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phb_1090 | phb | 117 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] ell slot, you regain one expended spell slo!. The slot you regain must be of a levellower than the spell you cast and can't be higher than 5th leveI. THE THIRD EYE Starting at 10th levei, you can use your action to increase your po... |
phb_1091 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] Vou gain darkvision out to a range of 60 feet, as described in chapter 8. Ethereal Si{jht. Vou can see into the Ethereal Plane within 60 feet of you. Greater Comprehension. Vou can read any language. See Invisibility. Vou can see i... |
phb_1092 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] ur dreams intensify and paint a more accurate picture in your mind of what is to come. Vou roll three d20s for your Portent feature, rather than two. SCHOOLOFENCHANTMENT As a member of the School of Enchantment, you have honed your... |
phb_1093 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] harm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. ENCHANTMENT SAVANT Beginning when you select this school at 2nd levei, the gold a... |
phb_1094 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. ]f the target can see or hear you, it must succeed on a Wisdom saving throw again... |
phb_1095 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] C or be charmed by you until the end of your next turno The charmed creature's speed drops to O, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending i... |
phb_1096 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] , the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw aga... |
phb_1097 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save De. O... |
phb_1098 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] his feature on the attacker again until you finish a long rest. Vou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect. SPLIT ENCHANTMENT Star... |
phb_1099 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] can have it target a second creature. ALTER MEMORIES At 14th levei, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter o... |
phb_1100 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] med. Additionally, once before the spell expires, you can use your action lOtry to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spe... |
phb_1101 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] Charisma modifier (minimum 1).Vou can make the creature forget less time, and the amount of time can't exceed thc duration of your enchantment spell. SCHOOL OF EVOCATION Vou focus your study on magic that creates powerful elemental... |
phb_1102 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] rmies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. EVOCATION SAVANT Beginning when you select this school at 2nd levei, the gold and... |
phb_1103 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] clls. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's leveI. The chosen creatures automatically succeed on their saving throws against the spe... |
phb_1104 | phb | 118 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] f damage on a successful save. POTENT CANTRIP Starting at 6th levei, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature tak... |
phb_1105 | phb | 119 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] y wizard evocation spell you cast. PART I I CI ASSES lI' . 118 OVERCHANNEL Starting at 14th levei, you can increase the power of your simpler spells. When you cast a wizard spell of 5th levei ar lower that deals damage, you can dea... |
phb_1106 | phb | 119 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] mediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spelllevel increases by ldl2. This damage ignores resistance and immunity. SCHOOL OF ILLUSION Vou focus your st... |
phb_1107 | phb | 119 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] your keen mind make the impossible seem real. Some illusionists-including many gnome wizards-are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their ilIusions to frighten ... |
phb_1108 | phb | 119 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] illusion spell into your spellbook is halved. IMPROVED MINOR ILLUSION When you choose this school at 2nd levei, you learn the minor illusion cantrip. lf you already know this cantrip, you learn a different wizard cantrip of your PA... |
phb_1109 | phb | 119 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] unt against your number of cantrips known. When you cast minar illusian, yau can create bath a saund and an image with a single casting of the spell. MALLEABLE ILLUSIONS Starting at 6th levei, when you cast an illusion spell that h... |
phb_1110 | phb | 119 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] lusion. ILLUSORY SELF Beginning at 10th levei, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to in... |
phb_1111 | phb | 119 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] rt ar long rest. ILLUSORY REALITY By 14th levei, you have learned the secret ofweaving shadow magic into your illusions to give them a semi- reality. When you cast an illusion spell of 1st levei or higher, you can choose one inanim... |
phb_1112 | phb | 119 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] emains real for I minute. For example, you can create an illusion of a bridge over a chasm and then make it reallong enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone. SCHOOL OF NECROMA... |
phb_1113 | phb | 119 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] ou learn to sap the life force fram a creature as your magic destrays its bady, transforming that vital energy into magical power you can manipulate. Most people see necramancers as menacing, or even villainous, due to the dose ass... |
phb_1114 | phb | 119 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] SAVANT Beginning when you se1ect this school at 2nd levei, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. GRIM HARVEST At 2nd levei, you gain the ability to reap life energy from creature... |
phb_1115 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] l's levei, or three times its level if the spell belongs to the School of Necramancy. Vou don't gain this benefit for killing constructs or undead. . UNDEAD THRALLS At 6th levei, you add the animate dead spell to your spellbook if ... |
phb_1116 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] an undead using a necromancy spell, it has additional benefits: The creature's hit point maximum is increased byan amount equal to your wizard leveI. The creature adds your proficiency bonus to its weapon damage rolls, INURED TO UN... |
