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## CHAPTER 1: STEP-BY-STEP CHARACTERS
![Image](dnd_5e_playersHandbook_artifacts/image_000006_382450dda105fd5398f36a1e4075f26c22eb27f765f92b75a648afd7676dde22.png)
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
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.
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.
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. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.
## BUILDING BRUENOR
Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor.
## 1. CHOOSE A RACE
![Image](dnd_5e_playersHandbook_artifacts/image_000007_64ec5177e56e78dcacbcde05fe78c0bce6e9ad9d5c2ca06cb86f8fe9c5d5d6eb.png)
Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. 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, genomes, 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 tools, 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 dwarfs, 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.
## BUILDING BRUENOR, STEP 1
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.
## 2. CHOOSE A CLASS
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.
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. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. 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 all the features that your class gives you at 1st level.
## LEVEL
Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level 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 off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.
## QUICK BUILD
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.
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).
## HIT POINTS AND HIT DICE
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).
## ABILITY SCORE SUMMARY
## Strength
Measures: Natural athleticism, bodily power
Important for: Barbarian, fighter, paladin
Racial Increases:
Mountain dwarf (+2)
Half-orc (+2)
Dragonborn (+2)
Human (+1)
## Dexterity
Measures: Physical agility, reflexes, balance, poison Important for: Monk, ranger, rogue
Racial Increases:
Elf (+2)
Forest gnome (+1)
Halfling (+2)
Human (+1)
## Constitution
Measures: Health, stamina, vital force
Important for: Everyone
Racial Increases:
Dwarf (+2)
Half-orc (+1)
Stout halfling (+1)
Human (+1)
Rock gnome (+1)
## Intelligence
Measures: Mental acuity, information recall, analytical skill
Important for: Wizard
Racial Increases:
High elf (+1)
Tiefling (+1)
Gnome (+2)
Human (+1)
## Wisdom
Measures: Awareness, intuition, insight
Important for: Cleric, druid
Racial Increases:
Hill dwarf (+1)
Wood elf (+1)
## Charisma
Measures: Confidence, eloquence, leadership Important for: Bard, sorcerer, warlock
Racial Increases:
Half-elf (+2)
Drow (+1)
Lightfoot halfling (+1)
Dragonborn (+1)
Human (+1)
Tiefling (+2)
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.
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).
## PROFICIENCY BONUS
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:
- · 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 class)
Your class determines your weapon proficiencies, your saving throw efficiencies, 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 tool proficiencies, and some races give you more proficiencies. Be sure to note all 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 or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.
## BUILDING BRUENOR, STEP 2
Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.
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.
## 3. DETERMINE ABILITY SCORES
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.
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.
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.
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 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
## BUILDING BRUENOR, STEP 3
Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor's abilities. 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: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1), Charisma 12 (+1).
Bob fills in Bruenor's final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points.
## VARIANT: CUSTOMIZING ABILITY SCORES
At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.
You 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. You can't have a score lower than 8.
This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8), a set of numbers that are above
| Score | Cost | Score | Cost |
|---------|--------|---------|--------|
| 8 | 0 | 12 | 4 |
| 9 | 1 | 13 | 5 |
| 10 | 2 | 14 | 7 |
| 11 | 3 | 15 | 9 |
## ABILITY SCORES AND MODIFIERS
| Score | Modifier | Score | Modifier |
|---------|------------|---------|------------|
| 1 | -5 | 16-17 | +3 |
| 2-3 | -4 | 18-19 | +4 |
| 4-5 | -3 | 20-21 | +5 |
| 6-7 | -2 | 22-23 | +6 |
| 8-9 | -1 | 24-25 | +7 |
| 10-11 | +0 | 26-27 | +8 |
| 12-13 | +1 | 28-29 | +9 |
| 14-15 | +2 | 30 | +10 |
average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.
## 4. DESCRIBE YOUR CHARACTER
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.
