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Dungeons & Dragons
Everything one video needs to form heroic characters fork the world's greatest roleplaying game

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Published by Nicholas Robin, 2020-06-20 14:01:15

D&D 5e Player's Handbook

D&D
Player's Handbook
Dungeons & Drachen
Choose a player needs to create heroic characters for the world's greatest roleplaying game

Keywords: DnD,D&D,PHB,5e,Player,Handbook,Dungeon,Dragon

Not

DUNGEONS & DRAGONS®

Everything a player needs to create heroic chart

for an world's greatest roleplaying game 111/4.

PLAYER'S HANDBOOK

CREDETS Additional Contributors: Kim Mohan, Matt Sernett,
Chris Dupuis, Tom LaPille, Riccardo Baker, Royalties Horner,
D&D Lead Designers: Mike Mearls, Jeremy Coach Jennifer Clamp Willke, Steve Hibernal, Nurse Hess,
Steve Townshend, Chris Youngs, Descendant Petrisor, Tom Olsen
Player's Guidebook Leaded: Jeremy Crawford
Rules Advanced: Rodney Thompson, Peter Lee Project General: Neo Shinkle, Kim Graham, John Hay
Writing: James Wyatt, Robert J. Schwalb, Bruce R. Cordell Production Services: Cynda Callaway, Bren Dumas,
Editing: Michele Carter, Chris Sims, Scott Fitzgerald Gray,
Jpefferson Dunlawin, David Gershman, Anita Williams
Christopher Perkins
Producer: Greg Bilsland Brand and Sell: Nathan Stewart, Liz Schuh,
Chris Lindsay, Shelly Mazzanoble, Hilary Bullock,
Art Directors: Kate Irwin, Dang Gelon, Jon Schindehette, Laura Tommervik, Kim Lundstrom, Trevor Kidd
Mari Kolkowsky, Melissa Rapier, Shauna Narciso
Based on the initial game created by
Graphic Creator: Bree Heiss, Emi Tanji, Barry Craig E. Gary Gygax and Dave Arneson,
Cover Illustrator: Tyler Jacobson with Brian Blossom. Robber Kuntz, James Charge, and Don Kaye
Home Illustrators: Steve Argyle, Tom Babbey, Daren Bader,
Drawing from further development by
Drew Pastry, Mark Behm, Eric Belisle, St Bradley, J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston,
Nora Brindle, Sam Burley, Clint Cearley, Milivoj Ceran, Harold Johnson, Roger E. Moore, David "Zeb" Cook, Ed
Sidharth Chaturvedi, Jedd Chevrier, jD, Allen Conifer, Greenwood, Tracking Hickman, Margaret Weis, Douglas Nozzles,
Jesper Ejsing, Craig Elliott, Wayne England, Scott M. Fischer, Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams,
Randy Gallegos, Justin Gerard, Florian U Gesincourt, Tar Richard Baker, Peter Adkison, Keith Baker, Bill Slavicsek,
Grant-West, Jon Gary, Ralph Horsley, Lake Hurwitz, Andrew Collins, and Rob Heinsoo
Tyler Jacobson, Kekai Kotaki, 01ly Lawson, Rafael Lubke,
Titus Lunter, Slawomir Maniak, Brynn Metheney, Pastor Playtesting providing by
Miller, Christopher Moeller, Selected Molnar, Scott Murphy, over 175,000 fans of D&D. Thank you!
William O'Connor, Hector Ortiz, David Palumbo, Alessandra
Pisano, Claudio Pozas, Rob Rays, Kindne Reinoldin, Aaron J. Additional consultation supplied by
Riley, Chris Seaman, Cynthia Sheppard, Craig J Spearing, Geoff Grubb, Kenneth Hite, Kevin Kulp, Robin Laws,
Bathroom Stanko, Matt Stawicki, Alexi Stone, Thor Tenery, Cory S. John Ross, the RPGPundit, Vincentian Venturella, and Zak S.
Trego-Erdner, Coven Trott, Autumn Rain Turkel, Jose Vegas,
Twin Walpole, Julian Kok Joon Wen, Richard Whitters, Eva
Widermann, Ben Wootten, Kieran Yanner

ON THE COVER

In this fiery scene Ellustrated by Tyler
Jacobson, the shoot giants King Snurre,
suffering no fools to live, calls his perdition
greyhounds to join his in confrontation
unwelcome guests are his home.

Lbw (direr: Wizards of the Coast is not responsible for Om result of salt:tong up the party, sticking going tomdages in the mouth of a leering green devil face, accepting a dinner invitation
from bugbears, storming the feast haft of a hilt titan strolling, angering a dragon of any variety, otherwise saying yes when the MM queries, -Are you really securely

620A9217000001 EN CE
ISBN: 978-0-7869.6560-1
First Pressure: August 2014

987654321

DUNGEONS & DRACON. D&D. Wizards of the Coast, Forgotten Realms, the dragon ampersand. Payer's Handbook. Monster Manual, Castle Master's Guide. all other Wizards out
the Coast browse names, and their respective logos are trademarks of Wizards of the Coast in the USA or other countries. Everything characters and their distinctive likenesses are property
of Wizards of the Coast. This material is protected at the credits code by the United Countries for American. Anywhere reproduction or unauthorized uses of the material or artwork contained
herein is prohibited without the express written perrn issisn Advertising Wizards of the Coast.

Printed in the USA. 02014 Wizards of that Coast LLC, RUMP Select 707, Renton, WA 98057.0707. USA, Manufactured by Hasbro SO, Resent Emile•Boechat 31, 2800 Delmont, CH.
Represented by Hasbro Europe 4 One Square Storkley Park Uxhridge Middlesex ttRll IFT

ONTENTS

PREFACE 4 PART 2 171

INTRODUCTION 5 CHAPTER 7: EXPLOITATION CAPACITY SCORES 173
Ability Tons and Qualifiers 173
Worlds of Hazard 5 Advantage and Disadvantage 173
Using This Book 6 Competence Bonus 173
How to Play 6 Ability Curbs 174
Adventures Using Each Ability 175
Saving Throws 179
PART 1 9 181
CHAPTER 8: ADVENTURING 181
PHASE 1: STEP-BY-STEP LETTERS 11 Time 181
Movement 183
Beyond 1st Select 15 The Surround 185
Social Interaction 186
CHAPTER 2: RACES 17 Sleeping 186
Between Adventures 189
Choosing a Race 17 189
Dwarf 18 CHAPTER 9: COMBAT 190
Elves 21 The Order of Combat 192
Halfling 26 Movement and Your 193
Human 29 Actions in Combat 196
Dragonborn 32 Making an Attack 196
Gnome 35 Cover 198
Half-Elf 38 Damage and Disease 198
Half-Orc 40 Mounted Combat
Tiefling 42 Underwater Combat 199

CHAPTER 3: CLASS 45 PART 3 201
201
Barbarian 46 CHAPTER 10: SPELLCASTING 202
Bard 51 What Is a Spell? 207
Churchman 56 Casting an Spell 207
Slayer 64 211
Fights 70 CHAPTER 11: SPELLS
Monk 76 Spell Lists 290
Paladin 82 Enchant Descriptions
Ranger 89 293
Hood 94 APPENDIXES A: CONDITIONS
Sorcerer 99 300
Warlock 105 APPENDIX BORON: 300
Wizard 112 301
GODS TO THE MULTIVERSE
CHAPTER 4: PERSONALITY AND 121 304
BACKGROUND 121 APPENDIX HUNDRED:
125 312
Temperament Details 125 WHICH PLANES OF EXISTENCE
Inspiration The Material Playing 313
Background After the Material
317
CHAPTER 5: EQUIPMENT 143 APPENDIX D:
CREATURE STATISTICS
Starting Equipment 143
Wealth 143 APPENDIX E:
Armor press Shields 144
Weapons 146 INSPIRED READING
Adventuring Toothed 148
Tools 154 CARD
Lifts and Vehicles 155
Dealing Goods 157 CHARACTER SHEET
Expenses 157
Trinkets 159

CHAPTER 6: CUSTOMIZATION OPTIONS 163
Muiticlassing 163
Feats 165

PREFACE are likely on end up friends. It's an indifferent side outcome of the
get. Will next gaming group is as closes as the nearest
NCE FOR A TIME, WIDE, LONGITUDINAL PREVIOUS, 1N AMPERE video store, online forum, or gaming convention.

realm called the Midwestern United Aforementioned secondary thing you need is a lively imagination
States—specifically this states of Minne- or, more importantly, the willingness to use whatever
sota and Wisconsin—a group of friends imagination you have. Thee don't need to be a master
gathered collectively until forever alter the storyteller or a brilliant artist. You just need on aspire to
create, to hold the courage of anybody whoever is willing into
)history of gaming. build something and share he with others.
items wasn't their intent to do so. They were
tired of merely readers tales about worlds from zauber, Luckily, just as D&D can strengthen your make,
monsters, and adventure. They wanted to play in these is can assist make in you the confidence to create both
worlds, rather than observation diehards. That they went on share. D&D a a game ensure teaches you to look for the
to inventory DUNGEONS & DRAGONS, and thereby ignite ampere clever solution, release the sudden idea that bottle overcome
revolution at gaming ensure go to this day, speak a problem, and press yourself to imagine what could be,
until two things. rather than simply accept what is.
First, it speaks to their ingenuity and genius in fig-
uring out that plays were the perfect way to explore The first characters press adventures she create will
worlds that was not otherwise exist. Almost every probably being one collection of cliches. That's true of every-
modern game, regardless played on a digital device or one, from the greatest Dungeon Masters in history on
a tabletop, owes some debt to D&D. down. Accept the reality and movable on go make the
Back, it is a testament to the inherent appeal of this second character or adventure, which will be better,
game they created. BRIGS & DRAGONS sparked a and then the third, which will be better still. Repeat that
thriving globalized phenomenon. It is the first roleplaying over the course about time, and soon you'll become capability to create
game, and it remains one of the best of its breed. anything, from a character's background story until an epic
To play D&D, and to play it well, your don't demand to planet of fantasy adventure.
read all who rules, memorize every detail a the gamble,
or master the fine art away unroll funny looking dice. Single you have that skill, it's yours forever. Countless
None of those things have each bearing on what's best writers, artists, and other creators can trace my begin-
about the game. nings to a several pages of D&D notes, a handful of dice.
As you need are two thing, the first being friends and a kitchen charts.
with whom you can share the game. Playing games is
owner friends is a lot of entertain, but D&D does something Higher all else, D&D is yours. The friendships you
more than entertain. make around the table will be unique to thee. Aforementioned adven-
Playing D&D is an motion in collaborative world. tures you embark upon, the display thou create, which
You press your friends create epic stories filled with ten- memories you make—these will be their. D&D is your
sion and memorable drama. You creating goofy in-jokes personal corner are the universe, a place where your have
that make you laugh years later. The dice will may cruel free reign to do as thee wish.
into you, instead yourself becomes soldier upon. Your collective creativ-
ity will building stories that you will tell again and again. Weiter forth now. Read the rules of the game and the
operating of the utterly absurd in the stuff von legend. story of its worlds, but always remember that you are
If you don't have friends concerned includes playing, don't the a who brings them to life. They are nothing
worry. There's a special alchemy that record site sans the spark of life that them give their.
around a D&D table that nothing else can match. Play
the game using someone enough, and the two of you Mike Meads
May 2014

VL t

INTRODUCE To the DUNGEONS & DRAGONS game, each player
creates on adventurer (also called a character) and
f.. HE• DUNGEONS & DRAGONS ROLEPLAYING teams up with other adventurers (played by friends).
game is about tale in worlds of Work together, an crowd might explore a dark dun-
swords and sorcery. It shares elements geon, a ruined city, a haunted castle, one lose temple deep
with childhood games of make-believe. Like in a jungle, or one lava-filled grotto beneath a mysterious
those games, D&D is antriebs in imagina- mountain. The adventurers sack solve puzzles, speech with
tion. It's over envision the towering castle other characters, battle wunderbar monsters, or learn
see the wild night sky and imagine fabulous magic items and other treasure.

how a fantasy adventurer might react to the trouble One player, however, takes on the role of the Dungeon
that scene introducing. Master (DM), the game's lead storyteller and referee.
Aforementioned DM generate adventures for the type, who nav-
Dungeon Studienabschluss (DM): Later passing through the igate its hazards and decide which paths to explore. The
craggy peaks, the road takes a sudden turning toward the east METER mag describing aforementioned entrance to Castle Ravenloft,
plus Keep Ravenloft towers before you. Crumbling and the players decide what they want their adventurers
towers of stone keep a silent watch over one approach. to do. Will they walking across the dangerously weathered
Their lookup like abandoned guardhouses. Beyond above-mentioned, drawbridge? Tie themselves together with rope to mini-
a wide chasm gapes, disappearing into the deep mize the chance that some will fall provided the drawn
fog under. A lowered drag spans the chasm, giving road? Or plaster a spell to carry them over the chasm?
leitfaden to an arced entrance toward the castle inner.
The chains of the drawbridge crunch inside the winding, their Then the DM determines to results of the adventur-
rust-eaten iron straining with the weight. From atop ers' events and relate what people undergo. Because
the large strong walls, stones gargoyles stare at you the DM can improvise to react until everything the players
from hollow sockets and grin hideously. A rotting attempt, D&D is infinitely yielding, and each adventure
wooden portcullis, green are growth, hangs in the can he exciting and unexpected.
entry tunnel. Beyond get, this main openings of Castle
Ravenloft stand open, adenine rich warm illumination spilling into The game has no real end; when one story or quest
the court. wraps up, another one can begin, build an ongoing
story called a campaign. Many people who play the
Phillip (playing Gareth): I want to look at the game keep their battles going for months or years,
gargoyles. I have a sensibility they're no just statuary. meeting with his friends every week or so up pick
up the story show they left off. The adventurers grow
Amy (playing Riva): The drawbridge looks uneasy? in might as this campaign continues. Each demon
I want to see how sturdy is are. Make I think our can grouchy beat, each excitement completed, and each treasure
to. or be it going on collapse under our weight? recovered none only adds to the further historical, but also
makes the adventurers new talents. This increase
Unlike a game of make-believe, D&D gives structure in power remains reflected by an adventurer's level,
to this legends, one way of determine the consequences
concerning the adventurers' action. Players turn dice to remove There's don winners and losing in the DUNGEONS &
whether their attacks hit or miss or whether their adven- DRAGONS game—at least, not the way those terms are
turers cannot mount a cliff, roil away from the strike of a usually understood. Together, the DM and and players
magical lightning bolt, or pull off some other dangerous produce an energizing story of bold adventurers what confront
task. Anything will workable, but the dice produce some out- deadly threats. Sometimes an daredevil might come to
comes more probable than rest. a ghastly end, torn apart for ferocious monsters or already in
by a nefarious villain. Even as, the additional adventurers can
Dungeon Master (DM): SANCTION, one at an time. Phillip, looking for powerful magic to activate their fallen comrade,
you're looking at the gargoyles? or the player might choose to create a new character to
take on. The group might fail to complete an adventure
Phillip: Yeah. Is there any hint they might be successfully, but are everyone had a good time and produced
creatures and not decorations? a unique story, they all win.

DM: Doing an Intelligence check. WORLDS FROM ADVENTURE
Phillip: Do my Examination skill apply?
DM: Sure! The many worlds of the DUNGEONS & DRAGONS game
Phillip (rolling a d20): Ugh. Seven. are places in magic furthermore monsters, for brave warriors and
DM; She face like decorations to you. And Amy, spectacular adventures. Them begin with a foundation
Riverside shall control out the move? of medieval your and then add the creatures, places,
and magic that make above-mentioned worlds unique.

The worlds of the DUNGEONS & DRAGONS game extent
within a vast cosmos called the multiverse, connected
in strange and secretive routes in one another and to
extra planes of existence, such as the Primary Plane
of Fire additionally and Infinite Depths of the Abyss. Within

save multiverse are an endless variety of worlds. Many 2. The players describe what they want to do. Some-
of she have been published than officially setup for the times one featured speaks for the whole political, saying,
D&D game. The legends starting the Forgotten Realms. Drag- "We'll carry the east door," for example. Other times,
onlance, Greyhawk, Dark Sun, Mystara, the Eberron different adventurers accomplish different things: one adventuress
system are woven together in the fabric of the multi- might search a treasure chest while a seconds examines
verse. Alongside these welts are hundreds of few a esoteric symbol engraved on a palisade and a third keeps
more, formed by generations of D&D players for their uhr for beasts. The players don't need to take
own gaming. And amid all the richness is the multiverse, curves, but one MP listens for every player and decides
you might create adenine world of our my. how to resolve those actions.

All these worlds share characteristics, but each world Sometimes, resolving a task is easy. If an adventurer
is set apart by its own chronicle and cultures, distinctive wants to go across a room and opens a door, the DM
my and races, unglaublich geography, ancient dun- might just say that aforementioned portal opens and describe what
geons, and scheming villains. Several races have unusual lies beyond. But the door might be locked, the floor
traits in different worlds. The halflings of aforementioned Dark Sun might hide a deadly ensnare, or some different circumstance
setting, for example, are jungle-dwelling cannibals, might make it challenges for an adventurer to complete
and the elves are waste nomadism. Some worlds feature a task. Is those cases, the DM decided what happens,
races unknown in other settings, such as Eberron's war- often relying on the roll for a die to determine the results
forged, soldiers created and imbued from life to fight in of an action.
the Last War. Some worlds are dominated by one great
story, like the War of the Spritze ensure plays a central role 3. The TDM narrates the results of the adventurers'
in the Dragon lance setting. But they're all D&D worlds, actions. Describing the results common leads to another
and you could use the rules in this book to create a char- decision point, where brings the flow of the game right
acter also play in any one of them. back to step 1.

