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On some models, countertops and sinks may be boxed separately and require light assembly. Customers who prefer to avoid natural variation may wish to consider Quartz or Solid Surface tops. Two full size doors for easy access and Six full-depth drawers two are double height for ample storage. Cabinets are finished inside and out, with a premium undercoat finish for superior moisture and UV resistance. Vanity cabinet may be hung on wall, or chrome finish metal legs may be used for the cabinet to sit on the floor.

Cabinet height without legs is Top features N-Boost technology desgined to modify the surface at a molecular level, faciilitates easier cleaning and maintenance. Premium sink s specifically made for our 3cm Silestone countertops, these solid surface sinks are rated for both residential and commercial use. More Sizes. It has a warm grey finish with a hint of brown throughout, and a natural grain that will inject luxurious warmth into any space.

A masterpiece of elegance and style, this free-standing cabinet measures 46" in width. With four solid wood, soft-closing dovetail drawers, this bathroom cabinet features tons of storage, ideal for keeping a family organized. The solid pine drawers are clear coated and feature a mitered, wrap-around design that adds to the superior detailing.

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Double-sink vanity set with two 24" vanities and a 12" cabinet Includes 2 mirrors, countertop, sink basins and cabinet hardware Does not include faucets Ceramic countertop Soft-closing hardware 1-year parts warranty against manufacture defects Color: Gray Materials: Oak, plywood, mirror Mirror dimensions: W 23" x H The Aria: showroom looks with everyday practicality.

This bathroom vanity set features: - High-end furniture-grade construction. Please note that our cabinets are fully painted. We use a wet distressing technique to give the final painted finish a weathered appearance. Dimensions: 36 inches wide x 22 inches deep x 35 inches high. Inspired by the Caroline, the Caroline Parkway vanity offers a clean sleek structure with abundant storage.

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Available in a choice of grey Elm, Eve oak or light oak Ace, it will add just the right touch of effective style and simplicity. Simple, straightforward design can still be elegant — the proof is in this vanity.

The Luz combines clean lines with uncomplicated silhouettes, resulting in a timeless addition to your bathroom. A deep gray finish only heightens the Luz's appeal, and pairs beautifully with its Italian Carrara marble top and brushed nickle hardware. Single bathroom vanity Includes countertop, undermount sink, cabinet hardware and 4" backsplash Does not include mirror or faucet Carrara marble top with bull-nose edge Top pre-drilled for 8" widespread faucet 6 soft-close drawers 2 soft-close doors with a hidden shelf Tapered legs Molding Brushed nickel hardware 20" cUPC undermount rectangular sink Finish: Gray Materials: Solid hardwood and marble Dimensions: W 60" x D 22" x H Willow Collections 60".

Since bathrooms are usually separate from the rest of your home, you can deviate from your typical style.

If your home is traditional, you can opt for a more modern look in your bathroom. Willow Collection has taken the initiative by changing the vanity industry and adding soft closing doors and drawers to their entire product line. The Pittsburgh series is designed with a bold clean style and built with strong, top-notch materials including designer handles.

It offers an abundance of storage space and state of the art technology with its soft closing doors and drawers. Featuring a high-quality solid wood with a zero-emissions, finish that will last for years to come. Premium quality construction detailed with a rich Antique Gray Oak veneer meticulously handcrafted and hand finished. Designed with a Plinth Base that creates an illusion of a floating effect.

Features brushed stainless steel hardware, dovetail joints and many higher-end options. Go for classic in the master bath with the sleek silhouette of the Grey Marble Double Vanity.

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Includes mirror, countertop, backsplash, faucets, sinks and hardware Features 6 drawers and 2 cabinets Soft-close drawer glides and door hinges Seal any stone surfaces before installation to avoid dirt or stains from getting into the stone Avoid direct sunlight and extreme temperature changes Clean with soft, lint-free cloth Sink shape: Square Color: Gray Faucet finish: Brushed nickel Hardware color: Chrome with satin nickel highlights Materials: Solid oak wood, Carrara marble Mirror dimensions: W Designed for a double sink, the Bronson Double Vanity is very spacious and offers lots of storage for your items.

