diff --git a/dnd_5e_playersHandbook.md b/dnd_5e_playersHandbook.md index 8b1dc9d..244e137 100644 --- a/dnd_5e_playersHandbook.md +++ b/dnd_5e_playersHandbook.md @@ -766,11 +766,27 @@ Dwarven Armor Training. You have proficiency with light and medium armor. In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size. -![Image](dnd_5e_playersHandbook_artifacts/image_000013_800ece59647efa9bb585c88b1ea83855037e5a021015ce56a0a521d76d970cc3.png) +# ELF -![Image](dnd_5e_playersHandbook_artifacts/image_000014_1265a87eff36967f13f238c9bf61c953601be42fd88a95c0dcce24b0f8c1e3e1.png) +![Image](dnd_5e_playersHandbook_artifacts/image_000000_5f3dc21cff5b7b5c1a584c64744be01fe5f2bc768bdd1527b9bdd02490585e8d.png) -adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. +"I HAVE NEVER IMAGINED SUCH BEAUTY EXISTED," Goldmoon said softly. The day's march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a high cliff over the fabled city of Qualinost. + +Four slender spires rose from the city's corners like glistening spindles, their brilliant white stone marbled with shining silver. Graceful arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird lighting on them might overthrow the balance. These glistening arches were the city's only boundaries; there was no wall around Qualinost. The eleven city opened its arms lovingly to the wilderness. + +Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight + +Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. + +## SLENDER AND GRACEFUL + +With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. 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 100 to 145 pounds. Males and females are about the same height, and males are only marginally 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 or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry. + +## A TIMELESS PERSPECTIVE + +Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter- lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy. @@ -906,9 +922,65 @@ Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand c ![Image](dnd_5e_playersHandbook_artifacts/image_000017_0d765a5a044dadf0c1c7689a6055cd53c0bc1bcdf77dcdcf82fa6e859023d7e7.png) -![Image](dnd_5e_playersHandbook_artifacts/image_000018_5c7072561d50bc3e2818d3811497ddece36062f7193c892b9fc6f0a7b64764ed.png) +## HALFLING -![Image](dnd_5e_playersHandbook_artifacts/image_000019_43ec6f13337be5049d778daeee85e370863b971f88ed1a105586841d407d7361.png) +![Image](dnd_5e_playersHandbook_artifacts/image_000001_bbd086c7bf8cacc2230ad300242b167b701b22cfbc935cd6ff934dae88b1d34e.png) + +REGIS THE HALFLING, THE ONLY ONE OF HIS KIND FOR hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely creting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick that served as his fishing pole rose up aboard him, clenched between two of his toes, and hung out over the quiet lake, mirrored perfectly in the glassy surface of Maer Dualdon. + +-R.A. Salvatore, The Crystal Shard + +The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver. + +## SMALL AND PRACTICAL + +The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. + +Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. + +Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering. + +## KIND AND CURIOUS + +Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of heart and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of + +community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Hallings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times. + +## BLEND INTO THE CROWD + +Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. + +Hallings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened. + +## PASTORAL PLEASANTRIES + +Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. + +Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home. + +## AFFABLE AND POSITIVE + +Halflings try to get along with everyone else and are loath to make sweeping generalizations-especially negative ones. + +Dwarves. "Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?" + +Elves. "They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on." + +Humans. "Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers-you have to admire their conviction. And by protecting their own lands, they protect us as well." + +## EXPLORING OPPORTUNITIES + +Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity. + +## HALFLING NAMES + +A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. + +Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby + +Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna + +Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough ## HALFLING TRAITS @@ -1074,7 +1146,27 @@ Ability Score Increase. Two different ability scores of your choice increase by Skills. You gain proficiency in one skill of your choice. Feat. You gain one feat of your choice. -![Image](dnd_5e_playersHandbook_artifacts/image_000022_06aac304ba4a6b8e1669195400b7f80b10dabd595bdd19460e4132c8acc08010.png) + +# DRAGONBORN + +![Image](dnd_5e_playersHandbook_artifacts/image_000002_37d1792813eb0c71c1d9960feb95d201cbc1718de1e914d2d531e799bf3a982d.png) + +HER FATHER STOOD ON THE FIRST OF THE THREE STAIRS that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some foreign house. The sword at his back was the same, though, the one he had carried since even before he had found the twins left in swaddling at the gates of Arush Vayem. + +For all her life, Farideh had known that reading her father's face was a skill she'd been fortunate to learn. A human who couldn't spot the shift of her eyes or Havilar's would certainly see only the indifference of a dragon in Clanless Mehen's face. But the shift of scales, the arch of a ridge, the set of his eyes, the gape of his teeth-her father's face spoke volumes. + +But every scale of it, this time, seemed completely stillthe indifference of a dragon, even to Farideh. + +Erin M. Evans, The Adversary + +Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from 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, and still others find themselves adrift, with no clear calling in life. + +## Proud Dragon Kin + +Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6/2 feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. + +The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze. + ## SELF-SUFFICIENT CLANS @@ -1163,9 +1255,29 @@ Damage Resistance. You have resistance to the damage type associated with your d ![Image](dnd_5e_playersHandbook_artifacts/image_000023_8e8a9b2cc623bad98b3333b03823324c16dd50ea0441a2087dace10d96cd804e.png) -![Image](dnd_5e_playersHandbook_artifacts/image_000024_4ad9e52e3a7e3b19a73c3f5af343a6f414ed801a95ccb510f7b6d70db97125d8.png) +## GNOME -![Image](dnd_5e_playersHandbook_artifacts/image_000025_4618a102139c32cc76e3675dcb74e9bccbebd23c8460675d42277faf658b40b1.png) +![Image](dnd_5e_playersHandbook_artifacts/image_000003_6267512ce48661e45b1819b6b49af0fc6f83664793f86f7a365422be26d7955b.png) + +SKINNY AND FLAXEN-HAIRED, HIS SKIN walnut brown and his eyes a startling turquoise, Burgell stood half as tall as Aeron and had to climb up on a stool to look out the peephole. Like most habitations in Oeble, that particular tenement had been built for humans, and smaller residents cped with the resulting awkwardness as best they could. + +But at least the relative largeness of the apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler's loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage's familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow stare, then appeared to go back to sleep. + +Richard Lee Byers, The Black Bouquet + +A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their closeknit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. + +## VIBRANT EXPRESSION + +A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around. + +A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels. + +## DELIGHTED DEDICATION + +As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see. + +Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way. Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large. @@ -1181,6 +1293,8 @@ Gnomes love names, and most have half a dozen or so. A gnome's mother, father, c ## DEEP Gnomes +![Image](dnd_5e_playersHandbook_artifacts/image_000025_4618a102139c32cc76e3675dcb74e9bccbebd23c8460675d42277faf658b40b1.png) + A third subrace of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the druw, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework. Male Names: Alston, Alvyn, Bodnyock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebedoo, Kellen, Namfood, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook @@ -1247,7 +1361,17 @@ Music Box. When opened, this music box plays a single song at a moderate volume. ![Image](dnd_5e_playersHandbook_artifacts/image_000026_c2ff24104fbab3a375abb66cd7440f087626ca0b90154330e0702cee91edcbd7.png) -![Image](dnd_5e_playersHandbook_artifacts/image_000027_189c6c5b0d950aa8dec3a2bab38b829efbfd816d5a28af4b5a3c4900a51fb49b.png) +## HALF-ELF + +![Image](dnd_5e_playersHandbook_artifacts/image_000004_2dd400de8432445a40b8cf8e5cb656b9e27f5868a35a8cac2a46b76fba2a9f8e.png) + +FLINT SQUINTED INTO THE SETTING SUN. HE THOUGHT he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man's walk was marked by an easy grace-an elish grace, Flint would have said; yet the man's body had the thickness and tight muscles of a human, while the facial hair was definitely humankind's. All the dwarf could see of the man's face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard no elf, but . . . + +Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. + +## OF TWO WORLDS + +To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elves coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents. ## DIPLOMATS OR WANDERERS @@ -1287,9 +1411,25 @@ Languages. You can speak, read, and write Common, Elvish, and one extra language ![Image](dnd_5e_playersHandbook_artifacts/image_000028_3ae824827ad5e197a30dc1eddc8b0dbc71499e155f5c2fde7afd08151aa00c10.png) -![Image](dnd_5e_playersHandbook_artifacts/image_000029_66e169b29cf3f59c7cff22def0350cebb66c84788e536e6b1e9239c3f2b5c228.png) +# Half-Orc -exultation when they join in melee combat-and either exult along with him or shiver with fear and loathing Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it. +![Image](dnd_5e_playersHandbook_artifacts/image_000005_6ae48cf48aae8bb7c66c6ff3af5e93689de313e73a96324d23315adaee4b67c1.png) + +THE WARCHIEF MHURREN ROUSED HIMSELF FROM HIS sleeping-furs and his women and pulled a short hauberk of heavy steel rings over his thick-well-muscled torso. He usually rose before most of his warriors, since he had a strong streak of human blood in him. and he found the daylight less bothersome than most of his tribe did. Among the Bloody Skulls, a warrior was judged by his strength, his fierceness, and his wits. Human ancestry was no blemish against a warrior-provided he was every bit as strong, enduring, and bloodthirsty as his full-blooded kin. Halforc who were weaker than their orc comrades didn't last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warrior just the right mix of cunning, ambition, and self-discipline to go far indeed, as Mhurren had. He was master of a tribe that could muster two thousand spears, and the strongest chief in Thar. + +Richard Baker, Swordmage + +Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury. + +## SCARRED AND STRONG + +Half-orcs' grayish pignmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds. + +Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orc has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame. + +## THE MARK OF GRUUMSH + +The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat-and either exult along with him or shiver with fear and loathing Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it. Beyond the rage of Grumush, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures-feasting, drinking, wrestling, drumming, and wild dancing-fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self- control to get by in a civilized land. @@ -1333,13 +1473,33 @@ Languages. You can speak, read, and write Common and Orc. Orc is a harsh, gratin Your half-orc character has certain traits deriving from your orc ancestry. -PART I | RACES +# TIEFLING -![Image](dnd_5e_playersHandbook_artifacts/image_000030_41bae2fb5df15f511a28f9edcc4cee9f42d91e610dc6a5b3cd280dfe3e049183.png) +![Image](dnd_5e_playersHandbook_artifacts/image_000006_1c8b613daea5912a7d5ac8698ff85ed1cfa8a725f140386cbe8ca032a1a39c31.png) -![Image](dnd_5e_playersHandbook_artifacts/image_000031_6aa032e9e6c550656f39f1a7e3993543620b3962d1ff09e38dd3225bc4e062eb.png) +"BUT YOU DO SEE THE WAY PEOPLE LOOK AT YOU, devil's child." -thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect. +Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice jolted her: + +"What is it they say?" he asked. "One's a curiosity, two's a conspiracy" + +"Three's a curse," she finished. "You think I haven't heard that rubbish before?" + +"I know you have. When she glared at him, he added, "It's not as if I'm plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel in it. He tilted his head again, scrutinizing her, with + +that wicked glint in his eyes. "You fight it, don't you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws." + +Erin M. Evans, Brimstone Angels + +To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tiefling knows that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable. + +## INFERNAL BLOODLINE + +Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors-black, red, white, silver, or gold-with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple. + +## SELF-RELIANT AND SUSPICIOUS + +Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect. Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life. @@ -1416,14 +1576,56 @@ CLASSES | Warlock | A wielder of magic that is derived from a bargain with an extraplantar entity | d8 | Charisma | Wisdom & Charisma | Light armor, simple weapons | | Wizard | A scholarly magic-user capable of manipulating the structures of reality | d6 | Intelligence | Intelligence & Wisdom | Daggers, darts, slings, quarterstaffs, light crossbows | -![Image](dnd_5e_playersHandbook_artifacts/image_000034_57872736ec0c537babd22cfc98c251b353058bc0e691e68386d93915969f0be6.png) +# BARBARIAN -![Image](dnd_5e_playersHandbook_artifacts/image_000035_ab354eb3b9a70b59f315f48bd9450d1b9cb3769ace4c006c2dcc9fa53d0ea97c.png) +![Image](dnd_5e_playersHandbook_artifacts/image_000007_e9944137049762c398ab7e4b64144d0a87a4b76454af5f395f849ed22417ddd7.png) -monsters. Barbarians charge headlong into that danger so that their people don't have to. +A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd. + +A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck + +with her bare hands as she did to the last six rivals. Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another. + +These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a concerned predator, the unrelenting assault of a storm, the churning turmoil of the sea. + +For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also unncany reflexes, resilience, and feats of strength. + +## PRIMAL INSTINCT + +People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature: keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. + +Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise. + +## A LIFE OF DANGER + +Not every member of the tribes deemed "barbarians" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties. +| The Barbarian Proficiency Level Bonus | Features | Rages | Rage Damage | +|-----------------------------------------|------------|-------------------------------|---------------| +| 1st | +2 | Rage, Unarmored Defense | 2 +2 | +| 2nd | +2 | Reckless Attack, Danger Sense | 2 +2 | +| 3rd | +2 | Primal Path | 3 +2 | +| 4th | +2 | Ability Score Improvement | 3 +2 | +| 5th | +3 | Extra Attack, Fast Movement | 3 +2 | +| 6th | +3 | Path feature | 4 +2 | +| 7th | +3 | Feral Instinct | 4 +2 | +| 8th | +3 | Ability Score Improvement | 4 +2 | +| 9th | +4 | Brutal Critical (1 die) | 4 +3 | +| 10th | +4 | Path feature | 4 +3 | +| 11th | +4 | Relentless Rage | 4 +3 | +| 12th | +4 | Ability Score Improvement | 5 +3 | +| 13th | +5 | Brutal Critical (2 dice) | 5 +3 | +| 14th | +5 | Path feature | 5 +3 | +| 15th | +5 | Persistent Rage | 5 +3 | +| 16th | +5 | Ability Score Improvement | 5 +4 | +| 17th | +6 | Brutal Critical (3 dice) | 6 +4 | +| 18th | +6 | Indomitable Might | 6 +4 | +| 19th | +6 | Ability Score Improvement | 6 +4 | +| 20th | +6 | Primal Champion Unlimited | +4 | + + ## CREATING A BARBARIAN When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common? @@ -1851,7 +2053,29 @@ Starting at 6th level, you can attack twice, instead of once, whenever you take At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. -![Image](dnd_5e_playersHandbook_artifacts/image_000042_239069cacae021c59152d2ac3a7097603d90a563c3d8ce993945a37131b42911.png) +# CLERIC + +Arms and eyes upholred toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions. + +Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's fall. + +Calling down a curse upon the forces of undead, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions. + +Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. + +## HEALERS AND WARRIORS + +Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. + +Harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes. + +Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a place to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side. + +## DIVINE AGENTS + +Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies. + +When a cleric takes up an adventuring life, it is usually because his or her gods demand it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect ## SPELLCASTING @@ -2259,7 +2483,25 @@ At 8th level, you gain the ability to infuse your weapon strikes with divine ene At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. -![Image](dnd_5e_playersHandbook_artifacts/image_000046_ab811e32f30c78dd4fa52de978533737c81296176ee42fc4fb82843cdf5d6b54.png) +# DRUID + +Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to shine the torch-carrying orcs who threaten her forest. + +Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities. + +Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life. + +Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will. + +## POWER OF NATURE + +Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines. + +Druid spells are oriented toward nature and animals' the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form. + +## PRESERVE THE BALANCE + +For druids, nature exists in a precarious balance. The four elements that make up a world-air, earth, fire, Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival @@ -2506,11 +2748,50 @@ The druids of Eberron hold animistic beliefs completely unconnected to the Sover ![Image](dnd_5e_playersHandbook_artifacts/image_000048_b05ec860d8ed60eb6d37543c19e3521110c048feb65422216134792a0a7d4cfd.png) -![Image](dnd_5e_playersHandbook_artifacts/image_000049_c9ed8fd15c8c9f3bea34059dc1ffe75fd0486277bcf68e2c9a8ed482d94ef69f.png) +# FIGHTER -![Image](dnd_5e_playersHandbook_artifacts/image_000050_24b10751c9d2c8df339f3aed09b07ca6475e8d79a4a222bde407c544541266cf.png) +![Image](dnd_5e_playersHandbook_artifacts/image_000008_696178e39284b9d17cb48b392fed7021ca6f065ef852c4f68e404bc2213fc9fc.png) -Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards-few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example. +A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. + +A dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. + +A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight-and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him. + +All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of DUNGEONS & DRAGONS. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings-as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. + +## WELL-ROUNDED SPECIALISTS + +Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. + +## TRAINED FOR DANGER + +Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. + +## THE FIGHTER + +| Level | Proficiency Bonus | Features | +|---------|---------------------|----------------------------------------------------| +| 1st | +2 | Fighting Style, Second Wind | +| 2nd | +2 | Action Surge (one use) | +| 3rd | +2 | Martial Archetype | +| 4th | +2 | Ability Score Improvement | +| 5th | +3 | Extra Attack | +| 6th | +3 | Ability Score Improvement | +| 7th | +3 | Martial Archetype feature | +| 8th | +3 | Ability Score Improvement | +| 9th | +4 | Indomitable (one use) | +| 10th | +4 | Martial Archetype feature | +| 11th | +4 | Extra Attack (2) | +| 12th | +4 | Ability Score Improvement | +| 13th | +5 | Indomitable (two uses) | +| 14th | +5 | Ability Score Improvement | +| 15th | +5 | Martial Archetype feature | +| 16th | +5 | Ability Score Improvement | +| 17th | +6 | Action Surge (two uses), Indomitable (three uses) | +| 18th | +6 | Martial Archetype feature | +| 19th | +6 | Ability Score Improvement | +| 20th | +6 | Extra Attack (3) | ## CREATING A FIGHTER @@ -2766,7 +3047,27 @@ At 3rd level, you learn a ritual that creates a magical bond between yourself an ## ELDRITCH KNIGHT SPELLCASTING -![Image](dnd_5e_playersHandbook_artifacts/image_000052_fad7f3017e249ec7863e0fbefac8af7cfb8aeb3e86969ca98b0b52e9e85f3996.png) +# MONK + +Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes. + +Moving with the silence of the night, a black-clad halfing steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its clothwrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep. + +Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. + +## THE MAGIC OF KI + +Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes. + +## TRAINING AND ASGETICISM + +Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn't be found to support them, or in return for some kindness that the monks had performed for their families. + +Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. + +The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants. + +For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure. | The Monk | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features | |------------|----------------------|-----------------|--------------|---------------------------------|--------------------------------------------------| @@ -2791,11 +3092,6 @@ At 3rd level, you learn a ritual that creates a magical bond between yourself an | 19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement | | 20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self | -emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. - -The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants. - -For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure. ## Creating a Monk @@ -3093,7 +3389,27 @@ Other monastic traditions are associated with deities who teach the value of phy The evil monks of the Scarlet Brotherhood in the world of Greyhawk derive their fanatic zeal not from devotion to a god but from dedication to the principles of their nation and their race-the belief that the Suel strand of humanity are meant to rule the world. -![Image](dnd_5e_playersHandbook_artifacts/image_000054_f4f3040184912522b1a109134e2ca36de0730fad4d6fdb9745bc68b7b293d221.png) +# PALADIN + +Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement. + +A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there. + +Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness. + +Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion. + +## THE CAUSE OF RIGHTEOUSNESS + +A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin's power comes as much from a commitment to justice itself as it does from a god. + +Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice. + +## BEYOND THE MUNDANE LIFE + +Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country. + +Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion. | The PALADIN | Proficiency | Spell Slots per Spell Level- | Spell Slots per Spell Level- | Spell Slots per Spell Level- | Spell Slots per Spell Level- | Spell Slots per Spell Level- | | |---------------|---------------|--------------------------------------------|--------------------------------|--------------------------------|--------------------------------|--------------------------------|-----| @@ -3119,10 +3435,6 @@ The evil monks of the Scarlet Brotherhood in the world of Greyhawk derive their | 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 2 | 2 | | 20th | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 | -evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country. - -Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion. - ## Creating a Paladin The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? 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