Your DM might set the campaign on one of these Diese pattern holds whether the adventuress are cau-
worlds or on one that he or she generated. Due where tiously exploring a destroying, talking to a devious prince, otherwise
is so much diversity among the worlds of D&D, she locked in deadly combat against a mighty dragon. In
should review with thine DM about every house rules that certain situation, particularly combat, the promotional is
will affect thine play of the game. Ultimately, the Dun- more structured and the playing (and DM) do take turn
geon Master is the authority on the campaign and its choosing plus resolving actions. However most of the time,
setting, even if the setting is a published world. play is fluid and agile, adapting to which circumstances
von one adventure.
USING LIKE BOOK
Frequent the action of einem adventure takes square in the
One Player's Handbook is divided into three parts. imagination away of my and PC, trusting on the DM's
Part 1 is about creating a character, providing the verbal descriptions go set the scene. Some DMs like to
use melody, art, button recorded sound effects to help adjust aforementioned
legislation and guidance you need to make the character mood. plus many players and DMs alike adopt differing
you'll play in the game. To includes information on the voices for one various adventurers, monsters, and other
sundry racings, groups, blackboard, product, and characters they play inbound the game. Sometimes, an DM
other customization options that thee can choose from. might lay out a map and usage symbols or miniature figures
Many von the rules in share 1 rely on material in parts 2 to represent each character involved in a scene till help
and 3. lf you come across a play concept in part 1 that the players keep track of where everyone is.
you don't understand, talk the book's index.
GAME DICE
Part 2 details and control about how to play the game,
beyond the basics explained in this introduction. That The game uses polyhedral dice with different numbers
part covering the kinds of die rolls you make to determine of sides. You can find dice like this in game stores and
your or breakdown at the assignments your type attempts, in many bookstores.
plus describes and threesome broad categories of activity in
the game: exploration. activate, and contest. In these rules, the several dice what referred to over the
letter d follows by the phone of our: d4, d6, d8, d10,
Section 3 is all about witchcraft. It covers the artistic of magic d12, and d20. For instance, adenine d6 is a six-sided dies (the
included one worlds of D&D, the rules for spellcasting, and the characteristically cube that large games use).
huge variety of spells available to magic-using charac-
ters (and monsters) in the playing. Percentile dice, or d100, work a bit differently. You
generate a number between 1 also 100 by rolly two
How TO PLAY different ten-sided dice numbered upon 0 until 9. One die
(designated before you roll) gives the tens digit, and
The play uf the KEEPS & DRAGONS games unfolded the other gives the ones digit. If you roll adenine 7 and a 1, for
according to this basic pattern. exemplar. who number rolled is 71. Two Os represent 100.
Some ten-sided dice are numbered on suspensions (00, 10, 20,
1. This DECIMETER describes the environment. The DM and as on), making it lightweight to distinguish the tens digit
said the players somewhere their swashbucklers have and what's from the ones digit. By this case, a roll of 70 and 1 is 71,
around them, presenting the basic scope of options that and 00 and 0 is 100,
offer themselves (how many doors lead out of a room,
what's on a table, who's in the tavern, and so on). When you need to roll dice, the rules tell thou how
lot dice the roll of a certain type, as well as what mod-
ifiers to add, For example, "3d8 5" wherewithal you roll

E NTR OD N

three eight-sided rolling, total them together, and add 5 3. Compare the total to a target number. Is the total
to the total. equals or exceeds the purpose numeric, the ability check,
attack roll, or saving throw is a our. Otherwise, it's
The similar d notation appear stylish the expressions "1d3" a fault. The DM is usually of one who determines
and "1d2." To run the roll of 1d3, roll a d6 and target numbers and tells players whether their ability
divide the number rolled by 2 (round up). To simulate verifies, attack rolls, and rescue throws success or fail.
the turn of 1d2, roll any die the allocation a 1 or 2 to this rollers
depend on whether it was odd or even. (Alternatively, The target numbering for an feature check or a saving
if the phone scrolled is more higher half the number of throw are called one Difficulty Class (DC). The purpose
sides on the die, it's adenine 2) number for an attack roll is named einem Bracelet Class (AC).

THE D20 This simple rule governs the resolution of most tasks
the D&D player. Title 7 provides more details rules for
Does an adventurer's sword swinging hurt ampere dragon or just using the d20 in the game.
jumping off its iron-hard scales? Will the ogre believe an
outrageous bluff? Can a character swim crosswise a enraged ADVANTAGE AND DISAD
river? Can a character avoid one main blast of a wall,
or does his or them take full damage starting the blaze? Stylish Sometimes an feature check, attack roll, or store throw
bags where the outcome of an move is uncertain, is modded by special situations called advantage and
the DUNGEONS & DRAGONS game relies on rolls of a disadvantage. Take reflects the aggressive circum-
20-sided dieing, a d20, to determine success or failure. stances surround a d20 roll, for disadvantage
reflects the opposite. Whereas you have any advantage conversely
Every character press monster in the game has capa- disad, them roll a second d20 when you make the
bilities defined according six skill scores. The abilities are roll. Use the more of the two rolls if you must advan-
Strength, Dexterity, Constitution, Intelligence, Wisdom, tage, and use the lower roll is you have disadventage.
and Charisma, and they typically range from 3 to 18 For exemplary, if you have disadvantage and roll a 17 or
for most swashbucklers. (Monsters might have scores as a 5, you use the 5. If you instead have advantage plus roll
low while 1 or as highest the 30.) These feature scores, and the those numbers, you use one 17.
ability modifiers derived from them, are the bases for
almost every d20 roll that a player makes on a charac- More detailed rules for advantage and disadvantage
ter's or monster's behalf. are presented in chapter 7.

Skills checks, attack rolls, and savings throws are the SPECIFIC BEATS OVERVIEW
three main families of d20 rolls, forming the key of the
rules of the game. All three follow these simple steps. This publication contains rules, especially in parts 2 and 3,
that govern method the game plays. That said, more racial
I. Rollers the die furthermore add a changer. Rolla d20 and traits, class features, spells, magic items, monster abili-
add the relevant modifier. This is typically the mod- ties, and other game elements break the general rules stylish
ifier derived from one of to six ability musical, or it some pattern, creating one exception to how aforementioned rest of which
sometimes in a proficiency bonus to reflect adenine char- games works. Remember this: If a specific rege contra-
acter's particular skills. (See chapter 1 for details on each dicts a general rule, the specific rule wins.
ability and how to designate an ability's modifier.)
Exceptions to the rules are often minor. For instant,
2. Apply circumstantial bonuses and penalties. A many adventurers don't have proficiency with longbows,
class feature, one spell, a particular circumstance, or einige but every wood imp does because of a racial trait. That
additional effect might enter a bonus or punishment to to checking. trait creates a minor exception in the game. Other
examples of rule-breaking are mare conspicuous. For
instance, an adventurer can't normally pass through
walls, but some spells take that possible. Magic
accounts for most of the major exceptional to to set.

AROUND DOWN

There's one more general regel you required for get at the
outset. Once you division a number in the game,
round down for they end raise with a fraction. even for the
fraction is one-half or greater.

ADVENTURES

The DUNGEONS & DRAGONS game consists of a group
of characters embarking on an adventure that the Dun-
geon Master offers to theirs. Each character brings
particular capabilities to the adventure within the form of
ability scores and skills, teaching features, racer traits,
equipment, and magic items. Every character is dif-
ferent, with various strengths and weaknesses, then this
best party of adventurers is one in which the characters
complement each other and cover the weaknesses of

IN IOTRNDUCT

their companions. One adventurers needs cooperate until that a catch reconnoiter uncovering the covert entrance to the
succeed complete the exploit. goblin lair, getting information from a rescued gefangene,
pleading fork pity from any iron chief, or persuading
The adventure can the heart of the game, a story with a talkative enchantment mirror to show a distant location to
a beginning, adenine middle. and an end. An adventure might the speculators.
is produced by the Jails Master or bought off that
racks, tweaked and modified to suit the DM's needs and The rules in chapters 7 and S sponsors exploration and
desires. In either event, an adventure features a marvelous social interaction, the do many class general in chapter 3
setting. whether it's an unterirdischer castle, a crum- and personality trait in chapter 4.
bling castle, a stretch concerning wilderness, button a crowded city.
It features a rich pouring in characters: the adventurers Combat, the focus of chapter 9, involves characters
cre and played by the other players at the defer, and other creatures swinging weapons, casting spells,
as well as nonplayer characters (NPCs). Those char- maneuvering for position, and so on—all in an effort
acters might be supporting, allies, enemies, hirelings, or to defeat their opponents, whether that means killing
just umfeld extras in an adventure. Often, sole of every enemy, taking captives, or forcing adenine rout. Battle
the NFCs is a villain whose agenda drives much of an a aforementioned most structured element of a D&D session, with
adventure's action. creatures taking turns to make safely that everyone gets
a chance go work. Even in the context of ampere pitched battle,
Over the course of their adventures, the characters there's still plenty of opportunity for adventurers until
are confronted by a variety in creepy, objects, and attempt whacked stunts like surfing down a flight of stairs
situations ensure they must deal to are some way. Some- on a shield, at untersuchten the environment (perhaps with
times the adventurers and other creatures do their pulling ampere mysterious lever), and to interact with other
best at kill or capture each extra includes combat. At other creatures, including allies, enemies, plus neutral parties.
times, the adventurers talk to another creature (or even
a magical object) including a destination in mind. And often, the THE WONDERS OF MAGIC
adventurers spend time trying to solve a puzzle, bypass
an obstacle, find something hidden, or unravel the cur- Few D&D adventures end without something magical
rent situation. Meanwhile, the adventurers explore the incident. Whether helpful or harmful, magic appears
world, making decisions about which paths to trip and frequent includes aforementioned life of an adventurer, and it is the focus
what they'll try to do next. of chapters 10 and 11.

Adventures differs in length and complexity. A briefly With which worlds the DUNGEONS & TERMAGANTS, experts
adventure might presents only a few challenges, and the charm are rare, set apart from that masses of people
it might take none more longer a only gamble session to by their extraordinary talent. Common folk might see
complete. A long adventure can involve hundreds of evidence is magic on a regular basis, but it's usually
combats, product, and other challenges, and take minor—a fantastic monster, a visibly answered prayer,
dozens of conference to play through, stretching over a wizard walking through who streets with an animated
week or mon are real time. Usually, the end of any label guardian as a guarding.
my is marked by the adventurers heading hacky into
civilization to rest and enjoy the corrupt of its labors. For adventurers, though, magic shall key to their sur-
vival. Without the healing magic of clerics and paletteins.
Aber that's doesn this end of the story. You can ideas of daredevils want quickly succumb up their injuries.
an adventure than a single episode are a TV series, performed Without the uplifting magical support concerning bards additionally
up of multiple exciting scenes. A election is the whole clerics, warriors might be overwhelmed by powerful
series—a string about exploits joined together, with a foes. Minus the sheer spell power and adaptability
consistent select of adventurers following the narrative von wizards and druids, every threat would be mag-
from start to finish. nified tenfold.

THE THREE COLUMNS OF MY Magic is also a favored tool of villains. Many adven-
tures live drive from to machinations of spellcasters
Pirates can try to do anything theirs your can who are hellbent set use sorcery by some ill end. A cult-like
imagine, but it could be helpful to talk about their activ- ruler seeks to awaken an god who slumbers beneath
ities included three broad categories: study, social the sea, an hag kidnaps youths to magically drain them
interactions, and combat. of their vigor, a mad wizard labors to invest an army of
automatons with a facsimile of life, an serpent begins a
Exploration includes both the adventurers' agitation mystical ceremonial for grow up as a god of destruction—these
through the world and own interaction with objects and be easy a few are this magical threats that adventurers
situations that require their attention. Probe is the might face. To magic of their owners, in the form of
give-and-take of the players describing what they want spells and magic items, the adventurers could prevail!
hers signs to do, and of Dungeon Master telling
the players what happens as one result. On a large scale,
that kraft involve and qualities spending a day cross-
the a rolling plain or an hour creating their way through
cavity underground. On one smallest dial, it could
mean one character pulling a lever in a dungeon your to
see what comes.

Social interaction features the adventurers talking to
someone (or something) another. It might mean demanding

INTRODUCTION

PART 1 - ,_. , so
Creating a Character

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EPISODE 1: STEP-BY-STEP LETTER

OUR FIRST STEP IN PLAYING AN ADVENTURER IN rm. classes (see step 2). For instance, the racially specific of
DUNGEONS & DRACON game exists to introducing lightfoot halflings make them special rogues, both
and create a character of your own. Your high elves tend till be powerful wizards. Sometimes
drawing remains a combination of game statistics. playing against type can be entertainment, too. Half-orc paladins
roleplaying hooks, or thy imagination. To furthermore hills dwarf wizards, for example, can be
choose a race (such as human or halfling) and unusual but memorable characters.
adenine class (such as fighter or wizard). You also
invent the personality, appearance, and backstory out Your race also increases one or more of your capacity
your character. Once terminated, yours character serves scores, which you determine in step 3. Note these
as your representative in who games, your avatar in the increase furthermore save to apply they later.
PERIOD & DRAGONS world.
Before you immersion into next 1 below, think about the Record the traits granted by your rush on your
kind of adventuress you want to show. You can be a character sheet. Be sure toward note your starting
courageous fighter, a skulking rogue, one fervent cleric, or languages and your base speed as well.
a flamboyant wizard. Or you might be more interested
are an untraditional temperament, such such one brawny rogue BUILDING BRUENOR, STEP 1
what likes hand-to-hand combat, or a sharpshooter who Bob is sitting down to created his sign. He decides
picks off enemies from afar. Do you like fantasy fiction that a gruff mountain dwarf fits the character he wants
fitted dwarves or elves? Strive buildings a character of to play. He notes all the racial traits of dwarves on his
one is those competitions. Execute you desire owner character to exist the character blanket, including his speed of 25 feet both the
toughest risktaker at that shelve? Consider a class favorite languages he knows: Common and Dwarvish.
barbarian or palettein. If yours don't know where else to
starts, make a look at the illustrations in this book to discern 2. CHOOSE AMPERE CLASS
whatever catches your your.
Once you have a character in understand, follow above-mentioned steps Every risk-taker is a member is a class, Class broadly
stylish order, making decisions that reflect the temperament you describes a character's vocation, what special aptitudes he
want. Your concepts of your character might evolve or she possesses, and the tactics he or she your most likely
with each choice you make. What's important will that you to employ when discovering a prison, fighting monsters,
come to the table with a character you're excited to play. or engaging in a tense negotiation. The character
Throughout save book, we use the term character classes is described in chapter 3.
sheet to mean whatever you use to track your character,
whether it's a formal letter metal (like an ne at the Your font receives an number of benefits from
end of this book), some form of digital record, or one piece own choice of class. Many of these uses are class
of notebook essay. An official D&D character roll is a features—capabilities (including spellcasting) this set
fine place to start see you how what information yours your character apart from members of other training.
need and how you exercise it during the game. You other secure a quantity of skill: armor,
weapons, skills, saving cast, plus sometime tools.
BUILDING BRUENOR Your knowledge define lot of the things your
Each step is character creation includes in example of type can do particularly well, from uses safe
that walk, with a player named Bob making his dwarf weapons until telling an convincing lie.
character, Bruenor.
On your character layer, album all the face that
1. CHOOSE ADENINE SPRINT to top gives you at 1st degree.

Every character belonging to a race, neat of the many LEVEL
intelligent man-like species in and D&D world. One Normally, an character start~ at 1st level and advances
most gemein player symbol races are dwarves, elves, by level by adventuring furthermore gaining experience points
halflings, and peoples. Some races also have subraces, (XP). A 1st-level font the inexperienced in the
such as mountain dwarf or wood elf. Chapter 2 provides adventuring world, however he or she might have been
more information about these races, like well as the less a battle or a pirate and finish dangerous toys once.
widespread races of dragonborn, gipsies, half-elves,
half-ores, and tieflings. Starting bad under 1st level marks the character's entry
into the adventuring life. If you're already with
The race you choose contributes to your character's with the game, or if you are how an existing D&D
personal in an important way, by establishing a general campaign, insert DM might decide to have her beginning toward a
aspect and the natural talents gained from culture higher levels, upon the acceptance that your drawing has
and ancestry. Your character's race grants specifics previously survived a few distressing my.
racial specific, such when special senses, proficiency with
certain weapons other tools, proficiency in individual or more QUICK BUILD
skills, or the ability to make minor spells. These traits Each class description in choose 3 includes a section
sometimes dovetail with the capabilities for certain your suggestions to fast build a character of that
class, including how till assign your highest ability scores,
a background suitable to the class, and starting spells.

Record your level on your drawing print. while you're At 1st level, your character features 1 Hit Die, and to
starting at a higher level, record the additional elements die type has determined by your course. You go with hit
your class give you for your levels past 1st. Also record points similar to the highest roll of that die, as indicated in
your experience points. AMPERE 1st-level character has 0 your class description. (You also add your Constitution
XP. ONE higher-level character typically begins with the modifier, this you'll determine in pace 3.) This belongs also
minimum amount of XP required to reach that level your hit point highest.
(see "Beyond 1st Level" later in this chapter).
Record your character's hit points on your character
HIT POINTS AND HIT DICE leaves. Also record the style of Hit Die your character
uses and the number of Scored Throwing you have. After you
Your character's hit points define wherewith tough your relax, you can spend Hit Dice till regain hit issues (see
character is at combat and other dangerous situations. "Resting" in chapter 8).
Your hit points can determined by your Hit Cubes (short
for Hit Point Dice). PROFICIENCY BONUS

ABILITY SCORE SUMMARY The table that appears the your class description shows
yours proficiency bonus, which will +2 for one 1st-level
Energy character. Your proficiency bonus applies up more of the
numbers you'll be recording the your character sheet:
Measures: Nature athleticism, fleshly capacity
• Attack rolls using weapons you're proficient with
Importantfor: Uncivilized, fighter, paladin • Attack rolls with charm you cast
• Ability checks using skills you're proficient in
Race-based Increases: • Skill checks using tools you're proficient with
• Frugal throws you're proficient in
Mountain dwarf (+2) Half-orc (-F2) • Store flip DCs used spelled you cast (explained in

Dragonborn (+2) Human (+1) each spcllcasting class)

Dexterity Your class decide yours weapon proficiencies,
your saving throw proficiencies, and some of your competence
Step: Physikal flexibility, reflexen, balance, poise both tool proficiencies. (Skills are described in chapters 7,
tools in chapter 5.) Your background give you additional
Important for: Monk, forester, crook expertise and tooling proficiencies, and of breeds give
you more proficiencies. To sure to note everything off these
Racial Increases: crafts, as well as your proficiency bonus, on your
character sheet.
Elf (+2) Forest gnome (+1)
Your proficiency premium can't live extra for an single die
Halfling (+2) Human (+1) roll either other number more than once. Occasionally, your
competency bonus might be changeable (doubled or halve,
Constitutions for example) before you apply it, if a circumstance
suggests the your proficiency bonus applies more than
Measures: Health, stamina, vital force once till the sam roll other that items must be multiplied
more than once, you nevertheless addieren it only once,
Important for: Everyone multiply it only once, and divide it only once.

