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Level 0

Homebrew Rules

Art: David Rapoza


Level 0
Starting at Level 0 CLASS FEATURES
Starting a campaign at level 0 can be an interesting and Every 0th level class has features that start to hint at
challenging experience for both players and the dungeon your great potential ahead. These features are weaker, but
master. In a level 0 campaign, the characters are just show your natural talent.
starting out, with limited abilities and skills.
Artificer
Starting Ability Scores You show promise as an Artificer
All your Ability Scores are 9.
Hit Points: 4 + your Constitution modifier (Minimum of 4
Proficiency hit points)
Your Proficiency Bonus is +1
Ability Score: Increase your Intelligence by 1.
Background
You are at the beginning of your journey. Keeping your Proficiencies
background in mind, gain the following: Weapons: None
Proficiency. Gain proficiency in 1 skill Tools: Tinker’s tools
Native Language. Gain mastery of your native language Saving Throws: Constitution, Intelligence
Skills. Choose a total of two tool proficiencies or Skills (Choose 1): Arcana, History, Investigation,
experience in another language. Medicine, Nature, Perception, Sleight of Hand
Equipment: From your Background Armor: Light armor

Race Equipment: Light hammer, leather armor, tinker’s tools


Ability Scores. Gain the ability score increases from
your race. Artificer Initiate
Racial Traits. Gain all of your racial traits. You learn one cantrip of your choice from the Artificer
spell list, and you learn one 1st-level spell of your choice
Leveling Up to 1st Level from that list. Intelligence is your spellcasting ability for
After your first adventure as a 0th level character, you these spells.
become a 1st-level character. When you do so, set aside You can cast that 1st-level spell without a spell slot, and
your 0th-level character sheet and create a 1st-level you must finish a long rest before you can cast it in this
character as normal, taking inspiration from your 0th-level way again.
character and their early adventure. Since being 0th level,
your character may have undergone some major changes, Talented Tinkerer
including new training regiment, diet, poverty, social You've learned how to invest a tiny spark of magic into
upheaval, etc. So don’t be concerned if your 1st level mundane objects. To use this ability, you must have tinker’s
character is different than at 0th level. tools in hand. You then touch a Tiny nonmagical object as
an action and give it one of the following magical
properties of your choice:
• The object sheds bright light in a 5-foot radius and dim
light for an additional 5 feet.
• The object continuously emits your choice of an odor or
a nonverbal sound (wind, waves, chirping, or the like).
The chosen phenomenon is perceivable up to 10 feet
away.
• A static visual effect appears on one of the object's
surfaces. This effect can be a picture, up to 25 words of
text, lines and shapes, or a mixture of these elements, as
you choose.
The chosen property lasts for 1 hour or until you use this
feature again.
Level 0
Barbarian Bard
You show promise as a Barbarian You show promise as a Bard.

Hit Points: 6 + your Constitution modifier (Minimum of 6 Hit Points: 4 + your Constitution modifier (Minimum of 4
Hit points) hit points)

Ability Score: Increase either your Strength or Ability Score: Increase your Charisma by 1.
Constitution by 1.
Proficiencies
Proficiencies Weapons: None
Weapons: Simple weapons Tools: Any musical instrument
Tools: None Saving Throws: Dexterity, Charisma
Saving Throws: Strength, Constitution Skills (Choose any 2)
Skills (Choose 1): Animal Handling, Athletics, Armor: None
Intimidation, Nature, Perception, Survival
Armor: Light armor Equipment: Dagger, a musical instrument

Equipment: Greatclub Bard Initiate


You learn one cantrip of your choice from the Bard spell
Emerging Temper list, and you learn one 1st-level spell of your choice from
Fierce anger boils inside you as you let out a primal that list. Charisma is your spellcasting ability for these
scream, your body surging with strength as you enter your spells.
first rage. You can cast that 1st-level spell without a spell slot, and
On your turn, you can enter a rage as a bonus action. you must finish a long rest before you can cast it in this
While raging, you gain the following benefits if you aren't way again.
wearing heavy armor:
• You have advantage on Strength checks and Strength Inspirer
saving throws. You offer encouragement that ignites a flame of
• When you make a melee weapon attack using Strength, inspiration in the hearts of those around you. When
you gain a +1 bonus to the damage roll. another creature within 30 feet of you that can see or hear
• You have resistance to bludgeoning, piercing, and you fails a d20 Test, you can use your reaction to roll a d4
slashing damage. and add the number rolled to their d20, potentially turning
Your rage lasts for 1 minute. It ends early if you are the failure into a success.
knocked unconscious or if your turn ends and you haven't You can use this feature a number of times equal to your
attacked a hostile creature since your last turn or taken Charisma modifier (a minimum of once). You regain any
damage since then. You can also end your rage on your expended uses when you finish a long rest.
turn as a bonus action.
Once you have raged you must finish a long rest before
you can rage again.
Level 0
Cleric Druid
You show promise as a Cleric. You show promise as a Druid.