Using the information in chapter 4, you can flesh out your character's physical appearance and personality traits. Choose your character's alignment (the moral compass that guides his or her decisions) and ideals. Chapter 4 also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her.
Your character's background describes where he or she came from, his or her original occupation, and the character's place in the D&D world. Your DM might offer additional backgrounds beyond the ones included
![Image](dnd_5e_playersHandbook_artifacts/image_000008_2d4eab9a757b37ae16b0e930cb98765c3440d2f45810dcb2518df987ca1d02cb.png)
in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.
A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.
## YOUR CHARACTER'S ABILITIES
Take your character's ability scores and race into account as you flesh out his or her appearance and personality. 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 frail. 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. A character with a low Charisma might come across as abrasive, inarticulate, or timid.
Bob fills in some of Bruenor's basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggests a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.
Bob decides that Bruenor comes from a noble line, but his clan 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 reclaim 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 clear 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: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.
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.
## 5. CHOOSE EQUIPMENT
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.
Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp) to spend based on your class, 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 15. Chapter 7 has more information on carrying capacity.
## ARMOR CLASS
Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.
Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on 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 class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5.
Some spells and class 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 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 that has the thrown property, such as a handaxe, can use your Strength modifier instead.
## BUILDING BRUENOR, STEP 5
Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.
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.
## 6. Come Together
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.
## BEYOND 1st Level
As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.
When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).
When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.
The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.
## TIERS OF PLAY
The shading in the Character Advancement table shows the four tiers of play. The tiers don't have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.
In the first tier (levels 1-4), characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.
In the second tier (levels 5-10), characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as fireball and lightning bolt. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.
In the third tier (levels 11-16), characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.
At the fourth tier (levels 17-20), characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures.
## CHARACTER ADVANCEMENT
| Experience Points | Level | Proficiency Bonus |
|---------------------|---------|---------------------|
| 0 | 1 | +2 |
| 300 | 2 | +2 |
| 900 | 3 | +2 |
| 2,700 | 4 | +2 |
| 6,500 | 5 | +3 |
| 14,000 | 6 | +3 |
| 23,000 | 7 | +3 |
| 34,000 | 8 | +3 |
| 48,000 | 9 | +4 |
| 64,000 | 10 | +4 |
| 85,000 | 11 | +4 |
| 100,000 | 12 | +4 |
| 120,000 | 13 | +5 |
| 140,000 | 14 | +5 |
| 165,000 | 15 | +5 |
| 195,000 | 16 | +5 |
| 225,000 | 17 | +6 |
| 265,000 | 18 | +6 |
| 305,000 | 19 | +6 |
| 355,000 | 20 | +6 |

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## CHAPTER 1: STEP-BY-STEP CHARACTERS ## CHAPTER 1: STEP-BY-STEP CHARACTERS
![Image](dnd_5e_playersHandbook_artifacts/image_000006_382450dda105fd5398f36a1e4075f26c22eb27f765f92b75a648afd7676dde22.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000006_382450dda105fd5398f36a1e4075f26c22eb27f765f92b75a648afd7676dde22.png)
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 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
@ -18,7 +18,7 @@ Each step of character creation includes an example of that step, with a player
## 1. CHOOSE A RACE ## 1. CHOOSE A RACE
![Image](dnd_5e_playersHandbook_artifacts/image_000007_64ec5177e56e78dcacbcde05fe78c0bce6e9ad9d5c2ca06cb86f8fe9c5d5d6eb.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000007_64ec5177e56e78dcacbcde05fe78c0bce6e9ad9d5c2ca06cb86f8fe9c5d5d6eb.png)
Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. 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, genomes, half-elves, half-orcs, and tieflings. Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. 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, genomes, half-elves, half-orcs, and tieflings.
