Player's Handbook. Monster Manual, Dungeon Moste,'s Gtúde, ali other Wizards af the Caast praduct names, and their respective logos are. D&D 5th ed players handbook. 61, views. Share; Like; Download .. Playing D&D is an exercise in collaborative creation. You and your. Monster Manual 2. Malkur · Elemental evil players_companion. Mew Chan · D&D 5th ed players handbook. Anthony Price · Divine Power.

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D&D player's handbook. The Monster Manual, available separately, contains material that players and DMs alike will find useful. A step by step guide to create a 5th edition dungeon's and dragons character. How to Create a D&D Character* *may need players handbook, 5e Step 1: Choose a Race (pg) • Common Races: dwarves Download. The third handbook for Players - Game Dungeons and dragons. Player's Handbook, Dungeon Master's Guide, MonSler Manual, D&D Insider.

If the second attack roll is successful, then the critical hit is confirmed and you deal more damage see page for more information. Each round represents 6 seconds in the game world, regardless of how long it takes to play out the round. Combat starts with initiative checks to determine the order of play for the entire battle. There are three types of actions: In a round, you can do one of these four things: Take a standard action and then a move action; take a move action and then a standard action; take two move actions; or perform a full-round action.

Your character is an adventurer, part of a team that regularly delves into dungeons and battles monsters. The DM sets each scene and describes the action. With your character in mind, respond to each situation as it comes up.

Sometimes combat is called for, but other situation might be solved through magic, negotiation, or judicious skill use. Also consider how you respond. Either method is fine, and you can even vary your approach to match the situation. Be creative, be daring, and be true to your character… and most of all, have fun! You need a photocopy of the character sheet, a pencil, scrap paper, and four 6-sided dice.

You should also find out what the other players have created so that your character fits into the group. Determine each one by rolling four six-sided dice, ignoring the lowest die roll, and totaling the other three.

Record your six results on scrap paper. See Chapter 1 beginning on the next page for more details. The classes, detailed in Chapter 3, are barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard.

The Races, described in Chapter 2, are human, dwarf, elf, gnome, halflings, half-elf, and half-orc. Write your class and race selections on your character sheet.

Adjust these scores up or down, according to your race, as indicated on Table 2—1: Racial Ability Adjustments page Put high scores in abilities that support your class selection.

Ability Modifiers and Bonus Spells page 8. Ability modifiers adjust many die rolls in the game, including attack rolls, damage rolls, skill checks, and saving throws. Record your adjusted ability scores and their modifiers on your character sheet. It offers a fast way to complete the next several steps of character creation. If you like the feat, skills, and equipment listed there, record this information on your character sheet. Otherwise, use this information as a guide and make your own decisions.

Most of these are automatic, but some involve making choices and thinking ahead about upcoming character creation steps. Feel free to look ahead or to backtrack and do something over if you need to. Skills are measured in ranks. You get more out of downloading class skills. To do this, add the skill ranks to the ability modifier associated with the skill and record it on your character sheet.

Table 4—2: Skills page 63 lists all the skills in the game and indicates which skills are class skills for which classes. Table 5—1: Feats page 90 lists all feats, their prerequisites if any , and a brief description. It helps you detail your character. You can this now or wait until later. Hit Points: Your hit points hp determine how hard your character is to kill.

At 1st level, wizards and sorcerers get 4 hp; rogues and bards get 6 hp; clerics, druids, monks, and rangers get 8 hp; fighters and paladins get 10 hp; and barbarians get 12 hp.

Armor Class: Your Armor Class AC determines how hard your character is to hit. Add the following numbers together to get your AC: The Improved Initiative feat provides an additional modifier if you select it.

Attack Bonuses: Your class determines your base attack bonus. To determine your melee attack bonus for when you get into close- combat fights, add your Strength modifier to your base attack bonus. To determine your ranged attack bonus for when you attack from a distance, add your Dexterity modifier to your base attack bonus.

Saving Throws: Your class determines your base saving throw bonuses. To these numbers, add your Constitution modifier to get your Fortitude save, your Dexterity modifier to get your Reflex save, and your Wisdom modifier to get your Will save.