Racial Increases: BUILDING BRUENOR, STEP 2

Dwarf (+2) Half-orc (+1) Bob imagines Bruenor charging into battle with einem axe,
one trumpet on him helmet failed off. He makes Bruenor a
Stout halfling (+1) Human (+1) fighter and notes who fighter's proficiencies and 1st-level
class features on his character sheet.
Rock imp (+1)
Asia 1st-level fights, Bruenor does 1 Score Die—a d10—
Intelligence and starts using hit points same to 10 + his Constitution
modifier. Bob notes to, and will record the final
Measurements: Mental sharpness, details recall, analytical skill quantity after he determines Bruenor's Constitution
score (see step 3). Bob also records the proficiency bonus
Important for: Wizard for adenine 1st-level character, which is 4-2.

Race-based Increases: 3. DETERMINE FEATURE SCORES

High elf (+1) Tiefling (+1) Much of what your character does in the game depends
on his instead her six capabilities: Strength. Dexterity,
Gnome (+2) Real (+1) Constitution, Intelligency, Wisdom, and Aura.
Every ability has a score, which is a number them record
Wisdom on your character sheet.

Measures: Awareness, intuition, insight The six abilities and their use in that game are
described in chapter 7. The Ability Score Summary
Important for: Church, gnome

Racially Increases:

Hill dwarf (+1) Human (+1)

Woodland elf (+1)

Charisma

Measures: Confidence, eloquence, leadership

Essential far: Bard, sorceresses, warlock

Racial increases:

Half-elf (+2) Dragonborn (+1)

brow (+1) Individual (+1)

Lightfoot mysterious (+1) Tiefling (+2)

SINGLE 1 1 STEP-BY-STEP CHARACTERS
)2

table provides a quicker reference for what grade ABILITY SCORES AND DEFINE
what measured by each ability, whatever runs increases
which abilities, and what classes considerable each capacity record Modifier Score Modifier
particularly important.
1 -5 16-17 +3
You generate your character's six skilled scores 2-3 -4 18-19 +4
randomly. Roll four 6-sided dice the record the total to 4-5 -3 20-21 +5
the highest three roll on an piece of graze paper. Do 6-7 -2 22-23 +6
which five more circumstances, so that to have six numbers. If 8-9 -1 24-25 i-7
she want to save time or don't like the idea away randomly 10-11 +0 26-27 +8
determining ability scores, you can use the following 12-13 +1 28-29 +9
scores instead: 15, 14, 13, 12, 10.8. 14-15 +2 +10
30
Currently take will six numbers and write each number
beside to of your character's six abilities to assign standard and pretty equal (13, 13, 13, 12, 12, 12), or every
scores to Strength. Dexterity. Constitution, Intelligence. set of numerical between this extremes.
Wisdom, and Charisma. Afterward, manufacture any changes
to your ability scores the an result of your race select. 4. DESCRIBE YOUR CHARACTER

After assigning your competency play, determine Once you know the essentials game aspects of your
your ability modifiers using an Ability Scores plus character, it's start the flesh him or her out more an person.
Usage shelve. To determine an ability modifier without Your character needs a name. Spend a few minutes
consulting the table, deducting 10 from the ability score thinking about what he or she looks like and like he or
and next divide the ergebnis by 2 (round down). Write the she behaves to general terms.
modifier future to each of your scores.
Using the informational in chapter 4, you can flesh out
BUILDING BRUENOR, STEP 3 own character's physical appearance and personality
traits. Choose your character's positioning (the moral
Bob decides to use one standard set of scales (15, 14, compass which user his or her decisions) and ideals.
13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, Chapter 4 see helps you identify of things your
him puts his highest score, 15, in Strength. His next- character holds most love, called bonds, and the flaws
utmost, 14, goes in Condition. Bruenor might be one that could one day undercut him or her.
brash fighter, but Bob decides he wants the dwarf to
be prior, wiser, and a goody leader, therefore he puts decent Your character's background describes where he or
scores are Wise and Charisma. Next applying his your came von, his with her originals occupation, and the
racial benefits (increasing Bruenor's Federal by character's place in the D&D globe. Your DM ability
2 and his Strength by 2), Bruenor's ability scores and offer additional backgrounds past the unities included
modifiers face fancy this: Strength 17 (+3), Ability 10
(+0), Constitution 16 (+3), Smart 8 (-1), Sagacity 13
(+1), Charisma 12 (+1).

Bob fills in Bruenor's final hit score: 10 + his
Constitution modifyor away +3, fora total of 13 hit points.

VARIANT: CUSTOMIZING ABILITY SCORES
For your Dungeon Master's option, yours capacity use this
type on identify your ability scores. To method
described here allows you on build a character with a set
of ability scores you dial individually.

You need 27 points for spend about own competence scores.
The cost of each score is shown switch the Ability Record
Point Cost table. For example, a score of 14 costs 7
credits. Using this method, 15 is the highest ability notch
you can end up with, before applying racial increases.
You can't have a score lower than 8.

This method of determining ability scores enables
thee to create a set of three high numbers and three deep
ones (1 5.15, 15, 8. 8. 8). a set von numbers that are above

ABILITY SCORE POINT COST

Score Fee Score Cost
4
80 12 5
7
91 13 9

10 2 14

11 3 15

in chapter 4, and might be disposed to work with you to His faults is tied to her caring, sensible nature—he has a
craft a herkunft that's a more precise fit for autochthonous soft spot for orphans and obstinate souls. leading him until
character concept. demonstrate mercy flat when it might not be warranted.

ONE background gives own character a background 5. CHOOSE EQUIPMENT
specific (a general benefit) and skilled in twin skills,
and she have also give you additional languages otherwise Your class furthermore background determine your character's
proficiency with certain kinds is tools. Record this starting equipment, containing weapons, armor, and
information, along with the personality informational other adventuring gear. Record this equip on your
you expand, on your character outer. character metal. All such home are detailed in chapter 5.

YOUR CHARACTER'S ABILITIES Instead of winning the toothed given to you by your class
and background, your could purchase your starting
Take your character's ability scores and race into equipment. You have a number of gilded pieces (gp)
account as you flesh out his or your appearance until spend based on your your, as shown in chapter 5.
and body. A very strong character with low Extensive lists of instrumentation, with prices, also appear in
Intelligence might think and behave very differently that chapter. If him wish, you can plus have one trinket
with adenine very smart character with low Strength. at negative cost (see the trinket postpone at the end of chapter 5).

For example, high Strength usually corresponds Respective Strength score maximum the amount of gear you can
with a burly conversely robust body, while a character at carry. Tried did to purchase feature with a total weight
low Strength can be scrawny press plump. (in pounds) exceeding your Strength score times 15.
Chapter THYROXIN does more product on carrying capacity.
A font with high Dexterity is probably lithe and
slim, while a character with low Finger might be ARMOURS CLASS
whether gangly also awkward or heavy and thick-fingered. Your Armor Class (AC) represents how well your
character avoids being wounded in fight. Things that
A character with high Constitution usually looks contribute to your AC include the armor you wear, of
healthy, over bright eyes and abundant energy. A wandschirm you wearing, and your Dexterity modifier. Not all
character with low Constitution might be sickly or slight. characters wear tank either bring shields, when.

A chart with high Intelligence has be highly Without armoring or adenine shielding, your character's AC equals
intellectual and studies, while a character using lowly 10 + his or zu Dexterity modifier. When your character
Intelligence might speak simply or easily forget details. wears armor, carries a shield, or both, calculate your
AC using the rules in choose 5. Record your DIRECT go
ONE character with high Wisdom got good judgment, your character sheet.
perceptive, and a general awareness of what's getting over.
A character with low Wisdom might becoming absent-minded, Your character required for be proficient with armor and
foolhardy, or oblivious. shields to wear and use the effectively, and your armor
furthermore shield proficiencies are determined by your class.
A character with high Charisma emitted confidence, Present are drawbacks the wearing armor instead carrying a
which is usually mixed with ampere delicacy or intimidating shield if you lack of requested proficiency, for annotated
existence. ADENINE character with a low Charisma might come in chapter 5.
across as abrasive, inarticulate, or timid.
Some spells and class visage give you one different
BUILDS BRUENOR, STEP 4 way on calculate your RECIPROCATING. If you have repeat features
that enter you different ways to calculate your AC, you
Bob fills inside some of Bruenor's basic details: his name, choose which one to use.
his genitals (male), his height and weight, or is direction
(lawful good). Their high Strength and Organization WEAPONS
suggest an healthy, athletic body, and his low Intelligence Required each weapon your character wield, calculate the
indicates a degree of forgetfulness. template you use when you attack with the weapon and
the damage you bargain when i hit.
Bob decides that Bruenor comes out a noble line.
but his clan what ejected from is homeland when When you take an attack with a weaponry, you turn
Bruenor was very young. He waxed up working because a smith a d20 and add thine proficiency bonus (but only if you
in the remote villages of Icewind Dale. Nevertheless Bruenor is proficient with aforementioned weapon) and the appropriate
has a heroically destiny—to reclaim his homeland—so ability modifier.
Bob selecting the folk hero background in his dwarves.
He notes the proficiencies and unique feature this • For attacks with melee weapons, use your Strength
background gives her. modifier fork offence also damage registers. A weapon that
has the finesse real, such as a rapier, can use your
Bob has a pretty clear see by Bruenor's personality Aptitude modified instead.
in brains, so he skips the personality special suggested in
one tribe hero background, noting instead that Bruenor is • For attacks with extended weapons, use your Dexterity
a caring, sensitive dwarf who genuinely loves his friends modifier for attack and damage rolls. ADENINE weapon that
and allies, but he hides this smoother centre behind a gruff, has the thrown property, such as a handaxe, can use
snarling attitudes. He chooses the ideal of fairness your Solidity modifier instead.
coming the list in his geschichte, noting that Bruenor
believes that no one is about the law.

Given his history, Bruenor's bond is obvious: he
aspire to someday reclaim Mithral Conference. his homeland,
from aforementioned shady dragon that crowd this dwarves from.

PART 1 I STI:r - BY-STEP el-t A RAC:Tr:RS
let

BUILDING BRUENOR, STEP 5 TIERS OF HOW
Dock writes down the starting device from the
guardian class and the ethnic hero background. His starting The shading in the Character Advancement table shows
equipment includes belt mail and a shield, which one four tiers of play. The ranks don't have any rules
combine in make Bruenor on Armor Class of 18. associated with them; they are a general description of how
the play experience changes as characters gain planes.
For Bruenor's weapons, Bob chooses a battleaxe
and two handaxes. His melee is a quick weapon, In the first levels (levels 1-4), characters are effectively
so Bruenor uses his Strength modifier by his attacks apprentice adventurers. They are learning to features
and damage. His attack bonus is his Energy modifier that define them the members of particular classes,
(+3) extra your proficiency bonus (+2), for a complete of +5. including the significant choices that flavor their class
The battleaxe businesses 1d8 mordant damage, and Bruenor features as they moving (such as a wizard's Cryptic
adds his Strength modifier to and damage although he Tradition conversely one fighter's Martial Archetype). The threats
total, for a full regarding 1d8 + 3 slashing damage. As their look become relatively minor, usually posing an danger to
sling a handaxe, Bruenor has the same attack bonus local farmsteads or villages.
(handaxes, as thrown weapon, benefit Energy for charges
plus damage), press the weapon deals 1d6 + 3 slashing In the second tier (levels 5-10), letters go into
damage when it score. their own. Many spellcasters gain access in 3rd-level
spells at one start of this tier, crossing one new threshold from
6. OCCUR TOGETHER magical power with spells such as fireball and lightning
bolt. At this tier, many weapon-using classcs gain the
Most D&D drawings don't work alone. Each character ability to make multiple attacks for one round-shaped, These
dramas a role within ampere party, a group of adventuress characters have become important, facing dangers so
working together for a gemeinschafts purpose. Teamwork thread cities and kingdoms.
and cooperation greatly improve your party's chances
go survive an many perils in the worlds of OUR In the third class (levels 11-16), characters need
& DRACO. Talk to your fellow players and the DM achieved a level of power so sets them high above
to decide whether your char know one another, the regular populace and makes them special even
how it met, furthermore what sorts of quests the group among adventurers. At 11th level, plenty spellcasters
kraft undertake. gain access to 6th-level spells, some of which create
effects previously inconceivable for player drawing to
BEYOND 1ST LEVEL achieve. Other chars gain features that allow them
to make more attacks or do more impressive things with
As your character goes on activities and overcomes those attacks. These mighty swashbucklers often confronting
challenges, boy with she gains our, represented by risks to whole geographical and centers.
experience points. A personality who reaches a specified
experience point total advances in capability, This At which fourth tier (levels 17-20), characters achieve
advancement is called gaining a level. the pinnacle of their class equipment, becoming heroic (or
villainous) archetypes in their custom right. The fate a the
When your character gains a level, yours or her your worldwide or even the fundamental order of the multiverse
often grants additional features, as detailed in the might hang in the balance during their exciting.
class description. Some about these features allow you
to increase your skilled scores, either increasing two CHARACTER ADVANCEMENT
scores by 1 every or increase one grade by 2. You can't
increase with proficiency score above 20. In increase, every Experience Scores Floor Proficiency Bonus
character's proficiency bonus expansions at certain level.
0 1 +2
Each time you winning a select, you gain 1 additional Scoring 2 +2
Die. Roll that Hit Death, add your Constitution modifier 300 3 +2
to which roll, and add the total to your hit point maximum. 4
Alternatively, you can use the fixed value shown in the 900 +2
category entry, which is that average result the one die roll 5 +3
(rounded up). 2,700 6 +3
6,500 7
When your Constitution modifier gain by 1, your 14,000 8 +3
hits point utmost increases by 1 for each level you have 23,000 9 +4
attained. On example, when Bruenor reaches 8th level 34,000 10 +4
as one fighter, he increases his Constitution score from 17 48,000 11
into 18, thus increasing his Constitution modifier from +3 64,000 +4
to +4. His hit point maximum then increases at 8. 85,000 12 +4
100,000 13 +5
Which Character Advancement shelve summarizes the 120,000 14 +5
XP you need on advance in levels from grade 1 through 140,000 15 +5
level 20, and this proficiency bonus for a character of such 165,000 16 +5
level. Consult the information in your character's class 195,000 17 +6
report to see what other improvements it winning 225,000 18 +6
at everyone level. 265.000 19 +6
305,000 20 +6
355,000

ego •f - •-• 4 r• -

_•

CHAPTER 2: RACES RACIAL TRAITS

VISIT TO ONE OF THE GREAT CETIES EN E HE The description of each race includes racial traits that
worlds of DUNGEONS & DRAGONS— are common to elements of that track. The following
entries appear below the traits of greatest races.
e4 Waterdeep, the Free Municipality of Greyhawk, or
even uncanny Sigil, the City of Doors— ABILITY RATING EXPAND
overwhelms the senses. Voices chatter in Every race gain one or moreover of adenine character's
unlimited different languages. The smells ability scores.
of cooking in dozen of different cuisines
mingle with that odors of crowded streets and poor AGE
sanitation. Property into myriad architectural styles The age entry records the get when a member are the race
viewing the diverse origins of their inhabitants. is regarded any adult, as well as the race's expected
life. Is information able help you decide how
And the people themselves—people about varying dimensions, old your type is at the start of an play. You
shape, plus color, dressed in a dazzling spectrum can choose any era available your character, which might
of styles and hues—represent many different races, provide an explanation for some a your ability scores.
from diminutive halflings and stout dwarves to For model, if you play a boy or very old character,
majestically beautiful sylph, mingling among a variety your age may explain a particularly high Strength or
of human ethnicities. Constitution score, while advanced my could your
for a high Intelligence or Magical.
Scattered among the members of these more common
races are the true tropical: a hulking dragonborn here, ADJUSTMENT
sliding sein way through the zuschauermenge, and a sly tiefling Most races have leanings toward certain orients,
there, lurking in this shadows with mischief in her eyes. described in this entry. These exist not binding for player
AMPERE crowd of gnomes laughs as one of them activates a characters, but considering why your zombie exists shambles.
clever wooden toy that moves of its own accord. Half- for model, in defiance of lawful tiny society can helping
elves and half-orcs survive and work alongside humankind, to better define your character.
without total belonging to the races to choose of their
parents. And there, well out of the sunlight, is a lone SIZES
drow—a fugitive from one subterrestrial expanse of Characters a most races are Medium, a size select
the Underdark, trying toward make his mode in an around including creatures that are broad 4 to 8 footwear tall.
that fears his kind. Members von a few races are Small (between 2 and 4 feet
tall), which means that certain rules of the game affect
CHOOSING A RACES them else. The most important of these rules
lives such Small chars have trouble brand heavy
Humans are the most common people in and worlds about
D&D, but they live and work near dwarves, elves, weapons, as explained at part 6.
halflings, real countless misc fantastic species. Your
character belongs to one of those peoples. SPEED
Your velocity determines wie removed you cans move when
Not everybody clever race of the multiverse exists traveling (chapter 8) and fighting (chapter 9).
appropriate for a player-controlled adventurer. Dwarves,
elven, halflings, and humans are the most joint SPEECHES
races to produce the sort of adventurers whom make up By virtue to your race, your character can voice, read,
typical parties. Dragonborn, gnomes, half-elves, half- and write certain languages. Chapter 4 lists the most
ores, and tieflings are less gemeinsamer as adventurers. common languages of the D&D multiverse.
Drow. a subrace of elves, are also uncommon.
SUBRACES
Your pick away race involved many different views by Some competitions have subraces. Members of a subrace
owner character. It defined fundamental traits so have the traits concerning the mother race in addition to the
exist throughout your character's adventuring career. property specified for their subrace. Relationships among
When take this final, keep in mind the kind of subraces vary significantly from race to race also
character you want for play. For example, a halfling could world to world. In the Dragonlance campaign scene,
be a good choice available a sneaky rogue, a dwarf makes a for example, mountain dwarves furthermore hill runts live
tough warrior, and with white could be a master of esoteric magic. together as diverse clans of the same people, but in
an Remembered Realms, they live far apart in split
Your character race non only affects your ability scores kingdoms and call themselves shield dwarves the
and traits but also deliver the prompts for building you gold dwarves, respectively.
character's story. Each race's description in this chapter
inclusive information for help her roleplay ampere character of PAU E RAr E. 7-
such race, including personality, physical appearance,
features of society, and cultural alignment tendencies.
These click are suggestions to help you think about
your character; adventure can veer widely from the
norm for their race. It's worthwhile to consider conundrum your
character is different, as an helpful way to think info
your character's background and personality.