@ -237,7 +237,7 @@ Using the information in chapter 4, you can flesh out your character's physical
Your character's background describes where he or she came from, his or her original occupation, and the character's place in the D&D world. Your DM might offer additional backgrounds beyond the ones included Your character's background describes where he or she came from, his or her original occupation, and the character's place in the D&D world. Your DM might offer additional backgrounds beyond the ones included
![Image](dnd_5e_playersHandbook_artifacts/image_000008_2d4eab9a757b37ae16b0e930cb98765c3440d2f45810dcb2518df987ca1d02cb.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000008_2d4eab9a757b37ae16b0e930cb98765c3440d2f45810dcb2518df987ca1d02cb.png)
in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept. in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.

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# CHAPTER 2: RACES # CHAPTER 2: RACES
![Image](dnd_5e_playersHandbook_artifacts/image_000010_bd4d7da0f9fd21ea50c59752d99e61778d16bd0acfd59b558c696dce55c5c6da.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000010_bd4d7da0f9fd21ea50c59752d99e61778d16bd0acfd59b558c696dce55c5c6da.png)
VISIT TO ONE OF THE GREAT CITIES IN THE worlds of DUNGEONS & DRAGONS Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors overwhelming the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants. VISIT TO ONE OF THE GREAT CITIES IN THE worlds of DUNGEONS & DRAGONS Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors overwhelming the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants.

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# DRAGONBORN # DRAGONBORN
![Image](dnd_5e_playersHandbook_artifacts/image_000002_37d1792813eb0c71c1d9960feb95d201cbc1718de1e914d2d531e799bf3a982d.png) ![Image](Chapters/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. >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.
> >
@ -93,7 +93,7 @@ After you use your breath weapon, you can't use it again until you complete a sh
**Languages** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. **Languages** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
![Image](dnd_5e_playersHandbook_artifacts/image_000023_8e8a9b2cc623bad98b3333b03823324c16dd50ea0441a2087dace10d96cd804e.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000023_8e8a9b2cc623bad98b3333b03823324c16dd50ea0441a2087dace10d96cd804e.png)
## Draconians ## Draconians

View File

@ -1,6 +1,6 @@
# CHAPTER 2: RACES # CHAPTER 2: RACES
![Image](dnd_5e_playersHandbook_artifacts/image_000010_bd4d7da0f9fd21ea50c59752d99e61778d16bd0acfd59b558c696dce55c5c6da.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000010_bd4d7da0f9fd21ea50c59752d99e61778d16bd0acfd59b558c696dce55c5c6da.png)
VISIT TO ONE OF THE GREAT CITIES IN THE worlds of DUNGEONS & DRAGONS Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors overwhelming the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants. VISIT TO ONE OF THE GREAT CITIES IN THE worlds of DUNGEONS & DRAGONS Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors overwhelming the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants.
@ -52,7 +52,7 @@ Some races have subraces. Members of a subrace have the traits of the parent rac
# DWARF # DWARF
![Image](dnd_5e_playersHandbook_artifacts/image_000011_22ec3006a23870416301441cff6fe703be86e30e0f0bbe241b57f3d50dcb3e64.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000011_22ec3006a23870416301441cff6fe703be86e30e0f0bbe241b57f3d50dcb3e64.png)
>"YER LATE, ELF" CAME THE ROUGH EDGE OF A FAMILIAR voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. In spite of the added discomfort, the dwarf's long, pointed, often-broken nose and gray streaked though still-fery red beard came as a welcome sight to Drizzt. "Knew I'd find ye in trouble if I came out an' looked for yel" >"YER LATE, ELF" CAME THE ROUGH EDGE OF A FAMILIAR voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. In spite of the added discomfort, the dwarf's long, pointed, often-broken nose and gray streaked though still-fery red beard came as a welcome sight to Drizzt. "Knew I'd find ye in trouble if I came out an' looked for yel"
> >
@ -97,7 +97,7 @@ Dwarves get along passably well with most other races. "The difference between a
>Humans. "You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not." >Humans. "You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not."
