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Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2. THE D20 Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze?

Every character and monster in the game has capa- bilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers.

Monsters might have scores as lowas I or as high as These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a charac- ter's or monster's behalf. Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. AIl three follow these simple steps. Roll the die and add a modifier. Roll a d20 and add the relevant modifier.

This is typically the mod- ifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a char- acter's particular skill.

See chapter I for details on each ability and how to determine an ability's modifier. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, ar some other effect might give a bonus or penalty to the check. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success.

Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fai! The target number for an attack roll is called an Armor Class AC. Chapter 7 provides more detailed rules for using the d20 in the game. Advantage reflects the positive circum- stances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll.

Use the higher of the two rolls if you have advan- tage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the More detailed rules for advantage and disadvantage are presented in chapter 7. That said, many racial traits, class features, spells, magic items, monster abili- ties, and other game elements break the general ruIes in some way, creating an exception to how the rest of the game works.

Remember this: Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait.

That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.


Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Each character brings particular capabilities to the adventure in the form of ability scores and skills, class features, racial traits, equipment, and magic items.

The advenlurers musl coopera te to successfully complete the adventure. The adventure is the heart of the game, a story with a beginning, a middle, and an end. An adventure might be created by the Dungeon Master or purchased off the shelf, tweaked and modified to suit the DM's needs and desires. In either case, an adventure features a fantastic selting, whether it's an underground dungeon, a crum- bling castle, a stretch of wilderness, or a bustIing city.

It features a rieh cast of characters: Those char- acters might be palrons, allies, enemies, hirelings, or just background extras in an adventure. Often, one of the NPCs is a villain whose agenda drives much of an adventure's action. Over the course of their adventures, the characters are confronted bya variety of creatures, objects, and situations that they must deal with in some way. Some- times the adventurers and other creatures do their best to kill or capture each other in combat. At other times, the adventurers talk to another creature or even a magical object with a goal in mind.

And often, the adventurers spend time trying to solve a puzzIe, bypass an obstacle, find something hidden, or unraveI the cur- rent situation. Meanwhile, the adventurers explore the worId, making decisions about which way lo traveI and what they'1I try to do next. Adventures vary in length and complexity. A short adventure might present only a few challenges, and it might take no more than a single game session to complete.

A long adventure can involve hundreds of combats, interactions, and other challenges, and take dozens of sessions to play through, stretching over weeks or months of real time. Usually, the end of an adventure is marked by the adventurers heading back to civilization to rest and enjoy the spoils of their labors. Sut that's not the end of the story. Vou can think of an adventure as a single episode of a TV series, made up of multiple exciting scenes. A campaign is the whole series-a string of adventures joined together, with a consistent group of advenlurcrs following the narrative from start to finish.

ExpIoration includes both lhe adventurers' movement through the worId and their interaction with objects and situations that require their altention. Exploration is the give-and-take of the players describing what lhey wanl their characters lOdo, and the Dungeon Master telling the players whal happens as a result.

On a large scale, that might involve lhe characters spending a day cross- ing a rolling plain or an hour making lheir way through caverns underground. On the smallest scale, il could mean one characler pulling a lever in a dungeon room lo see what happens. Social interaction features the advenlurers talking to someone or something else. The rules in chapters 7 and 8 support exploration and social interaclion, as do many c1ass features in chapler 3 and personality traits in chapter 4.

Combat, the focus of chapter 9, involves characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on-all in an effort to defeat their opponents, whether that means killing every enemy, laking captives, or forcing a rout.

Even in the contexl of a pitched battIe, there's still plenty of opportunity for adventurers to altempt wacky stunts like surfing down a lIight of stairs on a shield, to examine the environment perhaps by pulling a mysterious lever , and lOinteract with other creatures, including allies, enemies, and neutral parties.

Whether helpful or harmful, magie appears frequently in the life of an advenlurer, and it is the focus of chapters 10 and Common foIk l11ightsee evidcnce of magic on a regular basis, but it's usually minor-a fantastic monster, a visibly answered prayer, a wizard walking through the streets with an animated shieId guardian as a bodyguard. For adventurers, though, magic is key to their sur- viva.

