
1. **Ability Scores**: Six core attributes determine a character’s strengths and weaknesses:
– **Strength**: Physical power (e.g., melee attacks, lifting). Affects athletics, carrying capacity.
– **Dexterity**: Agility, reflexes (e.g., ranged attacks, stealth). Influences AC, initiative.
– **Constitution**: Endurance, health. Determines hit points, resilience to poison/disease.
– **Intelligence**: Reasoning, memory (e.g., arcane knowledge). Key for wizards, investigation.
– **Wisdom**: Perception, intuition (e.g., insight, survival). Vital for clerics, druids.
– **Charisma**: Force of personality (e.g., persuasion, intimidation). Central for bards, sorcerers.
– Each score (typically 3–18) has a modifier (e.g., 14 = +2) used in skill checks, combat, and saves.
2. **Race**: Chosen race (e.g., human, elf, dwarf) grants traits like:
– Ability score bonuses (e.g., elves get +2 Dexterity).
– Special features (e.g., darkvision, resistance to certain effects).
– Cultural/background flavor affecting roleplay.
3. **Class**: The character’s profession (e.g., fighter, wizard, rogue) defines:
– Core abilities (e.g., spellcasting for wizards, sneak attack for rogues).
– Hit dice (health growth per level).
– Proficiencies (weapons, armor, skills).
– Subclass/specialization (e.g., Eldritch Knight for fighters) at later levels.
4. **Background**: A narrative element (e.g., soldier, sage) that adds:
– Skill proficiencies (e.g., history for a sage).
– A background feature (e.g., contacts or favors).
– Roleplaying hooks (ideals, bonds, flaws).
5. **Skills**: Specific proficiencies (e.g., stealth, persuasion) tied to ability scores. Characters gain proficiency in a few, granting a bonus to related checks.
6. **Proficiency Bonus**: A scaling bonus (+2 at level 1, up to +6 at high levels) applied to proficient skills, saves, and attacks.
7. **Alignment**: Moral and ethical stance (e.g., Lawful Good, Chaotic Neutral). Guides roleplaying, though less mechanically impactful in 5e.
8. **Hit Points (HP)**: Health pool, derived from Constitution and class hit dice. Depleted by damage, restored by rest/healing.
9. **Armor Class (AC)**: Defense score, based on Dexterity, armor, and shields. Higher AC makes a character harder to hit.
10. **Personality Traits, Ideals, Bonds, Flaws**: Narrative characteristics from background or player choice, shaping roleplay and motivations.
11. **Level and Experience**: Characters start at level 1 and gain levels via experience points (XP), unlocking new abilities and increasing power.
12. **Equipment**: Starting gear (weapons, armor, adventuring tools) based on class/background, plus any gold-based purchases.
13. **Feats** (Optional): Special abilities (e.g., Sharpshooter) chosen instead of ability score increases, adding unique capabilities.
14. **Saving Throws**: Defenses against effects (e.g., dodging fireballs, resisting poison), tied to ability scores with class-specific proficiencies.
These characteristics combine to create a unique character, blending mechanics and storytelling. Players roll dice (e.g., d20 for checks) to resolve actions based on these traits. For deeper details, the *Player’s Handbook* or D&D Beyond are great resources. If you want specifics (e.g., on a class or race), let me know!
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Some people have quit Fiat
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