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Welcome To D&D, by Keaton

This guide provides new players with essential steps for creating a Dungeons & Dragons 5e character, including choosing a race, class, ability scores, and equipment. It outlines various races and their traits, such as Aasimar, Dragonborn, and Elves, as well as classes like Barbarian, Bard, and Cleric. The document serves as a helpful introduction to character creation in D&D, but does not cover all content available in the game's resources.

Uploaded by

Mohammad Awab
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
27 views30 pages

Welcome To D&D, by Keaton

This guide provides new players with essential steps for creating a Dungeons & Dragons 5e character, including choosing a race, class, ability scores, and equipment. It outlines various races and their traits, such as Aasimar, Dragonborn, and Elves, as well as classes like Barbarian, Bard, and Cleric. The document serves as a helpful introduction to character creation in D&D, but does not cover all content available in the game's resources.

Uploaded by

Mohammad Awab
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Guide for New Players to D&D 5e by Keaton McGreevy

Creating a D&D Character: The Basics

1. Choose a Race: This is your character’s heritage. Almost all races found in the game have
two or more subraces to pick from, giving lots of variety to a character.

2. Choose a Class: This is your character’s role or job as an adventurer. There are 13 classes
to pick from, and each of those offers multiple paths of skills and abilities to follow, offering
even more variety to pick from.

Some Race and Class examples from fiction:


Legolas The Lord of the Rings Elf Fighter/Ranger
Jon Snow A Song of Ice and Fire Human Paladin
Bilbo Baggins The Hobbit Halfling Rogue
Aang Avatar: The Last Airbender Air Genasi Monk
Wanda Maximoff Marvel Cinematic Universe Human Sorcerer
Geralt of Rivia The Witcher Human Blood Hunter
Rubeus Hagrid Harry Potter Goliath Wizard
Tyrion Lannister A Song of Ice and Fire Dwarf Bard
Gandalf the White The Lord of the Rings Aasimar Fighter/Wizard

3. Roll and Assign Your Ability Scores: We’ll do this together using dice. If anyone rolls
particularly badly, they are welcome to roll a second time or can decide to take the standard
array: 8, 10, 12, 13, 14, 15. The DM can help you decide what stats might be best where, but
most classes will have primary recommended stats, for example: Barbarian: Strength, Wizard:
Intelligence, Rogue: Dexterity.

4. Describe Your Character: Pick a Background for them. Figure out who they are, both in
physical appearance and identity. What is a unique physical quality? What are their goals?
Why are they an adventurer? What makes them stand out? If you’re stuck maybe use a fantasy
character as inspiration.

5. Choose Spells and Abilities: Starting at Level 1, only Clerics, Warlocks and Sorcerers
need to pick a subclass. However every class will receive abilities at level 1, and many classes
receive spells: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard.

6. Pick Your Equipment: What weapons, armor, and/or items does your character use and
travel with? Equipment will be selectable based on both Class and Background.

This is designed as a handy guide for new players to D&D and does not represent the full
content available in the Wizard’s of the Coast’s plethora of D&D 5e books.
Guide for New Players to D&D 5e by Keaton McGreevy

Choose a Race:

Aasimar: Aasimars are celestial-blooded


mortals, often guided by a divine purpose or
inner light. They are typically marked by
otherworldly beauty and glowing features.
Many feel a strong drive to do good but often
wrestle with the burden of expectation.

Traits: +2 Charisma, Darkvision, Celestial


Resistance, Healing Hands, Light Bearer, Subrace
Bonuses

Fallen Aasimar (+1 Strength) Once


touched by light, Fallen Aasimar radiate
fear and darkness, struggling with their
celestial fall from grace.
Protector Aasimar (+1 Wisdom) Radiant
and graceful, Protector Aasimar channel
divine light to fly and smite evil.
Scourge Aasimar (+1 Constitution) Intense and wrathful, Scourge Aasimar unleash searing
energy in a burning aura of purification.

Bugbear: Bugbears are large, hairy


goblinoids known for their stealth and
brutality. Despite their size, they strike from
the shadows with surprising silence. They
often live in tribal groups ruled by strength
and fear.

Traits: +2 Strength, +1 Dexterity, Darkvision,


Long-Limbed, Powerful Build, Sneaky, Surprise
Attack

Aasimars and Bugbears are from Volo’s Guide to Monsters.


