Character Advancement

XP to Level & Proficiency Bonus

Experience Level Proficiency Bonus
0 1st +2
300 2nd +2
900 3rd +2
2,700 4th +2
6,500 5th +3
14,000 6th +3
23,000 7th +3
34,000 8th +3
48,000 9th +4
64,000 10th +4
85,000 11th +4
100,000 12th +4
120,000 13th +5
140,000 14th +5
165,000 15th +5
195,000 16th +5
225,000 17th +6
265,000 18th +6
305,000 19th +6
355,000 20th +6

Ability Score Modifiers

Ability Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20 +5

Help! I just leveled up!

It's okay, take a second to breathe. Follow the general steps and guidelines below if you're advancing your main class. Multiclassing has its own quirks, and is addressed in more detail below.

Step 1: Hit Points and Hit Dice


Your Hit Points will increase depending on your class. You roll your Hit Die (or take the average roll + 1) and then add your Constitution modifier. This is your new Hit Point Maximum. Please note that this does not increase your Current Hit Points. The table below has hit dice for each class listed, as well as the static value you may take instead of rolling.

You also gain a new Hit Die, able to be spent during a Short Rest. Please note that you can spend one or more Hit Dice during a Short Rest, up to your maximum. Upon finishing a Long Rest, you regain a number of Hit Dice equal to ½ your total number of Hit Dice (minimum of 1). As always, the general rule is to round all fractions down, so it can take up to 3 Long Rests to recover all of your Hit Dice.

Hit Dice by Class
Class Hit Die Static Option
Barbarian d12 7
Bard d8 5
Cleric d8 5
Druid d8 5
Figther d10 6
Monk d8 5
Paladin d10 6
Ranger d10 6
Rogue d8 5
Sorcerer d6 4
Warlock d8 5
Wizard d6 4
Artificer d8 5

Step 2: Proficiency Bonus


Check the character advancement table in the previous section (or your class advancement table) to determine your Proficiency Bonus. This improves at 5th, 9th, 13th, and 17th level.

Note that this improves based on your Character Level, not your Class Level (if multiclassing)

Step 3: New Class Features


Check your class information to see if you gained any class features, including those from subclasses/archetypes. These can range from gaining Extra Attacks to improving your ability to Channel Divinity.

Step 4: Improved Class Features


Some class features (including those granted by subclasses/archetypes) improve at levels beyond that at which you gain them. This includes Spellcasting, detailed separately below.

Step 5: Spellcasting


If your class has the ability to cast spells, it's likely that this has improved upon leveling up. The most common improvement is an increase in spell slots (and, generally, you gain a higher-level spell slot on odd levels). In addition, if you are a class with a limited number of spells known, you will likely learn at least one new spell per level.


Multiclassing

Rather than advance further into your character's main class, you may choose to instead sacrifice focus for versatility. This is done via multiclassing, in which you gain a level in a different class. While your class levels are now different, your character's level (which determines things such as Proficiency Bonus) increases normally; that is to say, your Character Level is equal to the sum of all of your class levels. For example, a Wizard 3/Fighter 2 would be a 5th level character.

Despite having effectively three different types of level (Character Level, Class Level, and Spell Level), it's meant to be "clear from context" which type of level is referenced. Because there's nothing potentially confusing about having a 8th-level character, who is a 6th-level Wizard and a 2nd-level Rogue, cast a 3rd-level spell.


Prerequisites

In order to multiclass into a given class, you must meet the prerequisites, as detailed below.

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
Artificer Intelligence 13

Experience Points

Your Character Level is the sum of your Class Levels, as mentioned above. A Cleric 6/Fighter 1 would still need to accrue the regular amount of experience to advance to 8th-level before advancing either of their classes.


Hit Points and Hit Dice

When you multiclass, you gain hit points in accordance with Hit Points at Higher Levels (which is to say, you roll the relevant classes Hit Die (or take the average + 1) and add your Constitution modifier). You only gain the listed Hit Points at 1st Level when your Character Level is 1st-level.