Without the healing magie of c1erics and paladins, adventurers would quickly succumb to their wounds. Wilhout the uplifting magieal support of bards and c1erics, warriors might be overwhelmed by powerful foes. Withoul the sheer magieal power and versatility of wizards and druids, every threat would bc mag- nified tenfold. Magic is also a favored tool of villains. Many adven- tures are driven by the machinations of spellcaslers who are hellbent on using magic for some ill end.

A cult leader seeks to awaken a god who slumbers beneath the sea, a hag kidnaps youths to magically drain them of lheir vigor, a mad wizard labors to invest an army of automatons with a facsimile of life, a dragon begins a mystical ritual to rise up as a god of destruction-these are just a few of the magical threats that adventurers might face.

With magic of their own, in the form of spells and magic items, the adventurers might prevail! RA 9 Your character is a combination of game statistics, roleplaying hooks, and your imagination. Vou choose a race such as human or halfling and a class such as fighter or wizard. Vou also invent the personality, appearance, and backstory of your character. Before you dive into step 1 below, think about the kind of adventurer you want to play. Vou might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard.

Or you might be more interested in an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks of[ enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want.

Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play. Throughout this chapter, we use the term character sheet to mean whatever you use to track your character, whether it's a formal character sheet like the one at the end of this book , some form of digital record, or a piece of notebook paper.

The most common player character races are dwarves, elves, halflings, and humans. Some races also have subraces, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races, as well as the less widespread races of dragonborn, gnomes, half-elves, half-orcs, and tieflings.

The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or toois, proficiency in one or more skills, or the ability to use minor spells.

These traits sometimes dovetail with the capabilities of certain classes see step 2. For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards.

Sometimes playing against type can be fun, too. Half-orc paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.

Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well. He decides that a gruff mountain dwarf fits the character he wants to play. He notes ali the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish.

Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3. Your character receives a number of benefits from your choice of class.

Many of these benefits are class features-capabilities including spellcasting that set your character apart from members of other classes. Vou also gain a number of proficiencies: Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record ali the features that your class gives you at 1st leveI. A 1st-levei character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.

Starting of[ at 1st levei marks your character's entry into the adventuring life. Charisma Measures: Confidenee, eloquenee, leadership Importantfor: Bard, soreerer, warloek Raciallncreases: Dexterity Measures: Physieal agility, reflexes, balance, poise Important for: Monk, ranger, rogue Raciallncreases: Constitution Measures: HeaJth, stamina, vital force Important for: Wisdom Measures: Awareness, intuition, insight Important for: Clerie, druid Racial Jncreases: Much of what your character does in the game depends on his ar her six abilities: Each ability has a score, which is a number you record on your character sheet.

The six abilities and their use in the game are described in chapter 7. The Ability Score Summary 3. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-leveI c1ass features on his character sheet. Bob notes this, and will record the final number after he determines Bruenor's Constitution score see step 3. Your proficiency bonus applies to many of the numbers you'lI be recording on your character sheet: Attack rolls using weapons you're proficient with Attack rolls with spells you cast Ability checks using skills you're proficient in Ability checks using tools you're proficient with Saving throws you're proficient in Saving throw DCs for spells you cast explained in each spellcasting c1ass Your c1ass determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies.

Skills are described in chapter 7, tools in chapter 5. Your background gives you additional skill and toa I proficiencies, and some races give you more proficiencies. Be sure to note ali of these proficiencies, as well as your proficiency bonus, on your character sheet.

Your proficiency bonus can't be added to a single die roll ar other number more than once. Occasionally, your proficiency bonus might be modified doubled ar halved, for example before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll ar that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.

At 1st levei, your character has 1 Hit Die, and the die type is determined by your c1ass. Vou start with hit points equal to the highest roll of that die, as indicated in your c1ass description. You also add your Constitution modifier, which you'lI determine in step 3.