Hit Points: 4 + your Constitution modifier (Minimum of 4 Hit Points: 4 + your Constitution modifier
hit points)
Ability Score: Increase your Wisdom by 1.
Ability Score: Increase your Wisdom by 1.
Proficiencies
Proficiencies Weapons: None
Weapons: None Tools: Herbalism kit
Tools: None Saving Throws: Intelligence, Wisdom
Saving Throws: Wisdom, Charisma Skills (Choose 1): Arcana, Animal Handling, Insight,
Skills (Choose 1): History, Insight, Medicine, Medicine, Nature, Perception, Religion, Survival
Persuasion, Religion Armor: Light armor
Armor: Light armor
Equipment: Quarterstaff, leather armor, a druidic focus
Equipment: Club, leather armor, holy symbol
Druidic Initiate
Cleric Initiate You learn one cantrip of your choice from the Druid spell
You learn one cantrip of your choice from the Cleric spell list, and you learn one 1st-level spell of your choice from
list, and you learn one 1st-level spell of your choice from that list. Wisdom is your spellcasting ability for these
that list. Wisdom is your spellcasting ability for these spells.
spells. You can cast that 1st-level spell without a spell slot, and
You can cast that 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this
you must finish a long rest before you can cast it in this way again.
way again.
Animal Whisperer
Divine Spark As a Magic action, you can gain understanding the
As a Magic Action, you point a Holy Symbol at another speech of beasts. You gain the ability to comprehend and
creature you can see within 30 feet of yourself and focus speak with beasts for 10 minutes. In addition, during this
divine energy at them. Roll 2d6 and choose one of the time you have advantage on Animal Handling checks.
following: Once you use this feature, you must finish a long rest
• Restore Hit Points to the creature equal to that total before you can use it again.
• Force the creature to make a Constitution Saving
Throw (DC equals your Wisdom modifier). Undead
creatures make this saving throw with disadvantage. On
a failed save, the creature takes radiant damage equal to
the total, and on a successful save, the creature takes
half as much damage (rounded down).
Once you use this feature, you must finish a short or long
rest before you can use it again.
Level 0
Fighter Monk
You show promise as a Fighter. You show promise as a Monk.

Hit Points: 5 + your Constitution modifier (Minimum of 5 Hit Points: 5 + your Constitution modifier (Minimum of 5
hit points) hit points)

Ability Score: Increase either your Strength or Dexterity Ability Score: Increase either your Dexterity or Wisdom
by 1. by 1.

Proficiencies Proficiencies
Weapons: Simple weapons Weapons: None
Tools: None Tools: None
Saving Throws: Strength, Constitution Saving Throws: Strength, Dexterity
Skills (Choose 1): Arcana, Acrobatics, Animal Handling, Skills (Choose 1): Acrobatics, Athletics, History, Insight,
Athletics, History, Insight, Intimidation, Perception, Religion, Stealth
Survival Armor: None
Armor: Light armor, medium armor
Equipment: Nothing
Equipment: Javelin, shortbow, hide armor
Unarmored Defense
Gather Wind While you are wearing no armor and not wielding a
You have a limited well of stamina that you can draw shield, your AC equals 10 + your Dexterity modifier + your
upon. On your turn, you can use a bonus action to regain Wisdom modifier.
hit points equal to 1d6. Once you use this feature, you must
finish a short or long rest before you can use it again. Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage
Fighting Surge equal to 1d4 + your Strength or Dexterity modifier on a hit.
You can push yourself beyond your normal limits for a When you use the Attack action with an unarmed strike
moment. On your turn, you can take one additional action. on your turn, you can make one unarmed strike as a bonus
Once you use this feature, you must finish a long rest action.
before you can use it again.
Level 0
Paladin Ranger
You show promise as a Paladin. You show promise as a Ranger.

Hit Points: 5 + your Constitution modifier (Minimum of 5 Hit Points: 5 + your Constitution modifier (Minimum of 5
hit points) hit points)

Ability Score: Increase either your Strength or Charisma Ability Score: Increase either your Dexterity or Wisdom
by 1. by 1.