![Image](dnd_5e_playersHandbook_artifacts/image_000012_516a8887669d3e2cc7e254fcdfba0a2ccb8ca48c93b8d0d4c055a55297e963d9.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000012_516a8887669d3e2cc7e254fcdfba0a2ccb8ca48c93b8d0d4c055a55297e963d9.png)
## Dwarf Names ## Dwarf Names
@ -157,7 +157,7 @@ In cities deep in the Underdark live the duergar, or gray dwarves. These vicious
# ELF # ELF
![Image](dnd_5e_playersHandbook_artifacts/image_000000_5f3dc21cff5b7b5c1a584c64744be01fe5f2bc768bdd1527b9bdd02490585e8d.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000000_5f3dc21cff5b7b5c1a584c64744be01fe5f2bc768bdd1527b9bdd02490585e8d.png)
>"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. >"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.
@ -240,7 +240,7 @@ Your elf character has a variety of natural abilities, the result of thousands o
## HIGH ELF ## HIGH ELF
![Image](dnd_5e_playersHandbook_artifacts/image_000015_7cccc0d37d17661242d50a874e67812d58fe719e0dda0b872694d9b26e6f8ee8.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000015_7cccc0d37d17661242d50a874e67812d58fe719e0dda0b872694d9b26e6f8ee8.png)
As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvenesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races. As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvenesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.
@ -301,7 +301,7 @@ Drow adventurers are rare, and the race does not exist in all worlds. Check with
**Drow Weapon Training** You have proficiency with rapiers, shortswords, and hand crossbows. **Drow Weapon Training** You have proficiency with rapiers, shortswords, and hand crossbows.
![Image](dnd_5e_playersHandbook_artifacts/image_000017_0d765a5a044dadf0c1c7689a6055cd53c0bc1bcdf77dcdcf82fa6e859023d7e7.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000017_0d765a5a044dadf0c1c7689a6055cd53c0bc1bcdf77dcdcf82fa6e859023d7e7.png)
## THE DARKNESS OF THE DROW ## THE DARKNESS OF THE DROW
@ -311,11 +311,11 @@ Drow adventurers are rare, and the race does not exist in all worlds. Check with
> >
>Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred. >Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred.
![Image](dnd_5e_playersHandbook_artifacts/image_000016_3e3641414778d7aff6e3b04fab2d1376906c642b3d683ae2e452f736998d2c6b.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000016_3e3641414778d7aff6e3b04fab2d1376906c642b3d683ae2e452f736998d2c6b.png)
# HALFLING # HALFLING
![Image](dnd_5e_playersHandbook_artifacts/image_000001_bbd086c7bf8cacc2230ad300242b167b701b22cfbc935cd6ff934dae88b1d34e.png) ![Image](Chapters/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. >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.
> >
@ -411,7 +411,7 @@ As a stout halfling, you're hardier than average and have some resistance to poi
**Stout Resilience** You have advantage on saving throws against poison, and you have resistance against poison damage. **Stout Resilience** You have advantage on saving throws against poison, and you have resistance against poison damage.
![Image](dnd_5e_playersHandbook_artifacts/image_000020_d5691d9a5d41534ad74dbd184be4b49c4129cf5dbea7775f1c436e1c25eff2fa.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000020_d5691d9a5d41534ad74dbd184be4b49c4129cf5dbea7775f1c436e1c25eff2fa.png)
# HUMAN # HUMAN
@ -427,7 +427,7 @@ In the reckonings of most worlds, humans are the youngest of the common races, l
With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
![Image](dnd_5e_playersHandbook_artifacts/image_000021_f5535f8ca727a2e790fb7446fe1737b40407546f8a5ade09e3b5b9cb6fb5093d.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000021_f5535f8ca727a2e790fb7446fe1737b40407546f8a5ade09e3b5b9cb6fb5093d.png)
## VARIETY IN ALL THINGS ## VARIETY IN ALL THINGS
@ -540,7 +540,7 @@ If your campaign uses the optional feat rules from chapter 5, your Dungeon Maste
# DRAGONBORN # DRAGONBORN
![Image](dnd_5e_playersHandbook_artifacts/image_000002_37d1792813eb0c71c1d9960feb95d201cbc1718de1e914d2d531e799bf3a982d.png) ![Image](Chapters/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. >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.
