I've done a bit of analysis of the LV 1 PCs recently released by WOTC; this is a write-up of some of my findings, modified from input from most of the posters below (see the posts below for detail).
As expected, at LV 1, attribute modifiers are calculated the same as in 3.x
HP at LV 1 (assumption: all HP are from Con score and class):
Wizard: 10 + Con score
Warlock, Ranger, Cleric: 12 + Con score
Fighter, Paladin: 15 + Con score
Plausible HP per LV at LV 2+:
Wizard: 4
Warlock, Ranger, Cleric: 5
Fighter, Paladin: 6
Healing Surges/day (assumption: all healing surges are from class and Con Mod):
Warlock, Ranger, Wizard: 6 + Con Modifier
Cleric: 7 + Con Modifier
Fighter: 9 + Con Modifier
Paladin: 10 + Con Modifier
Bloodied HP are 1/2 max HP; surge healing amount is 1/4 max HP
AC:
Base AC 10 + higher of Dex Mod or Int mod for non-metal armors
Base AC 10 for metal armors
Nothing: +0 to AC
Leather: +3 to AC
Hide: +3 to AC
Chain: +6 to AC - 1 armor check penalty
Scale: +7 to AC -2 armor check penalty
Plate: +8 to AC -4 armor check penalty
H Shield: +2 to AC
Halfling: +0 to AC (via size small)
Fort (assumes that modifiers are from Con Mod, Str Mod, class, and race, and that class always modifies by 2):
Base: 10 + higher of Con Mod or Str Mod
Fighter: +2
Eladrin, Halfling, Human: +1
Ref (assumes that modifiers are from Dex Mod Int mod, Shield, class, and race, and that class always modifies by 2):
Base: 10 + higher of Dex Mod or Int mod, +2 for Heavy Shield
Eladrin, Half-Elf, Halfling, Human: +1
Will (assumes that modifiers are from Wis Mod, Cha mod, class, and race, and that class always modifies by 2):
Base: 10 + higher of Wis Mod or Cha mod
Wizard, Cleric: +2
Paladin: +2 according to the released sheet; +0 according to reported errata.
Half-Elf, Eladrin, Halfling, Human: +1
Init mod = Dex mod
Speed is 6, except for the Scale-clad dwarf and plate-clad halfling - both of which are 5. I'd guess that that speed penalty is from race, not armor, but it's not clear.
It seems that attacks at LV 1 are Weapon prof + Ability Mod + d20 , dealing base dice + ability mod damage where:
For melee combat, ability mod is Str
For missile combat, ability mod is Dex
For Thrown combat, to hit ability modifier is Dex; damage modifier is the better of Str or Dex
The only exception for damage is from the Dwarven Fighter. I'm going to guess that the extra +2 comes from Dwarven Weapons Training, and that it may be limited to specific weapons (including, at least, the Warhammer and Handaxe)
Weapons are 3.0 style (the halfling doesn't do different damage with a weapon; they merely wield different weapons)
If the below are true, there is an exception for to hit for the Fighter. I'm guessing that Dwarven Weapons training grants +2 to hit with at least the Warhammer and Handaxe.
Base Damage (assumption: these are all unmodified):
1d10 : Warhammer (prof 1), Longbow (prof 2)
1d8: Longsword (prof 2), Mace (prof 2)
1d6: Shortsword (prof 3), Throwing Hammer (prof 2), Handaxe (prof 1)
1d4: Dagger (prof 3)
Passive Insight is Insight modifier + 10
Passive Perception is Perception modifier + 10
Skills and apparent modifiers:
Acrobatics (Dex, Armor)
Arcana (Int)
Athletics (Str, Armor)
Bluff (Dex)
Dungeoneering (unknown; 3.x was Int)
Diplomacy (Cha)
Endurance (Con)
Heal (Wis)
History (Int)
Insight (Wis)
Intimidate (unknown; 3.x was Cha)
Nature (Int)
Perception (Wis)
Religion (Int)
Stealth (Dex, Armor)
Streetwise (Cha)
Thievery (Dex)
Trained grants +5. Assuming that the training choice is by class (with a sole exception for a feat), here are the trained skills by class:
Warlock: Bluff, Insight, Streetwise, Thievery
Ranger: Acrobatics, Athletics, History, Nature, Perception, Stealth
Fighter: Athletics, Endurance, Heal, Streetwise
Paladin: Diplomacy, Heal, Insight, Religion
Wizard: Arcana, History, Nature (Stealth is trained via feat)
Cleric: Athletics, Heal, History, Insight, Religion
All modifiers that aren't from armor, base or trained, I assume are from race (obviously, other sources are possible):
Half-Elf: +2 Insight
Eladrin: +2 History, +1 Nature (alternate possibility: Ranger grants +1 Nature)
Halfling: +2 Acrobatics
Tiefling: +2 Stealth
Race vs. class
The main trick to note is that racial and class abilities are grouped separately on these sheets; it appears that the racial abilities are first, then class abilities, then vision and languages.