Proficiencies Proficiencies
Weapons: Simple weapons Weapons: Simple weapons
Tools: None Tools: None
Saving Throws: Wisdom, Charisma Saving Throws: Strength, Dexterity
Skills (Choose 1): Athletics, Insight, Intimidation, Skills (Choose 2): Animal Handling, Athletics, Insight,
Medicine, Persuasion, Religion Investigation, Nature, Perception, Stealth, Survival
Armor: Light armor, medium armor Armor: Light armor

Equipment: Spear, hide armor, holy symbol Equipment: Shortbow, Sickle, leather armor, a druidic
focus
Initiate’s Smite
When you hit a creature with a melee weapon attack, Hunter’s Mark
you can deal 1d8 radiant damage to the target, in addition As a bonus action, you can mark one creature you can
to the weapon's damage. The damage increases by 1d8 if see within 60 feet of you as your prey.
the target is an undead or a fiend. Once you use this The target is marked until you finish a long rest.
feature, you must finish a short or long rest before you can While a creature is marked as your prey, you gain the
use it again. following benefits:
• When you hit the marked creature with a weapon
Divine Touch attack, you deal 1d4 additional damage.
You discover that you can heal wounds with a touch. You • You can add 1d4 to any Perception or Survival check to
have a pool of healing power that replenishes when you find the marked creature.
take a long rest. With that pool, you can restore 4 hit Once you use this feature, you must finish a long rest
points. before you can use it again.
As an action, you can touch a creature and draw power
from the pool to restore a number of hit points to that
creature, up to the maximum amount remaining in your
pool.
This feature has no effect on undead and constructs.
Level 0
Rogue Sorcerer
You show promise as a Rogue. You show promise as a Sorcerer.

Hit Points: 4 + your Constitution modifier (Minimum of 4 Hit Points: 3 + your Constitution modifier (Minimum of 3
hit points) hit points)

Ability Score: Increase your Dexterity by 1. Ability Score: Increase your Charisma by 1.

Proficiencies Proficiencies
Weapons: Simple weapons Weapons: None
Tools: Thieves' tools Tools: None
Saving Throws: Dexterity, Intelligence Saving Throws: Constitution, Charisma
Skills (Choose 2): Acrobatics, Athletics, Deception, Skills (Choose 1): Arcana, Deception, Insight,
Insight, Intimidation, Investigation, Perception, Intimidation, Persuasion, Religion
Performance, Persuasion, Sleight of Hand, Stealth Armor: None
Armor: None
Equipment: Component pouch
Equipment: 2 daggers, leather armor, thieves’ tools
Sorcerer Initiate
Thieves’ Cant You learn one cantrip of your choice from the Sorcerer
You have experience with Thieves’ Cant. spell list, and you learn one 1st-level spell of your choice
from that list. Charisma is your spellcasting ability for
Roguish Strike these spells.
You know how to turn a subtle attack into a deadly one. You can cast that 1st-level spell without a spell slot, and
Once per turn, you can deal 1d4 extra damage to one you must finish a long rest before you can cast it in this
creature you hit with an attack if you’re attacking with a way again.
Finesse weapon or a Ranged weapon and if at least one of You can use a bonus action to regain 1 use of the 1st
the following requirements is met: level spell. Once you use this bonus action, you can’t use it
• Advantage. You have Advantage on the Attack Roll. again until you finish a long rest.
• Ally Adjacent to Target. At least one of your allies is
within 5 feet of the target, the ally isn’t
Incapacitated, and you don’t have Disadvantage on the
Attack Roll.

Rogue Expertise
Gain Expertise in one Rogue skill proficiency of your
choice.
Level 0
Warlock Wizard
You show promise as a Warlock. You show promise as a Wizard.

Hit Points: 4 + your Constitution modifier (Minimum of 4 Hit Points: 3 + your Constitution modifier (Minimum of 3
hit points) hit points)

Ability Score: Increase either your Intelligence or Ability Score: Increase your Intelligence by 1.
Charisma by 1.
Proficiencies
Proficiencies Weapons: None
Weapons: None Tools: None
Tools: None Saving Throws: Intelligence, Wisdom
Saving Throws: Wisdom, Charisma Skills (Choose 1): Arcana, History, Insight,
Skills (Choose 1): Arcana, Deception, Insight, Investigation, Medicine, Religion
Intimidation, Persuasion, Religion Armor: None
Armor: None
Equipment: Component pouch, two 1st level spell scrolls
Equipment: Component pouch (spells of your choice)

Warlock Initiate Wizard Initiate


You learn one 1st-level spell of your choice from the You learn one cantrip of your choice from the Wizard
Warlock spell list. Choose either Intelligence or Charisma. spell list, and you learn two 1st-level spells of your choice
The chosen ability is your spellcasting ability for these from that list. Intelligence is your spellcasting ability for
spells. these spells.
You can cast that 1st-level spell without a spell slot, and You have one spell slot. You can cast one of these
you must finish a short or long rest before you can cast it in 1st-level spells by expending your spell slot. You regain
this way again. your expended spell slot when you finish a long rest.

Eldritch Burst
You can release blasts of crackling energy. As a Magic
action, make a ranged spell attack against a target within
120 feet. Use your Warlock’s spell casting modifier to hit,
On a hit, the target takes 1d8 force damage.

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