Guide for New Players to D&D 5e by Keaton McGreevy

Choose a Race:

Dragonborn: Dragonborn are proud, draconic


humanoids driven by honor and a deep sense of
legacy. They possess a breath weapon and
resistances tied to their draconic ancestry. Most
strive to prove their worth through deeds and
personal growth.

Traits: +2 Strength, +1 Charisma, Draconic


Ancestry, Breath Weapon, Damage Resistance

Black or Copper Scales: Acid


Blue or Bronze Scales: Lightning
Green Scales: Poison
Red, Brass or Gold Scales: Fire
White or Silver Scales: Cold

Dwarf: Dwarves are stout, hardy folk known for


their craftsmanship, stubbornness, and deep ties
to tradition. They often live in mountainous or
subterranean strongholds. Loyalty, clan, and
legacy are core to their identity.

Traits: +2 Constitution, Darkvision, Dwarven


Resilience, Dwarven Combat Training,
Stonecunning, Subrace Bonuses

Duergar (+1 Strength) Bitter and grim,


Duergar live in the Underdark and excel in
stealth and psionics.
Hill Dwarves (+1 Wisdom) Wise and sturdy,
Hill Dwarves are known for resilience and
strong communities.
Mountain Dwarves (+2 Strength) Tough and
strong, Mountain Dwarves are renowned
warriors and smiths.

Dragonborn and Dwarves are from Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Choose a Race:

Elf: Elves are long-lived, graceful beings with an


innate connection to magic and nature. They come
in several subraces, each with unique cultural and
elemental ties. Their ageless perspective often leads
them to value beauty, art, and patience.

Traits: +2 Dexterity, Darkvision, Keen Senses, Fey


Ancestry, Trance, Subrace Bonuses

High Elves (+1 Intelligence) Intelligent and


magically gifted, High Elves often view
themselves as the pinnacle of elvenkind.
Wood Elves (+1 Wisdom) Stealthy and swift,
Wood Elves are deeply attuned to nature and
forests.
Drow (+1 Charisma) Underground-dwelling and
often feared, Drow are cunning, charismatic, and
steeped in shadow magic.
Shadar-Kai (+1 Constitution) Grim and
emotionless, Shadar-Kai serve the Raven Queen
from the Shadowfell.

Genasi: Genasi are mortals infused with elemental power, embodying earth, water, fire and
air. Their appearance and personalities often reflect their elemental heritage. Many struggle
to find balance between the mortal world and their elemental essence.

Traits: +2 Constitution,
Subrace Bonuses

Earth (+1 Strength)


Water (+1 Wisdom)
Fire (+1 Intelligence)
Air (+1 Dexterity)

Elves are from Player’s Handbook 2014, Genasi are from Elemental Evil Player’s Companion.
Guide for New Players to D&D 5e by Keaton McGreevy

Choose a Race:

Gnome: Gnomes are clever, energetic, and curious smallfolk with a knack for magic and
invention. They love puzzles, jokes, and tinkering with both ideas and devices. Despite their
playful nature, they are fiercely loyal and surprisingly resilient.

Traits: +2 Intelligence, Darkvision, Gnome


Cunning, Subrace Bonuses

Forest Gnomes (+1 Dexterity) Secretive


and magical, Forest Gnomes bond closely
with animals and nature.
Rock Gnomes (+1 Constitution) Inventive
and clever, Rock Gnomes are natural
tinkerers and gadgeteers.
Deep Gnomes (+1 Dexterity) Reclusive and
wary, Deep Gnomes thrive in the darkness of
the Underdark.

Goblin: Goblins are small, fast, and often


malicious creatures known for their cunning and
greed. They thrive in chaotic, tribal societies
ruled by strength and scheming. Many goblins in
modern settings seek to break free from old
stereotypes.

Traits: +2 Dexterity, +1 Constitution, Darkvision,


Fury of the Small, Nimble Escape

Hobgoblin: Hobgoblins are disciplined


goblinoids who value order, hierarchy, and
military might. They are strategic thinkers and
skilled warriors. Unlike their goblin kin,
hobgoblins build lasting empires and
structures.

