Small tweaks to CH1
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OUR FIRST STEP IN PLAYING AN ADVENTURER IN THE DUNGEONS & DRAGONS game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfing) and a class (such as fighter or wizard). You also
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invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the DUNGEONS & DRAGONS world.
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YOUR FIRST STEP IN PLAYING AN ADVENTURER IN THE DUNGEONS & DRAGONS game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfing) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the DUNGEONS & DRAGONS world.
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Before you dive into step 1 below, think about the kind of adventurer you want to play. You 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 off 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. If you don't know where else to begin, take a look at the illustrations in this book to see what catches your interest.
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@ -16,7 +14,7 @@ Throughout this chapter, we use the term character sheet to mean whatever you us
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Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor.
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## 1. CHOOSE A RACE
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# 1. CHOOSE A RACE
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@ -34,7 +32,7 @@ Record the traits granted by your race on your character sheet. Be sure to note
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Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish.
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## 2. CHOOSE A CLASS
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# 2. CHOOSE A CLASS
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Every adventurer is a member of a class. 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.
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@ -50,15 +48,19 @@ Starting off at 1st level marks your character's entry into the adventuring life
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## QUICK BUILD
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Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells.
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Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see "Beyond 1st Level" later in this chapter).
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>Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells.
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>
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>Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see "Beyond 1st Level" later in this chapter).
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## HIT POINTS AND HIT DICE
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Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).
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## ABILITY SCORE SUMMARY
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# ABILITY SCORE SUMMARY
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At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your hit point maximum.
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Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see "Resting" in chapter 8).
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## Strength
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@ -154,10 +156,6 @@ Human (+1)
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Tiefling (+2)
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At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your hit point maximum.
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Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see "Resting" in chapter 8).
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## PROFICIENCY BONUS
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The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:
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@ -179,13 +177,11 @@ Bob imagines Bruenor charging into battle with an axe, one horn on his helmet br
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As a 1st-level fighter, Bruenor has 1 Hit Die-a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2.
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## 3. DETERMINE ABILITY SCORES
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# 3. DETERMINE ABILITY SCORES
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Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.
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The six abilities and their use in the game are described in chapter 7. The Ability Score Summary
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table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.
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The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.
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You 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: 15, 14, 13, 12, 10, 8.
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@ -229,7 +225,7 @@ This method of determining ability scores enables you to create a set of three h
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average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.
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## 4. DESCRIBE YOUR CHARACTER
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# 4. DESCRIBE YOUR CHARACTER
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Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. 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.
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@ -269,7 +265,7 @@ Given his history, Bruenor's bond is obvious: he aspires to someday reclaim Mith
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His flaw is tied to his caring, sensitive nature-he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted.
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## 5. CHOOSE EQUIPMENT
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# 5. CHOOSE EQUIPMENT
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Your class and background determine your character's starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.
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@ -302,7 +298,7 @@ Bob writes down the starting equipment from the fighter class and the folk hero
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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. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5. The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits.
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## 6. Come Together
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# 6. Come Together
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Most D&D characters don't work alone. Each character plays a role within a party, a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of DUNGEONS & DRAGONS. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of guests the group might undertake.
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@ -13,7 +13,7 @@ docling --to md --pipeline vlm --vlm-model granite_docling_vllm --image-export-m
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[Introduction](Chapters/Introduction.md)
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### Chapter 1 - Characters
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[Chapter-1](Chapters/Chapter1.md)
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[Chapter-1 Chreating A Character](Chapters/Chapter1.md)
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### Chapter 2 - Races
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[Chapter-2 All](Chapters/Chapter2.md)
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>[Choosing A Race](Chapters/Chapter2-ChoosingARace.md)
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