phb_1117 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] reduced. Vou have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. COMMAND UNDEAD Starting at 14th levei, you can use magic to bring undead under yo... |
phb_1118 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] t succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intell... |
phb_1119 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] throw at the end of every hour until it succeeds and breaks free. SCHOOL OF TRANSMUTATION Vou are a student of spells that modify energy and matler. To you, the world is not a fixed thing, but eminently mutable, and you delight in ... |
phb_1120 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] 's forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of... |
phb_1121 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] ANT Beginning when you select this school at 2nd levei, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. MINaR ALCHEMY Starting at 2nd levei when you select this school, you can temporar... |
phb_1122 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] n one object composed entire1y of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materiais. For each 10 minutes you spend performing the procedure, you can transform up to I... |
phb_1123 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] spend 8 hours creating a transmuter's stone that stores transmutation magic. Vou can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature'... |
phb_1124 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] om the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options: Darkvis... |
phb_1125 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] his benefit) Each time you cast a transmutation spell of Ist levei or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter's stone, the previous one ceases to function. SHAP... |
phb_1126 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] lymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can't do so again until you finish a sho... |
phb_1127 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] sume the reserve of transmutation magic slored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can'l be remade until you finish a long ... |
phb_1128 | phb | 120 | [Path: Part 1 - Creating a Character > Chapter 3 - Classes > Wizard > Arcane Traditions] ing the object lOlransform it. Panacea. Vou remove ali curses, diseases, and poisons affecting a crealure that you touch with the transmuter's stone. The creature also regains ali its hit points. Restare Life. Vou cast the raise de... |
phb_1129 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] creature's apparent age is reduced by 3dlO years, to a minimum of 13 years. This effect doesn't extend lhe creature's lifespan. NRT J CLASSES "9 . . Vou don't need to be confined to binary notions of sex and gender. The e... |
phb_1130 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] ale character who presents herself as a man, a man who feels trapped in a female body, or a bearded female dwarf who hates being mistaken for a male. Likewise, your character's sexual orientation is for you to decide. CHA... |
phb_1131 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] N their race and c1ass. They're individuais with their own stories, interests, connections, and capabilities beyond those that c1ass and race define. This chapter expounds on the details that distinguish characters from o... |
phb_1132 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] racter's race description includes sample names for members of that race. Put some thought into your name even ifyou're just picking one from a list. Your character's name and physical description might be the first thing... |
phb_1133 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] ght Modifier Weight Modifier Human 4'8" +2d10 1101b. x (2d4) Ib. Dwarf, hill 3'8" +2d4 1lS Ib. x (2d6) Ib. Dwarf, mountain 4' +2d4 130Ib. x (2d6) Ib. Elf, high 4'6" +2d10 901b. x (ld4) Ib. Elf, wood 4'6" +2d10 1001b. x (l... |
phb_1134 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] Ib. Gnome 2'11" +2d4 351b. xl Ib. Half-elf 4'9" +2d8 1101b. x (2d4) Ib. Half-orc 4'10" +2d10 1401b. x (2d6) Ib. Tiefling 4'9" +2d8 1101b. x (2d4) Ib. Vou can decide your character's height and weight, using the informatio... |
phb_1135 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] res might say about his or her height and weight. A weak but agile character might be thin. A strong and tough character might be tall or just heavy. If you want to, you can roll randomly for your character's height and w... |
phb_1136 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] ltiplied by the dice roll or quantity given in the Weight Modifier column determines the character's extra weight (in pounds) beyond the base weight. For example, as a human, Tika has a height of 4 feet 8 inches plus 2dlO... |
phb_1137 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] (12 x 3) on top of her base 110 pounds, for a total of 146 pounds. Vou choose your character's age and the color of his or her hair, eyes, and skin. To add a touch of distinctiveness, you might want to give your character... |
phb_1138 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] details in this chapter make a big difference in setting your character apart from every other character. Consider the following two human fighters. Hailing from the Dragonlance setting, Tika Waylan was a brash teenager w... |
phb_1139 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] f Solace. When she tried to rob the proprietor of the Inn of the Last Home, he caught her and took her under his wing, giving her a job as a barmaid. Sut when the dragonarmies laid waste to the town ofSolace and destroyed... |
phb_1140 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] ory on the streets gave her skills invaluable in her adventuring career. Artemis Entrer; grew up on the streets of Calimport in the Forgotten Realms. He used his wits, strength, and agility to carve out his own territory ... |
phb_1141 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] despite his youth. Artemis became the favored assassin of one ofthe city's pashas, who sent him to far-off Icewind Dale to recover some stolen gems. He's a professional killer, constantly challenging himselfto improve his... |