The bottom wooden slats are perfect to hold items such as towels, baskets or even left open to display its natural beauty. Premium features include hand made oxidized metal hardware and turned legs. Made of solid reclaimed wood, this vanity is sure to withstand a lifetime of use! Every piece made by FoxDen is handmade, for you, when you order it. What makes us different is that most of our designs have actually come from collaboration with our customers While we've always focused on grassroots design, we keep our history at our core.

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Each Piece is solid wood, made to last a lifetime. Modern Design with premium quality vanity set is the best choice. The Mirror is optional, please see the other listing. Convenient access for plumbing installation with cut out back panel. Freestanding, no assembly required. Soft opening and closing 2 doors Read More.

Go for classic in the guest bath with the sleek silhouette of the Caroline Avenue Single Vanity Base. Equal parts practical and stylish, the Caroline Avenue features generous symmetrical storage that offers plenty of concealed space for toiletries, spare linens and other washroom necessities.

This vanity base is a piece that's made with timeless style and exceptional materials so it stands the test of time to grow with your design. Does not include countertop, sink, faucet, drain assembly or mirror Features 6 drawers and 2 cabinets Soft-close drawer glides and door hinges Color: Gray Hardware color: Chrome with satin nickel highlights Materials: Solid oak wood Dimensions: W Water Creation's collection of premier single sink bathroom Vanity will add a level of sophistication and class to any bathroom's decor.

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Material: All of Water Creation's Vanity are made from select hardwoods that have been kiln dried to ensure a stable product that will not expand, contract, or warp.

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The cabinet offers great storage with soft-closing drawers, just perfect for organizing all of your daily essentials. The drawers feature integrated handles that beautifully complement the minimalist look.

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Your washroom routine is a well-balanced production, and you need a star to take the lead. With the MOB vanity, you can feel at peace closing auditions. This inch vanity fills your space with modern flair, spotlighted by a chic acrylic sink and lines as crisp as you'll feel after brushing your teeth or washing your face. Wall-mounted vanity Does not include mirror, faucet or pop-drain Assembly not required Cabinet is fully water and moisture proof Reinforced white acrylic sink Features marine veneer wood construction Aluminum handles Chrome overflow Includes 2 drawers and 2 doors Soft-closing hardware Countertop pre-drilled for a single-hole faucet Features 1 integrated sink 1-year manufacturer warranty Color: Gray oak Materials: Medium-density fiberboard, marine wood veneer, aluminum and acrylic Vanity cabinet dimensions: W 47" x D The Caroline Avenue series is designed with a bold clean style and built with strong, top notch materials including designer brushed nickel hardware.

Featuring a high quality solid oak wood with an elegant, zero-emissions, white finish that will last for years to come. With this vanity's Italian Carrara White Marble countertop, it will be more durable and resistant to mishaps.

Virtu USA has taken the initiative in changing the vanity industry by adding soft closing doors and drawers to their entire product line. H Read More. The Tahoe 48 in. Attention to detail and functionality are what really make this piece special.

From drawers with built-in organizers to a flip-down front drawer, we made sure to utilize every inch of storage space. The Tahoe is appropriately complimented by modern satin nickel pulls and soft-close hinges and drawer glides. In addition, a large 20 in. The Bliss is one of the most elegant modern Bathroom Vanities around.

This 60 Inch Single Sink model comes with a reinforced Acrylic sink, Marine Veneer Constructed Console that is fully Moisture and Water proof, with high quality European Hardware, that provides smooth soft-closing operation. It features two Doors and two fully funtional drawers.

Add big style and plenty of function to your compact powder room with the Colby. This single-sink vanity features a handy integrated sink top and a fashionable mix of open and concealed storage, giving you the option to keep your bathroom essentials neatly tucked away or on display.

The Colby's deep blue finish and gold hardware offer an extra dose of chic style that goes a long way in your smaller space. Designed with class in mind, the Caroline Estate offers a beautiful and elegant structure in any bathroom design.