You gain the Hit Die for your additional class, which is of the type specified by the class. If this is of a different type than your main class, you need to keep track of them separately. For example (from PHB 163), a Paladin 5/Cleric 5 would have five d10 Hit Dice, and five d8 Hit Dice.
When you take a Short Rest, you may choose which Hit Die to roll in order to recover Hit Points.


Proficiency Bonus

Your Proficiency Bonus is always based on your Character Level. A Warlock 4/Paladin 1 would have a +3 Proficiency Bonus, as is true for any 5th-level character.



Proficiencies

When you gain a level in a class other than your first, you only gain some of that class's stating proficiencies, as outlined below.

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
Druid Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Fighter Light armor, medium armor, shields, simple weapons, martial weapons
Monk Simple weapons, shortswords
Paladin Light armor, medium armor, shields, simple weapons, martial weapons
Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the Ranger skill list
Rogue Light armor, one skill from the Thief skill list, thieves' tools
Sorcerer -
Warlock Light armor, simple weapons
Wizard -
Artificer Light armor, medium armor, shields, thieves' tools, tinker's tools


Multiclass Spell Slots by Caster Level

Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 - - - - - - - -
2nd 3 - - - - - - - -
3rd 4 2 - - - - - - -
4th 4 3 - - - - - - -
5th 4 3 2 - - - - - -
6th 4 3 3 - - - - - -
7th 4 3 3 1 - - - - -
8th 4 3 3 2 - - - - -
9th 4 3 3 3 1 - - - -
10th 4 3 3 3 2 - - - -
11th 4 3 3 3 2 1 - - -
12th 4 3 3 3 2 1 - - -
13th 4 3 3 3 2 1 1 - -
14th 4 3 3 3 2 1 1 - -
15th 4 3 3 3 2 1 1 1 -
16th 4 3 3 3 2 1 1 1 -
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

Class Features

When you gain a new level in a class, you get its features for that level. However, some class features have additional rules when multiclassing. These are: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting


Channel Divinity

If you already have the Channel Divinity class feature, you do not gain additional uses of Channel Divinity by choosing another class with the feature. You only gain additional uses of Channel Divinity when a class specifies that you do, such as attaining 6th-level as a Cleric.
You may use your Channel Divinity feature to use any of the options from either class, however.

Extra Attack

Unless one class's Extra Attack feature explicitly states that you receive multiple extra attacks (such as an 11th-level Fighter), you do not gain further Extra Attacks from receiving this class feature multiple times.
The Warlock's Thirsting Blade Eldritch Invocation is considered an Extra Attack feature, and likewise does not grant additional attacks if you already have the Extra Attack class feature.
As with Thirsting Blade, the Artificer's Arcane Armament feature is considered and Extra Attack feature, and does not grant additional attacks.


Unarmored Defense

If you already have the Unarmored Defense class feature, you can't gain it again from another class.


Spellcasting

Your capacity for spellcasting depends partly on the combined levels of your spellcasting classes. If you only have one spellcasting class, use the rules for that class's spellcasting.
Spells Known and Prepared. You determine which spells you know, and which spells you have prepared, for each class separately, as though you were a single-classed member of that class. The preparation of spells, and the number of spells you are able to prepare, are constrained as per the relevant class's rules. In addition, a spellcasting focus (such as a Holy Symbol) may only be used to cast spells of the associated class.
Spell Slots. You determine your effective Caster Level by adding together all of your levels in Bard, Cleric, Sorcerer, and Wizard, adding further ½ your levels (rounded down) in Paladin, Ranger, and Artificer, and finally adding ⅓ your levels (rounded down) in Fighter and Rogue, if you have the Eldritch Knight or Arcane Trickster Archetype. Use this level to consult the table of Multiclass Spell Slots to the left/above.
Higher-Level Slots. If you have more than one spellcasting class, this table may give you slots for spells higher than the spells you know - again, the spells you know are constrained per the rules for the class, irrespective of your Character Level. If this is the case, you may use those spell slots to cast any of the spells you know, but you do not gain the benefits of casting the spell at a higher level.


Pact Magic

If you have both the Spellcasting and Pact Magic class features, you may use your Spellcasting spell slots to cast spells learned from your Pact Magic, and vice-versa.