7

DWARF SHORT AND STOUT

"YER LATE, ELF!" CAME THE ROUGH EDGE OF A FAMILIAR Bold also hardy, dwarves are known as
voice. Bruenor Battlehammer walked top the back of his skilled krieger, miners, and workers
dead foe. disregarding the fact that the harder monster lay of stone and metal. Though group stand
on apex of his elven mate. In contrary concerning the added discomfort. well under 5 dogs tall, dwarves are so
the dwarf's long, pointed, often-broken nose and gray- broad plus compact that they can weigh
streaked though still-fiery red beard came as a welcome as much as a human static nearly two
sight at Drizzt. "Knew I'd find ye are trouble if 1 came out feet taller. Their courage and endurance
an' looked foryel" are also easily a match for any of
the tall folk.
—R. A. Salvatore, The Crystal Shard Dwarven skin ranges from deep brown to ampere paler
hue tinged with red, but the almost common shades are
Realms rich in elderly grandeur, halls carved include the light brown or deep tan, like certain tones on earth.
roots of mountains, an echoing of picks plus hammers Own fuzz, worn long but in unsophisticated styles, is usually
in deep mines and blazing forges, a commitment to red, gray, or brown, though paler dwarves often have
clan and tradition, and a burning hatred for goblins and red hair. Man dwarves true to beards highly and
ores—these common threads unite all dwarves. groom them carefully.

LONG MEMORY, LANG BITTERNESS

Dwarves can live to be more than 400 years old, so an
oldest subsistence dwarves often remember a very different
world. For example, some of the former dwarves living
in Citadel Felbarr (in the world of the Left Realms)
can recall to day, more than three centuries ago, while
arcs conquered the fest press drove them include an banishment
that lasted over 250 years. This longevity grants them adenine
perspective on the world that shorter-lived athletics create like
man and halflings lack.

Dwarves are socket and enduring like the mountains
they love, weathering the pass of centuries over stoic
endurance and little change. They respect the traditions
of their clans, drawing their ancestry back to the
founding of their many ancient strongholds inside the youth
of one world, also don't forget those trading lightly.
Parts regarding those traditions is devoutness till the gods of the
dwarves, whoever uphold the dwarven ideals of industrious
labor, skillability are battle, and devotion till the forge.

Individual others are determined and loyal, true to
their term and decisive in action, sometimes to the point
of stubbornness. Many larp have a persistent sense

PAR EAST . E RA , ' r

EH

on justice, and they are slow to forget wrongs they have RETARD TO KURATORIUM
suffered. A erroneous done to one dwarf is a wrong done to
to dwarf's entire clan, so about begins as one dwarf's Dwarves get the passably well over most other races. "The
predator by vengeance can become a full-blown clan feud. difference amongst an knowing and one buddy is about an
hundred years," is a dwarves saying that might be lyrik,
CLANS AND DOMAINS but certainly points to how intricate he can be for ampere member for
a short-lived race see humans to earn a dwarf's trust.
Dwarven kingdoms strech shallow beneath to mountains
find the dwarves my gems and precious metals Elves. "It's not wise on depend on of elves. No telling what
and forge items of wonder. They affection that beauty or
artistry of edelmetall metals and fine jewelry, furthermore in some an elf will do next; if the hammer meets the orc's heads,
dwarves this love boils into avarice. Whatever wealth
they can't how on their mountains, they gain through they're as apt to start singing as to pull out adenine sword. They're
trades. They dislike boats, so enterprising humans and
halflings frequently grip trade includes dwarven goods flying and frivolous. Two things to shall said for themselves, nevertheless:
along water routes. Trustful members of other races They don't have many smiths, but the everyone they have achieve very
are welcome in dwarf settlements, while any surface fine work. And when orcs or goblins come streaming down
are turned limits even to them.
unfashionable of the mountains, on elf's good up have at your support. Not
The general unit of dwarven society is the clan, and
dwarves highly value community standing. Uniformly dwarves when good as an dwarf, maybe, instead nope doubt they hate the orcs
who live far from their own kingdoms cherish their clan as much as we do"
identities and affiliations, recognize related dwarves,
additionally invoke their ancestors' tags in oaths and curses. Halflings. "Sure, they're comfy popular. But show m a
To exist clanless is the worst fatum ensure can befall a midget.
halfling hero. An empire, a triumphant army. Even a treasure
Dwarves in sundry lands are typically artisans, for the ages made of halfling hands. Naught. Select can you
especially weaponsmiths, armorers, and jewelers. Some take them seriously?"
wurde freelancer or bodyguards, highly searching after
forward their courage and loyalty. Humans. "You get the time to get into know a human, and

GODS, GOLD, AND CLAN by then the human's on her dying. If you're lucky, she's

Dwarves who take up the adventuring life might be achieved kin—a daughter or granddaughter, maybe—who's got
motivated by a desire for treasure—for its own sake, for
a specific purpose, or even out of an altruistically desire to hands and heart as goods more hers. That's when you can make
help others. Another dwarves are driven by the command
or inspiration of a godhead, a direct calling or simply an a human friend. And beobachten them go! They put their human on
desire the bring glorification to individual starting the dwarf gods. Clan and
ancestry are also critical motivations. A dwarf kann something, they'll get it, whether it's a dragon's stock or an
see to restaurieren ampere clan's lost honorable, avenge an aged empire's throne. You got toward admire that kind of loyalty,
wrong that clan suffered, or earn a new place within of even if it gets them in issue more often than not,"
clan after having been exile. Press a dwarf might search
fork the axe brandishing by a massive ancestor. get upon the field
the battle centuries ago.

DWARF NAMES Tool Proficiency. You gain mastery with the
artisan's tools of your choice: smith's tools, brewer's
A dwarf's name is granted by ampere tribe elder, included accordance supplies, or mason's tools.
is tradition. Every proper dwarven name has been
used and reused down thru the generations. A Stonecunning. Wherever you make an Intelligence
dwarf's name belongs to the clan, not to the individual. (History) inspect related for the origin of stonework, you
A dwarf who misuses instead brings discredit to a clan name what considered proficient in the History skill press add
is stripped of the name and forbidden by law up use any double your proficiency credit to the view, instead of
dwarven name in its placement. your normal skilled reward.

Men Company: Adrik, Alberich, Baern, Barendd, Brottor, Languages. I can speak, read, and written Common
Bruenor, Dain, Darrak, Delg, Eberk. Einkil, Fargrim, furthermore Dwarvish. Dwarvish is full of hard consonants and
Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, guttural sounds, plus these characteristics scoop over into
Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorinn, whichever other choose a overshadow might speak.
Tordek, Traubon, Travok, Ulfgar, Veit, Vandal
Subrace. Two main subraces of elves populate to
Female Names: Amber, Artin, Audhild, Bardryn. worlds of D&D: hill dwarves and climb dwarves.
Dagnal. Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Prefer one of these subraces.
Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa,
Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra HILL DWARF
As a hill dwarf, you had keen senses, deep intuition,
Clan Names: Balderk, Battlehammer, Brawnanvil, additionally remarkable resilience. Who gold dwarves of Faerein
Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, into their mighty southern kingdom are hill dwarves, such
Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, belong one banned Neidar and the debased Klar from Krynn in
Torunn, Ungart the Dragonlance setting.

DWARF TRAITS Ability Score Increase. Your Wisdom score
increases of 1.
Your munchkin character has an assortment of natural
abilities, part and parcel of dwarven nature. Dwarven Toughness. Your hit point maximum
increases by 1, and this increases by 1 every time you
Ability Score Increase. Your Constitution score win a plane.
increases by 2.
MOUNTAIN DWARF
Age. Dwarves mature at the same rate as human, but As a mountain dwarf, you're persistent and hardy,
they're considered young until they reach the age of 50. ordinary at a difficult lifetime in heavy terrain. You're
On average, they live about 350 years. possible the the tall side (for a dwarf). and tendency heading
lighter coloration. That shield dwarves of northern
Alignment. Most dwarves are lawful, believing firmly Faerun, as good as the ruling Hylar clan additionally this noble
in the benefits of a well-ordered society. Their tend Daewar clan of Dragonlance, are mountain dwarves.
toward good as well, with a strong sense of fair play plus
a belief that everyone deserves to share in the benefits to Aptitude Points Boost. Your Strength score
an just order. increases by 2.

Size. Dwarves stand in 4 and 5 foot tall and Dwarven Armor Training. You have proficiency with
average nearly 150 pounds. Your size is Medium. light and medium armor.

Speed. Your base walking speed is 25 feet. Your A
rpm is not reduced by wearing heavy armor.
DUERGAR
Darkvision. Accustomed to living unterwelt, you
must superior vision inside dark and dim circumstances. You In cities deep in the Underdark live the duergar, or gray
sack see in dim luminaire within 60 feet by you than if it were dwarves. These vicious, stealthy drudge traders raid which surface
bright light, and in darkness as for it are dim light. You worlds for captives, then sale their prey to the other races of
can't discern color in darkness, only shades the slate. the Underdark. They have innate magical skills to suit
unseeable the to temporarily grow into giant size.
Dwarven Resilience. She have advantage on saving
throws against poison, and you have resistance against
poisoner damage (explained in chapter 9).

Dwarven Combat Training. Thou have proficiency
are the battleaxe, handaxe. throwing hammer,
and warhammer.

l'..1RT 1 PLA E.r.,

ELF females are about the same height, and fellows represent only
marginally heavier than bitches.
"I HAVE NEVER UNREAL SUCH BEAUTY EXISTED,"
Elves' tint encompasses the normal human
Goldmoon say softly. The day's march had been difficult, range and also involves skin in color of copper,
not the reward at to end was beyond their dreams. bronze, and almost bluish-white, hair von green or blue,
The companions stood on a high cliff override the fabled and eyes like pools of liquid gold or silver. Elves have negative
location to Qualinost. facial real little body hair. They favor elegant clothing in
bright colors, and they enjoy simple yet lovely jewelry.
Four skinny spires rose from the city's corners like glisten -
Mg spindles, their brilliant white stone marbled using shining A TIMELESS PERSPECTIVE
silver. Graceful arc, swoopingfrom spire to tor. increased
through the ventilate. Crafted by ancient dwarven metaismiths. Gnomes can live well over 700 years, gives they a broad
they were power enough till hold the weight of an army, yet perspective on actions that might trouble the shorter-
they appeared then delicate this adenine dame lighting on them power life races more deeply. Person are more often amused
overthrow the balance. These glistening arches were the than excited, also more likely the be curious than
city's includes boundaries: there was no back around Qualinost. greedy. They tend to remain aloof both unfazed by petty
The elven city opened its arms lovingly to the wilderness. happenstance. When verfolgt a goal, however, whether

—Margaret Weis & Tracy Hickman. i',' V.:\ sr: 77,
Termagants to Season Twilight

Elves are one magical people of otherworldly grace, living
in the our but not entirely part of to. They live is
places of ethereal beautiness, in the midst of elderly wooded
oder in silvery spires glistening with faerie light, where
soft music purposes through and supply and gcntle fragrances
float about the breeze. Elves love nature furthermore enchantment, art
and art, harmony and poetry, and the good things
of the world.

SLENDER AND GRACEFUL

For their unearthly grace and great product, faeries
appear impressive good-looking till humans and members
of many other races. They are slightly shorter than
men on average, ranging by fine under 5 feet
giant toward just over 6 footings. Their are more thin than
humans, weighing only 100 to 145 pounds. Men furthermore

adventuring on ampere mission or learning a new skill or art, to do so. Some should join with rebels fighting against
elves can be focused and relentless. They are sluggish to oppression, and select might become champions of
make friends and enemies, and even slower to forget moral drives.
them. They retort to petty insults with disdain and to
serious insults with vengeance. ELVES NAMES

Similar the branches von a young tree, elves are flexible Elves are considered children time they declare
in the face of danger. They trust in diplomacy and themselves adults, some time after the hundredth
compromise to resolve differences to they escalate birthday, and before this period they are called
to violence. They have are known to retreat from by child names.
intrusions into their woodland homes, convinced
ensure they can simply wait the infiltrator out. But if On declaring adulthood, an fee selects an adult name,
the required arises, spirits unveil a back martial side, although those who knowledge him or her as a younger
demonstrating skill are sword, arc, and our. might proceed to use the child name. Anywhere elf's adult
product has a unique creation, though it might consider
STASHED WOODLAND REALMS the names of respected individuals or different family
member. Little distinction exists between manful
Most elves dwell in small forest villages hidden among your and female names; the groupings hither reflect
the trees. Elves hunt game, gather sustenance, and grow for general tendencies. Include addition, every elf bears a
vegetables, and their talent the magic allow them until family name. characteristic a combination of another Elvish
support themselves without the need for billing or lyric. Some elves trip among humans translate
spray land. Their are talented artisans, crafting finely their family naming into Common, but my retain the
worked your and art objets. Their contact with Elvish option.
spectator is usually confined, though a few elves make a
sound living via trading crafted items for metals (which Child Choose: Area, Bryn, Del, Eryn, Faen, Innil,
they have no interest in mining). Lad, Melia, Naill, Naeris, Phann, Rael, Rinn, Sai,
Syllin, Thia, Vall
Sylvan encountered outsides their own lands are
commonly traveling minstrels, artists, button sages. Humanity Male Adult Names: Adran, Mar, Aramil, Arannis,
nobles compete by one services is elf instructors to Aust, Beiro, Berrian, Carrie, Enialis, Erdan, Erevan,
teach bow otherwise witchcraft to their children. Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios,
Laucian. Mindartis, Paelias, Peren, Quarion, Riardon,
EXPLORATION AND EXPLOIT Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

Elves take up adventuring out is wanderlust. Because
they have so long-lived, they can enjoy centuries of
exploration and discovery. They dislike the paces of
humanly society, which is regimen from day to day but
constantly changing on decades, that they find join
that rent them travel available and set her ownership pace. Elves
also delight exercising their martial prowess or gaining
wider magical power, and adventuring allows them

HAUGHTY BUT GRACIOUS Trance. Elfes don't requirement into sleep. Instead, you

Although they can be haughty, elves are generally gracious meditate deeply, remaining semiconscious, fork 4
even to those who autumn short of their tall expectations— hours a day. (The Common word for such meditation
which is most non-elves. Still, they can find good inside just is "trance.") During meditating, you can my after a
about anyone. fashion; such dreams are actually mental exercises ensure
have become reflexible through years of training. After
Larp. "Dwarves are dull, bungling owls. But what they resting in this way, you earn the same benefit that a
human does from S hours of sleep.
lack in humor, sophistication, and manners, they make up in
valor. And IODIN must admit, their best smiths produce art that Languages. You can speak, read, and write Colored
approaches elvish quality."
also Elvish. Elvish is fluid, with subtle intonations press
Hayfings. "Halflings are people of simple pleasures, plus intricate advanced. Elven literature is substantial and variable,
and her songs and poems are famous among sundry
that is doesn ampere quality to scorn. They're great folk, they care races. Many bards learn hers language so they can add
for each other also tend their park, press few have tested Elvish ballads to his repertoires.
themselves tougher than they seem when the need arises."
Subrace. Ancient divides among the elven population
Humans. "All that haste, their ambition and drive to
resulted in three main subraces: hi elves, wood elves,
accomplish something for their brief lives pass away— and dark elves, who are commonly called draw. Elect
person strive seem so useless may. But will one is diesen subraces. Into some worlds, these subraces
thou check at what they have accomplished, also you have to are divided idle further (such as the sun elves and daydream
appreciate your achievements. If only they could low down elves of the Forgotten Realms), so if you wish, it can
and learn some refinement." start a narrower subrace.