phb_1142 | phb | 122 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] ngth and Dexterity scores, but there the similarity ends. Vou can play a male or female character without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader ... |
phb_1143 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] f drow society, which could be a reason for your character to leave that society and come to the surface. PAR r 1 IPI' RSONAIITY.\ D BACKGROU U 121 . •• •• TIKA AND ARTEMIS: CHARACTER DETAILS Consider how the names Tika W... |
phb_1144 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] t just a kid any more, and her name makes her sound young and ordinary. Artemis Entreri comes from an exotic land and carries a more mysterious name. Tika is nineteen years old at the start of her adventuring career and h... |
phb_1145 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] raven.black hair is thick and full, but his eyes are gray and Iifeless-betraying the emptiness of his life and sou I. ...•..----------------------.. ALIGNMENT A typical creature in the worlds of DUNGEONS& DRAGONShas an al... |
phb_1146 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] he olher describes altitudes toward society and order (Iawful, chaotie, or neutral). Thus, nine distinct alignments define the possible combinations. These brief summaries of the nine alignments describe the typical behav... |
phb_1147 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good. Neutral good (NG) folk do the best they can to help others according to ... |
phb_1148 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] Copper dragons, many elves, and unicorns are chaotie good. Lawful neutra I (LN) individuais act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutra!. Neutral (N) is the alig... |
phb_1149 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] al (CN) creatures follow their whims, holding their personal freedom above ali else. Many barbarians and rogues, and some bards, are chaotie neutra!. Lawful evil (LE) creatures methodically take what they want, within the... |
phb_1150 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] ignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some e10ud giants, and yugoloths are neutra I evi!. Chaotic evil (CE) creatures act with arbitrary violence, spurred by the... |
phb_1151 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] , alignment is a moral choice. Humans, dwarves, e1ves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good-aligned gods who created these races gave t... |
phb_1152 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] endencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc god, Gruumsh. and are thus inelined toward evil. Even if an orc chooses a good alignment, it struggles against its innat... |
phb_1153 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] t doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil. Most creatures that lack the capacity for rational thought do nol have ... |
phb_1154 | phb | 123 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] ical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. 122 I. A B C D E F G H I J K L M < T ] "J ~ Ir 11 + 1 :J ~ Y P N O p Q R S T U... |
phb_1155 | phb | 124 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] by default, and your background might give you access to one or more additionallanguages Dfyour choice. Note these languages on your character sheet. Choose your languages from the Standard Languages table, or choose one ... |
phb_1156 | phb | 124 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] e or a secret language, such as thieves' cant or the tongue Df druids. Some Df these languages are actually families Df languages with many dialects. For example, the Primordiallanguage includes the Auran, Aquan, Ignan, a... |
phb_1157 | phb | 124 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] n dialects, one for each Df the four elemental planes. Creatures that speak different dialects Df the same language can communicate with one another. STANDARD LANCUACES Language Typieal Speakers Seript Common Humans Commo... |
phb_1158 | phb | 124 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] o help others where she cano Artemis is lawful evil, unconcerned with the value of sentient life but at least professional in his approach to murder. As an evil character, Artemis is not an ideal adventurer. He began his ... |
phb_1159 | phb | 124 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] s cause problems in groups alongside others who don't share their interests and objectives. Generally, evil alignments are for villains and monsters. ~ ~ PERSONAL CHARACTERISTICS Fleshing out your character's personality-... |
phb_1160 | phb | 124 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] u bring him or her to life as you play the game. Four categories Df characteristics are presented here: personality traits, ideais, bonds, and flaws. Beyond those categories, think about your character's favorite words or... |
phb_1161 | phb | 124 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] our imagination. You're not bound to those options, but they're a good starting point. PERSONALITY TRAITS Give your character two personality traits. Personality traits are small, simple ways to help you set your characte... |
phb_1162 | phb | 124 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] . descriptions that are specific about what makes your character stand out. "I'm smart" is not a good trait, because it describes a lot Dfcharacters. "!'ve read every book in Candlekeep" tells you something specific about... |
phb_1163 | phb | 124 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] omplishments, things your character dislikes or fears, your character's sei f- attitude or mannerisms, or the influence Df his or her ability scores. A B C D E F G H I J K L M () O a S (J ( r6 !J 1 cf ri fJ (lJ w N o p Q ... |
phb_1164 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] have distinct personality traits. Tika Waylan dislikes boastfulness and has a fear of heights resulting from a bad fali during her career as a thief. Artemis Entreri is always prepared for the worst and moves with a quick... |
phb_1165 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] s to ideais of life and respec!. Artemis Entreri never allows his emotions to master him, and he constantly challenges himself to improve his skills. His lawful evil alignment gives him ideais of impartiality and a lust f... |