This is also your hit poiot maximum. Record your character's hit points on your character sheet. After you rest, you can spend Hit Dice to regain hit points see "Resting" in chapter 8. Also record your experience points. A 1st-levei character has O XP. A higher-Ievel character typically begins with the minimum amount of XP required to reach that levei see "Beyond 1st Levei" later in this chapter. Intelligenee Measures: Mental aeuity, information reeall, analytieal skill Important for: Wizard Raciallncreases: Natural athletieism, bodily power Important for: Barbarian, fighter, paladin Raciallncreases: Vou generate your character's six ability scores randomly.

Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Afterward, make any changes to your ability scores as a result of your race choice. After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table.

To determine an ability modifier without consulting the table, subtract 10 fram the ability score and then divide the result by 2 round down. Write the modifier next to each of your scores.

Since he's a fighter, he puts his highest score, 15, in Strength. His next- highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits increasing Bruenor's Constitution by 2 and his Strength by 2 , Bruenor's ability scores and modifiers look like this: Bob fills in Bruenor's final hit points: The method described here allows you to build a character with a set of ability scores you choose individually.

Vou have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. Vou can't have a score lower than 8. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.

Using the information in chapter 4, you can f1esh out your character's physical appearance and personality traits. Choose your character's alignment the moral compass that guides his or her decisions and ideaIs. Chapter 4 also helps you identify the things your character holds most dear, called bonds, and the ftaws that could one day undermine him or her.

Your DM might offer additional backgrounds beyond the ones included 13 A background gives your character a background feature a general benefit and proficiency in two skills, and it might also give you additionallanguages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.

For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump. A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.

A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frai!. A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details. A character with high Wisdom has good judgment, empathy, and a general awareness of what's going on.

A character with low Wisdom might be absent-minded, foolhardy, or oblivious. A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness. Bob decides that Bruenor comes from a noble line, but his elan was expelled from its homeland when Bruenor was very young.

He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny-to reelaim his homeland-so Bob chooses the folk hero background for his dwarf.

He notes the proficiencies and special feature this background gives him. Bob has a pretty elear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor.

He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law. Given his history, Bruenor's bond is obvious: Record this equipment on your character sheet. Ali such items are detailed in chapter 5.

Instead of taking the gear given to you byyour elass and background, you can purchase your starting equipment. Vou have a number of gold pieces gp to spend based on your elass, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.

If you wish, you can also have one trinket at no cost see the trinket table at the end of chapter 5. Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight in pounds exceeding your Strength score times Chapter 7 has more information on carrying capacity. Things that contribute to your AC inelude the armor you wear, the shield you carry, and your Dexterity modifier. Not ali characters wear armor or carry shields, however.

If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your ACon your character sheet.

Your character needs to be proficient with armor and shields to wear and use them effectively,and your armor and shield proficiencies are determined by your elass. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5. Some spells and elass features give you a different way to calculate your AC.

If you have multiple features that give you different ways to calculate your AC,you choose which one to use. WEAPONS For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus but only if you are proficient with the weapon and the appropriate ability modifier. For attacks with melee weapons, use your Strength modifier for attack and damage rolls.

A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead. For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon thal has the thrown property, such as a handaxe, can use your Strength modifier inslead. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of For Bruenor's weapons, Bob chooses a battleaxe and two handaxes.

His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. Each character plays a role within a party, a group of adventurers working together for a common purpose. TaIk to your fellow players and your OM lo decide whether your characlers know one another, how they mel, and what sorls of quesls lhe group might undertake.

A character who reaches a specified experience poinl tolal advances in capabilily. This advancemenl is called gaining a leveI. When your characler gains a leveI, his or her c1ass often granls addilional features, as delailed in the c1ass description. Some of these fealures allow you lo increase your abilily scores, eilher increasing lwo scores by I each or increasing one score by 2.