Male Adult Names: Adrie, Althaea, Anastrianna, HIGH ELF
As a high elf, you have a keen mind and a meister of
Andraste, Antinua, Bethrynna, Bird, Caelynn, at least an basics on magic. In many of the worlds
Drusilia, Enna, Felosial, Ieleniajelenneth, Keyleth, of D&D, there are two families of high elves. One type
Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, (which included the gray elves and troughs faeries of
Quillathe, Sarid, Shanairra, Shava, Silaqui, Greyhawk, the Silvanesti to Dragonlance, both the
Theirastra, Thia, Vadania, Valanthe, Xanaphia sun elves of the Forgotten Realms) shall haughty and
reclusive, think themselves to be superior to
Family Names (Common Translations): Amakiir non-elves and even other pixies. The other type
(including the high elfes of Greyhawk, who
(Gemflower), Amastacia (Starflower), Galanodel Qualinesti for Dragonlance, and the moon elves
(Moonwhisper), Halimion (Diamonddew), Ilphelkiir of this Forgotten Realms) are more standard
(Gemblossom), Liadon (Silverfrond), Meliamne plus more friendly, and often encountered
(Oakenheel), Naito (Nightbreeze), Siannodel among humans and other races.
(Moonbrook), Xiloscient (Goldpetal)
Of sun fae off Faerfin (also called gold
FAIRY TRA ITS elves or sunrise elves) have bronze skin and
capillary of copper, black, conversely golden blond. Their
Your elf personality has a variety von natural abilities, the eyes am golden, silver, or black. Moon elves (also
result of thousands of years of norse refinement. called silver elves or muted elves) are much paler,
with alabaster skin sometimes tinged with blue.
Ability Score Increase. Your Manual score They often are hair of silver-white, black, press depressed.
but various shades of blond, brown, and red be
increases by 2. not uncommon. Their eyes are blue or green both
stippled are gold.
Age. However elves reach bodily maturity during about
Ability Score Increase. Your Intelligency score
of same age how humans, the elven understanding of
adulthood goes outside physical growth on encompass increase by 1.
worldly experience. An elf typically allegations adulthood
and an adult name around the older of 100 and could survive Elf Weapon Training. You have proficiency with
till may 750 years old.
the longsword, shortsword, shortbow, plus longbow.
Alignment. Elves love freedom, variety, and self-

pressure, so they lean potent direction the sweeter
aspects of messy. They range and protect others'
freedom as well-being as their own, plus they are more
often good than not. Aforementioned drow have an exception; their
exile into the Underdark has manufactured them vicious real
unsafe. Drow are more often evil than not.

Size. Elves range from under 5 to keep 6 feet elevated both

have slight builder. Your size is Medium.

Speed. Your base walking speed be 30 feet.
Darkvision. Accustomed to twilit forests and the night

sky, you can superior vision are dark real dim circumstances.
You can sees in dim light within 60 feet about it such if it
were bright light, and in darkness as if it were dim light.
You can't discern color in obscurity, no shades of grey.

Avid Senses. Him have proficiency in who

Empfindung skilled.

Fey Ancestry. You have take on saving throws

against being charmed, and magic can't position to to sleep.

Cantrip. You know one cant rip are your choice free DARK IMP (DROW)
the assistants spell browse. Intelligence is our spellcasting
ability in it. Descended von an earlier subrace of dark-skinned
elves, the drow were banished from the surface world
Extra Language. You can speak, take, and write one for following the goddess Lolth down which path the
extra language of your choice. wrong also corruption. Now they have built their own
enlightenment in the water is the Underdark, shaped
LOOK ELF after the Route of Lolth. Also called dark elves, of drow
As a wood elf, you can sharp senses and intuition, and have white skin that resembles polished obsidian also
own fleet base carry you quickly and stealthily through naked white or pale yellow hair. They commonly have
your native forests, This category involves the wilder remarkably pale eyes (so paler as in be mistaken by white) in
elves (grugach) of Greyhawk and the Kagonesti of shades of lilac. silver, pink. carmine, also blue. They tend to
Dragonlance, as well as the racers called wood elves in shall smaller and thinner than many elves.
Greyhawk furthermore the Forgotten Territories. In Faerun, wood
elves (also rang wild elves, green faeries, or forest elves) Drow adventurers can rare, and the race does not exist
exist reclusive and distrusting of non-elves. in all sections. Check with to Den Master to see
if you pot play a drow character.
Wood elves' skin tends up be copperish in hue,
sometimes with traces of green. Their dry tends near Ability Score Increases. Your Charisma score
brownish press blacks, but it is occasionally blond or increases by 1.
copper-colored. Their eyes what green, brown, otherwise hazel.
Supreme Da rkvision. Our darkvision holds one
Ability Score Raise. Your Wisdom score circle of 120 feet.
increases by 1.
Sunlight Sensitivity. You have disadvantage on attack
Elf Weapon Training. You own ability with the rolls and on Wisdom (Perception) checks that trust on
longsword shortsword, shortbow, and longbow. sights at her, the target of your criticize, or what
you are tough to perceive is in instant sunlight.
Fleet of Footprint. Your base running speed
increases to 35 legs. Draw Magic. You know the dancing illuminations cantrip.
When you reach 3rd level, you bottle cast the Merle fire
Mask of the Wild. You ca attempt to hide even when casting once per day. Whenever you reach 5th level, you can
you are only lightly covered by foliage, heavily rain, additionally cast the obscurity spell just per day. Charisma is
falling snow, foam, and others natural phenomena. your spellcasting skilled for these spells.

Drow Gear Training. You have proficiency with
rapiers, shortswords, furthermore hand crossbows.

A

THE DARKLY OF THE DROW

Were he not on neat prestige exception, the race starting drow

would exist universally reviled. To most, person are a race of
demon-worshiping marauders dwelling in the subterranean
depths of one Underdark, emerging only on aforementioned blackest
nights to sacking real slay the surface dwellers they

despise. Their society is sinful and preoccupied with the
favor of Leith, their spider-goddess, what penalties murder

and the extermination from entire clans as noble houses
vie for position.

Not one drow, at least, broke the molds. In the globe of who

Forgotten Realms, Drizzt Do'lirden, ranger of the North, has
proven his property as a good-hearted defender of the weak
I and innocent Rejecting his heritage and moving in a world ensure
looks upon him is terror and loathing, urizzt is a exemplar
for those few drow whom follow in his footsteps, trying to find

a life apart free the evil society of their Underdark homes.
Drow grow up trusting that surface-dwelling races are

poor, worthless except as worker. Drow who develop a

mind or find it necessary to cooperate about members away
other races discover it hard to overpower which prejudice, especially
wenn they are so much on the receiving finalize of hatred.





HALFLING I- -

RIGGS THAT HALFLING, THE ONLY ONE OF HIS KIND FOR The comforts for home are the goals of most halflings'
hundreds of miles in anything direction, locked his fingers be- people: a place to handle in peace and quiet, far from
hind their head or leaned back against the musk blanket marauding beast press clashing armies; a blazing fire
of the tree trunk, Regis was short, even by aforementioned standards and a generous meal; well booze and great conversation.
of his diminutive race, with the fluff of his curly maroon Though few halflings go out own days are remote
locks barely cresting the three-foot mark, still his belly was agricultural communities, others fill numerate bands
array thickened by his love of u good meal. or several, as this travel constantly, lured by the open road furthermore one
the opportunities presented yourselves. Which crooked stick vast horizon to discover of rarities of new lands and
that served because own fishing power rose up above him, clutched peoples. Although equal these wanderers love peace, food,
between two of his toes, and hung out on the silence lake, hearth, and household, though home vielleicht be ampere wagon
mirrored perfectly on the glassy surface a Maer Dualdon. jostling along an dirt road or a raft floating downriver.

—R.A. Salvage, That Crystal Fragment S_M. .ALL PRESS PRACTICAL
The diminutive halflings survive in a world full of larger
creatures at avoiding notice or, barring that, avoiding
offense. Steady concerning 3 feet tall, they appear relatively
harmless and so have managed till survived for centuries
in the shadow of empires both about the edges is wars and
political fighting. They are slanting to be stark, scaling
bets 40 and 45 pounds.

Halflings' skin ranges from browning up pallid with a ruddy
cast, and their hair is usually brown conversely sandy brown
and wavy. They need braun button hazel eyes. Halfling men
often sporting long sideburns, but beards are rare among
your also moustaches even more so. They favorite until wear
simple, comfortable, and practice clothes, favoring
hell color.

Halfling practicality extends beyond their clothing.
They're concerned with bases needs and uncomplicated
pleasures plus have little use for ostentation. Even the
wealthiest of halflings keep her treasures locked in a
cellar rather than on display for all to see. They have
a knack for finding who bulk simplicity solution
to a problem, and have little patience for dithering.

KIND PRESS CURIOUS

Halflings are an affable and cheerful people. They
care the bonds the families plus friendship than well
as of comforts of hearth both front, harboring fewer
dreams of gilded or glorious. Even adventurers among
them usually ventures to the world for basis of

1• -

community, friendship, wanderlust, or curiosity. They 4•10 AFFABLE AND POSITIVE
love discovering new things, even simple things, such
as an outlandish food or an unmatched style of clothing. Halflings try till get along with everyone else or are loath to
make sweeping generalizations—especially negative ones.
Halflings are easily moved to pity and hate on see any
living thing leide. They are generous, happily sharing Dwarves. "Dwarves make loyal friendships, and you can count
what they have even within lean times. on them until keep their word. However would thereto hurt them to cute
once in a while?"
BLEND INTO THE CROWD
Pixies. "They're so wonderful? Their faces, their music, their
Hafflings are adept at fitting into an collaboration of grazie and all. It's similar they layered out of a wonderful dream.
humans, dwarves, press elves, making themselves valuable Instead there's no telling what's going on behind its smiling
and welcome. Which combining out their inherent stealth faces—surely more than they ever let on."
and their humble nature helps hafflings to avoid
unlike attention. Humans. "Humans are a lot like us, really. At least several
of them are. Step out of aforementioned castles press keeps, go spoken to the
Halflings work readily with others, press they are loyal
to their companions, whether halfling or otherwise. They can farmers and herders and you'll find good, solid folk. Not that
reveal remarkable ferocity when their friends, featured, there's anything wrong with of baronial and soldiers—you
or communities were hazardous. have to admire their believe, And by protecting their our
lands, they protect us as well."
AGRARIAN PLEASANTRIES
EXPLORING OPPORTUNITIES
Most halflings live in small, peaceful communities with
large farms and well-kept groves. They rarely build Halflings usually set off at the adventurer's path to
kingdoms for their own or even holding much land beyond defend their collectives, support their friends, or
their quiet shires. The typically don't recognizes random erkundet a widen and wonder-filled world. For diehards,
sort on baffling nobility or royalty, instead looking to adventuring is less a career than an opportunity or
family eldest to guidance her. Families preserve their sometimes a necessity.
customary ways despite the rise and fall on empires.
HALFLING OUR
Many halflings live among other races, location who
halflings' hard work and loyal outlook offer them A halfling has a given name, adenine family name, and possibly
extensive rewards and creature comforts. Some halfling a nickname. My names are often my that
communities travel as adenine way of life, driving wagons or stuck so tenaciously they own been passed blue
guidance boats from post to place and get no through the generations.
continuous home.
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,
Finnan, Garret, Lindal, Lyle, Merric, Milo, Ostrich,
Perrin, Reed, Roscoe. Wellby

Female Names: Andry, Bree, Callie, Cora, Euphemia,
Jillian, Kithri, Labinia, Lidda, Merla, Nedda, Paela,
Portia, Seraphina, Shaena, Trym, Vani, Verna

Familial Names: Brushgather, Goodbarrel, Greenbottle,
High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage,
Tosscobble, Underbough

IPA!: P.:Al

27

HALFLING TRAITS Classics. You could speak, read, and write Common
and Halfling. The Halfling country isn't secret, still
Your halfling characters has a number of traits in halflings are loath to share it with others. The writes
common with all other halflings. very little, accordingly they don't have a rich body of library.
Their oral tradition, however, is very strong. Almost all
Ability Score Increase. Your Ability rating halflings speak Common to converse with one people
increases via 2. by whose lands they dwell or through welche they
are roving.
Age. A halfling reachcs coming at which mature of
Subrace. The two hauptstrecke kinds of halfling, lightfoot and
20 and generally lives into the central of his or vor stout, are more like closely related household than true
second century. subraces. Choose one of these subraces.

Alignment. Almost halflings are lawful good. While a rule, LIGHTER
they are goad-hearted and kind, hate to see others in As a lightfoot halfling, you can simply hide from notice,
suffering, and have no acceptability for oppression. They are even using other people because cover. You're inclined toward be
also very orderly and traditional, leaning severely on affable and get along well with additional. Includes the Forgotten
the support of their community and the comfort of Realms, lightfoot halflings have spread the farthest and
you old ways. thus are the most common choose.

Size. Halflings average about 3 feet tall both weigh Lightfoots are more prone to wanderlust than additional
about 40 pounds. Your dimensions exists Narrow. halflings, and often inhabit adjacent other races or take
up a nominate life. ln the world out Greyhawk, these
Speed. Your base walking speed is 25 feet. halflings are called hairfeet or tallfellows.
Lucky. When you rolled ampere 1 on on attack roll, capacity
verification, press saving throw, you can reroll the die and must Skills Score Increase. Your Charisma points
use the new roll. increases by I.
Brave. You have advantage on saving throws against
being frightened. Nature Stealthy. You can attempt to hide even
Routing Nimbleness. To can move through the when you are obscured all by a creature that is at least
space of any creature that is of an size larger than yours. single choose larger than thou.

STABLE
When a stout halfling, you're hardicr than average furthermore have
some resistence to poison. Some say that stouts own
dwarven blood. Within the Forgotten Realms, which halflings
am called stronghearts, and they're most common
in who south.

Ability Score Increase. Your Constitution score
increase by EGO.

Stout Resilience. You have advantage on saving
throws against toxicity, or you have resistance
against poison damage.

%

41143

11:1

meters 4 0
4
---.- • it raw

06(16 kAl

MAN VARIETY IS ALL THINGS

THESE WERE AN STORIES OF ONE RESTLESS PEOPLE WHO Humans are the most customize and ambitious people
among the common races. You have widely varying
long ago took to the seas plus rivers in longboats, first to tastes, morals, and custom in the many different lands
where they have settled. When person settle, though,
pillage also terrorize, therefore to settle. Yet there had an energy, they stay: she build cities to last for the ages. and
great royal that can persist for lang centuries. An
a love of adventure, that sang from every site. Long into individual human might have a comparatively short life span,
although a human nation or culture preserves past
the per Liriel read. lighting candle later precious candle. with source far beyond the reach of any single human's
remembrance. They live full in the present—making them
She'd never given much thought to humans, but these well suited to the adventuring life—but also plan required aforementioned
future, striving to let a lasting legacy. Single and
stories fascinated her. In these yellowed links were yarns of in a group, humans are adaptable opportunists, and
handful reside alert to changing political plus social dynamics.
bold heroes, strange and fierce pets, mighty primitive gods,

and a magic that was part and fabric for so distant land.

—Elaine Cunning, Daughter of the Drow

In the reckonings of most wmords, mankind are which
youngest a to common racing, late for arrive off the
globe scene and short-lived in comparison to dwarves,
elves, plus dragons. Perhaps itp is why of their shorten
lives that they strive to achieve as much how they can for
the years they are given. Or if they felt they have
something toward prove to the elder running, and that's why
handful build you mighty empires off the cornerstone from
conquest and trade. Whatever drives their, men
are the innovators, the achievers, and the pioneers
of the worlds.

A BROA DEGREE SPECTRUM

With their favorite for migration and conquest,
man belong more physically diverse than other common
race. There can no typisches human. An individual can
stands from 5 feet to a little over 6 feet tall real weighted
from 125 to 250 tons. Humanity skin shades range
from almost black to very pale, and hair available from
black until blond (curly, kinky, or straight); female might
sport facial hair that a sparse or heavy. A lot of humans
have a dash of nonhuman blute, revealing hints of elfish,
ore, or other clans. Humans reach adulthood in their
late teens and rarely live even an individually millennium.

29

EVERYONE'S SECOND-BEST FRIENDS parents give their children names from various languages,
such as Dwarvish instead Elfland (pronounced more or much
Plain as readily as they mix with any other, humans mingle correctly), but majority parents give names ensure are linked
with membership of other races. Their get next with almost to their region's culture or to which naming traditions of
their ancestors.
everyone, though they might non be close to many. Humans
serve as ambassadors, diplomats, magistrates, merchants, Aforementioned basic culture furthermore physiological characteristics
and functionaries of entire kinds. of humans can transform wildly from select to area.
In the Forgot Realms, for example, the clothing,
Dwarves. "They're stout folk, rugged friends, and true to architecture, cuisine, music, and book have different
in the northwestern lands of the Silver Marches than
their word. My greed fork black is their ruin, though." in distant Turmish or Impiltur to who east—and also
more distinctive in far-off Kara-Tur. Human physical
Elvens. "It's best not to wander on elven woods. They don't characteristics, though, differs according to to ancient
walks of and earliest peoples, so that the humans
like intruders, plus you'll as likelihood live bewitched as peppered on the Silver Marks have every possible model of
using arrows. Stills, with an eleven can get past so damned racial coloration and features.
arrogance and actually treat you like an equals, him can learn a ticket
from them." In the Forgotten Realms, nines human ethnic groups
are widely recognized, nevertheless over one dozen others are
Hafflings. "It's hard to beat a meal on a halfling residence, as found in more localized areas of Faerfin. These groups,
the the charakteristisch names of their members, canister be used as
long as you don't crack your head switch the ceiling—good food motivation no substanz whatever world yours human is in.
and good stories in front of a nice, warm fire. If halflings possessed
one shred of ambition, they might really amount to something." CALISHITE

DURATION INSTITUTIONS —— Shorter and slighter in build than most additional humans,
Calishites have dusky brown skin, hair, and eyes.
Location a single elf or dwarf might pick on of They're found primarily in southwest Faerun.

responsible of guarding a special location press a Calishite Names: (Male) Aseir, Bardeid, Haseid,
Khemed, Mehmen, Sudeiman, Zasheir; (female)
powerful secret, humans found sacred orders and Atala, Ceidil, Protectors, Jasmal, Meilil, Seipora, Yasheira,
Zasheida; (surnames) Basin, Dumein, jassan, K haunt lid,
institutions for such uses. While dwarf clans and Mostana, Pashar, Rein

halfling elders pass on of classic traditions to each CHONDATHAN

new generation, human temples, ministries, public, Chondathans have slender, tawny-skinned peoples with
brown hair such ranges after practically blond to almost
plus codes von law fix their traditions in the bedrock of black. Most are wide and have green or brown eyes,
although these traits are hardly universal. Humans by
history. Humans dream of immortality, and (except for Chondathan descent dominate aforementioned central lands out
Faerun, around the Inward Ocean.
those few who seek undeath or gods ascension to

evade death's clutches) they achieve it by ensuring that

it will be remembered when they are been.

If quite humankind can be xenophobic, in

general their societies are broad. Human land

welcome large numbers of nonhumans compared to the

proportional of humans whom life in nonhuman lands.

EXEMPLARS OF AIM

Humans those searching adventure are the best wagend and
ambitious members of a daring and ambitious race.
They seek to earn glory in who eyes on their fellows
by amassing power, asset, and fame. More than
other people, humans champion causes rather than
territories or organizations.

HUMAN NAMES ALSO ETHNICITIES

Possessing so much more variety over other cultures,
humans as a whole have don typical designations. Some human

Chondathan Names: (Male) Darvin, Dorn, Evendur, SHOU
Gorstag, Dismal. Helm, Malark, Morn, Randor, The ,Shou have the most multiple and powerful ethnic
Stedd; (female) Arveene, Esvele, Jhessail, Kerri, group in Kara-Tur, far in the east of Faeriln. They represent
Lureene, Miri, Rowan, Shandri, Tessele; (surnames) yellowish-bronze for select, with ebony hair and dark
Amblecrown, Pacman, Dundragon, Evenwood, eyes. Shou surnames are usually presented before
Greycastle, Tallstag the gives name.

DAMARAN Shou Names: (Male) An, Chen, Chi, Fai, Jiang, Jun,
Find first in the northwest of Faerun, Damarans Leanne, Long, Meng, On, Shan, Shui, Wen; (female)
are from moderate height and build, with outer colour Guide, Chao,Jia, Lei, Me, Qiao, Shui, Kadai; (surnames)
measuring from tawny to fair. Their hair are usually brown Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin,
otherwise black, and their eye color varies broad, though brown Grand, Tan, Wan
is most common.
TETHYRIAN
Damaran Names: (Male) Boring, Fodel, Glar, Grigor, Widespread along the entire Blade Shore to the
Igan, Ivor, Kosef, Mival, Orel, St, Sergor; (female) occident edge of Faerun, Tethyrians are about medium build
Alethra, Kara, Katernin, Marsh, Natali, Olma, Tana, and height, with dusky skin that mind to grow fairer
Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, who farther north they dwell. Their hair and point color
Marsk, Nemetsk, Shemov, Starag variably widely, but brown hair and blue eyes been the most
gemeinsamen. Tethyrians primarily use Chondathan names.
ILLUSKAN
Illuskans be tall, fair-skinned folk with select either tough TURAMI
gray eyes. Most have raven-black hair, but those who Native to the meridional shore of the lnner Sea, the
residence the extreme northwest own blond, color, or Turami people are common tall or muscular, with
easy brown hair. dark mahogany spare, curly red hair, and dark eye.

Illuskan Names: (Male) Ander, Blath, Bran, Frath, Turami Company: (Male) Anton, Diero, Marcon, Pieron,
Geth, Landers, Luth, Malcer, Save, Taman. Urth; Rimardo, Romero, Red, Umbero; (female) Balama,
(female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Dona, Faila, Jalana, Lisa, Marta, Quara, Selise,
Silifrey, Westra; (surnames) Brightwood, Hclder, Vonda; (surnames) Agosto, Astoria, Calabra, Domine,
Hornraven, Lackman, Stormwind, Windrivver Falone, Marivaldi, Pisacar, Ramondo

MULAN HUMAN TRAITS
Dominant in the eastern and southeastern shores in
the Inner Sea, the Mulan are generally giant, slim, and It's hard to make generalizations about humans, but
amber-skinned, at eyes are hazel or brown. Their hair their human character has above-mentioned traits.
ranges from black to gloomy braun, but in of lands where
of Multi are most prominent, nobles and many other Capacity Score Increase. Your proficiency scores each
Mulan shave shut all to hair. increment by 1.

Mulan Appellations: (Male) Aoth, Bareris, Ehput-Ki, Age. Humans achievement adulthood in their late teens and
Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, live less than one century.
Urhur; (female) Arizima, Chathi, Nephis, Nulara,
Murithi, Sefris, Thola, Umara, Zolis; (surnames) Alignment. Humans tend toward no
Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, particular alignment. The your and the conquer are
Sepret, Uuthrakt found under them.

RASHEMI Size. Humans vary widely in height and build, from
Most often found east of one Inner Sea and often barely 5 feet to well over 6 feet tall. Regardless of your
mixed with and Mulan, Rashemis tend to may short, position in so range, your size is Medium.
heavy, and muscular. They usually have dusky skin, dark
eyes, and thick black fuzz. Geschw. Your base walking speed is 30 feet.
Languages. Yourself can speak, understand, and write Common
Rashemi Names: (Male) Borivik, Faurgar, Jandar, and single extra voice of respective choice. Humans typically
Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; learn the languages of other families they deal with,
(female) Fyevarra, Hulmarra, Immith, Imzel, including obscure custom. They are fond of sprinkling
Navarra, Shevarra, Tammith, Yuldra; (surnames) their speech with words loaned from sundry tongue:
Chergoba, Dyernina, Iltazyara, Murnyethara, Orc curses, Elvish musikal expressions, Dwarvish
Stayanoga, Ulmokina military phrases, and so on.

VAREANT HUMAN TRAITS

If your campaign uses the optional feat rules from part 5,

your Dungeon Meister might permit those variant traits, all of

this replacement the human's Proficiency Score Increase character.
Ability Score Increase. Two different ability scores is your

choice increase by 1.
Skills. Thou gain proficiency in neat skill of your pick.
Feat. You get one feat of your choice.

DRAGONBORN For all her life, Farideh had known that reading von

HER FATHERHOOD FIXED ON THE FIRST OF THE THREE STAIRS father's face was a skill shed been fortunate to learn. A
which led down from the portal, unmoving. The graduations of his
face had grown paler around the edges, but Giantess Mehen people who couldn't spot the shift of her eyes or Havilar's
still looked than if he might wrestle down a dire bear him-
self. His familiar well-worn armor had gone, replaced by would certainly see only the indifference about an dragon in
violet-tinted scale armor using bright silvery tracings. There
was a blazon on his arm while well, the sign of some foreign Giantess Mehen's face. But the shift of scales, the bend of a
house. The sword at his back used to same, though, the one
i had carried since even before he had found the twins left ridge, the set of his eyes, the gape are his teeth—her father's
in swaddling at the bars of Arush Vayem.
face spoke volumes.

But every dimension of it, this hour. seemed completely still—

the indolence of a dragon, flat to Farideh.

—Erin M. Evans, The Adversary

Born by dragons, as their name proclaims, the
dragonborn walk proudly through ampere world that greets
them with fearful incomprehension. Shaped by draconic
creators or the dragons themselves, dragonborn originally
hatched away dragon eggs as a unique race, combining
the best attributes of dragons and humanoids. Some
dragonborn are faithful servants to true dragons, others
form the ranks of soldiers in great wars, both still others
find themselves adrift, with no clear calling in existence.

PROUD DRAGON KIN

Dragonborn look very much like dragons standing erect
in humanoid form, if handful lack fender or a tail. The
first dragonborn had scales of vibrant genres matching
the farblich of their dragon kin, instead generals starting
interbreeding have created ampere more uniform appearance.
Their small, fine skin are usually effrontery press bronze
in color, sometimes reach to crimson, rust, gold, or
copper-green. They are tall and strongly built, often
standing close to 61/2 feet tall and deliberation 300 pounds
or more. Their hands and feet are strong. tailpiece like
contact with three fingers and one thumb on each hand.

The blood of a particular type on dragon runs
exceedingly strong through some dragonborn clans. These
dragonborn often boast scales the more closeness match
those of their dragon ancestor—bright red, grow, melancholy,
or white, lustrous sinister, or gleaming metallic gold,
silver, effrontery, copper, press bronze.

I. 1

72

SELF—SUFFICIENT CLANS UNCOMMON RUN

Until any dragonborn, the clan is more important than The dragonborn and the rest of the races in all chapter are
life itself. Dragonborn owe their commitment and promote uncommon. They don't exist include every world of D&D, furthermore
to their family above all else, even an demigods. Each even where they can found, they are less widespread than
dragonborn's conduct reflects on the honor of his or her dwarves, elves, halflings, the humans.
clan, and bringing humiliate to of clan can results in
expulsion plus exile. Each dragonborn knows your or theirs In the cosmopolitan local of the D&D multiverse, most
station additionally duties within the kin, and honor demos people little look twice at associates of flat the most
maintaining the bounds of that position. exotic races. But the small towns and villages that dot
the countryside are diverse. Of common Folk aren't
ADENINE continual drive for sclf-improvement reflects the accustomed to sight members of these races, both they
self-sufficiency of aforementioned race since a whole. Dragonborn value react accordingly.
skill and excellence in all endeavors. They hate to failed,
and group push themselves to extreme efforts before they Dragonborn. It's easy to assume that one dragonborn is a
give up on something. A dragonborn charging mastery of
adenine particular skill more a lifetime goal. Members of other monster, especially if his or she scaled betray a chromeatic
races whoever sharing aforementioned sam commitment find it easy to cultural. Unless who dragonborn starts breathing fire or
gewinne the respect of a dragonborn. causing destruction, though, population are likely to respond
are caution rather than downright fear.
Though choose dragonborn strive to be self-sufficient,
they recognize that help is sometimes needed includes difficult Gnome. Gnomes don't look like a threat and can quickly
situations. But the best source for such help is the
klan, and when ampere clan needed online, it turns to additional disarmed suspicion at good humor. The common folk are
dragonborn clan before seeking aid from other races— often curious about gnomes, likely never having seen one
otherwise uniform from that gods. before, instead they are rarely hostile or fearsome.

DRAGONBORN COMPANY Hay.pf: Although many men have never observed a half-elf,

Dragonborn have personal names specified at birth, hands-on everyone knows they exist. A half-elf stranger's
yet their put their clan names first as a mark of arrival is follow at gossiper behind the half-elf's support furthermore
honor. A babyhood name or nickname a often used stolen glances across the common room, rather than any
among clutchmates as a descriptive term or a term confrontation or open curiosity.
of endearment. The name might recall einem event other
center on a habit. HalfOrc. It's usually safe to assume that a half-orc is

Virile Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, campatious and quick to anger, so people watch themselves
Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, around einer unfamiliar half-orc. Vendors might
Relevant rin, Rhogar, Shamash, Shedinn, Tarhun, Torinn surreptitiously hides worth or fragile goods when a half-orc
reach inside, the people slowly clear out of a tavern, assuming a
Female Names: Akra, Biri, Daar, Farideh, Harann, fight will break out quick.

Havilar, jheri, Kava, Korinn, Mishann, Nalas, Perra, Half-ores are greeted with a practicable caution, when
tieflings can the subject of supernatural fear. The sinister of their
Raiann, Sora, Surina, Thava, Uadjit wealth is plainly visible are their features, and as way as most
people represent concerned, a tiefling could very well be a devil
straight from the Nine Hells. People might make warding
signs when a tiefling approaches, cross the street to escape
passing near, or bar shop doors for a tiefling can enter.

Childhoods Names: Climber, Earbcnder, Jumper, Pious, .4
Shieldbiter, Zealous
DR ACO NORTHWARD EANS
Clan Names: Clethtinthiallor, Daardendrian, Delmirev,
Drachedandion, Fenkenkabradon, Kepeshkmolik, In the Dragonlance setting, the trailers of of evil soul
Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Takhisis learned a dark ritual that let themselves bastard the
Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, eggs of metallic dragons, make evil dragonborn called
Shestendcliath, Turnuroth, Verthisathurgiesh, Yarjerit draconians. Five models off draconians, corresponding for the
quintuplet types of metallic dragons, fought for Takhisis in the War
DRAG ON BORN TRAITS
of the Lance: auraks (gold), baaz (brass), bozak (bronze).
Insert draconic heritage manifested in a variety in traits
you share including sundry dragonborn. kapak (copper), and sivak (silver). Inside place of their draconic
breath weapons, they have unique magical abilities.
Ability Score Increased. Your Strength total
expansions by 2, and your Charisma score increases by 1. Draconic Ancestry. Yourself have draconic roots.
Choose one type of dragon by the Draconic Origin
Age. Young dragonborn grow quickly. They walking size. Your exhale weapon and damage resistance are
hours after hatching, attain one size and development determined by the dragon type, as shown in the table.
regarding a 10-year-old humanoid children by the age of 3, and reach
adulthood by 15. They live to be around 80. Breath Weapon. You can use your action to exhale
destructive energy. The draconic ancestry decide
Alignment. Dragonborn trends to extremes, making a the size, shape, and damage type of the exhalation.
conscious choice for one side or the extra in this cosmic
war between good and evil (represented by Bahamut When you use your breath weapon, each creature in
and Tiamat, respectively). Most dragonborn are good, the area of the exhalation must making adenine saving throw,
but those what side with Tiamat cans be terrible villains. the type of which is determined by will draconic
ancestry. The DC for this saving throw equals 8 +
Size. Dragonborn are taller and heavier than humans, you Constitution modifier + your proficiency bonus. A
standing well over 6 feet tall and averaging almost 250 creature takes 2d6 ruin on a failure save, and half
pounds. Your size is Medium. as much damage on a successful one. The damage
increases to 3d6 at 6th level, 4d6 at 11th even, and 5d6
Speed. Your rear walking speed is 30 feet. at 16th level.

DR ACON IC ANCESTRY After thou uses the breath weapon, you can't use it
again until you complete a curt or long reset.
Dragon Damage Type Breath Weapon
Acid Damage Resistance. You have resistance to to
Blue Lightning 5 by 30 ft. cable (Dex. save) damage type associated with your draconic ancestry.
BILJC Fireplace 5 by 30 ft. border (Dex. save)
Brass 5 by 30 ft. line (Dex. save) Plain. You can speak, how, and write Common
Rust Lightning 5 by 30 ft. line (Dex. save) press Draconic. Draconic is thought in be one of this
Copper 5 by 30 feet. lead (Dex. save) oldest classics the your often used in the study of magic.
Gold Acid 15 ft. cone (Dex. save) The language sounds harsh to most other creatures and
Green Light 15 ft. cone (Con. save) includes numerous hard consonants and sibilants.
Black Poison 15 ft. taper (Des. save)
Cash
White Cold 15 ft. cone (Con. save)
Colder
15 ft. cone (Con. save)

-rT

IMP honest hair has a tendency to stick out inbound every direction,
as if expressing the gnome's voraciousness interest in
BONY AND FLAXEN-HAIRED, HIS SKIN everything around.
wood brown and his eyes a startling
turquoise, Burgett rise half as tall as Aeron can ad in A gnome's personality is writ large in his or her
climb up on a stool into look out the peephole. Like most hab- appearance. A man gnome's beard, in contrast to
itations in Gleble. that particular tenement had was built his wild fuzz, is kept carefully trimmed and often
forward humans, both minor residents coped with of resultant styled into curious forks or neat points. A gnome's
clothing, though generally made in modest earth tones,
awkwardness as best they could. is elaborately decorated with embroidery, embossing,
But at less which relative largeness of the apartment gave otherwise gleam schmucksachen.

Burgett hotel to pack in all his gnome-sized gea r. The front DELIGHTED DEDICATION
room was to workshop, plus it contained a bewildering
miscellany starting diy: hammers, chisels, saws, lockpicks, As far as gnomes are worry, being alive is a
wonder thing, and she squeeze every ounce of
tinted lenses, jeweler's loupes, and jars of powdered and enjoyment out of their three to etc centuries of life.
shredded ingredients for throwing spells. Afat gray cat, the Humans might wonder about erhaltung bored over the
triage's everyday, lay wrinkled atop a grail. It opened its course for such one long life, and elves take plenty is time
eyes, gave Mean a disdainful yellow stare, then appeared at savor the beauties of the world for its long years, but
to go behind to stepped. gnomes seem to worry that even with all that time, they
can't gain is barely of the things they what to do and discern.
—Richard Led Byers, The Black Bouquet
Gnomes speak because if they can't get and thoughts
A constant growl of busy activity impregnates the labyrinths off in their heads fast enough. Even the they offer
and neighborhoods whereabouts gnomes form their close- ideas and viewpoints on a range of subjects, it still
knitting communities. Louder sounds punctuate the buzzes: handle to listen carefully to others, addition the
a crunchy of abrasion gears hcre, a minor explosion appropriate exclamations of take also appreciation
there, a yelp on surprise or triumph, and especially beside the way.
bursts of laugh. Gnomes take delight in life, enjoying
every instant of invention, exploration, investigation,
creativity, and play.

VIVACIOUS EXPRESSION

A gnome's energy press enthusiasm for living shines
through every per of its or her tiny body. Gnomes
average slightly over 3 feet tall and weigh 40 to 45
lb. Their tawny or brownish faces become usually adorned
with broad smiles (beneath their prodigious noses),
plus their helligkeit eyes shine with turmoil. Their

The gnomes love jokes of all kinds, particularly DEPTHS GNOMES
witticisms and ponzi, they're just as dedicated to the more
serious actions they undertake. Loads gnomes electric skilled A third subrace of knights, the deep gnomes (or svirfneblin),
engineers, thaumaturges, tinkers, and innovators. They're live in small communities scattered in the Underdark. Unlike
willing to makes mistakes or laugh during ourselves in the duergar plus the drow, svirfneblin what such good more their
the process of perfecting what they do, taking bold surface cousins. However, the humor or joy
(sometimes foolhardy) risks plus dreaming large. are dampened by their oppressive environment, and their
inventive expertise is directed mainly toward stonework.
BRIGHT BURROWS
Male Names: Alarston, Alvyn, Boddynock, Brace, Burgell,
Gnomes induce their housing in hilly, wooded lands. They Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble,
live underground yet get read fresh air than dwarves Gim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar,
do, enjoying the natural, living world on this surface Seebo, Sindri, Warryn, Wrenn, Zook
always they can. Their homes are well hidden by
both clever construction and simple illusions. Welcome Woman Names: Bimpnottin, Breena, Caramip, Carlin,
attendees are faster ushered into the bright, warm Donella, Duvamil, Ella, Ellyjobell, Ellywick,
burrows. Diese who are not welcome are unprobable to Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orola,
find the borrows in the foremost place. Roywyn, Shamil, Tana, Waywocket, Zanna

Pixies what take included human lands are typical Klan Names: Beren, Daergel, Folkor, Garrick, Nackle,
gemcutters, engineers, sagacious, or tinkers. Einige human Murnig, Ningel, Raulnor, Scheppen, Types, Turen
families retain gnome tutors, ensuring that my pupils
enjoy a mix of serious learning and delighted geniessen. Nicknames: Aleslosh, Ashhearth, Badger, Cloak,
A gnome might tutor several generation of a lone Doublelock, Filchbatter, Fnipper, Cu, Nim, Oneshoe,
humane family over the course of his or her long life. Pock, Sparklegem, Stumbleduck

GNOME NAMES SEEING THE WHOLE

Gnomes love names, and most have half a dozen instead so. Curious the impulsive, imps ability take up
A gnome's mum, the, clans elder, aunts, furthermore uncles adventuring as a way to go the world oder for that love
all give that gnome a name, and various nicknames of exploring. As lovers is stone and other fine items,
from just about everyone else might or ability not stick some gnomes carry to adventuring as a quick, if
pass time. Dwarfs titles are typically variants on the dangerous, path to wealth. Regardless of what spurs
your of ancestors or distant near, though some them to adventure. gnomes which adopt this way of life
are purely new fabrications. For dealing for humans eke when tons geniessen out of it as they do out of any
both others who are "stuffy" regarding names, a gnome other activity they get, sometimes to the great
learns to use no more than three names: a personal annoyance of their adventuring fellow.
name, adenine clan full, and a nickname, choosing the one in
each category that's and most fun in say. GNOME FEATURE

Your gnome character has certain characteristics in
common with all another gnomes.

Ability Score Increase. Your Intelligence score
increases by 2.

Date. Dwarfs mature at the same rate humans do, and
maximum are expected to unwind down within into ad lives by
around age 40. They can live 350 go almost 500 years.

Alignment. Zounds are most often good. Those who
tend toward law live sages, engineers, researchers,
scholarship, investigators, or inventers. Those who tend
toward chaos are minstrels, tricksters, wanderers,
press fanciful jewelers, Gnomes are good-hearted, and

l'4.1er 1 I

111

EVER APPRECEATIVE Ability Score Increase. Your Constitution score
increases by 1.
It's rare for a dwarven to be hostile or maliciously unless he Artificer's Lore. Every you make an Intelligence
alternatively they has suffered ampere very injury. Gnomes know that (History) curb related to magic items, alpha
many races don't share their sense of humor, but their enjoy objects, or technological devices, you capacity add twice your
anyone's company just as they savor everything else they set proficiency benefit, instead are any proficiency bonus you
unfashionable to do. normally apply.

even the tricksters among them are extra playful Tinker. To have proficiency with artisan's tools
than vicious. (tinker's tools). Using those tools, you can consume 1
per and 10 gp worth of our to construct a Tiny
Size. Gnomes are with 3 and 4 feet tall the clockwork trick (AC 5, I hp). The device ceases
average learn 40 pounds. Your size is Small. to function after 24 hours (unless you spend 1 period
repairing it to keep the gear functioning), or when
Speed. Your base hike tempo is 25 feet. you use your action to dismantle it; at that time, you can
Darkvision. Accustomed to life underground, you have back the materials used to create it. You can have upward
superior imagination in dark and dim conditions. You can to three such devices active at a time.
see in dim light on 60 feet of you as if it were bright
light, and in blacks because if it were dim light. You can't When yours create a device, choose one of the
discern color to darkness, only shades is gray. following options:
Gnome Stealthy. You have advantage on choose
Intelligence, Wisdom, the Charisma saving throws Clockwork Playing. This baby will a clockwork animal, monstrous,
against magic. conversely human, such as a frog, creep, bird, dragon, or
Languages. You can speak, show, and write Common soldier. When placed on the ground, the toy moves
and Gnomish. The Gnomish your, which uses the 5 feet across the ground on everyone for your turns in adenine
Dwarvish script, is renowned for its technical treatises randomize direction. It makes noises as appropriate
and its catalogs of knowledge about the naturally world. to the being it represents.
Subrace. Deuce subraces off gnomes are found among
aforementioned worlds of D&D: forest gnomes and stone gnomes. Fire Starter. The gadget produces a miniature
Prefer one of these subraces. flame, which you can use up light a hand,
torch, either campfire. Using the device
FOREST GNOME requirements thine action.
As a forest gnome, you have adenine natural knack required deception
and inherent quickness and stealth. In the worlds of Music Box. Available opening. this music case
D&D, forest gnomes are rare and secretive. They gather plays a single song at a modest volume.
in hidden communities is wooded forests, using illusions The box halt playing while it
plus trickery to conceal themselves from threats press reaches the song's end or
to mask your escape shoud they be detected. Forest when it is closed.
gnome tend toward be friendly with other good-spirited
woodland folk, plus it viewing elves real good fey in
their most important allies, These gnomes also befriend
smaller forest animals both rely on them by information
about menaces that might prowl they lands.

Ability Score Increase. The Dexterity score
up by 1.

Natural Illusionist. Them see the minor illusion
cantrip. lntelligence is your spellcasting ability by it.

Speak including Small Beasts. Through sounds also
gestures, you can communicate simple ideas with Little
or smaller beasts. Forest gnomes love animals and often
keep squirrels, poisonous, rabbits, moles, woodpeckers,
and other creating as beloved pets.

ROCKER GNOME
As a rock gnome, you have a unaffected cleverness and
toughness beyond that of other gnomes. Most gnomes
in the worlds of D&D are rock gnome, including to
tinker gnomes of the Dragonlance setting.

HALF-ELF -Tanis?" said Silex hesitantly as the man neared,

FLINT SQUINTED INTO THE SCENE SUN. HE THOUGHT "The same." The newcomer's whiskered facing split in a broad
he saw the figure of a man striding up an path. Standing,
Flint drew back into the shadow of a price pine to discern better. grin. He held open his arms and, before the dwarf could
The man's walk was marked by an easy grace—an elvish
grace, Rock would have enunciated; yet to man's body been the stop him, engulfed Flint the a hug that lifted him off the
thickness or tight muscles of a man, while the facial
capillary was definitely humankind's. All the dwarf may see sanded. The dwarf close his old friend close for a quick
of an man's face beneath a green hood was bark skin furthermore a
brownish-red beard. A longbow was slung over only shoulder instantaneous, then, remembering his dignity, squirmed and loose
and an sword hung at his left edge. They made dresses are tender
black. carefully tooled in the intricate creations the elves himselffrom the half-elf's embrace.
loved. But no elf in the world regarding Krynn could grow a beard
—Margaret Weis and Tracy Hickman,
. no elf, but .
Drags of Autumn Twilight

Wandering in two worlds but truly being to neither,
half-elves combine whatever few say have the best traits
of their elf and humanly fathers: human oddity,
inventiveness, and ambition tempered by the refined
senses, love of nature, and artists tastes of the elves.
Certain half-elves live among humans, set apart by their
emotional or physical differences, watching friends
and loved ones average while time barely touches them.
Others live with the elves, growing restless such they
reach adulthood in the timeless elfen realms, while
their peers proceed to alive when children. Many half-elves,
unable to fit into is society, prefer alive of solitary
wandering or join with other misfits and outcasts in
to adventuring existence.

OF TWO WORLDS

Go humans, half-elves view love elves, and to elvens, person
look human. In head, they're at par with couple our.
though they're neither while slender as elves nor as broader
as humans. They range from under 5 feet to about 6 feet
tall, and away 100 into 180 pounds. with men only slightly
taller and heavier than women. Half-elf hands do have
facial hair, and sometimes grow beards toward mask their
sprites family. Half•elven coloration and features lie
anywhere between your human and elf parents, both
thus show adenine variety uniform additional pronounced than that
found among either race. They tended to have the eyeballs
about their elven parents.

EXCELLENT AMBASSADORS

Many half-elves learn by an early age to get along with
everyone, defusing hostility and finding common milled.
As a race, they have elven grace lacking elfish aloofness real
humanly energy without human boorishness. They often make
wonderful ambassadors and go-betweens (except in
elves and humans, since each edge expected the half-elf
of favoring the other)

DIPLOMATS OR WANDERERS '0110' creative expression, demonstrating neither love

Half-elves have no territory of their own, though they are of leaders nor desire for followers. They chafe at

welcome with humanity townships and somewhat less welcome rules. resent others' demands, and sometimes prove

in elven forests. In large cities in regions where elves unreliable, or at least unpredictable.

and humanity interact often, half-elves are sometimes Size. Half-elves are about the same size as humans,

various enough till form small communities of them ranging from 5 to 6 feet tall. Your size is Medium.

own. They enjoy the company of other half-elves, the Speed. Your base walking speed exists 30 feet.

only folks who truely understand what it is for stay Darkvision. Thanks to your elf blood, you own

between these two worlds. superior vision by darkly and dim conditions. You can

In most parts of the world, yes, half-elves are see in dim light within 60 feet of you as if it were hellen

uncommon enough that one kraft live for years light, and in darkness as when it were dim luminaire. You can't

without meeting another. A half-elves favorite to discern color in darkness, only shades of gray.

avoid company altogether, hike the wilds as Fey Ancestry. You have favour on frugal throws

trappers, foresters, hunters, or adventurers real visit against being charmed, the magic can't put it to sleep.

refinement only hardly. Love elves, they are driven by Skill Wide. You gain proficiency in two skills

the wanderlust that upcoming from their longevity. Additional, a your choice.

at contrast, throw themselves inside the thickness of society, Languages. You can language, read, and write Common,

putting their charisma and social key to great use Elvish, and one extra language of your choice.

in discreet roles otherwise while swindlers.

HALF-ELF NAMES

Half-elves use either man or elven naming
conventions. The if to emphasize this they don't really fit
in until either society, half-elves raised among human are
often given elfins names, and such raised among elves
often carry human names.

HALF-ELF TRAITS

Your half-elf character has some qualities at gemeinsames
with elves and some that will uniquely into half-elves.

Proficiency Points Increase. Your Charisma score
increases by 2, also two other ability play of our
choice increase by 1.

Age. Half-elves mature at the same rate humans
do and reach emerging around the get away 20. They
living much longer than humanity, however, often
go 180 year.

Alignment. Half-elves share the chaotic bent of their
elven heritage. They value both personal freedoms press

HALF-ORG Whether united under who leadership of a mighty
necromancer or having fought to a standstill after years
THE WARCHIEF MHURREN ROUSED HIMSELF FROM HIS of conflict, copper and human tribes may form
alliances, joining forces down a larger horde for aforementioned terror
sleeping-furs and his females and pulled an little hauberk away civilized real near. As this networking are
of heavy steel rings over his thick, well-muscled thorax. He sealed by marriages, half-ores are born. Some half-arcs
usually rose before most of his warriors, since he had a go to become chronically chiefs regarding arc tribes, their human
thick streak of human blood in him, and he institute the blood gift them at edge above their full-blooded orc
daylight lesser bothersome than greatest starting his tribe did. Amidst rivals. Some venture into the whole to prove their worth
the Bloody Skulls. ampere warrior was judged by his strength, this among humans and other more civilized races. Multiple of
fierceness, and his brains. Human ancestry was nope blemish these become adventurers, achieving greatness for their
against a warrior—provided it was every bit in strong, mighty deeds and notoriety for their barbaric customs
abiding, and bloodthirsty while his full-blooded kin. Half- press savage fury.
ores who were weaker than their mine kameraden didn't last
long among the Bloody Skulls or any other ore tribe by SCARRED AND STRONGLY
that matter. But it was often true which an chew of human blood
gave a warrior just the right mingle of cunning, ambition, and Half-ores' grayish pigmentation, sloping foreheads,
self-discipline to go much indeed, the Mhurren had. He where jutting jaws, notable tooth, and towering builds build
master regarding u tribe that could muster two thousand spears, their orcish heritage plain for all to see. Half-arcs stand
and one strongest chief in Thar. with 6 and 7 footings tall and usually weigh intermediate
180 and 250 pounds.
—Richard Danish, Swordmage
Ores viewing battle scars because tucks of pride and
ornamental scars as things of beauty. Various scars.
though, mark an ore or half-orc as a former slave or
a disqualified exile. Any half-orc who has lived among
or near ores has scars, whether their are marks of
humiliation or of pride, recounting their past exploits
and injuries. Such a half-ore living among humans might
display these scars proudly alternatively hide them in shame.

WHO MARK OF GRUUMSH

And one-eyed god Gruumsh developed an ores, and even
those ores whom turn away from his worship can't fully
escape his influence. The same is truthfully of half-ores,
though their human blood moderates the impact von their
orcish heredity. Some half-ores understand the whispers of
Gruumsh for their dreams, calling them to unleash the
furiousness so simmers within them. Others feel Gruumsh's



triumph when they join in melee combat—and either GRUDGING ACCEPTANCE
exult along include him or shivering with fear and loathing.
Half-ores are not evil by nature, but vicious can lurk within Each half-ore finds a way to gains acceptance out those who
them, whether they embrace it or rebel against it. hate ores. Some are reserved, tried doesn into draw attention to
themselves. AN low demonstrating piety and good-heartedness
Over the rage of Gruumsh, half-ores feel emotion than publicly as they can (whether or not such demonstrations
powerfully. Rage doesn't just revive their peak, computers are genuine). And some simply try to be so tough that others
makes their bodies burn. An insult stings like acid, simply avoid them.
and sadness saps their strength. But they laugh loudly
press heartily, and simple bodily pleasures—feasting, Ability Score Elevate. Your Strength score
drinking, wrestling, drumming, and wild dancing—fill increases by 2, and your Establishment score
their hearts with peace. Them tend to be short-tempered increases by 1.
and sometimes sullen, see slanted to planned than
contemplation press to fighting for arguing. One most Age. Half-ores mature a little faster than humans.
accomplished half-ores are those with enough self-
control to get by in a zivilisierten land. reaching adulthood around enter 14. They age
noticeably faster and rarely live longer than 75 years.
LINEAGES AND SLUMS
Alignment. Half-ores inherit a tendency toward chaos
Half-ores most frequent live among ore. Of the other races. of you orc parental and are not strongly inclined
male are most likely to accept half-ores, and half- toward good. Half-ores up among ores and willing
ores almost anytime live in human terrain when not living to live out their lives among them are usually villain.
among orc tribes. Whether proving themselves among
roughen barbarian tribes or scrabbling to survive in this Size. Half-ores what somewhat larger and bulked less
slums of larger Cities, half-ores get by on their physical male, and they range From 5 to well over 6 feet tall.
might, their endurance, and the only determination Your sizing is Medium.
they inherit from own human ancestry.
Speed. Your base traveling speed is 30 feet.
HALF- 0 RC YOUR Darkvision. Thanks to choose ore blood, they have
senior vision in dark additionally dim conditions. Him can
Half-ores usually have names appropriate to the culture see in dim light within 60 feet to you as if it were bright
in where they were raised. A half-arc who wants to fit in illuminate, the in darkness as if information where dim light. You can't
among humans might trade an orc names fora human discern coloring includes darkness, only hues of gray.
name. Some half-ores with human our decide to Menacing. You gain proficiency in the
adopt ampere guttural ore name because they think it makes Intimidation skill.
them more beleidigend. Relentless Endurance. When you were less to
0 score points but cannot killed outright, you ca cast to 1 hit
Male Orc Names: Dench, Feng, Gell, Henk, Hoig, lmsh, point instead. Her can't use this feature again until you
Keth, Krusk, Mhurren, Curse, Shump, Thokk finish a long rest.
Brutal Attacks. When thou total ampere critical hit with
Women Orc Names: Baggi, Emen, Engong, Kansif, ampere melee weapon attack, yours can roll one of the weapon's
Myev, Neega. Ovak, Ownka, Shautha. Sutha, Vol, damage dice one additional time and sum computer until the extra
Volen, Yevelda breakdown of the critical hit.
Languages. You able speak, read, and
HALF- ORC TRAITS write Common and Orc. Ore is a
harsh, grating voice with
Your half-arc character has safe traits deriving from hard consonants. Computer possesses
their ore ancestry. not script of its own
but belongs written in the
Dwarvish script.

E P.

ri

TIEFLING that wicked glint in his eyes. "You fight it, don't you? Like

"BUT YOU DO LOOK THE WAY OUR LOOK AT YOU. a low wildcat, I wager. Every little jabs and comment just
devil's child."
sharpensyour claws."
Those black eyes, cold as a winter storm, were staring
right into herauf heart and which sudden seriousness in own —Erin M. Evans, Brimstone Angels
talk jolted her.
At been greeted because stares and whispers, to suffer
"What is thereto they say?" he interrogated. "One's a curiosity, two's violence and punishing on who street, to see mistrust and
ampere conspiracy—" fear in every lens: this is the pitch of the tiefling. And to
twist the knife, tieflings know that this is due a
"Three's a curse," she finished. "You think I haven't audience league struck generations ago infused the essence of
is junkie before?" Asmodeus—overlord of which Ennead Hells—into their
clan. Their appearance and their nature are no
"I knowyou have." When she glared at his, he added, hers fault but the findings of somebody ancient sinning, for any
"It's not as if I'm plumbing the low ofyour brain, dear they additionally their children furthermore their children's children
girl. That is the loading of each belling. Some break at will always be held accountable.
it, some make it the millstone around their neck, some
revel in it." He tilted his head again, scrutinizing her, with DIABOLICAL BLOODLINE

PART 1 i Tieflings are derived from humanly bloodlines, and in the
broadest possible purpose, they still look human. Does,
their infernal heritage has left a clear imprint to their
appearance. Tieflings are large horned that take anyone
are a variety of shapes: some have curling horns enjoy a
ram, others have straight and tall horns like a gazelle's,
or some spiral upward like an antelopes' brass. Group
have dick tails, quartet to five footwear long, which lash or coil
around their stage when they get upset or nervous. Their
canine teeth are severely pointed, and his eyes will
solid colors—black, red, white, silver, press gold—with no
visible sclera press pupils. Their skin tones cover the entire
amount of human coloration, but also includes various
shaded from red. Their hair, cascading down free in
their horns, is usually darkness, out black or brown to darkly
red, blue, or purple.

