DnD 5e classes,dnd 5e backgrounds, dnd 5e spells

If you want to participate in the adventure of the Dragons and Dungeons, your first step is to imagine and create your own character. Your character is composed of a bunch of game data, a bit of playing ingredients, and your imagination.

D&D 5e Race

Name Of The RaceSource
AasimarVolo's Guide
TabaxiVolo's Guide
FirbolgVolo's Guide
AarakocraPHB
GoliathPHB
yuan ti purebloodVolo's Guide
TortleDnD 5th Edition, TOA
TieflingPHB
GenasiPHB
DragonbornPHB
DwarfPHB
Half-ElfPHB
TritonVolo's Guide
BugbearVolo's Guide

You choose a race (such as a human or halfling) and a profession (such as a Paladin or wizard and then learn Paladin spells 5e or wizard spells 5e).

Humans are the most common inhabitants in the D&D world, and dwarf, elf, halflings, and many other magical fantasy races also live and work in this world. And your role is one of these ethnic groups.

Then set the character’s personal characteristics, shape, and 5e backgrounds. After the setting is completed, your character is your representative in the game, your incarnation in the world of dragon and dungeon.

Check out: How to choose D&D 5e Races?

After you have formed an impression of the character, you can follow the steps below to create the character that best reflects your thoughts. Your concept of the role may also gradually change with each choice. But the final key is that you must take the character you think is the most interesting to start the adventure.

DnD 5e Classes

Name Primary Ability Hit Die Saves
PaladinStrength & Charismad10Wisdom & Charisma
RogueDexterityd8Dexterity & Intelligence
WizardIntelligenced6Intelligence & Wisdom
MonkDexterity & Wisdomd8Strength & Dexterity
WarlockCharismad8Wisdom & Charisma
RangerDexterity & Wisdomd10Strength & Dexterity
Blood HunterStrength or Dexterityd10Strength & Wisdom
FighterStrength or Dexterityd10Strength & Constitution
DruidWisdomd8Intelligence & Wisdom
ClericWisdomd8Wisdom & Charisma
SorcererCharismad6Constitution & Charisma
BardCharismad8Dexterity & Charisma
BarbarianStrengthd12Strength & Constitution

Every adventurer is a member of a Class. The Class broadly describes the character’s ability to work, the special talents he possesses, and whether he is capable of combating monsters in dungeon adventures or conducting intense negotiations.

Adventurers are extraordinary people, they are eager to stimulate and live a life that others dare not involve. As heroes, they are destined to explore the dark corners of the world and face the challenges of failure if they are not qualified enough.

Classes are the main summary of what a character can do. It is not just a profession, but also the definition of the role to practice all behaviors. The concept of career shapes your way of thinking and interacting with the world, and your connection to other people or forces in the multiverse.

DnD 5e Backgrounds

NameTools
Gladiator Arena
EntertainerDisguise kit, musical instrument x1
GladiatorDisguise kit, unusual weapon x1
Rakdos CultistMusical instrument x1
Gruul AnarchNone
Ticklebelly NomadHerbalism kit
Iron Route BanditGaming set x1, vehicles (land)
Caravan SpecialistVehicles (land)
Folk HeroArtisan's tools x1, vehicles (land)
SageNone
Izzet EngineerArtisan's tools x1
Simic ScientistNone
City WatchNone
Phlan RefugeeArtisan's tools x1
Boros LegionnaireNone
InitiateGaming set x1, vehicles (land)
SoldierGaming set x1, vehicles (land)
PirateNavigator's tools, vehicles (water)
SailorNavigator's tools, vehicles (water)
Mercenary VeteranGaming set x1, vehicles (land)
HarborfolkGaming set x1, vehicles (water)
Earthspur MinerNone
OutlanderMusical instrument x1
Uthgardt Tribe MemberChoose 1: artisan's tools x1, musical instrument x1
Haunted OneNone
Urban Bounty HunterChoose 2: gaming set x1, musical instrument x1, thieves' tools
Black Fist Double AgentDisguise kit, and choose 1: artisan's tools x1, gaming set x1
Shade FanaticForgery kit
Stojanow PrisonerGaming set x1, thieves' tools
Mulmaster AristocratArtisan's tools x1, musical instrument x1
CharlatanDisguise kit, forgery kit
Gate UrchinMusical instrument x1, thieves' tools
CriminalGaming set x1, thieves' tools
Dimir OperativeNone
Secret IdentityDisguise kit, forgery kit
Cloistered ScholarNone
Clan CrafterArtisan's tools x1
KnightGaming set x1
NobleGaming set x1
Waterdhavian NobleChoose 1: gaming set x1, musical instrument x1
VizierArtisan's tools x1, musical instrument x1
ArchaeologistChoose 1: cartographer's tools, navigator's tools
Faction AgentNone
Azorius FunctionaryNone
Far TravelerChoose 1: musical instrument x1, gaming set x1
CourtierNone
Guild ArtisanArtisan's tools x1
Guild MerchantNavigator's tools
Hillsfar MerchantVehicles (land), vehicles (water)
AcolyteNone
AnthropologistNone
Orzhov RepresentativeNone
Dragon CasualtySpecial (see page)
House AgentSpecial (see page)
Trade SheriffThieves' tools
InquisitorArtisan's tools x1, thieves' tools
HermitHerbalism kit
Selesnya InitiateChoose 1: artisan's tools x1, musical instrument x1
Cormanthor RefugeeArtisan's tools x1
Golgari AgentNone
Hillsfar SmugglerForgery kit
Knight of the OrderChoose 1: gaming set x1, musical instrument x1
UrchinDisguise kit, thieves' tools
DissenterSpecial (See page)
Phlan InsurgentArtisan's tools x1, vehicles (land)
InheritorGaming set x1, musical instrument x1

The starting equipment of a character depends on its Class and background. Its contents include weapons, armor, and other adventure supplies. Write down the equipment on your character card.

Every story has a beginning. The character’s background item explains its origin.

Choosing a 5e background provides you with important story tips about the character’s identity.

The key question in the 5e backgrounds is:

  • What has changed?
  • For what reason did you give up the life described in the background and started to take risks?
  • How do you get your starting equipment?
  • What makes you different from ordinary people in your hometown?

DnD 5e spells

Magic is everywhere in the D&D 5e world, and its most common form is the spell.

A spell is an independent magic effect. It is a process of reshaping the magic energy diffused in the multiverse, and finally carrying out the realization in a specific area in a specific way.

When spellcasting, the caster will carefully pluck up the invisible but ubiquitous native magic power, interweave and fix it and make it oscillate in a specific way, and then release it to achieve the expected effect-and This usually happens only in seconds.

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