You can't increase an ability score above In addilion, every characler's proficiency bonus increases at certain leveIs. Each time you gain a leveI, you gain I additional Hit Oie. Roll lhal Hit Oie, add your Conslitulion modifier to lhe roll, and add the total to your hit point maximum. Alternatively, you can use lhe fixed value shown in your c1ass enlry, which is the average resull of lhe die roll rounded up. When your Conslilution modifier increases by I, your hit poinl maximum increases by I for each leve!

His hil point maximum lhen increases by 8. The Character Advancement lable summarizes the XP you need to advance in leveIs from leveI 1 lhrough leveI 20, and lhe proficiency bonus for a characler of thal leveI.

Consull the informalion in your character's c1ass description to see what olher improvements you gain at each leveI. The tiers don't have any rules associated wilh them; they are a general descriplion of how the play experience changes as characters gain leveIs. In lhe first lier leveIs , characters are effeclively apprentice adventurers.

They are learning lhe features that define lhem as members of parlicular classes, including lhe major choices that flavor their c1ass features as lhey advance such as a wizard's Arcane Tradition or a fighter's Marlial Archetype. The threats they face are re! In the second tier leveIs , characlers come into lheir own. Many spellcaslers gain access to 3rd-Ievel spells aI lhe start of this tier, crossing a new threshold of magical power with spells such as fireball and lightning bolt.

At lhis lier, many weapon-using classes gain the abilily lOmake mulliple attacks in one round. These charac ers have become imporlanl, facing dangers thal lhrealen cities and kingdoms. In the third lier leveIs , characlers have reached a leveI of power that seIs lhem high ahove the ordinary populace and makes them special even among advenlurers.

At 11th leveI, many spellcasters gain access lo 6th-leveI spells, some of which create effects previously impossible for player characters to achieve. Olher characters gain fealures hat allow hem lo make more attacks or do more impressive things with those attacks. These mighty adventurers oflen confront threals to whole regions and conlinents.

AI lhe fourth tier leveIs , characters achieve the pinnacle of lheir c1ass features, becoming heroic or villainous archetypes in lheir own right. The fate of the world or even lhe fundamental order of lhe multiverse might hang in the balance during their adventures.

Voices chatter in counlless differenl languages. The smells of cooking in dozens of differenl cuisines mingle with lhe odors of crowded slreels and poor sanitalion. Buildings in myriad architeclural styles display lhe diverse origins of their inhabilants. And lhe people lhemselves-people of varying size, shape, and colorodressed in a dazzling speclrum of slyles and hues-represenl many differenl races, from diminulive halflings and stoul dwarves to majeslically beauliful elves, mingling among a variety of human ethnicities.

Scattered among lhe members of these more common races are the lrue exolics: A group of gnomes laughs as one of lhem activales a clever wooden loy lhal moves of ils own accord.

Half- elves and half-orcs live and work alongside humans, without fully belonging to lhe races of eilher of lheir parenls. And lhere, well oul of lhe sunlighl, is a lone drow-a fugilive from lhe sublerranean expanse of the Underdark, trying to make his way in a world thal fears his kind.

Your character belongs lo one of lhese peoples. Nol every inlelligent race of lhe mulliverse is appropriale for a player-conlrolled advenlurer. Owarves, elves, halflings, and humans are the most common races to produce the sorl of advenlurers who make up lypical parlies.

Oragonborn, gnomes, half-elves, half- orcs, and lieflings are less common as adventurers. Orow, a subrace of elves, are also uncommon. Your choice of race affects many differenl aspecls of your character. When making lhis decision, keep in mind lhe kind of character you wanl lOplay. For example, a halfling could be a good choice for a sneaky rogue, a dwarf makes a lough warrior, and an elf can be a maSler of arcane magic, Your characler race nol only affecIs your abilily scores and lrails bul also provides lhe cues for building your characler's story.

Each race's descriplion in lhis chapler includes information to help you roleplay a characler of lhal race, including personality, physical appearance, features of sociely, and racial alignmenl lendencies.

These delails are suggeslions to help you think aboul your characler; adventurers can deviate widely from lhe norm for lheir race. The following entries appear among lhe lrails of most races. AGE The age entry noles the age when a member of lhe race is considered an adult, as well as the race's expected lifespan.

