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.
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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. Choose your alignment pg Alignment Common followers Lawful good Gold dragons, paladins, most dwarves Neutral good Celestials, some cloud giants, most gnomes Chaotic good Copper dragons, many elves, unicorns Lawful neutral Many monks, some wizards Neutral Lizardfolk, most druids, many humans Chaotic neutral Many barbarians, many rogues, Numbers, numbers everywhere.
Same as the saving throws, if I am proficient in a skill, I add my proficiency bonus. If wearing armor, AC is specified by the chart below.
Som e worlds are dominated by one great story, like the War of the Lance that plays a central role in the Dragonlance setting. Your DM might set the campaign on one of these worlds or on one that he or she created. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from.
Many of the rules in part 1 rely on material in parts 2 and 3. Part 2 details the rules of how to play the game, beyond the basics described in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and describes the three broad categories o f activity in the game: Part 3 is all about magic.
The DM describes the environment. The players describe what they want to do. Other times, different adventurers do different things: Som etim es, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond.
But the door might be locked, the floor might hide a deadly trap, or som e other circum stance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1. In certain situations, particularly combat, the action is m ore structured and the players and DM do take turns choosing and resolving actions.
But m ost of the time, play is fluid and flexible, adapting to the circum stances of the adventure. Som e DMs like to use music, art, or recorded sound effects to help set the m ood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game.
Som etim es, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is. G a m e D i c e The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.
In these rules, the different dice are referred to by the letter d followed by the number of sides: For instance, a d6 is a six-sided die the typical cube that many gam es use. Percentile dice, or d , work a little differently. You generate a number between 1 and by rolling two different ten-sided dice num bered from 0 to 9. One die designated before you roll gives the tens digit, and the other gives the ones digit.
If you roll a 7 and a 1, for example, the number rolled is Two Os represent Som e ten-sided dice are numbered in tens 00, 10, 20, and so on , making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it w as odd or even. Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze?
The abilities are Strength, Dexterity, Constitution, Intelligence, W isdom, and Charisma, and they typically range from 3 to 18 for m ost adventurers. Monsters might have scores as low as 1 or as high as Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game.
All three follow these simple steps. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circum stance, or som e other effect might give a bonus or penalty to the check. Compare the total to a target number.
If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. The DM is usually the one w ho determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.
The target number for an ability check or a saving throw is called a Difficulty Class DC. The target number for an attack roll is called an Armor Class AC. Chapter 7 provides m ore detailed rules for using the d20 in the game. A d v a n t a g e a n d D i s a d v a n t a g e Som etim es an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage.
W hen you have either advantage or disadvantage, you roll a second d20 w hen you make the roll. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the More detailed rules for advantage and disadvantage are presented in chapter 7. S p e c i f i c B e a t s G e n e r a l This book contains rules, especially in parts 2 and 3, that govern how the game plays.
Rem em ber this: Exceptions to the rules are often minor. That trait creates a m inor exception in the game. Other examples of rule-breaking are m ore conspicuous. Magic accounts for m ost o f the major exceptions to the rules.
W henever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Each character brings particular capabilities to the adventure in the form of ability scores and skills, class features, racial traits, equipment, and magic items. The adventurers must cooperate to successfully complete the adventure. The adventure is the heart of the game, a story with a beginning, a middle, and an end.
It features a rich cast o f characters: Over the course of their adventures, the characters are confronted by a variety of creatures, objects, and situations that they must deal with in som e way.
At other times, the adventurers talk to another creature or even a magical object with a goal in mind. Adventures vary in length and complexity. A short adventure might present only a few challenges, and it might take no m ore than a single game session to complete.
A long adventure can involve hundreds of combats, interactions, and other challenges, and take dozens o f sessions to play through, stretching over weeks or months of real time. Usually, the end of an adventure is marked by the adventurers heading back to civilization to rest and enjoy the spoils of their labors. You can think of an adventure as a single episode of a TV series, made up of multiple exciting scenes. A campaign is the whole series—a string o f adventures joined together, with a consistent group of adventurers following the narrative from start to finish.
Exploration is the give-and-take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result. On the sm allest scale, it could mean one character pulling a lever in a dungeon room to see what happens. Social interaction features the adventurers talking to som eone or som ething else.
It might mean demanding that a captured scout reveal the secret entrance to the goblin lair, getting information from a rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic m irror to show a distant location to the adventurers.
The rules in chapters 7 and 8 support exploration and social interaction, as do many class features in chapter 3 and personality traits in chapter 4. Combat, the focus of chapter 9, involves characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or forcing a rout. W hether helpful or harmful, magic appears frequently in the life of an adventurer, and it is the focus of chapters 10 and Without the healing magic of clerics and paladins, adventurers would quickly succum b to their wounds.
Without the uplifting magical support of bards and clerics, warriors might be overwhelmed by powerful foes. Magic is also a favored tool of villains. A cult leader seeks to awaken a god w ho slum bers beneath the sea, a hag kidnaps youths to magically drain them o f their vigor, a mad wizard labors to invest an army of automatons with a facsimile of life, a dragon begins a mystical ritual to rise up as a god of destruction—these are just a few of the magical threats that adventurers might face.
With magic o f their own, in the form of spells and magic items, the adventurers might prevail! Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race such as human or halfling and a class such as fighter or wizard. You also invent the personality, appearance, and backstory of your character.
Before you dive into step 1 below, think about the kind o f 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 m ore interested in an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks off enem ies from afar. D o you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. D o you want your character to be the toughest adventurer at the table?
Consider a class like barbarian or paladin.
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. B u i l d i n g B r u e n o r Each step o f character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor.
The most com m on player character races are dwarves, elves, halflings, and humans. Som e races also have subraces, such as mountain dwarf or w ood elf. Chapter 2 provides m ore information about these races, as well as the less widespread races of dragonborn, gnom es, half-elves, half-orcs, and tieflings.
These traits som etim es 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. Som etim es playing against type can be fun, too. Half-orc paladins and mountain dwarf wizards, for example, can be unusual but memorable characters. Your race also increases one or m ore 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. 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: Com m on and Dwarvish. 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 m em bers of other classes.
You also gain a number of proficiencies: Your proficiencies define many o f the things your character can do particularly well, from using certain w eapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level. L e v e l 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. Q u i c k B u i l d 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. A lso record your experience points. Natural athleticism, bodily power Im portantfor: Barbarian, fighter, paladin Racial Increases: Physical agility, reflexes, balance, poise Im portant for: Monk, ranger, rogue Racial Increases: Health, stamina, vital force Im portant for: Everyone Racial Increases: Mental acuity, information recall, analytical skill Im portant for: Wizard Racial Increases: Aw areness, intuition, insight Im portant for: Cleric, druid Racial Increases: Confidence, eloquence, leadership Im portant for: Bard, sorcerer, warlock Racial Increases: You start with hit points equal to the highest roll of that die, as indicated in your class description.
This is also your hit point maximum. Also record the type o f Hit Die your character uses and the number of Hit D ice you have. Skills are described in chapter 7, tools in chapter 5. Your background gives you additional skill and tool proficiencies, and som e races give you m ore proficiencies.
Be sure to note all o f these proficiencies, as well as your proficiency bonus, on your character sheet. Occasionally, your proficiency bonus might be modified doubled or halved, for example before you apply it. If a circum stance suggests that your proficiency bonus applies m ore than once to the sam e roll or that it should be multiplied m ore than once, you nevertheless add it only once, multiply it only once, and halve it only once.
B u i l d i n g B r u e n o r , St e p 2 Bob im agines Bruenor charging into battle with an axe, one horn on his helmet broken off. D e t e r m i n e A b i l i t y S c o r e s Much of what your character does in the game depends on his or her six abilities: Each ability has a score, which is a num ber you record on your character sheet. The six abilities and their use in the game are described in chapter 7.
The Ability S core Sum m ary 9. 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 m ore times, so that you have six numbers.
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 M odifiers 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. 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 W isdom and Charisma. Bob fills in Bruenor's final hit points: 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. 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. Chapter 4 also helps you identify the things your character holds m ost dear, called bonds, and the flaws that could one day undermine him or her.
Your DM might offer additional backgrounds beyond the ones included Score Cost Score Cost 8 0 12 4 9 1 13 5 10 2 14 7 11 3 15 9 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. R ecord this information, along with the personality information you develop, on your character sheet.
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 low W isdom 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 com e across as abrasive, inarticulate, or timid.
His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness. Bob decides that Bruenor com es 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. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law. His flaw is tied to his caring, sensitive nature—he has a soft spot for orphans and wayward souls, leading him to show m ercy even when it might not be warranted. C h o o s e E q u i p m e n t Your class and background determine your character's starting equipment, including weapons, armor, and other adventuring gear.
R ecord 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 num ber 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 o f chapter 5.
Your Strength score limits the amount o f gear you can carry.
Try not to purchase equipment with a total weight in pounds exceeding your Strength score times Chapter 7 has m ore information on carrying capacity. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters w ear armor or carry shields, however.
If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. R ecord your AC on your character sheet. Your character needs to be proficient with armor and shields to w ear 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. Som e 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. W e a p o n s For each weapon your character wields, calculate the modifier you use when you attack with the w eapon and the damage you deal when you hit.
W hen 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 ability modifier.
A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead. A w eapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.
B u i l d i n g B r u e n o r , St e p 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 com bine to give Bruenor an Arm or Class of His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. Each character plays a role within a party, a group of adventurers working together for a com m on purpose.
Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake. Be y o n d 1st L e v e l As your character goes on adventures and overcom es challenges, he or she gains experience, represented by experience points. A character w ho reaches a specified experience point total advances in capability. This advancement is called gaining a level. W hen your character gains a level, his or her class often grants additional features, as detailed in the class description.
Som e of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. 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. W hen your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. His hit point maximum then increases by 8.
The Character Advancement table sum m arizes the X P you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. T i e r s o f P l a y The shading in the Character Advancement table shows the four tiers of play.
In the first tier levels , characters are effectively apprentice adventurers. The threats they face are relatively minor, usually posing a danger to local farmsteads or villages. In the second tier levels , characters com e 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 becom e important, facing dangers that threaten cities and kingdoms.
In the third tier levels , characters have reached a level of power that sets them high above the ordinary populace and makes them special even am ong adventurers.
At 11th level, many spellcasters gain access to 6th-level spells, som e of which create effects previously im possible for player characters to achieve.
Other characters gain features that allow them to make m ore attacks or do m ore impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents. At the fourth tier levels , characters achieve the pinnacle of their class features, becom ing 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. Voices chatter in countless different languages.
The smells of cooking in dozens o f different cuisines mingle with the odors of crow ded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants. And the people them selves—people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues—represent many different races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling am ong a variety of human ethnicities.
Scattered am ong the m em bers of these m ore com m on races are the true exotics: A group o f gnom es laughs as one of them activates a clever w ooden toy that m oves of its own accord. Half- elves and half-orcs live and work alongside humans, without fully belonging to the races of either of their parents.
And there, well out of the sunlight, is a lone drow—a fugitive from the subterranean expanse of the Underdark, trying to make his way in a world that fears his kind.
Your character belongs to one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves, halflings, and humans are the m ost com m on races to produce the sort of adventurers w ho make up typical parties. Dragonborn, gnom es, half-elves, half- orcs, and tieflings are less com m on as adventurers. Drow, a subrace of elves, are also uncom m on. Your choice o f race affects many different aspects of your character.
W hen making this decision, keep in mind the kind of character you want to play. For example, a halfling could be a good choice for a sneaky rogue, a dwarf makes a tough warrior, and an elf can be a master of arcane magic.
These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. R a c i a l T r a i t s The description of each race includes racial traits that are com m on to m em bers of that race. The following entries appear am ong the traits of most races.
This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for som e of your ability scores.
For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or W isdom. A l i g n m e n t Most races have tendencies toward certain alignments, described in this entry.
These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. S iz e Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. M embers of a few races are Small between 2 and 4 feet tall , which means that certain rules of the game affect them differently.
The m ost important o f these rules is that Sm all characters have trouble w ielding heavy weapons, as explained in chapter 6. S p e e d Your speed determines how far you can move when traveling chapter 8 and fighting chapter 9. L a n g u a g e s By virtue of your race, your character can speak, read, and write certain languages.
Su b r a c e s Som e races have subraces. M em bers of a subrace have the traits of the parent race in addition to the traits specified for their subrace.
Relationships am ong subraces vary significantly from race to race and world to world. In the Dragonlance cam paign setting, for example, mountain dwarves and hill dwarves live together as different clans of the sam e people, but in the Forgotten Realms, they live far apart in separate kingdom s and call themselves shield dwarves and gold dwarves, respectively. S h o r t a n d S t o u t Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal.
Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most com m on shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair.
Male dwarves value their beards highly and groom them carefully. L o n g M e m o r y , L o n g G r u d g e s Dwarves can live to be m ore than years old, so the oldest living dwarves often rem em ber a very different world. For example, som e of the oldest dwarves living in Citadel Felbarr in the world of the Forgotten Realms can recall the day, m ore than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over years.
This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack. Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding o f their m ost ancient strongholds in the youth of the world, and don't abandon those traditions lightly.
Part of those traditions is devotion to the gods of the dwarves, w ho uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge. Individual dwarves are determined and loyal, true to their w ord and decisive in action, som etim es to the point of stubbornness.
Many dwarves have a strong sense Kingdom s rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hamm ers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orc s—these com m on threads unite all dwarves. Bruenor Battlehammer walked up the back of his deadfoe, disregarding thefact that the heavy monster lay on top of his elvenfriend. Salvatore, The Crystal Shard D w a r f C l a n s a n d K i n g d o m s Dwarven kingdom s stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder.
They love the beauty and artistry of precious metals and fine jewelry, and in som e dwarves this love festers into avarice.
They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes.
Trustworthy m em bers of other races are w elcom e in dwarf settlements, though som e areas are off limits even to them. The chief unit of dwarven society is the clan, and dwarves highly value social standing. To be clanless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsm iths, armorers, and jewelers. Som e becom e m ercenaries or bodyguards, highly sought after for their courage and loyalty.
G o d s , G o l d , a n d C l a n Dwarves w ho take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others.
Other dwarves are driven by the com m and or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. Or a dwarf might search for the axe w ielded by a mighty ancestor, lost on the field of battle centuries ago. S l o w t o T r u s t Dwarves get along passably well with most other races. Two things to be said for them, though: Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.
But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. How can you take them seriously? And watch them go!
You have to admire that kind of dedication, even if it gets them in trouble more often than not. Every proper dwarven name has been used and reused down through the generations. A dwarf w ho m isuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. Male Names: Ability Score Increase. Your Constitution score increases by 2. On average, they live about years.
Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Dwarves stand between 4 and 5 feet tall and average about pounds.