5th Edition SRD

The Fifth Edition SRD reference tool for your table

Beyond 1st Level






Experience PointsLevelProficiency Bonus









































To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-- than--average ability scores.

Multiclassing Prerequisites

Class Ability Score Minimum

Barbarian Strength 13

Bard Charisma 13

Cleric Wisdom 13

Druid Wisdom 13

Fighter Strength 13 or Dexterity 13

Monk Dexterity 13 and Wisdom 13

Paladin Strength 13 and Charisma 13

Ranger Dexterity 13 and Wisdom 13

Rogue Dexterity 13

Sorcerer Charisma 13

Warlock Charisma 13

Wizard Intelligence 13

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.

Hit Points and Hit Dice

You gain the hit points from your new class as described for levels after 1st. You gain the 1st--level hit points for a class only when you are a 1st--level character.


Proficiency Bonus

Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-- level character, which is +3.


When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies

Class Proficiencies Gained

Barbarian Shields, simple weapons, martial weapons Bard Light armor, one skill of your choice, one musical instrument of your choice

Cleric Light armor, medium armor, shields



Monk Simple weapons, shortswords




Sorcerer —

Warlock Light armor, simple weapons Wizard —

Class Features


Channel Divinity


Extra Attack


Unarmored Defense




Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single--classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st--level ranger spells based on your levels in the ranger class. As 3rd--level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd--level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.



If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower--level spells. If a lower--level spell that you cast, like burning hands, has an enhanced effect when cast using a higher--level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level.

For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th--level character when determining your spell slots: you have four 1st--level slots, three 2nd--level slots, and two 3rd--level slots. However, you don’t know any 3rd--level spells, nor do you know any 2nd--level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.


Multiclass Spellcaster: Spell Slots per Spell Level


































Alignment in the Multiverse

For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good-- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.






Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.


Standard Languages

LanguageTypical SpeakersScript




GiantOgres, giantsDwarvish





Exotic Languages

LanguageTypical SpeakersScript



DraconicDragons, dragonbornDraconic

Deep SpeechAboleths, cloakers—



SylvanFey creaturesElvish

UndercommonUnderworld tradersElvish



Gaining Inspiration



Using Inspiration




Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.


What sets you apart from ordinary people who share your background?



Each background gives a character proficiency in two skills (described in “Using Ability Scores”).




Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages.”


Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.

Suggested Characteristics

A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

Customizing a Background

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your GM to create one.


You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi--divine being from among those listed in "Fantasy--Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

Skill Proficiencies: Insight, Religion

Languages: Two of your choice

Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Suggested Characteristics

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

d8 Personality Trait

  1. I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
  2. I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
  4. Nothing can shake my optimistic attitude.
  5. I quote (or misquote) sacred texts and proverbs in almost every situation.
  7. I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.

d6 Ideal

  1. Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
  2. Charity. I always try to help those in need, no matter what the personal cost. (Good)
  4. Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
  5. Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
  6. Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)

d6 Bond

  1. I would die to recover an ancient relic of my faith that was lost long ago.
  2. I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
  3. I owe my life to the priest who took me in when my parents died.
  4. Everything I do is for the common people.
  5. I will do anything to protect the temple where I served.
  6. I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

d6 Flaw

  1. I judge others harshly, and myself even more severely.
  2. I put too much trust in those who wield power within my temple’s hierarchy.
  4. I am inflexible in my thinking.
  5. I am suspicious of strangers and expect the worst of them.

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