Chapter 6: Description can help with this. A perceptive character is more likely to notice bugbears sneaking up from behind. A stupid character is not as likely to find a secret door that leads to a hidden treasure chamber.

Your ability scores tell you what your modifiers are for rolls such as these. Your character has six abilities: Later, you can increase them as your character advances in experience.

Disregard the lowest die roll and total the three highest ones. The result is a number between 3 horrible and 18 tremendous. The average ability score for the typical commoner is 10 or 11, but your character is not typical.

The most common ability scores for player characters PCs are 12 and Make this roll six times, recording each result on a piece of paper.

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Once you have six scores, assign each score to one of the six abilities. At this step, you need to know what kind of person your character is going to be, including his or her race and class, in order to know how best to distribute the ability scores. Choosing a race other than human or half-elf causes some of these ability scores to change see Table 2—1: Racial Ability Adjustments, page Table 1—1: Ability Modifiers and Bonus Spells on the next page shows the modifier for each score.

The modifier is the number you apply to the die roll when your character tries to do something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty. Classes depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards.

In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level.

See the class descriptions in Chapter 3 for details. For instance, the wizard Mialee has an 6. Your scores are considered too low if the sum of your modifiers before adjustments because of race is 0 or lower, or if your highest score is 13 or lower.

The description of each ability includes a list of races and creatures along with their average scores in that ability. These scores are for an average, young adult creature of the indicated race or kind, such as a dwarf tax collector, a halfling merchant, or an unexceptional gnoll.

An adventurer—say, a dwarf fighter or a gnoll ranger—probably has better scores, at least in the abilities that matter most to that character, and player characters are above average overall.

This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry see Chapter 9: Melee attack rolls.

Damage rolls when using a melee weapon or a thrown weapon including a sling. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow. Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability. Strength checks for breaking down doors and the like. Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.

Armor Class AC , provided that the character can react to the attack. Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly. TABLE 1—1: These are the skills that have Dexterity as their key ability. Each roll of a Hit Die though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level.

Fortitude saving throws, for resisting poison and similar threats. Concentration checks. This is a skill, important to spellcasters, that has Constitution as its key ability. This ability is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be.

The number of languages your character knows at the start of the game. The number of skill points gained each level. But your character always gets at least 1 skill point per level. These are the skills that have Intelligence as their key ability. A wizard gains bonus spells based on her Intelligence score.

An animal has an Intelligence score of 1 or 2. A creature of hu- manlike intelligence has scores of at least 3. A simpleton low Intelligence might still have great insight high Wisdom. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. Will saving throws for negating the effect of charm person and other spells. These are the skills that have Wisdom as their key ability.

Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score. These are the skills that have Charisma as their key ability. Checks that represent an attempt to influence others.

Sorcerers and bards get bonus spells based on their Charisma scores. He rolls four six-sided dice 4d6 and gets 5, 4, 4, and 1. Ignoring the lowest roll 1 , he records the result on scratch paper: He rolls the dice five more times and gets these six scores: Monte decides to play a strong, tough dwarf fighter.

Now he assigns his scores to abilities. Strength gets the highest score, Constitution gets the next highest score, This bonus gives the character more hit points and better Fortitude saving throws. Monte puts his lowest score, 8, into Charisma. Monte has two bonus-range scores left 13 and 12 , plus an aver- age score A Dexterity score of 13 qualifies his character for the Dodge feat—see Table 5—1: Feats, page The Wisdom bonus helps with perception skills, such as Spot and Listen see Table 4—2: Skills, page 63 , as well as with Will saving throws.

Intelligence gets the 10 no bonus or penalty. Ability scores can increase with no limit. Points at which ability changes occur include the following: Add 1 point to any score upon attaining 4th level and at every fourth level your character attains thereafter 8th, 12th, 16th, and 20th level.

Many spells and magical effects temporarily increase or decrease ability scores. Sometimes a spell simply hampers a character, reducing his or her ability score. A character trapped by an entangle spell, for example, acts as if his or her Dexterity were 4 points lower than it really is. Several magic items improve ability scores as long as the character is using them. Some rare magic items can boost an ability score permanently, as can a wish spell.