This informalion can help you decide how old your characler is at lhe start of lhe game. Vou can choose any age for your characler, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Conslitulion score, while advanced age could accounl for a high Inlelligence or Wisdom.

These are nol binding for player characlers, bul considering why your dwarf is chaolic. Members of a few races are Small belween 2 and 4 feel la 11 ,which means lhal cerlain rules of lhe game affecl lhem differenlly. The mosl importanl of lhese rules is lhal Small characters have lrouble wielding heavy weapons, as explained in chapler 6.

Members of a subrace have lhe lrails of the parenl race in addition lo lhe lrails specified for lheir subrace. Relationships among subraces vary significantly from race lo race and world to world.

In the Oragonlance campaign setting, for example, mountain dwarves and hill dwarves live logelher as differenl clans of lhe same people, bul in the Forgolten Realms, lhey live far aparl in separale kingdoms and call lhemselves shield dwarves and gold dwarves, respeclively. Bruenor Battlehammer walked up the back of his deadfoe, disregardingthefact that the heavy monster lay on top ofhis elvenfriend.

In spite ofthe added discamfort, the dwarf's long, pointed, often-broken nose and gray- streaked though still-fiery red beard came as a welcame sight to Drizzt. Salvatore, The Crystal Shard Kingdoms rich in ancienI grandeur, halls carved into the rools of mountains, lhe echoing of picks and hammers in deep mines and blazing forges, a commitmenl 10 clan and lradilion, and a burning halred of goblins and ores-lhese eommon lhreads unile ali dwarves.

Though lhey sland well under 5 feel tall, dwarves are so broad and compael lhal lhey can weigh as much as a human slanding nearly lwo feet laller. Their courage and endurance are also easily a maleh for any of lhe larger folk. Owarven skin ranges from deep brown to a paler hue linged wilh red, bul lhe most eommon shades are lighl brown or deep lan, like cerlain lones of earlh. Their hair, worn long bul in simple slyles, is usually black, gray, or brown, lhough paler dwarves oflen have red hair.

Male dwarves value lheir beards highly and groom lhem carefully. For example, some of lhe oldesl dwarves living in Ciladel Felbarr in lhe world of lhe Forgotten Realms can recall lhe day, more lhan three cenluries ago, when ores conquered lhe forlress and drove lhem into an exile lhal lasled over years. This longevity granls lhem a perspeclive on lhe world lhal shorter-lived races such as humans and halflings lack. Owarves are solid and enduring like the mounlains they love, wealhering lhe passage of cenluries wilh stoic endurance and little change.

They respecl lhe lradilions of lheir clans, lracing their anceslry back lo lhe founding of lheir mosl ancienl slrongholds in lhe youth of lhe world, and don'l abandon those lradilions lighlly. ParI of lhose traditions is devolion lo lhe gods of lhe dwarves, who uphold lhe dwarven ideais of induslrious labor, skill in baltle, and devolion lo lhe forge.

Many dwarves have a strong sense They love the beauty and artistry of precious metais and fine jewelry, and in some dwarves this lave festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade.

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They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.

The chief unit of dwarven society is the dan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their dan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be danless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers.

Some become mercenaries ar bodyguards, highly sought after for their courage and loyalty. Other dwarves are driven by the command ar inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators.

A dwarf might seek to restore a dan's lost honor, avenge an ancienl wrong the dan suffered, ar earn a new place within the dan after having been exiled. No lelling whal an elf will do nexl; when lhe hammer meels lhe orc's head, lhey're as apllo slart singing as lo pull oul a sword.

They're fiighly and frivolous. Two lhings lo be said for lhem, lhough: They don'l have many smilhs, bullhe ones lhey have do very fine work.

And when ores ar goblins come slreaming down oul oflhe mounlains, an elf's good lo have aI your back.

