By Wizards RPG Team
Every little thing a participant must create heroic characters for the world’s maximum roleplaying game
The Player’s guide® is the basic reference for each Dungeons & Dragons® roleplayer. It includes ideas for personality production and development, backgrounds and talents, exploration and wrestle, apparatus, spells, and masses more.
Use this publication to create interesting characters from one of the such a lot iconic D&D® races and classes.
Dungeons & Dragons immerses you in an international of event. discover historic ruins and lethal dungeons. conflict monsters whereas looking for mythical treasures. achieve event and gear as you trek throughout uncharted lands together with your companions.
The global wishes heroes. Will you solution the decision?
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Additional info for Dungeons & Dragons: Player's Handbook
As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names. HALF- ELF TRAITS Vour half-elf character has some qualities in common with elves and some that are unique to half-elves. AbiJity Score Increase. Vour Charisma score increases by 2, and two other ability scores of your choice increase by I. Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20.
Once you reach 5th levei, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spclls. Languages. You can speak. read. and write Common and Infernal. CHAPTER OVENTURERS 3: CLASSES ARE EXTRAOROINARY PEOPLE, driven bya thirst for excitement into a tife that others would never dare lead, They are herocs, compelled to explore the dark places of lhe world and take on lhe challenges lhat lesser women and men can't stand against. t's more than a profession; it's your character's calling.
Elf's baek and stoien glanees aeross the eommon room, rather than any confrontation ar open curiosity. HalfOrc. ore is belligerent and quiek to anger, so peopie wateh themselves around an unfamiliar half-ore. Shopkeepers might surreptitiously hide valuable or fragile goods when a haif-ore comes in. and peopie slowly clear out of a tavern, assuming a fight will break out soon. riefling. ores are greeted with a praetieal caution, but tieAings are the subjeet of supernatural fear. lhe evil of their heritage is plainly visibie in their features.