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Returning 35 results for 'choose into choose bring score new'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
3: Choose Skill Proficiencies Choose two skills appropriate for the background. There needn’t be a relationship between the skill proficiencies a background grants and the ability scores it increases.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
1: Choose Abilities Choose three abilities that seem appropriate for the background: Strength or Dexterity. These abilities are ideal for a background involving physical exertion.
Constitution
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Choose Your Role To play D&D with these adventures, you need two to four people to play as characters and one person to be the Dungeon Master, or DM.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1. Choose a Race 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. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2. Choose a Class bruenor 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2: Choose a Feat Choose one feat from the Origin category. See the Player’s Handbook for examples of Origin feats.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Choose Your Villain When you run this adventure, you choose its main villain at the outset. Your choice determines the season of the year in which the story takes place, as well as the antagonists in
several of the encounters in chapter 4. The villain you choose opposes the player characters, while the villains you don’t choose become part of the backdrop and could help the characters or hinder
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
5: Choose Equipment Assemble a package of equipment worth 50 GP (including unspent gold). Don’t include Martial weapons or armor, as characters get them from their class choices.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
" 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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
2: Choose a Feat Choose one feat from the Origin category. See the Player’s Handbook for examples of Origin feats.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3: Choose Skill Proficiencies Choose two skills appropriate for the background. There needn’t be a relationship between the skill proficiencies a background grants and the ability scores it increases.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1: Choose Abilities Choose three abilities that seem appropriate for the background: Strength or Dexterity. These abilities are ideal for a background involving physical exertion.
Constitution
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
5: Choose Equipment Assemble a package of equipment worth 50 GP (including unspent gold). Don’t include Martial weapons or armor, as characters get them from their class choices.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Choose a Character Sheet You’ll record the main details of your character on a character sheet. Throughout this chapter, we use the term “character sheet” to mean whatever you use to track your
character’s details, whether it’s a printed character sheet, a digital character sheet like the one on D&D Beyond, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Choose a Character Sheet You’ll record the main details of your character on a character sheet. Throughout this chapter, we use the term “character sheet” to mean whatever you use to track your
character’s details, whether it’s a printed character sheet, a digital character sheet like the one on D&D Beyond, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
"Trinkets" table at the end of the Equipment section).
Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race 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
about these races. 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See “Character Classes” for the classes’ details. Class Overview Class
the game, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:
Cleric: Replace with Bard or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See chapter 3 for the classes’ details. Class Overview Class Likes
, but more importantly, they bring a balanced mix of capabilities to adventures. You’re welcome to use that party setup or modify it using these guidelines:
Cleric: Replace with Bard or Druid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
4: Choose a Tool Proficiency Choose one tool used in the practice of the background or often associated with it.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Step 2: Choose Encounter Size Determine whether you want to create a battle that pits one creature against the characters, or if you want to use multiple monsters. If the fight is against a single
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
4: Choose a Tool Proficiency Choose one tool used in the practice of the background or often associated with it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 4: Choose an Alignment Choose your character’s alignment from the options below, and note it on your character sheet. D&D assumes that player characters aren’t of an evil alignment. Check with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step 4: Choose an Alignment Choose your character’s alignment from the options below, and note it on your character sheet. D&D assumes that player characters aren’t of an evil alignment. Check with
Magic Items
Dungeon Master’s Guide
. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition
Classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
Magic Items
Dungeon Master’s Guide
, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would
Spells
Player’s Handbook
10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.
This spell can’t manipulate natural stone or stone construction. Rocks and
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
Spells
Player’s Handbook
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a
new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
Magic Items
Dungeon Master’s Guide
that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack
creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
Spells
Player’s Handbook
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a
attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow