Simple Leveling Up

HP:  Add one-half hit die + 1 + CON modifier per level

Barbarian – 1d12

Level

Prof bonus

Features

Rages

Rage damage

1st

+2

Rage, Unarmored Defense

2

+2

2nd

+2

Reckless Attack, Danger Sense

2

+2

3rd

+2

Primal Path

3

+2

4th

+2

Ability Score Improvement

3

+2

5th

+3

Extra Attack, Fast Movement

3

+2


Bard – 1d8

Level

Prof bonus

Features

Cantrips

Spells Known

1st

2nd

3rd

1st

+2

Spellcasting, Bardic Inspiration (d6)

2

4

2

 

 

2nd

+2

Jack of All Trades, Song of Rest (d6)

2

5

3

 

 

3rd

+2

Bard College, Expertise

2

6

4

2

 

4th

+2

Ability Score Improvement

3

7

4

3

 

5th

+3

Bardic Inspiration (d8), Font of Inspiration

3

8

4

3

2


Cleric – 1d8

Level

Prof bonus

Features

Cantrips

1st

2nd

3rd

1st

+2

Spellcasting, divine domain

3

2

 

 

2nd

+2

Channel Divinity (1.rest),Divine Domain Feature

3

3

 

 

3rd

+2

 

3

4

2

 

4th

+2

Ability Score Improvement

4

4

3

 

5th

+2

Destroy Undead (CR ½)

4

4

3

2

Channel Divinity

At 2nd Level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional Effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.

Some Channel Divinity Effects require Saving Throws. When you use such an effect from this class, the DC equals your Cleric spell save DC.


Druid – 1d8

Level⁠

Prof

Bonus

Features

Cantrips

1st

2nd

3rd

1st

+2

Druidic, Spellcasting

2

2

2nd

+2

Wild Shape, Druid Circle

2

3

3rd

+2

2

4

2

4th

+2

Wild Shape improvement,

Ability Score Improvement

3

4

3

5th

+3

3

4

3

2


Fighter – 1d10

Level⁠

Prof Bonus

Features

1st

+2

Fighting Style, Second Wind

2nd

+2

Action Surge (one use)

3rd

+2

Martial Archetype

4th

+2

Ability Score Improvement

5th

+3

Extra Attack


Monk – 1d8

Level

Prof bonus

Martial Arts

Ki Points

Unarmored Movement

Features

1st

+2

1d4

 

 

Unarmored Defense, Martial Arts

2nd

+2

1d4

2

+10 ft

Ki, Unarmored Movement

3rd

+2

1d4

3

+10 ft

Monastic Tradition,
Deflect Missiles

4th

+2

1d4

4

+10 ft

Ability Score Improvement,
Slow Fall

5th

+3

1d6

5

+10 ft

Extra Attack, Stunning Strike


Paladin – 1d10

Level

Prof bonus

Features

1st

2nd

3rd

1st

+2

Divine Sense, Lay on Hands

 

 

 

2nd

+2

Fighting Style, Spellcasting, Divine Smite

2

 

 

3rd

+2

Divine Health, Sacred Oath

3

 

 

4th

+2

Ability Score Improvement

3

 

 

5th

+3

Extra Attack

4

2

 

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Ranger – 1d10

Level

Prof

Bonus

Features

Spells

Known

1st

2nd

1st

+2

Favored Enemy, Natural Explorer

2nd

+2

Fighting Style, Spellcasting

2

2

3rd

+2

Ranger Archetype, Primeval Awareness

3

3

4th

+2

Ability Score Improvement

3

3

5th

+3

Extra Attack

4

4

2


Rogue – 1d8

level

Prof bonus

Sneak Attack

Features

1st

+2

1d6

Expertise, Sneak Attack, Thieves’ Cant

2nd

+2

1d6

Cunning Action

3rd

+2

2d6

Roguish Archetype

4th

+2

2d6

Ability Score Improvement

5th

+3

3d6

Uncanny Dodge


Sorcerer – 1d6

Level

Prof

Bonus

Sorcery

Points

Features

Cantrips

Spells Known

1st

2nd

3rd

1st

+2

Spellcasting, Sorcerous Origi⁠n

4

2

2

2nd

+2

2

Font of Magic

4

3

3

3rd

+2

3

Metamagic

4

4

4

2

4th

+2

4

Ability Score Improvement

5

5

4

3

5th

+3

5

5

6

4

3

2


Warlock – 1d8

Level

Proficiency

Bonus

Features

Cantrips

Known

Spells

Known

Spell

Slots

Slot

Leve⁠l

Invocations

Known

1st

+2

Otherworldly Patron, Pact Magic

2

2

1

1st

2nd

+2

Eldritch Invocations

2

3

2

1st

2

3rd

+2

Pact Boon

2

4

2

2nd

2

4th

+2

Ability Score Improvement

3

5

2

2nd

2

5th

+3

3

6

2

3rd

3

Wizard – 1d6

Level

Prof bonus

Features

Cantrips

1st

2nd

3rd

1st

+2

Spellcasting, Arcane Recovery

3

2

 

 

2nd

+2

Arcane Tradition

3

3

 

 

3rd

+2

 

3

4

2

 

4th

+2

Ability Score Improvement

4

4

3

 

5th

+3

 

4

4

3

2

You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard spells⁠ from your Spellbook equal to your Intelligence modifier + your Wizard level (minimum of one spell).

For example, if you’re a 3rd-level Wizard, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard spells⁠ requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list. The spells⁠ must be of a level for which you have Spell Slots.

Ex: Lolin is a 2nd level Wizard with +3 Intelligence modifier
Therefore, he can prepare 5 spells of level 1. Cantrips are separate.