Such an increase is called an inherent bonus. Poisons, diseases, and other effects can temporarily harm an ability ability damage. Ability points lost to damage return on their own at a rate of 1 point per day for each damaged ability. Some effects drain abilities, resulting in a permanent loss ability drain.

As a character ages, some ability scores go up and others go down. See Table 6—5: Aging Effects page When an ability score changes, all attributes associated with that score change accordingly. For example, when Mialee becomes a 4th- level wizard, she decides to increase her Intelligence score to She does not retroactively get additional points for her previous levels that is, skill points she would have gained if she had had an Intelligence score of 16 starting at 1st level.

Here is some background just guidelines about what these scores can mean. A smart character one with high Intelligence is curious, knowledge- able, and prone to using big words.

A character with a high Intelligence but low Wisdom may be smart but absentminded, or knowledgeable but lacking in common sense. A character with a high Intelligence but a low Charisma may be a know-it-all or a reclusive scholar. A smart character lacking in both Wisdom and Charisma may put her foot in her mouth often.

A character with a low Intelligence mispronounces and misuses words, has trouble following directions, or fails to get the joke. A character with a high Wisdom but low Intelligence may be aware, but simple. The wise character lacking in both Intelligence and Charisma is uncouth and unso- phisticated.

A character with high Charisma but a low Intelligence can usually pass herself off as knowledgeable, until she meets a true expert. A character with low Charisma may be reserved, gruff, rude, fawning, or simply nondescript.

Presentation on theme: "Chapter 11 OFFICE MANAGEMENT."— Presentation transcript:

Not many dwarves or half-orcs live there. In turn, elves, humans, halflings, and half-orcs are hard to find in underground dwarven cities. And while nonhumans may travel through the human countryside, most country folk are humans. In the big cities, however, the promise of power and profit brings together people of all the common races: At the same time, you should choose a class, since race affects how well a character can do in each class.

You can play a character of any race and class combination, but certain races do better pursuing certain careers. Halflings, for example, can be fighters, but their small size and special features make them better as rogues. In each race, some individuals diverge from the norm, and your character could be one of these. If your half-orc character would have an adjusted Intelligence of 1 or 2, make it 3 instead. Knowing this, her player puts her best score rolled 15 in Dexterity so that it will increase to Her Strength score drops to 10, which carries neither a bonus nor a penalty.

Racial Ability Adjustments. For example, as a halfling rogue, Lidda can add a second class later on becoming a multiclass character without worrying about an XP penalty, because rogue is favored class for halflings. Dwarves haggle over gems in Dwarven, elf sages engage in learned debates in Elven, and preachers call out prayers in Celestial. The language heard most, however, is Common, a tongue shared by all who take part in the culture at large.

With all these languages in use, it is easy for people to learn other languages, and adventurers often speak several tongues. All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate.

A smart character one who had an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character. Any character except a barbarian can read and write all the languages he or she speaks. A barbarian can become literate by spending skill points, see Illiteracy, page Class-Related Languages: These class-related languages are as follows: Abyssal, Celestial, Infernal.

HUMANS Most humans are the descendants of pioneers, conquerors, traders, travelers, refugees, and other people on the move. As a result, human lands are home to a mix of people—physically, culturally, religiously, and politically different. Hardy or fine, light-skinned or dark, showy or austere, primitive or civilized, devout or impious, humans run the gamut. Humans are the most adaptable, flexible, and ambi- tious people among the common races.

They are diverse in their tastes, morals, customs, and habits. Physical Description: Humans typically stand from 5 feet to a little over 6 feet tall and weigh from to pounds, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond curly, kinky, or straight , and their facial hair for men from sparse to thick.

Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elf, orc, or other lineages. Members of this race are often ostentatious or unorthodox in their grooming Illus. RACES Humans have short life spans, reaching adulthood at about age 15 and rarely living even a single century. Humans tend toward no particular alignment, not even neutrality. The best and the worst are found among them.

Human Lands: Human lands are usually in flux, with new ideas, social changes, innovations, and new leaders constantly coming to the fore. Members of longer-lived races find human culture exciting but eventually a little wearying or even bewildering.

Since humans lead such short lives, their leaders are all young compared to the political, religious, and military leaders among the other races. Even where individual humans are conservative traditionalists, human institutions change with the generations, adapting and evolving faster than parallel institutions among the elves, dwarves, gnomes, and halflings. Individually and as a group, humans are adaptable opportunists, and they stay on top of changing political dynamics.