Half-elf
Group Diplomacy
Lang (there are likely other choices for the last one): Common, Elven, Goblin
Low-Light Vision
Eladrin
Eladrin Will
Lang: Common, Elven
Low-Light Vision
Fey Origin
Trance
Fey Step
Dwarf
Cast-Iron Stomach
Lang: Common, Dwarven
Low-Light Vision
Dwarven Resilience
Stand Your Ground
Halfling
Small Size
Lang (there are likely other choices for the last one): Common, Elven
Bold
Nimble Reaction
Second Chance
Tiefling:
Bloodhunt
Fire Res 5
Infernal Wrath
Lang (there are likely other choices for the last two): Common, Elven, Goblin
Low-Light Vision
Human
Feat: Human Perseverance (Likely there are other options)
Lang (there are likely other choices for the last one): Common, Dwarven
Warlock
Fey Pact
Prime Shot
Shadow Walk
Warlock's Curse
Obviously, for most classes, one expects that there are options not shown here.
Ranger
+1 feat
Fighter
Combat Challenge (mark)
Combat Challenge (AOO vs shift)
Combat Superiority
Paladin
Channel Divinity: Divine Mettle
Channel Divinity: Divine Strength
Wizard
Arcane Implement Mastery
Cantrips
Ritual Casting
Spellbook
Cleric
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word
Ritual Casting
Ability score guesses:
Using the 3.x point buy system, I can derive that each character is 29-30 points. My inability to get to the exact same points suggest to me that while close, the generation method used is not exactly the 3.x method.
Conceivable ability mods:
Half-Elf: Con +2, Cha +2 (29 points)
Eladrin: Dex +2, Int +2 (29 points) (instead of Int, might be Str, Wis or Cha)
Dwarf: Con +2, Wis +2 (30 points) (instead of Wis, might be Dex or Int)
Halfling: Dex +2, Cha +2 (29 points) (instead of Cha, may be Wis; instead of Dex, may be Str or Con)
Tiefling: Dex +2, Int +2 (29 points; the Int mod is pretty certain) (instead of Dex, may be Str, Con, or Cha)
Human: Wis (possibly choice) +2 (30 points)
As expected, at LV 1, attribute modifiers are calculated the same as in 3.x
HP at LV 1 (assumption: all HP are from Con score and class):
Wizard: 10 + Con score
Warlock, Ranger, Cleric: 12 + Con score
Fighter, Paladin: 15 + Con score
Plausible HP per LV at LV 2+:
Wizard: 4
Warlock, Ranger, Cleric: 5
Fighter, Paladin: 6
Healing Surges/day (assumption: all healing surges are from class and Con Mod):
Warlock, Ranger, Wizard: 6 + Con Modifier
Cleric: 7 + Con Modifier
Fighter: 9 + Con Modifier
Paladin: 10 + Con Modifier
Bloodied HP are 1/2 max HP; surge healing amount is 1/4 max HP
AC:
Base AC 10 + higher of Dex Mod or Int mod for non-metal armors
Base AC 10 for metal armors
Nothing: +0 to AC
Leather: +3 to AC
Hide: +3 to AC
Chain: +6 to AC - 1 armor check penalty
Scale: +7 to AC -2 armor check penalty
Plate: +8 to AC -4 armor check penalty
H Shield: +2 to AC
Halfling: +0 to AC (via size small)
Fort (assumes that modifiers are from Con Mod, Str Mod, class, and race, and that class always modifies by 2):
Base: 10 + higher of Con Mod or Str Mod
Fighter: +2
Eladrin, Halfling, Human: +1
Ref (assumes that modifiers are from Dex Mod Int mod, Shield, class, and race, and that class always modifies by 2):
Base: 10 + higher of Dex Mod or Int mod, +2 for Heavy Shield
Eladrin, Half-Elf, Halfling, Human: +1
Will (assumes that modifiers are from Wis Mod, Cha mod, class, and race, and that class always modifies by 2):
Base: 10 + higher of Wis Mod or Cha mod
Wizard, Cleric: +2
Paladin: +2 according to the released sheet; +0 according to reported errata.
Half-Elf, Eladrin, Halfling, Human: +1
Will: Assuming Wis mod alone gives me +6 to make up somewhere for the 1/2 elf warlock, so I'm guessing that this isn't the case. Using Cha mod in place of Wis mod has the same problem, but with the human Cleric. HEre's the forumla that fit the best of the ones I tried:
Will (assumes that modifiers are from Wis Mod, Cha mod, class, and race, and that class always modifies by 2):
Base: 10 + Wis Mod + Cha mod
Warlock, Wizard, Cleric: +2
Eladrin, Dwarf, Tiefling: +1
Will (assumes that modifiers are from Wis Mod, Cha mod, class, and race, and that class always modifies by 2):
Base: 10 + Wis Mod + Cha mod
Warlock, Wizard, Cleric: +2
Eladrin, Dwarf, Tiefling: +1
Init mod = Dex mod
Speed is 6, except for the Scale-clad dwarf and plate-clad halfling - both of which are 5. I'd guess that that speed penalty is from race, not armor, but it's not clear.