phb_1166 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] ged during her time working there. Its destruction by the marauding dragonarmies gives Tika a very personal reason to hate them with a fiery passion. Her bond might be phrased as "I will do whatever it takes to punish the... |
phb_1167 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] Last Home." Artemis Entreri's bond is a strange, almost paradoxical relationship with Drizzt Do'Urden, his equal in swordplay and grim determination. In his first battle with Drizzt, Artemis recognized something of himsel... |
phb_1168 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] a life more like the heroic drow's. From that moment, Artemis is more than a criminal assassin-he is an antihero, driven by his rivalry with Drizz!. His bond might be phrased as "I will not rest untill have proved myselfb... |
phb_1169 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] w years ago. She might even be tempted to act against her principies if she's convinced that a particular achievement would demonstrate her maturity. Artemis Entreri is completely walled offfrom any personal relationship ... |
phb_1170 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] ated to each. Either one could be positive or nega tive: you might work hard to overcome a low score, for example, or be cocky about your high score. DRACONIC SCRIPT: SAMPLE ALPHABET IDEALS Describe one ideal that drives ... |
phb_1171 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] ndamental moral and ethical principies that compel you to act as you do. Ideais encompass everything from your life goals to your core belief system. Ideais might answer any of these questions: What are the principies tha... |
phb_1172 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] deais you like, but your character's alignment is a good place to start defining them. Each background in this chapter includes six suggested ideais. Five of them are linked to aspects of alignment: law, chaos, good, evit... |
phb_1173 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] or your character. Bonds represent a character's connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act agains... |
phb_1174 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] you to act against your own best interests if they are threatened. They can work very much like ideaIs, driving a character's motivations and goals. Bonds might answer any of these questions: Whom do you care most about? ... |
phb_1175 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] haracter's history or personality. Vou might also gain new bonds over the course of your adventures. FLAWS Finally, choose a flaw for your character. Your character's flaw represents some vice, compulsion, fear, or weakne... |
phb_1176 | phb | 125 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Character Details] sion, fear, or weakness-in particular, anything that someone e1se could exploit to bring you to ruin ar cause you to act against your best interests. More significant than nega tive personality traits, a flaw might answer... |
phb_1177 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] J K L M '- t ~ • ~ 'f f 1 , - V lf T 1r 7 "} N O p Q R S T U V W X Y Z 0-- t W ::). V '" r ,- "'J 1ff ~ f 1f J PART I I PERSONALITY ANO BACKCROUND . INSPIRATION Inspiration is a rule the Dungeon Master can use to reward you for... |
phb_1178 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] sing inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you calI on your bond to the defense of your home vill... |
phb_1179 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelIing way. Your DM wilI telI you how you can earn inspiration in the game. Vou either ha... |
phb_1180 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] piration, you can expend it when you make an attack rolI, saving throw, or ability check. Spending your inspiration gives you advantage on that rol!. AdditionalIy, if you have inspiration, you can reward another player for good... |
phb_1181 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] the story in a fun and interesting way, you can give up your inspiration to give lhat characler inspiration. BACKGROUNDS Every story has a beginning. Your character's background reveals where you carne from, how you beca me an ... |
phb_1182 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] by as a guild thief or commanded audiences as a jester. Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is what changed? Why... |
phb_1183 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] eople who share your background? 4 , TIKA ANO ARTEMIS: BACKCROUNOS Tika Waylan and Artemis Entreri bolh lived lheir earliest years as street urchins. Tika's later career as a barmaid didn't really change her, so she might choos... |
phb_1184 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] s more defined by his criminal background, giving him skills in Deception and Steallh, as well as proficiency wilh lhe tools of lhievery and poison . .••• r---------------------JI"- The sample backgrounds in this chapter provid... |
phb_1185 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] chapter 7. In addition, most backgrounds give a character proticiency with one or more tools. Tools and tool proticiencies are detailed in chapter 5. If a character would gain the same proticiency from two different sources, he... |
phb_1186 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] al languages beyond those given by race. See "Languages" earlier in this chapter. EQUIPMENT Each background provides a package of starting equipmcnt. lf you use the optional rule from chapter 5 to spend coin on gear, you do not... |
phb_1187 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] . Vou can pick characteristics, rolI dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation. CUSTOMIZING A BACKGROUND Vou might want to tweak some of the features of a ba... |
phb_1188 | phb | 126 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] languages from the sample backgrounds. Vou can either use the equipment package from your background or spend coin on gear as described in chapter 5. (lf you spend coin, you can't also take the equipment package suggestcd for y... |
phb_1189 | phb | 128 | [Path: Part 1 - Creating a Character > Chapter 4 - Personality and Background > Backgrounds] lity . . traits, one ideal. one bond, and one flaw. lfyou can't find a feature that matches your desired background, work with your DM to create one. ACOLYTE Vou have spent your life in the service of a temple to a specific god... |
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