Human lands generally include relatively large numbers of nonhumans compared, for instance, to the number of non-dwarves who live in dwarven lands. Unlike members of the other common races, humans do not have a chief racial deity. Pelor, the sun god, is the most commonly worshiped deity in human lands, but he can claim nothing like the central place that the dwarves give Moradin or the elves give Corellon Larethian in their respective pantheons.

Some humans are the most ardent and zealous adherents of a given religion, while others are the most impious people around. Humans speak Common. They typically learn other languages as well, including obscure ones, and they are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elven musical expressions, Dwarven military phrases, and so on. Human names vary greatly. Without a unifying deity to give them a touchstone for their culture, and with such a fast breeding cycle, humans mutate socially at a fast rate.

Human cul- ture, therefore, is more diverse than other cultures, and no human names are truly typical. Some human parents give their children dwarven or elven names pronounced more or less correctly. Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of her fellows by amassing power, wealth, and fame.

Humans, more than other people, champion causes rather than territories or groups. As Medium creatures, humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet. See Chapter 5: The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter 4: Automatic Language: Bonus Languages: Any other than secret languages, such as Druidic.

See other racial lists for common languages or the Speak Language skill page 82 for a more comprehensive list. Humans mingle with all kinds of other folk and thus can learn any language found in an area. When determining whether a multiclass hu- man takes an experience point penalty, her highest-level class does not count. See XP for Multiclass Characters, page Their mysterious kingdoms, carved out from the insides of moun- tains, are renowned for the marvelous treasures that they produce as gifts or for trade.

Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust.

Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a care- ful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for ven- geance. Dwarf men are slightly taller and noticeably heavier than dwarf women.

Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully.

Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 40, and they can live to be more than years old. Dwarves get along fine with gnomes, and passably with humans, half-elves, and halflings. Still, elves and dwarves have, through the ages, found common cause in battles against orcs, goblins, and gnolls.

Dwarves mistrust half-orcs in general, and the feeling is mutual. Luckily, dwarves are fair-minded, and they grant individual half-orcs the opportunity to prove themselves. Dwarves are usually lawful, and they tend toward good. Dwarven Lands: Dwarven kingdoms usually lie deep beneath the stony faces of mountains, where the dwarves mine gems and precious metals and forge items of wonder.

Trustworthy members of other races are welcome in such settlements, though some parts of these lands are off limits even to them. Dwarves dislike water travel, so enterprising humans frequently handle trade in dwarven goods when travel is along a water route. Dwarves in human lands are typically mercenaries, weapon- smiths, armorsmiths, jewelers, and artisans.

Dwarf bodyguards are renowned for their courage and loyalty, and they are well rewarded for their virtues.


The chief deity of the dwarves is Moradin, the Soul Forger. He is the creator of the dwarves, and he expects his followers to work for the betterment of the dwarf race. Dwarves speak Dwarven, which has its own runic script. Dwarven literature is marked by comprehensive histories of kingdoms and wars through the millennia. Dwarves often speak the languages of their friends humans and gnomes and enemies.

Some also learn Terran, the strange language of earth-based creatures such as xorn. Every proper dwarven name has been used and reused down through the genera- tions. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in its place.

Male Names: Female Names: Clan Names: A dwarven adventurer may be motivated by crusading zeal, a love of excitement, or simple greed.

As long as his accomplishments bring honor to his clan, his deeds earn him respect and status. Defeating giants and claiming powerful magic weapons are sure ways for a dwarf to earn the respect of other dwarves. Dwarves are stout and tough but tend to be gruff and reserved. As Medium creatures, dwarves have no special bonuses or penalties due to their size. Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions.

Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes see Chapter 7: Equipment as martial weapons, rather than exotic weapons.

Dwarves are exceptionally stable on their feet. Dwarves are hardy and resistant to toxins. Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively. This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. The Monster Manual has information on which creatures are of the giant type.

Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal. Dwarves are especially capable with stonework and metalwork. Automatic Languages: Common and Dwarven.

Dwarves are familiar with the languages of their enemies and of their subterranean allies. Favored Class: Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.

