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A Primer
Materials needed
● Digital or paper copy of a DnD Character sheet of your choice
● Players Handbook
● Dice
Choose a Race
Race is your character's species. Your character's race helps determine your
physical look as well as giving you natural talents. Racial traits include the
following:
Ability Score Increase, Age, Alignment, Size, Speed, Languages, and Subraces.
Races
● Dwarf
● Elf
● Halflings
● Human
● Dragonborn
● Gnome
● Half-Elf
● Half-Orc
● Tiefling
Dwarf
Ability Score Increase: +2 Constitution
Hill Dwarf (Keen Senses & Intuition) Mountain (Hardy & Resilient)
Elf
Ability Score Increase: +2 Dexterity
Speed: 30ft
High Elf (intelligent) Wood Elf (wise & fast) Dark Elf (Charismatic)
Halfling
Ability Score Increase: +2 Dexterity
Speed: 25ft
Alignment: All
Size: Varies
Speed: 30ft
Many nationalities
Dragonborn (Rare)
Ability Score Increase: +2 Strength
Speed: 30ft
Draconic Ancestry,
breath weapon,
Resistance (varies)
Gnome
Ability Score Increase: +2 intelligence
Speed: 25ft
Alignment: chaotic
Speed: 30ft
Speed: 30ft
Alignment: chaotic
Speed: 30ft
Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice,
a pouch with 15 gp
Criminal
Skill Proficiencies: Deception, stealth
Equipment: A scroll case stuff full of notes, a winter blanket, common clothes,
Herbalism Kit, 5gp
Noble
Skill Proficiencies: History, Persuasion
Equipment: A belaying Pin (club), 50 ft of silk rope, a lucky charm, a small knife,
a set of common clothes, a pouch w/10gp
Soldier
Skill Proficiencies: Athletics, Intimidation
Determine
Calculate which skills you
non-proficient are proficient in:
skills:
Reference
For both your
the remainder classskills,
of your and your background
the modifiers areto
determine
simply which skills
the relevant youmodifier
ability are proficient
as youwith.
do not
Fill in
add the
the circle nextmodifier.
proficiency to the skills in which you are
proficient.
7. Passive Perception
Passive Wisdom is your characters natural
awareness of their surroundings. When you are not
actively looking for something, this score determines
what you see without needing to make a check.
NOTE - For complete spellcasting breakdown and spells list, please reference
your class section where applicable. This set of instructions does not go over
all aspects of spellcasting.
Each step below corresponds with the same number in Figure 5.1. A
completed Attack and Spellcasting block is provided in Figure 5.2 as an
example.
Attacks & Spellcasting (1. Physical Weapons)
Physical weapons are those such as staffs, swords, and bows.
Write down the name of a weapon that you picked in Step 3. Repeat for
everyone weapon you are carrying.
Find the weapon in the weapon table on page 149 (PDF 46).
Attacks & Spellcasting (2 Attack Modifier)
Attack modifier is the score you add to a d20 roll when attempting to attack
with that weapon. You compare the final number to the targets AC, and
successfully hit if your number is equal to, or greater than, their AC.
Write down the damage amount listed in the table on page 149 (PDF 46) in the form of the amount
of dice you roll when you do damage.
.
EXAMPLE - 2d6 or 1d8.
.
Write down the Ability Modifier used to determine the Attack Modifer
.
EXAMPLE - If it is a ranged weapon and your Dexterity Modifier is +2, write "+2" after the dice
amount.
.
Write down the Damage type that is listed after the total damage amount.
.
EXAMPLE - Piercing or Slashing.
Attacks & Spellcasting (4 Special Actions)
If you have any special abilities or combat actions you may list them here.
.
EXAMPLE - Sneak Attack for Rogues.
Health Points & Combat Stats
Health Points & Combat Stats (1. Armor Class)
Determined by the armor that you are wearing and/or your
dexterity modifier. Your Armor Class, or AC, determines how
hard you are to hit in combat.
Check your race section in the Player's Hand Book for their
speed.
Health Points & Combat Stats (4. Hit Dice)
Hit dice determine how hearty you are, and your ability to
heal when resting.