It seems that attacks at LV 1 are Weapon prof + Ability Mod + d20 , dealing base dice + ability mod damage where:
For melee combat, ability mod is Str
For missile combat, ability mod is Dex
For Thrown combat, to hit ability modifier is Dex; damage modifier is the better of Str or Dex
With these assumptions, there are four to hit exceptions; the Warlock, Fighter, Hafling Paladin, and Wizard all get an additional +1 on their basic attacks. Guesses:
Wizard, Warlock: +1 to hit with Dagger
Fighter (alternate possibility: Dwarven Weapons training) +1 to hit
Halfling (alternate possibility: Paladin) +1 to hit
Wizard, Warlock: +1 to hit with Dagger
Fighter (alternate possibility: Dwarven Weapons training) +1 to hit
Halfling (alternate possibility: Paladin) +1 to hit
Weapons are 3.0 style (the halfling doesn't do different damage with a weapon; they merely wield different weapons)
If the below are true, there is an exception for to hit for the Fighter. I'm guessing that Dwarven Weapons training grants +2 to hit with at least the Warhammer and Handaxe.
Base Damage (assumption: these are all unmodified):
1d10 : Warhammer (prof 1), Longbow (prof 2)
1d8: Longsword (prof 2), Mace (prof 2)
1d6: Shortsword (prof 3), Throwing Hammer (prof 2), Handaxe (prof 1)
1d4: Dagger (prof 3)
Passive Insight is Insight modifier + 10
Passive Perception is Perception modifier + 10
Skills and apparent modifiers:
Acrobatics (Dex, Armor)
Arcana (Int)
Athletics (Str, Armor)
Bluff (Dex)
Dungeoneering (unknown; 3.x was Int)
Diplomacy (Cha)
Endurance (Con)
Heal (Wis)
History (Int)
Insight (Wis)
Intimidate (unknown; 3.x was Cha)
Nature (Int)
Perception (Wis)
Religion (Int)
Stealth (Dex, Armor)
Streetwise (Cha)
Thievery (Dex)
Trained grants +5. Assuming that the training choice is by class (with a sole exception for a feat), here are the trained skills by class:
Warlock: Bluff, Insight, Streetwise, Thievery
Ranger: Acrobatics, Athletics, History, Nature, Perception, Stealth
Fighter: Athletics, Endurance, Heal, Streetwise
Paladin: Diplomacy, Heal, Insight, Religion
Wizard: Arcana, History, Nature (Stealth is trained via feat)
Cleric: Athletics, Heal, History, Insight, Religion
All modifiers that aren't from armor, base or trained, I assume are from race (obviously, other sources are possible):
Half-Elf: +2 Insight
Eladrin: +2 History, +1 Nature (alternate possibility: Ranger grants +1 Nature)
Halfling: +2 Acrobatics
Tiefling: +2 Stealth
Race vs. class
The main trick to note is that racial and class abilities are grouped separately on these sheets; it appears that the racial abilities are first, then class abilities, then vision and languages.
Half-elf
Group Diplomacy
Lang (there are likely other choices for the last one): Common, Elven, Goblin
Low-Light Vision
Eladrin
Eladrin Will
Lang: Common, Elven
Low-Light Vision
Fey Origin
Trance
Fey Step
Dwarf
Cast-Iron Stomach
Lang: Common, Dwarven
Low-Light Vision
Dwarven Resilience
Stand Your Ground
Halfling
Small Size
Lang (there are likely other choices for the last one): Common, Elven
Bold
Nimble Reaction
Second Chance
Tiefling:
Bloodhunt
Fire Res 5
Infernal Wrath
Lang (there are likely other choices for the last two): Common, Elven, Goblin
Low-Light Vision
Human
Feat: Human Perseverance (Likely there are other options)
Lang (there are likely other choices for the last one): Common, Dwarven
Warlock
Fey Pact
Prime Shot
Shadow Walk
Warlock's Curse
Obviously, for most classes, one expects that there are options not shown here.
Ranger
+1 feat
Fighter
Combat Challenge (mark)
Combat Challenge (AOO vs shift)
Combat Superiority
Paladin
Channel Divinity: Divine Mettle
Channel Divinity: Divine Strength
Wizard
Arcane Implement Mastery
Cantrips
Ritual Casting
Spellbook
Cleric
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word
Ritual Casting
Ability score guesses:
Using the 3.x point buy system, I can derive that each character is 29-30 points. My inability to get to the exact same points suggest to me that while close, the generation method used is not exactly the 3.x method.
Conceivable ability mods:
Half-Elf: Con +2, Cha +2 (29 points)
Eladrin: Dex +2, Int +2 (29 points) (instead of Int, might be Str, Wis or Cha)
Dwarf: Con +2, Wis +2 (30 points) (instead of Wis, might be Dex or Int)
Halfling: Dex +2, Cha +2 (29 points) (instead of Cha, may be Wis; instead of Dex, may be Str or Con)
Tiefling: Dex +2, Int +2 (29 points; the Int mod is pretty certain) (instead of Dex, may be Str, Con, or Cha)
Human: Wis (possibly choice) +2 (30 points)
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