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Creating a character

- Use dnd beyond to create a characters Species, Class, Hit Points, Proficiency bonuses, Ability scores, and
Character descriptions.
Hit points= At 1st level, your character has 1 Hit Die, and the die type is determined by your c1ass. You start with hit points equal to the highest roll
of that die, as indicated in your c1ass description. (You also add your Constitution modifier. This is also your hit point maximum. Record your
character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest,
you can spend Hit Dice to regain hit points (see "Resting" in chapter 8).

- To determine the ability scores, roll 4d6, record the numbers. Now removing the lowest number and add the
three numbers = your chosen ability.
- When your character gains a level, their class often grants additional features, as detailed in the class
description. Some of these features allow you to increase your ability scores, either increasing two scores by 1
each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character's
proficiency bonus increases at certain levels.
- 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 (minimum of 1) 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).
- When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have
attained. For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he
increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit
point maximum then increases by 8.
- The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level
20, and the proficiency bonus for a character of that level. Consult the information in your character's class
description to see what other improvements you gain at each level.

Class Description Hit Primary Saving throw Armor and weapon


Die Ability profs. profs

Barbarian A fierce warrior of D12 Strength Strength & Light and medium
primitive background constitution armor, shields, simple
who can enter a battle and martial weapons
rage

Bard An inspiring magician D8 Charisma Dexterity & Light armor, simple


whose power echoes Charisma weapons, hand
the music of creation crossbows, longswords,
rapiers, shortswords

Cleric A priestly champion D8 Wisdom Wisdom & Light and medium


who wields divine magic Charisma armor, shields, simple
in service of a higher weapons
power

Druid A priest of the Old Faith, D8 Wisdom Wisdom and Light and medium armor
wielding the powers of Intelligence (nonmetal), shields
nature and adopting (nonmetal), clubs,
animal forms daggers, darts, javelins,
maces, quarterstaffs,
scimitars, sickles, slings,
spears

Fighter A master of martial D10 Strength or Strength & All armor, shields,
combat, skilled with a simple and martial
variety of weapons and dexterity constitution weapons
armor

Monk A master of martial arts, D8 Dexterity & Strength & Simple weapons,
harnessing the power of Wisdom Dexterity shortswords
the body in pursuit of
physical and spiritual
perfection

Paladin A holy warrior bound D10 Strength & Wisdom & All armor, shields,
to a scared oath Charisma Charisma simple and martial
weapons

Ranger A warrior who uses D10 Dexterity & Strength & Light and medium
martial prowess and Wisdom Dexterity armor, shields, simple
nature magic to combat and martial weapons
threats on the edges of
civilization

Rogue A scoundrel who uses D8 Dexterity Dexterity & Light armor, simple
stealth and trickery to Intelligence weapons, hand
overcome obstacles crossbows, longswords,
and enemies rapiers, shortswords

Sorcerer A spellcaster who draws D6 Charisma Constitution Daggers, darts, slings,


on inherent magic from & charisma quarterstaffs, light
a gift or bloodline crossbows

Warlock A wielder of magic that D8 Charisma Wisdom and Light armor, simple
is derived from a Charisma weapons
bargain with an
extraplanar entity

Wizard A scholarly magic-user D6 Intelligence Wisdom & Daggers, darts, slings,


capable of manipulating intelligence quarterstaffs, light
the structures of reality crossbows

Weapon Proficiencies =
- The two categories are simple and martial. Most people can use Simple Weapons with
proficiency. These Weapons include clubs, maces, and other Weapons often found in
the hands of commoners. Martial
Weapons, including Swords, axes, and
polearms.
- Proficiency with a weapon allows you to
add your Proficiency Bonus to
the Attack roll for any Attack you make
with that weapon.
- The proficiency is determined by the
Character advancement table (phb
p. 15)
- Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those
proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency
with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on
any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast
spells.

2
Ability Checks

- For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the
difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC
TASK DIFFICULTY DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30
- In some situations, though, your proficiency might reasonably apply to a different kind of check. In
such cases, the DM might ask for a check using an unusual combination of ability and skill, or you
might ask your DM if you can apply a proficiency to a different check. (For example, if you have to
swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you
have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in
Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your
proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics)
check.)
- Passive checks = when the dm doesn’t want the PC to know what is going to happen. 10 + all
modifiers that normally apply to the check. If the character has advantage on the check, add 5. For
disadvantage, subtract 5. The game refers to a passive check total as a score.

Combat

Improvised Weapons =
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a
table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as
if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type
appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee
weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon
has a normal range of 20 feet and a long range of 60 feet

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