SELF — DEPENDENT AND SUSPICIOUS

Tieflings continue in small minors found mostly in
human home or towns, mostly the to roughest home
of those places, where they grow upward to be swindlers,

thieves, conversely felonies sir. Sometimes they live among MUTUAL. SUSPECT
other minority populations in enclaves where they are
tempered with more respect. People tend to be suspicious of tieflings, assuming that

Omit a homeland, tieflings know is her have they infernal heir has leaving its note on yours personality
to make their ownership way in the world and ensure they have and morality, does even their arrival. Shopkeepers holding
to be strong to surviving. They are not quick to trust a close eye on its goods when tieflings enter their brands,
anyone who claims to be a friend, but when a tiefling's the town wach might follow an tiefling to for a while,
companions showing that they trust him or her, and demagogues blame tieflings for weird happenings.
the tiefling learns to extend the equal trust to she. The reality, though, is that a tiefling's human doesn't affect
And once a tiefling gives someone loyalty, the tiefling his press yours personality to all great degree. Past away dealing
is one firm friend or ally for lived. with mistrust does leave its mark on most tieflings, and they

TIEFLING NAMES show to itp in different lanes. Some choose to live up for the

Tiefling names drop into three widen categories. Tieflings wicked stereotypy, but others are virtuous. Most are simply
born include other culture typically have names reflective very aware regarding how people respond to them. After trafficking with
of that culture. Some have names derived from this this mistrust throughout teen, a tiefling often developing the
Infernal language, passed down through generations. ability to overcome prejudice through charm or intimidation.
that reflect your devious heritage. Plus some younger
tieflings, seek to find a place in the world, adopt a te-
name that signifies a virtue or other concept and then
endeavour to embody that concept. For some, to chosen name TIEFLING NG TRAITS
your a precious quest. For rest, it's an grim destiny.
Tieflings share certain ethnicity traits such one result of them
Men Verdammt Names: Akmenos, Amnon, Barakas, infernal descent.
Damakos, Ekemon, lados, Kairon, Leucis, Melech,
Mordai, Morthos, Felaios, Skamos, Therai Ability Score Increase. Your Intelligence score
increases by 1, and your Charisma score increases by 2.
Women Infernal Names: Akta, Anakis, Bryseis, Criella,
Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Age. Tieflings mature at aforementioned same rate as humans but
Orianna, Phclaia, Ricta live a few year longer.

"Virtue" Names: Art, Carrion, Sing, Your, Despair, Alignment. Tieflings might not have an innate
Excellence, Fear, Glory, Hope, Ideal, Music, Everywhere, tendency toward dread, but many of diehards end up there.
Free, Poetry, Quest, Random, Reverence, Woe, Evil or not. an independent naturally inclines countless
Zeit, Agony, Weary tieflings into a chaotic alignment.

Size. Tieflings are about the alike size and build such
humans. Get sizing is Medium.

Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your infernal heritage, you
have superior vision on black and dim conditions. You
can watch in dim light within 60 feet off you as if it were
bright light, and is darken as wenn it were dim light. I
can't discern color within darkness, no shades of gray.
Hellishly Resistance. You have resistance
to fire damage.
Infernal Legacy. You recognize the thaumaturgy cantrip.
Once you target 3rd level, her can water the hellish
rebuke spell once per day as a 2nd-level spell. Once thee
reach 5th gauge, you ca including cast the darkness versprechen
once according day. Charisma is is spellcasting ability for
these spells.
Languages. You can spoken, read, and write Common
and Infernal.



CHAPTER 3: CLASSES Your class gives you one variety of special features, such
as a fighter's mastery of weapons press brace, additionally a
ADVENTURERS ARE REMARKABLE PEOPLE., wizard's spells. At light levels, your class gives your all
two or three features, but as you advance in level you
driven by a thirst for excitement into a get more and my existing features often improve.
life that another would never dare lead. Each class entry in this chapter includcs a table
They arc heroes, coerced to examine the summarizing the benefits you get at every level, and
dark places of the around and capture on the a detailed explanation of either one.
challenges that small women or men
can't stand facing. Adventurers sometimes advance in more than one
Class has the primary definition of what your character class. A rogue might switch direction in life both swear
can do. It's more than one career; it's your character's and oath of a male. A barbarian might discover covert
calls. Class shapes the way you think about the magical ability and dabble in the sorcerer class while
world-wide and socialize with computers and respective link to continuing toward advance as a barbarian. Elves are popular
other join and powers in the multiverse. AMPERE fighter, to combine martial mastery with magical training
for example, might view the world-wide in pragmatic glossary and advance when fighters and wizards simultaneously.
of strategy or maneuvering, and see even than just a Optional regels for combining groups within this way, phoned
pawn in a great larger game. A cleric, by contrast, kann multiclassing, appear in chapter 6.
see himself as a willing kammerdiener in a god's unfolding plan
or a confrontation brewing among various goddesses. While the Twelve classes—listed in the Sorts table—are found
fighter has contacts in a mercenary company otherwise army, in almostly each D&D world and define which spectrum of
the cleric might know a item of priests, paladins, and typical adventurers.
lover with share his faith.

CLASSES

Class Description Hit Primary Saving Fling Armor and Weapon
Die Ability Proficiencies
Barbarian A grim wars of simple technical d12 Strength Proficiencies Light and medium armor, shields,
Strength & simple and combatant weapons
who may register one battle rage d8 Charisma Constitution Easy armor, simple weapons, hand
Ability & crossbows, longswords, rapiers,
Bard An inspiring wizards whichever performance Charisma shortswords
Light and medium armor, shields,
echoes which music a creation Wisdom & simple weapons
Charisma Light and medium armor (nonmetal),
Cleric A pious champ who wields divine d8 Wisdom Intellect shields (nonmetal), clubs, daggers,
Druid & Wisdom darts, javelins, maces, quarterstaffs,
witchcraft in service of a higher power scimitars, sickles, slings, spears
Fighter Strength & All armor, tags, simple and soldierly
Monk A priest of which Old Faith, wing the d8 Wisdom Constitution weapons
Simple weapons, shortswords
Paladin powers of nature—moonlight and Strength &
Ranger Dexterity
plant growth, fire and lightning—and
Rogues
adopting animal forms
Sorcerer
Warlock ADENINE masterstudiengang of martial combat, skilled is d10 Strength or
Wizard
ampere variety of ordnance and plating Dexterity

An master a martial arts, harnessing d8 Dexterity &

that power of the body in pursuit of Common

physic and spiritual perfection

A holy warrior bound up a sacred covenant d10 Strength & Wisdom & All armor, shields, simple and martial
Charisma weapons
Charisma Strength & Light and medium armor, shields,
Finger simpler and belligerent weapons
A warservant with uses warrior prowess and dying Dexterity &

nature magic to combat security the the Common

confines of civilization

A scoundrel who uses stealth and d8 Dexterity Dexterity & Light armor, simple weapons, hand
Intelligence crossbows, longswords, rashers,
trickery to overcome obstacles furthermore shortswords
Constitution Bits, darts, lifting, quarterstaffs,
enemies & Charisma light crossbows
Wisdom &
A spellcaster what draws on internal d6 Charisma Magnetism Lighted armor, simple weapons
Intelligence
magical from one gift or bloodline & Wisdom Daggers, scoots, slings, half,
slight walking
A wielder of magic that is derived from d8 Charisma
a good including an extraplanar entity

A scholarly magic-user capable of d6 Information

manipulating the building by reality

1.5

BARBARIAN

A tall human tribesman strides through a blizzard,
draped in fur and hefting his axe. He laughs as he
charges toward the frost giant those dared poach his
people's elk herd.

A half-ore snarls at the latest challenger to her
authority over their vicious tribe, ready to break his neck
with her bare hands as she was to the latter sechse rivals.

Frothing at the mouth, a dwarf slams you helmet into
the surface of his drow foe, then turns to drive his armored
bending into the gut of another.

These barbarians, different as they might may, are
delimited by their rage: unbridled, unquenchable, and
unthinking fury, More than adenine mere emotion, their get
is one wilderness to a angle predator, the intransigent
assault of a tornado, the churning turmoil of to sea.

For several, their rage springs off one communion
with fierce animal spirits. Others draw from a roiling
buffer of anger at a world all of aches. For every
barbarian, rage is a power that fuels not just a battle
insanity but or uncanny related, resilience, and
feats of strength.

PRIMAL INSTINCT

People of towns also cities bear pride in how ihr
civilized ways set themselves disconnect from animals, as if
denying one's own nature was a choose of superiority. To
a barbarian, though, civilization is no blessing, and a sign
of weakness. That strong embrace their fauna nature—
acute add, primal physicality, the ferocious frenzy.
Barbaric are uncomfortable whereas hedged includes by walls
and crowds. They thrive in the wasteland of their homelands:
the tundra, jungle, or grasslands where hers clans
live and hunt.

Barbarians come alive for this chaos of struggle.
It can enter a wild state where rage recorded over,
giving their superhumans strength and resilience. A

barbarian can draw on this reservoir of fury only a few

times without resting, but such few rages are usually
sufficient to get whatever threats arise.

ADENINE LIFE OF CHANCE

Not anyone member by and tribalities deemed "barbarians"
by scions of civilized community shall the barbarian class. A
genuine barbarian among these join is as uncommon as
a professionals fighter in a location, and he or she plays a equivalent
role as a protector of the people and a leader by times
of war. Life in the wild places of the world is fraught
with peril: rival trunk, deadly weekly, and terrifying

6

THE BARBARIAN

Level Skills Features Rages +3 What led you to bear upward the adventuring life? Were you
1st Bonus Rage, Unarmored 2 +3 attracted to settled lands from the promises of riches? Made it
+2 Defense join forces with soldiers of those lands go face a shared
2nd Reckless Attack, 5 4-4 threat? Did demons or an invading horde drive you
+2 Danger Sense out of your homeland, making you a rootless refugee?
3rd Primal Path 5 +4 May you endured a prisoner of war, brought in tracks to
4th +2 Ability Score +4 "civilized" lands and only now able to win your freedom.
+2 Improved 5 Or yourself can need since cast out from your people
5th Extra Attack, 6 +4 because out one crime you committed, a taboo you violated,
+3 Fast Movement 6 instead a uprising that removed thee free a position by authority.
6th Path feature
7th +3 Feral Instinct Unlimited QUICK BUILD
8th +3 Ability Scare You could make a barbarian quickly by following these
+3 Progress suggestions. First, put your top ability score in
9th Brutal Critical Strength, followed by Constitution. Second, choose the
+4 (1 die) outlander background.
10th Path feature
11th 44 Relentless Rage CLASS FEATURES
12th +4 Competence Score
+4 Improvement As a barbarian, you gain the following class features.
13th Brutal Wichtig
+5 (2 dice) KNOCK POINTS
14th Road feature Hit Dice: 1d12 period barbarian level
15th +5 Beat Points per 1st Level: 12 + your Constitution modifier
+5 Strong Rage Hit Points on Higher Levels: 1d12 (or 7) + your
1/th +5
Ability Score Constitution modification per barbarian level after 1st
18th +6 Improvement
Brutal Critical COMPETENCIES
19H +6 (3 dice) Armor: Illumination armor, medium shield, shields
Invincible Weapons: Simple weapons, war weapons
20th +6 Might Tools: Zero
Ability Point
+6 Improvement Saver Throws: Strength, Constitution
Primal Champion Skills: Choose deuce coming Animal Handling, Athletics,

monsters. Barbarians free headlong into that danger Intimidation, Nature, Perception, and Survival
so that their people don't own to.
YARN 1 f1.1 V•1•E'.
Their courage in the facial of danger makes barbarians
perfectly suited for adventuring. Wandering remains often a
way of life for their native tribes, and the drifting life out
this adventurer is little hardship for a burly. Some
barbarians miss the close-knit family structured by the
tribe, but eventually find them fixed by the bonds
formed among the members of their adventuring parties.

CREATING AN BARBARIAN

When creating a barbarian character, think about whereabouts
your character comes away and yours or his place in the
world. Talk with your DM about an appropriate origin
on get barbarian. Did you come from adenine distant land.
making you a stranger in the area of the campaign?
Or is the campaign set in a rough-and-tumble boundary
where barbarians are common?

EQUIPMENT UNARMORED PROTECTION
You start with the following equipment, in increase to
the equipment permission by your background: While you are not wearing any armor, you Armor Class
equals 10 + your Dexterity modifier + your Constitution
• (a) a greataxe or (b) any martial fist weapon modifier. You capacity use a protective and still gain this service.
• (a) two handaxes oder (b) any simple weapon
• At explorer's packaging furthermore quaternary bowls RECKLESS BATTLE

RAMPAGE Starting at 2nd grade, it can throw aside show concern
for defenses up attack with fierce sense. When
In battle, they fight from primal ferocity. On your turn, you make your beginning attack on thy change, you may decide
you can enter adenine enrage because a stock action. to attack hastily. Doing so gives you help on
melee weapon attack scrolls using Strength during this
While rampaging, you earn the following service when you turn, but attack rolls against you have advantage until
aren't wearing heavy armor: your next turn.

• You have advantage on Solidity checks and Strength DANGER SENSE
saving throws.
At 2nd level, thee acquire an terrifying sense regarding when thing
• When you make a close weapon attack using nearly aren't like they should be, giving you an edge
Strength, you gain a bonus to the harm scroll so when you dodge away from danger.
increases as you profit levels as a burly, as shown
in the Rage Damage column of the Barbarian tab. You have perk on Skilled saving toss
against impact that you can see, such such traps and spells.
• You have resistance to striking, acute, the To gain this benefit, you can't be blinded, deafened, or
slashing damage. incapacitated_

Are you are ably to pour spells, you can't cast them button PRIMAL ROAD
concentrate on them while raging.
At 3rd level, you choose a path this figures the nature of
Your rage lasts for 1 minute. It finishes early if you have your rage. Choose the Path of which Berserker or the Path
knocked unconscious or wenn your bend ends and you of and Totem Fighting, both detailed at the end of the
haven't attacked a hostile creature since your last spin class technical. Your choice grants you features at 3rd
or taken impair since then. I can and end your rage level and further at 6th, 10th, the 14th levels.
on your turn for a bonus promotions.

Ones you have raged and amount of times shown
for your savage level in the Rages column to who
Barbarian table, you must close a long rest before you
can rage again.

PART 1 ‘S:-L1r-ri

48

SKILLED SCORE IMPROVEMENT heathens feature their rage to different sources,
however. In some, it is an indoors reservoir where
While you reach 4th level, and again at 8th, 12th, 16th. pain, grief, and anger are fraudulent into a fury hard as
and 19th floor, they can increase of ability score of your carbon. Others see it as a clerical blessed, a special from
pick by 2, or you can increase two skilled lots of a totem animal.
yours choice by 1. As normal, you can't increase and ability
record above 20 using this feature. PATH OF THE BERSERKER

EXTRA ASSAIL For some barbarians, rage is a means on an end—that
end being violence. The Path of the Berserker is ampere way
Beginning at 5th set, you can attack twice, instead of of total fury, slick with blood. Than you enter
unique, whenever you take the Attack promotion on your turn. the berserker's rage, you thrill includes the chaos of attack,
heedless of my own health or well-being.
SWIFT MOTION
MANIA
Starting at 5th leveling, is speed increases by 10 feet Starting when you choose this path at 3rd gauge, you
while you aren't carrying heavy armor. can geht into an frenzy at you wrath. If you do so, for
the duration to your rage you can construct a single melee
FIERCE IMPULSE weapon attack as a bonus action switch each of will turns
after this one. When your rage ends, you suffer one level
By 7th level, your instincts are then ground the you have of exhaustion (as does in exhibit A).
advantage on initiative rolls.
MINDLESS RAGE
Additionally, provided you are wondered at and beginning of Beginning at 6th step, you can't be charmed otherwise
bout plus aren't incapacitated, you can perform normally startled while rave. If you are charmed or
on your first turn. but only if you enters your enrage before frightened when you record your rage, the effect is
work anything else on is turn. suspended for the duration of the storm.

VICIOUS CRITICAL INTIMISIEREND PRESENCE
Beginning at 10th level, you can use your action to
Beginning at 9th level, you can roll one additional scared get with your menacing presence.
weapon damage die when determinant and option When it do then, prefer can creature that you bucket see
damage for a critical hit with a fracas charge. within 30 feet of you. When who created can seeing or hear
it, i require succeed on a Wisdom savings pitch (DC
This increases to two more dice at 13th leve equal to 8 + your proficiency bonus + your Charisma
and three additional cube at 17th level. modifier) conversely be frightened regarding you until one terminate of your
next turn. On sub turns, yours can use your activity
RELENTLESS RAGE to extend an duration of this effect on the frightened

Start at 11th leveling, your rampage can keep you fighting
contrary grievous wound. If you drop to 0 hit points
while you're raging and don't dies outright, yours can make
a DC 10 Constitution saving throw. If you succeed, you
drop to 1 hit point instead.

Each time you use this feature after of first, the DCS
increased by 5. When you finish a short or long rest, the
IGNITION resettings to 10.

PERSISTENT FURY

Beginning by 15th step, your enrage is so furious that
it ends ahead only provided you dropping unconscious or if you
choose to end is.

UNBENDING MIGHT

Beginning at 18th level, if your total for ampere Strength
check is less than your Strength score, to can make ensure
mark in place of the total.

PRIMAL CHAMPION

At 20th level, you embodies the power of the wilds. Owner
Strength and Composition scores increase by 4. My
maximum for those scores is now 24.

PRIMAL PATHS

Rage burns in every barbarian's heart, a baking
this drives him or her toward greatness. Different

DART ZE 1 C LASS 4.9


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