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Nol as good as a dwarf, maybe, bul no doubllhey hale lhe ores as much as we do. Sul show me a halfiing hera. An empire, a lriumphanl army. Even a lreasure for lhe ages made by halfiing hands. How can you lake lhem seriously? If you're lucky, she's gol kin-a daughler ar granddaughler, maybe-who's gol hands and hearl as good as hers.

And walch lhem gol They sellheir hearts on somelhing, lhey'll gel il, whelher i! You have lo admire lhal kind of dedicalion, even if il gels lhem in lrouble more oflen lhan nol. A dwarf who misuses or brings shame to a c1an name is stripped of the na me and forbidden by law to use any dwarven name in its place, Male Names: Ability Seore Inerease.

Your Constitution seore increases by 2. Owarves mature at the same rate as humans, but they're considered young until they reach the age of 50, On average, they live about years. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Owarves stand between 4 and 5 feet tall and average about pounds.

Your size is Medium. Your base walking speed is 25 feel. Your speed is not reduced by wearing heavy armor. Accustomed to life underground, you have superior vision in dark and dim conditions. Vou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim lighl. Vou can't discern color in darkness, only shades of gray. Dwarven Resilienee. Vou have advantage on saving throws against poison, and you have resistance against poison damage explained in chapter 9.

Dwarven Combat Training. Vou have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. Vou gain proficiency with the artisan's tools of your choice: Whenever you make an Intelligence History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Vou can speak, read, and write Common and Owarvish. Owarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Choose one of these subraces. The gold dwarves of Faenln in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Oragonlance setting. Your Wisdom score increases by 1. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a leveI.

You're probably on the tall side for a dwarf , and tend toward lighter coloration, The shield dwarves of northern Faerun, as well as the ruling Hylar c1an and the noble Oaewar c1an of Oragonlance, are mountain dwarves. Your Strength score increases by 2. Dwarven Armor Training. Vou have proficiency with light and medium armor. These vicious, stealthy slave traders raid lhe surface world for caplives, lhen sell lheir prey lo lhe olher races of lhe Underdark.

They have innale magical abililies lo beco me invisible and lo lemporarily grow lo gianl size. The day's march had been difficult. The companions stood on a high cliff over thefabled city of Qualinost. Fourslender spires rasefrom the city's corners likeglisten- ing spindles, their brilliant white stone marbled with shining silver. Graceful arches.

Crafted by ancient dwarven metalsmiths. The elven city opened its arms loving! They live in places of ethereal beauty, in the midst of ancient forests ar in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze.

Elves lave nature and magic, art and artistry, music and poetry, and the good things of the world. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only to pounds.

Males and females are about the same height, and males are only marginaIly heavier than females. Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green ar blue, and eyes like pools of liquid gold ar silver. Elves have no facial and little body hair. Yes and no.

WotC seems to be moving more towards franchising than splat attacks, whether or not it pays off is yet to be seen. I'll update the links to point at the printer friendly versions where they exist. That's probably more useful to everyone That's fine, its just we tend to agree on as electronic devices for our games to eliminate distractions and keep everyone in the game.

So true. It's both funny, and distracting. I'd rather have it pointing at the nice versions of them. Leave the printer friendly links as an extra maybe add them in brackets after the main link. As I said, I was mostly making this for my players, so I don't want to make it confusing with multiple versions, and the list already exists I just didn't know! You've got some stuff from the playtest but you're missing a lot of the conversions caves of chaos etc. Were any of those released as official or semi-official PDFs from Wizards?

I wasn't involved in the playtest was playing 4e so am pretty much aware of what else is out there They were all published on Wizards website with each version replacing the previous, I can't remember the url otherwise you could use waybackmachine or whatever to find it. Oooh, thanks for this. I'll see if Wizards is still publishing them, and what license they're under.

Also you misspelled elemental in your link to it the AL link , and companion in the companion link. Use of this site constitutes acceptance of our User Agreement and Privacy Policy. All rights reserved. DnD comments other discussions 1. Want to join? Log in or sign up in seconds. Submit a new link.

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GEORGIE from Georgia
I do relish madly . Browse my other posts. One of my hobbies is adventure racing.