System Reference Document 5.2.1
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Spell save DC = 8 + spellcasting ability modifier 
+ Proficiency Bonus
Spell attack bonus = spellcasting ability modifier 
+ Proficiency Bonus
 Your spellcasting ability modifier for a spell is de -
termined by whatever feature gives you the ability 
to cast the spell.
 Spell Slots, Cantrips, and Prepared Spells. If 
your class gives you the Spellcasting or Pact Magic 
feature, your class features table shows the number 
of spell slots you have available, how many cantrips 
you know, and how many spells you can prepare. 
Choose your cantrips and prepared spells, and note 
them—along with your number of spell slots—on 
your character sheet.
Level Advancement
While going on adventures, your character gains ex -
perience, represented by Experience Points (XP). A 
character who reaches a specified Experience Point 
total advances in capability. This advancement is 
called gaining a level.
 The Character Advancement table lists the XP 
you need to advance to a level and the Proficiency 
Bonus for a character of that level. When your XP 
total equals or exceeds a number in the Experience 
Points column, you reach the corresponding level.
Character Advancement
Level Experience Points Proficiency Bonus
1 0 +2
2 300 +2
3 900 +2
4 2,700 +2
5 6,500 +3
6 14,000 +3
7 23,000 +3
8 34,000 +3
9 48,000 +4
10 64,000 +4
11 85,000 +4
12 100,000 +4
13 120,000 +5
14 140,000 +5
15 165,000 +5
16 195,000 +5
17 225,000 +6
18 265,000 +6
19 305,000 +6
20 355,000 +6
Gaining a Level
When you gain a level, follow these steps:
1: Choose a Class. Most characters advance in the 
same class. However, you might decide to gain a 
level in another class using the rules in the “Mul -
ticlassing” section.
2: Adjust Hit Points and Hit Point Dice. Each time 
you gain a level, you gain an additional Hit Die. 
Roll that die, add your Constitution modifier to 
the roll, and add the total (minimum of 1) to your 
Hit Point maximum. Instead of rolling, you can 
use the fixed value shown in the Fixed Hit Points 
by Class table.
Fixed Hit Points by Class
Class Hit Points per Level
Barbarian 7 + Con. modifier
Fighter, Paladin, or Ranger 6 + Con. modifier
Bard, Cleric, Druid, Monk, 
Rogue, or Warlock
5 + Con. modifier
Sorcerer or Wizard 4 + Con. modifier
3: Record New Class Features.  Look at your class 
features table in “Classes,” and note the features 
you gain at your new level in that class. Make any 
choices offered by a new feature.
4: Adjust Proficiency Bonus. A character’s Pro -
ficiency Bonus increases at certain levels, as 
shown in the Character Advancement table and 
your class features table in “Classes.” When your 
Proficiency Bonus increases, increase all the 
numbers on your character sheet that include 
your Proficiency Bonus.
5: Adjust Ability Modifiers. If you choose a feat 
that increases one or more of your ability scores, 
your ability modifier also changes if the new 
score is an even number. When that happens, ad -
just all the numbers on your character sheet that 
use that ability modifier. When your Constitution 
modifier increases by 1, your Hit Point maximum 
increases by 1 for each level you have attained. 
For example, if a character reaches level 8 and 
increases their Constitution score from 17 to 18, 
the Constitution modifier increases to +4. The 
character’s Hit Point maximum then increases by 
8, in addition to the Hit Points gained for reach -
ing level 8.
Tiers of Play
With each new level, characters acquire new ca-
pabilities that equip them to handle greater chal -
lenges. As characters advance in level, the tone of 
the game also changes, and the stakes of the cam -
paign get higher. It’s helpful to think of a character’s 
(and a campaign’s) arc in terms of four tiers of play, 