Starting at 0-level in D&D 5e


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1st level is basically already 0 level. I've considered establishing a 0 level for each class as a different way of doing multiclassing, but this is something different entirely. If your group wants to play zero to hero, that's pretty cool, and it looks like it'll work for that.
 

I really like it though I'd edit out some of the options. If a background exists already (i.e. Noble) I'd skip that and instead focus on careers. What might be interesting is to have 20 options per background. So character creation would go:

1. Roll Stats
2. Pick Race
3. Pick Background
4. Pick "Career"
5. Go adventure
6. Become 1st Level

This way your elven noble isn't also a pig farmer!
 

1st level is basically already 0 level. I've considered establishing a 0 level for each class as a different way of doing multiclassing, but this is something different entirely. If your group wants to play zero to hero, that's pretty cool, and it looks like it'll work for that.

I'd be very interested in seeing what you are working on re 0-level and multiclassing. What I've put together here is basically to emulate a particular experience - the kind of game where you really do get to play a "zero" for a while - and also to stretch out the power curve of low levels a bit more.
 

I really like it though I'd edit out some of the options. If a background exists already (i.e. Noble) I'd skip that and instead focus on careers. What might be interesting is to have 20 options per background. So character creation would go:

1. Roll Stats
2. Pick Race
3. Pick Background
4. Pick "Career"
5. Go adventure
6. Become 1st Level

This way your elven noble isn't also a pig farmer!

Yeah, when I use this, the big list of "professions" on the 1d100 table replace the standard backgrounds in the PHB. That avoids (for the most part) the "elven noble pig-farmer." Although, admittedly, it does not prevent gonzo players from picking some races that seem strange for their professions. So, among my players, I've got a half-orc nobleman and a moon elf pimp. But both are fun characters, and I gave up trying to reign them in long ago.
 

I'd be very interested in seeing what you are working on re 0-level and multiclassing. What I've put together here is basically to emulate a particular experience - the kind of game where you really do get to play a "zero" for a while - and also to stretch out the power curve of low levels a bit more.

I'm interested too! Truthfully, I haven't gotten past a desire and a basic idea. My idea would be shunting some of the 1st level benefits to the 0 level. Rather than needing to maximize hit dice at first level, I'd give 1 HD at 0 and 1 at 1st. The desire is to make dipping less attractive. BUT, the main reason is so that "Extra Attack" can stack; if there were a 0 level, then a 5/5 Fighter/Paladin would have 3 attacks, but they'd be 11th level and thus have the same attacks as a straight fighter. Granted, I'd have to move the fighter's 4th attack to 17th level and maybe adjust their 20th level ability then (instead of moving action surge x2 to 20th, which might be lame).

But then again, part of me wants to fiddle with the way extra attack is granted to begin with, making it more universal like spellcaster levels, so that multiclassing is more forgiving (and not require you to push to 5th level to get things).
 

I think Race + Background is enough to be a 0-level PC.

You then only need to define what are your proficiency bonus and HP.

I'd set them to the minimum values by class/levels i.e. +2 proficiency bonus and 6hp+Con.
 

I think Race + Background is enough to be a 0-level PC.

You then only need to define what are your proficiency bonus and HP.

I'd set them to the minimum values by class/levels i.e. +2 proficiency bonus and 6hp+Con.

I may only go +1 prof and 4hp for a zero level. A simple weapon or two, a tool or two, or skill or two.
 

I’m actually starting up a group with a 0-level adventure to help them get into the character and “know” each other before play. They’re all kids in a town that’s attacked (I’m using the Flight from Fallston module).

They’re attributes are the standard array, they have their full racial benefits and background benefits (not counting the feature), +1 Proficiency bonus, and all of the proficiencies and skills granted by their classes. Their age begins as the base Adulthood for their race (meaning they’re all young, but neither children nor adults).

Sorcerers and wizards get 4+Con mod HP. Artificers, bards, clerics, druids, monks, mystics, rogues, and warlocks get 5+Con mod HP. Fighters, paladins, and rangers gets 6+Con mod HP. Barbarians gains 7+ Con mod HP.

Artificers begin with Magic Item Analysis feature. Barbarians begin with Rage (1/long rest, +1 damage) and Unarmored Defense (half Con mod added to AC). Bards begin with Inspiration (d4) and Spellcasting (1 cantrip, 2 spells, 1 1st-level slot). Clerics begin with Spellcasting (1 cantrip, 1 1st-level slot). Druids begin with Spellcasting (1 cantrip, 1 1st-level slot). Fighters begin with Fighting Style. Monks begin with Martial Arts (1d4 damage) and Unarmored Defense (half Wis mod added to AC). Mystics begin with Psionics (1 tallent, 1 discipline, 2 psi points, 1 psi limit). Paladins begin with Divine Sense. Rangers begin with Favored Enemy (+1 damage). Rogues begin with Expertise (1 skill) and Sneak Attack (1d4 damage). Sorcerers begin with Spellcasting (2 cantrips, 1 spell, 1 1st-level slot). Warlocks begin with Pact Magic (1 cantrip, 1 spell, 1 1st-level slot). Wizards begin with Spellcasting (1 cantrip, 3 spells, 1 1st-level slot) and Arcane Recovery.

If there character starts with a Martial Weapon, give them a Simple weapon. If they start with a Simple weapon, give them an improvised weapon. If they start with Medium armor, give them Padded Armor. If they start with Heavy Armor, give them Hide Armor. Finally, find whatever their starting wealth is by class and give that many items from their starting packs (if their wealth is 5d4×10, then give them 5 items).

They start with -150 XP. When they level up, they add 1 to each Attribute, add 1 Hit Die (rolled and added to their current maximum—giving them a bit of a boost at 1st-level), add the rest of their features, lose their current items, gain their starting equipment, and gain their starting wealth (without the ×10). Finally, they “agree” to meet in one year at the tavern they ended up in (a tavern in Neverwinter where they’ll go on to meet Gundrin Rockseeker for the Lost Mine of Phandelver module).
 

I did just race, background, 6+con hp, 0 hit dice, proficiency in dagger, club or dart, +2 proficiency bonus. I also started with lower stats (max 14). I think +2 proficiency bonus is needed to make a proficiency count something. With just +1 it is irrelevant to the roll in most cases.
I played treasure hunt and it was great. Human with bonus feat at first level was nice too as were elves and dwarves. I allowed the human to trade the bonus feat for a different one at first level if he chose a class that made it obsolete.
 

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