> >
@ -633,7 +633,7 @@ After you use your breath weapon, you can't use it again until you complete a sh
**Languages** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. **Languages** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
![Image](dnd_5e_playersHandbook_artifacts/image_000023_8e8a9b2cc623bad98b3333b03823324c16dd50ea0441a2087dace10d96cd804e.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000023_8e8a9b2cc623bad98b3333b03823324c16dd50ea0441a2087dace10d96cd804e.png)
## Draconians ## Draconians
@ -641,7 +641,7 @@ In the Dragonlance setting, the followers of the evil goddess Takhisis learned a
# GNOME # GNOME
![Image](dnd_5e_playersHandbook_artifacts/image_000003_6267512ce48661e45b1819b6b49af0fc6f83664793f86f7a365422be26d7955b.png) ![Image](Chapters/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. >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.
> >
@ -683,7 +683,7 @@ Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Sc
## Deep Gnomes ## Deep Gnomes
![Image](dnd_5e_playersHandbook_artifacts/image_000025_4618a102139c32cc76e3675dcb74e9bccbebd23c8460675d42277faf658b40b1.png) ![Image](Chapters/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. >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.
@ -733,7 +733,7 @@ As a rock gnome, you have a natural inventiveness and hardiness beyond that of o
**Tinker** You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. **Tinker** You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
![Image](dnd_5e_playersHandbook_artifacts/image_000026_c2ff24104fbab3a375abb66cd7440f087626ca0b90154330e0702cee91edcbd7.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000026_c2ff24104fbab3a375abb66cd7440f087626ca0b90154330e0702cee91edcbd7.png)
When you create a device, choose one of the following options: When you create a device, choose one of the following options:
@ -745,7 +745,7 @@ When you create a device, choose one of the following options:
# HALF-ELF # HALF-ELF
![Image](dnd_5e_playersHandbook_artifacts/image_000004_2dd400de8432445a40b8cf8e5cb656b9e27f5868a35a8cac2a46b76fba2a9f8e.png) ![Image](Chapters/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 >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
@ -773,7 +773,7 @@ Half-elves use either human or elven naming conventions. As if to emphasize that
## HALF-ELF TRAITS ## HALF-ELF TRAITS
![Image](dnd_5e_playersHandbook_artifacts/image_000028_3ae824827ad5e197a30dc1eddc8b0dbc71499e155f5c2fde7afd08151aa00c10.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000028_3ae824827ad5e197a30dc1eddc8b0dbc71499e155f5c2fde7afd08151aa00c10.png)
Your half-elf character has some qualities in common with elves and some that are unique to half-elves. Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
@ -795,7 +795,7 @@ Your half-elf character has some qualities in common with elves and some that ar
# Half-Orc # Half-Orc
![Image](dnd_5e_playersHandbook_artifacts/image_000005_6ae48cf48aae8bb7c66c6ff3af5e93689de313e73a96324d23315adaee4b67c1.png) ![Image](Chapters/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. >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.
> >
@ -853,7 +853,7 @@ Your half-orc character has certain traits deriving from your orc ancestry.
# TIEFLING # TIEFLING
![Image](dnd_5e_playersHandbook_artifacts/image_000006_1c8b613daea5912a7d5ac8698ff85ed1cfa8a725f140386cbe8ca032a1a39c31.png) ![Image](Chapters/dnd_5e_playersHandbook_artifacts/image_000006_1c8b613daea5912a7d5ac8698ff85ed1cfa8a725f140386cbe8ca032a1a39c31.png)
>"BUT YOU DO SEE THE WAY PEOPLE LOOK AT YOU, devil's child." >"BUT YOU DO SEE THE WAY PEOPLE LOOK AT YOU, devil's child."
> >

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