Hey all, I'll be on the road the majority of today, but go ahead and post or message me if you have questions. If you need help building sheets, some of the folks here that have access to books may be able to help out, if I have sheets for everyone by tomorrow I'll probably get the first post up sometime tomorrow afternoon, and if there are only a few without sheets, I may tackle them myself. I'm CERTAIN there are things I left out when I sent you your questionnaires, primarily in your race and class descriptions, so there may be other abilities you have that you're not aware of.
Human:
Ability Increase: +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA
Proficiency: ---
Other: 30ft walking, know Common and 1 extra.
Dragonborn - Black:
Ability Increase: +2 STR, +1 CHA
Proficiency: ---
Other: 30ft walking, acid (line) breath weapon, resistant to acid, know Common and Draconic.
Gnome - Forest:
Ability Increase: +2 INT, +1 DEX
Proficiency: ---
Other: Tend towards G, Small, 25ft walking, Darkvision, advantage on INT, WIS, CHA saves vs magic, know Common and Gnomish, know minor illusion cantrip (INT), can speak with small beasts.
Gnome - Rock:
Ability Increase: +2 INT, +1 CON
Proficiency: 2x prof on History checks for magic, alchem or tech, tinkerÔÇÖs tools.
Other: Tend towards G, Small, 25ft walking, Darkvision, advantage on INT, WIS, CHA saves vs magic, know Common and Gnomish, can make tinker check to create clockwork toy, fire starter, or music box.
Tiefling:
Ability Increase: +2 CHA, +1 INT
Proficiency: 2 skills of choice
Other: Tend towards C, 30ft walking, Darkvision, resistance to fire damage, know
thaumaturgy cantrip, can cast
hellish rebuke and
darkness at 3rd and 5th level respectively, know Common and Infernal.
Equipment Packs
BurglarÔÇÖs Pack - backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
DungeoneerÔÇÖs Pack - backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
EntertainerÔÇÖs Pack - backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
ExplorerÔÇÖs Pack - backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
PriestÔÇÖs Pack - backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
A breakdown of spellcasting at 1st level...
General -
Cantrips Known: Cantrips can be cast as many times as you wish between rests, but you can only know so many cantrips at a time. The number known increases with level, but at different rates for different classes. If you are a caster class, having at least one or two cantrips that can deal damage keeps you relevant after higher spell slots are expended. For classes/builds where casting is secondary to dealing ranged or melee damage, useful utility cantrips may be better.
Spell Slots: To start, you will only have spell slots at 1st Level, but as you level up, you will gain more spell slots, both in 1st Level as well as opening up higher level spells. As long as you have a spell slot remaining, you can cast a spell of that level, or a spell of a lower level. Some spells when cast at a higher level will have increased effects (damage, targets, duration). If you have expended all of your spell slots, you will not be able to cast any non-cantrip spells. Spell slots are regained after a long rest.
Ritual Casting: Certain classes/feats may allow for casting of select spells to be cast as rituals, rather than expending a spell slot. Doing so takes longer, and it must be a spell otherwise prepared or known.
Spellcasting Focus: Objects that can be used to cast spells, replacing the need for some material components (all except those with a listed price value). Verbal and Somatic components are still required.
Bard - CHA: 2 Cantrips known, 2 1st Level spell slots. 4 spells known, chosen from the Bard 1st level list. Once chosen, these 4 are 'locked in' until the next time you level up, where one can be replaced with a new spell. Ritual casting. Instrument can be used as Spellcasting Focus.
Cleric - WIS: 3 Cantrips known, 2 1st Level spell slots. Through prayer, you can prepare a number of spells equal to your WIS mod + cleric level, chosen from the Cleric list. The chosen spells can be swapped out after a long rest, for any other spells on the Cleric list. Clerics also choose a domain, which grants additional spells that are always prepared, and don't count towards the prepared cap. Casting a domain spell still expends a spell slot of the appropriate level. Ritual casting. Holy Symbol can be used as Spellcasting Focus.
Druid - WIS: 2 Cantrips known, 2 1st Level spell slots. Through communing with nature, you can prepare a number of spells equal to your WIS mod + druid level, chosen from the Druid list. The chosen spells can be swapped out after a long rest, for any other spells on the Druid list. Ritual casting. Druidic Focus can be used as Spellcasting Focus.
Fighter - No spell slosts.
Paladin - No spell slots at Level 1.
Ranger - No spell slots at Level 1.
Rogue - No spell slots.
Sorcerer -CHA: 4 Cantrips known, 2 1st level spell slots. 2 spells known, chosen from the Sorcerer list. Once chosen, these 2 are 'locked in' until the next time you level up, where one can be replaced with a new spell. Arcane focus can be used as Spellcasting Focus.
Other Level 1 Class features
Bard- Bardic Inspiration: can inspire an ally with a song, poem, etc, giving them a 1d6 that can be rolled to add to ability checks, attack rolls, or saves within the next 10 min. Can use BI a number of times equal to CHA modifier between long rests.
Paladin- Divine Sense: Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + CHA modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands: You have a pool of healing = 5 x Paladin level. Each point in the pool can be used to heal a target for 1HP, or 5 points can be expended to cure a disease or poison.
Ranger- Favored Enemy, Natural Explorer.
Rogue- Expertise - become really good at two of your known skills, doubling proficiency bonus on them.
Sneak attack - add 1d6 damage on attacks where you had advantage, or the target is threatened by someone within 5 ft.
Sorcerer- Sorcerous Origin: either draconic or wild magic is the source of your power.
Arcane Focus. An arcane focus is a special itemÔÇö an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar itemÔÇö designed to channel the power of arcane spells.
Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals.
Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. The caster must hold it in hand, wear it visibly, or bear it on a shield.
I should have send all 1st level casters a list of spells they can choose from, but haven't sent out spell descriptions. As an alternate, I'd suggest checking this
site out. Currently, we are only using the PHB spells, not ones from any supplements, so for example, a spell card that says "Sorcerer" in the lower left corner is good, but "Sorcerer(EE)" is not. That may change in the future, but for now we'll keep it simple.