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C h a p t e r 1: St e p - b y-S te p C h a r a c t e r s
OUR FIRST STEP IN PLAYING AN ADVENTURER IN THE classes (see step 2). For example, the racial traits of
D u n g e o n s & D r a g o n s game is to imagine lightfoot halflings make them exceptional rogues, and
and create a character of your own. Your high elves tend to be powerful wizards. Som etim es
character is a combination of game statistics, playing against type can be fun, too. Half-orc paladins
roleplaying hooks, and your imagination. You and mountain dwarf wizards, for example, can be
choose a race (such as human or halfling) and unusual but memorable characters.
a class (such as fighter or wizard). You also Your race also increases one or m ore of your ability
invent the personality, appearance, and backstory of scores, which you determine in step 3. Note these
your character. Once completed, your character serves increases and remember to apply them later.
as your representative in the game, your avatar in the Record the traits granted by your race on your
D u n g e o n s & D r a g o n s world. character sheet. Be sure to note your starting
Before you dive into step 1 below, think about the languages and your base speed as well.
kind o f adventurer you want to play. You might be a
courageous fighter, a skulking rogue, a fervent cleric, or B u i l d i n g B r u e n o r , St e p 1
a flamboyant wizard. Or you might be m ore interested Bob is sitting down to create his character. He decides
in an unconventional character, such as a brawny rogue that a gruff mountain dwarf fits the character he wants
who likes hand-to-hand combat, or a sharpshooter who to play. He notes all the racial traits of dwarves on his
picks off enem ies from afar. D o you like fantasy fiction character sheet, including his speed of 25 feet and the
featuring dwarves or elves? Try building a character of languages he knows: Com m on and Dwarvish.
one of those races. D o you want your character to be the
toughest adventurer at the table? Consider a class like 2. C h o o s e a C l a s s
barbarian or paladin. If you don’t know where else to Every adventurer is a m em ber of a class. Class broadly
begin, take a look at the illustrations in this book to see describes a character’s vocation, what special talents he
what catches your interest. or she possesses, and the tactics he or she is most likely
Once you have a character in mind, follow these steps to employ when exploring a dungeon, fighting monsters,
in order, making decisions that reflect the character you or engaging in a tense negotiation. The character
want. Your conception of your character might evolve classes are described in chapter 3.
with each choice you make. W hat’s important is that you Your character receives a number of benefits from
com e to the table with a character you’re excited to play. your choice of class. Many of these benefits are class
Throughout this chapter, w e use the term character features—capabilities (including spellcasting) that set
sheet to mean whatever you use to track your character, your character apart from m em bers of other classes.
whether it’s a form al character sheet (like the one at the You also gain a number of proficiencies: armor,
end of this book), som e form of digital record, or a piece weapons, skills, saving throws, and som etim es tools.
of notebook paper. An official D&D character sheet is a Your proficiencies define many o f the things your
fine place to start until you know what information you character can do particularly well, from using certain
need and how you use it during the game. w eapons to telling a convincing lie.
On your character sheet, record all the features that
B u i l d i n g B r u e n o r
your class gives you at 1st level.
Each step o f character creation includes an example of
that step, with a player named Bob building his dwarf L e v e l
character, Bruenor. Typically, a character starts at 1st level and advances
in level by adventuring and gaining experience points
1. C h o o s e a R a c e (XP). A 1st-level character is inexperienced in the
Every character belongs to a race, one of the many adventuring world, although he or she might have been
intelligent humanoid species in the D&D world. The a soldier or a pirate and done dangerous things before.
most com m on player character races are dwarves, elves, Starting off at 1st level marks your character’s entry
halflings, and humans. Som e races also have subraces, into the adventuring life. If you’re already familiar
such as mountain dwarf or w ood elf. Chapter 2 provides with the game, or if you are joining an existing D&D
m ore information about these races, as well as the less campaign, your DM might decide to have you begin at a
widespread races of dragonborn, gnom es, half-elves, higher level, on the assumption that your character has
half-orcs, and tieflings. already survived a few harrowing adventures.
The race you choose contributes to your character’s
identity in an important way, by establishing a general Q u i c k B u i l d
appearance and the natural talents gained from culture Each class description in chapter 3 includes a section
and ancestry. Your character’s race grants particular offering suggestions to quickly build a character of that
racial traits, such as special senses, proficiency with class, including how to assign your highest ability scores,
certain w eapons or tools, proficiency in one or more a background suitable to the class, and starting spells.
skills, or the ability to use minor spells. These traits
som etim es dovetail with the capabilities of certain
PART 1 S T E P-B Y -STE P CHARACTERS

