though we could take it with our versatile longsword and this ability essentially increases your damage. Not guaranteed. You could roll a 1 or 2.
And then roll a 1 or 2. Again and it doesn t continue until you roll something higher. But it does give you an opportunity to improve your damage overall the last one protection utilizes. The reaction skill.
Which is something you can use in combat in addition to an attack or a move these things might fall under swift actions in pathfinder. Something that you can do immediately that is triggered by something someone else does the essence the spirit of the protection ability is basically you re putting your shield in the way of the blow. Now it doesn t give them any bonuses to armor class. But they do have disadvantage.
Which as a reminder means they re going to roll to d20 and take the lower the ability that appeals. Most to me at least with this character was dueling. So we ll add that under our features and traits so we ll go in and modify. All our damages.
So our long sword wielded one hand plus. 5. And our mace wielded one hand plus. 5.
Now if we were going to use our long sword. Two handed..
We would have this d 10. But the way the dueling works. We wouldn t change this to 5. It doesn t meet the criteria of fighting with a weapon in just one hand so statistically.
It s actually now better for us to use the one hand and shields. Because we have a range of 6 to 13 with the one hander and 4 to 13 with holding it two hands. We ve now solidified our combat style. Our second ability.
When we level up as a paladin is spell casting a lot of classes either start with spell casting or get it at level two. So we re going to dive in and see what exactly spell casting entails and for that we re going to go down to the spell casting sheet. We re going to plug in our spell. Casting class.
Which is paladin our spell casting ability for the paladin is charisma. Our spell save dc. They have the formula here on page 85. It s eight plus.
Your proficiency bonus. Plus. Your charisma modifier. So 8 plus.
2. Is 10 plus. 2. Again is twelve the spell saved dc is essentially the chance the enemy has to resist it and they have to roll at least the 12 or higher our spell attack bonus is our proficiency bonus.
Plus. Our charisma modifier if you re playing a wizard. It ll be plus intelligence. If you re playing a druid.
It ll be plus wisdom and so on our spell. Attack bonus is used when we cast an offensive spell or spell. That says you must make a spell attack usually a range spell attack. But sometimes a melee spell attack.
This is something we d use against a variety of different defenses paladin s don t have canned trips. But what can trips are just talking very briefly about them there s zero level spells. You know a limited number of them. But you can cast them as much as you want there s actually some pretty decent can trips.
But we ll talk about those in another video. Our paladin doesn t have any the important term. We re going to go down to spell level. 1.
Which is where he starts and if you flip back to page 83. You ll see the chart that says spell slots per spell level at first level. We don t have any spell slots. But its second we have two so our slot total is 2 this means essentially at this level that we can cast two spells before we need a rest our spell casting is a paladin utilizes.
The holy symbol as a focus. But for other classes it may be different the next thing. We re going to do is create our paladin spell. List.
Now paladin s and all the spell casting classes. Know a certain number of spells..
A paladin chooses a number of spells equal to their charisma. Modifier plus half their level rounded down. So our second level paladin with a charisma bonus of 2 knows three spell two times one half gives us one plus. The two we have we re going to fill those spells in right here.
You can choose any first level spell listed on the spell. List you ll find the paladin spell list on page. 208. Once you gain spell.
Slots and are able to cast spells. This is the time to go into the spell section and read up on the spells that you have i ve already done this so i ve pulled out the three spells that i find most interesting or useful for our character. I ve picked three spells that i think fits this character fits. My playstyle.
But by no means does this mean that these are the three best optimum spells. The first one i picked is compelled duel and this is essentially if you played any mmo games. A taunt if the enemy doesn t attack me it gets disadvantaged. It has to make wisdom save if it wants to move beyond 30 feet.
Those sorts of things this ability will attempt to make best use of our characters strong defensive capabilities. The second spell. I ve taken is intended to bolster our defenses even further and this is shield of faith. What this does is give my paladin or an ally.
2 to armor class. There s no different types of armor class. There s no dodge bonus or natural arm or anything. Like that there s just armor class bonus.
Which definitely simplifies things the last spell. I ve picked is divine favor how divine favor works is for the duration of the spell. As long as i concentrate or up to one minute. All my attacks get an additional d for radiant damage.
Which is basically holy light damage. I chose these three spells because of their diversity and also because i prefer more ongoing effects. Where i like the 2 for a longer duration or the 1 d. For and many attacks instead of a big burst on one attack paladin s do have other spells such as searing smite or thunder smite which increase your damage significantly.
But for only one attack now all of these spells require concentration to maintain and in fact concentration is in many of the spells that aren t instantaneous concentration. Doesn t interfere with any standard actions you can still move you can still attack you can still talk. But a few things will interrupt concentration and either it will just dissipate completely or you ll have to make a saving throw to keep your spell. Going for example.
A few things that might provoke a concentration check are cast another spell with concentration taking damage getting knocked unconscious or certain environmental effects. Like a wave comes roaring through or fireball explodes in your face those sorts of things both of the saves at least for a paladin and order maintainer concentration. Our constitution. Jack s the dc for the damage is equal to half of the damage.
You take so if you took 20 damage from a spell. And you re trying to concentrate you d have to get a constitution check of at least 10. If an environmental effects came by or some other thing happened that would interrupt your concentration. The dm could arbitrate a different difficulty class depending on how significant it was for some spells you can cast them and then maintain them on you until you expend them this is the case with thundering smite.
Where you can cast the spell. But maintain it until you expend at some point. Within a minute so these can be helpful mechanics. When trying to position yourself into a fight.
Let s say your enemy is 100 feet away. You can cast the spell as you re going maintain it and then utilize it once you get to them that s mostly what we need to know about concentration checks and pretty much everything about spells..
Now you can approach it a different way you can write down or type. All of the spells on the paladin list for first level put them all in here. And then you only be able to select a certain number that you prepare for the day for me. I just picked the three that i m most likely to use.
But then if i wanted to switch them out i could do so after a long rest so eventually once i know all the spells. And know it well i ll fill out the whole sheet with all the spells and then pick the three that i feel are best suited for the situation at hand for paladin s at least this doesn t work like sorcerer spells. Where we have a limited list. But we can cast them lots of times.
We still have our full list you just have to prepare a selected number ahead of time with these three spells prepared. I can choose to cast them a number of times that i have spell slots. I can cast compelled duel twice and then i need to rest or she ll the faith once and divine favor. One s prepared isn t the same as memorized.
What prepared means is that you have this selection and you can choose from any of them how to expend them utilizing spell slots. It s a little different of a system. But it s mostly familiar just kind of to tweak it a little bit and here in the slots expended. We would keep track of how many we ve spent and after a long rest we can replenish them.
We ll come back to spells and talk about how second level spell slots also affect first level spells. But we ll do that when we level up high enough. We have one last ability to add to our level. Two paladin and that is called divine smite divine smite also interacts with our spell slots it allows us to spend spell slots to do extra damage at second level.
We can expend a first level spell slot to do 2d eight extra damage as we get on later we can spend higher level spell slots to do more dice worth of damage. So we ll indicate that here just as a reminder for us to d8. But remember i also have to spend a spell slot for this to work. There s a lot of interactions in many classes between their spell slots and their abilities.
So it employs some resource management. Do i want to use this special impactful ability and give up one of my spell slots or do i want to hang on to those spells and use them instead. It s kind of a nice mechanic. We have one last thing to upgrade and that s also in our abilities and that is our lan hands pool remember it s five times your paladin level.
So we go in and now. It s ten hit points. That we are able to heal or cure diseases or poison. Make.
Sure when you re leveling up that you go back to those abilities that are based on per level and upgrade them accordingly and that s everything for a second level paladin a quick review. We added hit points. We added dueling and divine smite and we added spell slots to our character well we didn t add and this will be sort of a main change is we re not adding any extra skill points. There are no skill points per level your skills will upgrade through upgrades of your abilities.
And also your proficiencies and we ll look into those a little later on in the series. If you enjoyed this video found it helpful and want to see more in the series make sure you like it and share with your friends additionally. I d like to hear from you about what you d like to see covered on fifth edition. Would you like more class coverage.
Race. Coverage. Mechanics coverage. All of the above actual play.
My plan currently is to do all of those things. But a little guidance from you picking the next class for example that we would level up or create is definitely welcome. Thank you so much for watching and as always happy gaming. ” .
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