This vanity is finished in an elegant white color and includes a single full framed mirror. This vanity offers a revealing hospitality towel rack for additional storage. The sleek look of the Italian Carrara white marble countertop completes the set for this high-class, designed vanity. The Caroline Estate works well in any master or guest bathroom.

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Crumbling towers of stone keep a silent watch over the approach. They look like abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below.

A lowered drawbridge spans the chasm, leading to an arched entrance to the castle courtyard. The chains of the drawbridge creak in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles stare at you from hollow sockets and grin hideously.

A rotting wooden portcullis, green with growth, hangs in the entry tunnel. Beyond this, the main doors of Castle Ravenloft stand open, a rich warm light spilling into the courtyard.

Phillip playing Gareth : I want to look at the gargoyles. Amy playing Riva : The drawbridge looks precarious? I want to see how sturdy it is. Do I think we can cross it, or is it going to collapse under our weight? Players roll dice to resolve whether their attacks hit or miss or whether their adventurers can scale a cliff, roll away from the strike of a magical lightning bolt, or pull off some other dangerous task.

Anything is possible, but the dice make some outcomes more probable than others. DM: They look like decorations to you. And Amy, Riva is checking out the drawbridge? Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain.

The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure.

The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide what they want their adventurers to do.

Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives way?

Or cast a spell to carry them over the chasm? The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off.

The adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new capabilities. Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain.

Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win. They begin with a foundation of medieval fantasy and then add the creatures, places, and magic that make these worlds unique. Within this multiverse are an endless variety of worlds.

The legends of the Forgotten Realms, Dragonlance, Greyhawk, Dark Sun, Mystara, and Eberron settings are woven together in the fabric of the multiverse. And amid all the richness of the multiverse, you might create a world of your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming villains.

Some races have unusual traits in different worlds. The halflings of the Dark Sun setting, for example, are jungle-dwelling cannibals, and the elves are desert nomads. Some 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. Ultimately, the Dungeon Master is the authority on the campaign and its setting, even if the setting is a published world.

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 of activity in the game: exploration, interaction, and combat.

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: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters.

Sometimes, 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 some other circumstance 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. This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon. In certain situations, particularly combat, the action is more structured and the players and DM do take turns choosing and resolving actions.

But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, 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.

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: d4, d6, d8, d10, d12, and d For instance, a d6 is a six-sided die the typical cube that many games use. Percentile dice, or d, work a little differently. You generate a number between 1 and by rolling two different ten-sided dice numbered 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 0s represent Some 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 When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add.

To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was 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? Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most 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 circumstance, or some 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 who 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 more detailed rules for using the d20 in the game. Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage.

Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage.

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 This book contains rules, especially in parts 2 and 3, that govern how the game plays.

That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins. Exceptions to the rules are often minor. That trait creates a minor exception in the game.

Other examples of rule-breaking are more conspicuous. Magic accounts for most of the major exceptions to the rules. Whenever 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.

Every character is different, with various strengths and weaknesses, so the best party of adventurers is one in which the characters complement each other and cover the weaknesses of their companions. 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 of characters: the adventurers created and played by the other players at the table, as well as nonplayer characters NPCs. Those characters might be patrons, allies, enemies, hirelings, or just background extras in an adventure. Over the course of their adventures, the characters are confronted by a variety of creatures, objects, and situations that they must deal with in some way.

Sometimes the adventurers and other creatures do their best to kill or capture each other in combat. At other times, the adventurers talk to another creature or even a magical object with a goal in mind.

And often, the adventurers spend time trying to solve a puzzle, bypass an obstacle, find something hidden, or unravel the current situation. Adventures vary in length and complexity. A short adventure might present only a few challenges, and it might take no more than a single game session to complete. A long adventure can involve hundreds of combats, interactions, and other challenges, and take dozens of 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 of adventures joined together, with a consistent group of adventurers following the narrative from start to finish.

Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social interaction, and combat. 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 a large scale, that might involve the characters spending a day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens. Social interaction features the adventurers talking to someone or something 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 mirror 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 Hand Carved Wood Zero 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.