Elves are more often amused than excited, and more likely to be curious than greedy. With such a long life span, they tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance.

When pursuing a goal, however, whether an adventurous mission or learning a new skill or art, they 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. They are graceful but frail. They tend to be pale-skinned and dark-haired, with deep green eyes.


Elves have no facial or body hair. They prefer simple, comfortable clothes, especially in pastel blues and greens, and they enjoy simple yet elegant jewelry. Elves possess unearthly grace and fine features. Many humans and members of other races find them hauntingly beautiful.

An elf reaches adulthood at about years of age and can live to be more than years old. Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf dreams, though these dreams are actually mental exercises that have become reflexive through years of practice.

Elves consider humans rather unrefined, halflings a bit staid, gnomes somewhat trivial, and dwarves not at all fun. They look on half-elves with some degree of pity, and they regard half- orcs with unrelenting suspicion. Since elves love freedom, variety, and self-expres- sion.

They lean strongly toward the gentler aspects of chaos. Elven Lands: Most elves live in woodland clans numbering less than two hundred souls. Their well-hidden villages blend into the trees, doing little harm to the forest. They hunt game, gather food, and grow vegetables, and their skill and magic allowing them to support themselves amply without the need for clearing and plowing land. Their contact with outsiders is usually limited, though some few elves make a good living trading finely worked elven clothes and crafts for the metals that elves have no interest in mining.

Elves encountered in human lands are commonly wandering minstrels, favored artists, or sages. Human nobles compete for the services of elf instructors, who teach swordplay to their children. Above all others, elves worship Corellon Larethian, the Protector and Preserver of life. Elven myth holds that it was from his blood, shed in battles with Gruumsh, the god of the orcs, that the elves first arose.

Corellon is a patron of magical study, arts, dance, and poetry, as well as a powerful warrior god. Elves speak a fluid language of subtle intonations and intricate grammar. Many bards learn Elven so they can add Elven ballads to their repertoires. Others simply memorize Elven songs by sound.

The Elven script, as flowing as the spoken word, also serves as the script for Sylvan, the language of dryads and pixies, for Aquan, the language of water-based creatures, and for Undercommon, the language of the drow and other subterranean creatures. When an elf declares herself an adult, usually some time after her hundredth birthday, she also selects a name. In addition, she bears her family name. Family names are combinations of regular Elven words; and some elves traveling among humans translate their names into Common while others use the Elven version.

Family Names Common Translations: Elves take up adventuring out of wanderlust. Life among humans moves at a pace that elves dislike: Elves among humans, therefore, find careers that allow them to wander freely and set their own pace. Elves also enjoy demonstrating their prowess with the sword and bow or gaining greater magical powers, and adventuring allows them to do so. Good elves may also be rebels or crusaders. Elves are graceful but frail. As Medium creatures, elves have no special bonuses or penalties due to their size.

Elf base land speed is 30 feet. Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the Martial Weapon Profi- ciency feats for the longsword, rapier, longbow including composite longbow , and shortbow including composite shortbow as bonus feats.

Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Like this presentation? Why not share! The Ve Embed Size px.

Start on. Show related SlideShares at end. WordPress Shortcode. Published in: Full Name Comment goes here. Are you sure you want to Yes No. Laura Pifer. Ben Etheredge. John Koh. Jason Crippin.

Landry Skocdopole. Show More. No Downloads. Views Total views. Actions Shares. Embeds 0 No embeds. No notes for slide. How to Create a Dungeons and Dragons Character 1. Step 1: Choose a Subrace if applicable 3. Record any abilities, features, speed, languages, and proficiencies your race has. Step 2: Now choose where you want those numbers to go to: Add those to your specified levels.Lightfoots are more prone to wanderlust than other halflings.

Your character receives a number of benefits from your choice of class. HUMANS Most humans are the descendants of pioneers, conquerors, traders, travelers, refugees, and other people on the move. In addilion, every characler's proficiency bonus increases at certain leveIs. Weapon Proficiency: Bul lhere's no lelling what's going on behind lheir smiling faces-surely more lhan lhey ever let on. As it 8oes. Show related SlideShares at end. Cold Free Action Personal Trigger:

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