Whether helpful or harmful, magic appears frequently in the life of an adventurer, and it is the focus of chapters 10 and For adventurers, though, magic is key to their survival. Without the healing magic of clerics and paladins, adventurers would quickly succumb to their wounds. Without the uplifting magical support of bards and clerics, warriors might be overwhelmed by powerful foes.

Without the sheer magical power and versatility of wizards and druids, every threat would be magnified tenfold. Magic is also a favored tool of villains. Many adventures are driven by the machinations of spellcasters who are hellbent on using magic for some ill end. A cult leader seeks to awaken a god who slumbers beneath the sea, a hag kidnaps youths to magically drain them of 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 of 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 of 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 more interested in an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves?

Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider the fighter class. 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.

Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor. The most common player character races are dwarves, elves, halflings, and humans. Some races also have subraces , such as mountain dwarf or wood elf. Chapter 2 provides more information about these races. These traits sometimes 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. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters. Your race also increases one or more 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. Bob is sitting down to create his character. 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: Common and Dwarvish. Every adventurer is a member of a class. 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 members of other classes.

You also gain a number of proficiencies : armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.

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. Record your level on your character sheet. Also record your experience points.

A 1st-level character has 0 XP. At 1st level, your character has 1 Hit Die, and the die type is determined by your class. 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 of Hit Die your character uses and the number of Hit Dice you have.

Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. Skills are described in chapter 7, tools in chapter 5. Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of 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 circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.

Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. Much of what your character does in the game depends on his or her six abilities: Strength , Dexterity , Constitution , Intelligence , Wisdom , and Charisma.

Each ability has a score, which is a number you record on your character sheet. The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.

Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more 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 Modifiers 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 Wisdom and Charisma. 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.

This method of determining ability scores enables you to create a set of three high numbers and three low ones 15, 15, 15, 8, 8, 8 , a set of numbers that are above average and nearly equal 13, 13, 13, 12, 12, 12 , or any set of numbers between those extremes. 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 most dear, called bonds , and the flaws that could one day undermine him or her. 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.

Record 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 Wisdom 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 come 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 comes 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 mercy even when it might not be warranted. Record 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 number 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 Trinkets 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 Chapter 7 has more information on carrying capacity.

Your Armor Class AC represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier.

Not all characters wear armor or carry shields, however. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet. Your character needs to be proficient with armor and shields to wear 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. Some 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. For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.

When 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. 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 combine to give Bruenor an Armor 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 common 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.

As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability.

This advancement is called gaining a level. When your character gains a level, his or her 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. 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.

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. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation.

Buildings in myriad architectural styles display the diverse origins of their inhabitants. And the people themselves—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 among a variety of human ethnicities.

Scattered among the members of these more common races are the true exotics: a hulking dragonborn here, pushing his way through the crowd, and a sly tiefling there, lurking in the shadows with mischief in her eyes.

A group of gnomes laughs as one of them activates a clever wooden toy that moves 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 most common races to produce the sort of adventurers who make up typical parties. Other races and subraces are less common as adventurers. Your choice of race affects many different aspects of your character.

When 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. The description of each race includes racial traits that are common to members of that race. The following entries appear among 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 some 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 Wisdom.

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. Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small between 2 and 4 feet tall , which means that certain rules of the game affect them differently.

The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5. By virtue of your race, your character can speak, read, and write certain languages. Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.

In the Dragonlance campaign setting, for example, mountain dwarves and hill dwarves live together as different clans of the same people, but in the Forgotten Realms, they live far apart in separate kingdoms and call themselves shield dwarves and gold dwarves, respectively.

Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.

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 common 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.

Dwarves can live to be more than years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr in the world of the Forgotten Realms can recall the day, more 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. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. Dwarven kingdoms 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 some dwarves this love festers into avarice.

They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes.

Trustworthy members of other races are welcome in dwarf settlements, though some 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 weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

Dwarves who 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 command 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 wielded by a mighty ancestor, lost on the field of battle centuries ago. Every proper dwarven name has been used and reused down through the generations. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.

On average, they live about years. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society.



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