Traits: +2 Constitution, +1 Intelligence,


Darkvision, Martial Training, Saving Face

Gnomes are from Player’s Handbook 2014, and Goblins and Hobgoblins are from Volo’s
Guide to Monsters.
Guide for New Players to D&D 5e by Keaton McGreevy

Choose a Race:

Goliath: Goliaths are massive, mountain-dwelling


humanoids driven by a competitive, honor-bound
culture. They prize physical prowess and personal
achievement. Life is seen as a constant test of
strength and endurance.

Traits: +2 Strength, +1 Constitution, Natural


Athlete, Stone’s Endurance, Powerful Build,
Mountain Born

Half-Elf: Half-elves bridge


the worlds of elves and
humans, often feeling like
outsiders to both. They are
charismatic, adaptable, and excel in social situations. Many forge their
own identities, blending elven grace with human ambition.

Traits: +2 Charisma, +1 to Two Other Ability Scores, Darkvision, Fey


Ancestry, Skill Versatility

Half-Orc: Half-orcs
inherit the strength and
ferocity of their orcish
heritage, often facing
prejudice or fear. They are
driven by instinct, survival, and a fierce will to
overcome. Many become warriors or
adventurers seeking respect and purpose.

Traits: +2 Strength, +1 Constitution,


Darkvision, Menacing, Relentless

Half-Elves and Half-Orcs are from Player’s Handbook 2014, and Goliaths are from Elemental
Evil Player’s Companion
Guide for New Players to D&D 5e by Keaton McGreevy

Choose a Race:

Halfling: Halflings are small, cheerful folk who value


comfort, community, and simple pleasures. They’re
known for their luck, agility, and ability to stay
unnoticed. Most prefer peaceful lives, but some have a
quiet bravery that drives them to adventure.

Traits: +2 Dexterity, Lucky, Brave, Halfling Nimbleness,


Subrace Bonuses

Lightfoot Halflings (+1 Charisma) Charming and


sneaky, Lightfoot Halflings often go unnoticed even
in plain sight.
Stout Halfling (+1 Constitution) Tougher than
they look, Stout Halflings are resistant to poison
and misfortune.
Ghostwise Halfling (+1 Wisdom) Telepathic and
tribal, Ghostwise Halflings are rarely seen beyond
their clans.

Human: Humans are the most adaptable and


ambitious race, found in nearly every corner of the
world. Their diversity and drive make them capable of
great heroism—or villainy. They often shape history
through sheer numbers and determination.

Traits: +1 to All Ability Scores, Extra Language

Human (Variant): Your Dungeon Master might


allow these variant traits, all of which replace the
human’s Ability Score Increase trait.

Traits: +1 to Two Ability Scores, Skill Proficiency, Extra


Language, Bonus Feat

Tieflings are from Player’s Handbook 2014, and Triton are from Volo’s Guide to Monsters.
Guide for New Players to D&D 5e by Keaton McGreevy

Choose a Race:

Kobold: Kobolds are small, draconic humanoids known


for their craftiness, traps, and loyalty to dragons. They live
in tight-knit underground communities. Despite their
cowardice, they are inventive and fiercely protective of
their own.

Traits: +2 Dexterity, Darkvision, Grovel, Cower and Beg,


Pack Tactics, Sunlight Sensitivity

Orc: Powerful, warlike humanoids driven by


strength and survival. They live in harsh tribal
societies where glory is earned through
battle. Though often seen as brutish and
destructive, some orcs defy their violent
heritage in search of honor, purpose, or
redemption.Traits: +2 Strength, +1
Constitution, Darkvision, Aggressive, Primal
Intuition, Powerful Build

Tabaxi: Tabaxi are feline humanoids driven by


curiosity and wanderlust. They often serve as
storytellers, historians, or treasure seekers. Agile
and perceptive, they’re naturally inclined toward
stealth and exploration.

Traits: +2 Dexterity, +1 Charisma, Darkvision,


Feline Agility, Cat’s Claws, Cat’s Talent

Tieflings are from Player’s Handbook 2014, and Triton are from Volo’s Guide to Monsters.
Guide for New Players to D&D 5e by Keaton McGreevy

Choose a Race:

Tiefling: Tieflings are mortals with infernal


heritage, marked by horns, tails, and a
reputation for trouble. Often distrusted or
misunderstood, many struggle against
prejudice. They are strong-willed and
frequently seek to define their own fate.

Traits: +2 Charisma, +1 Intelligence,


Darkvision, Hellish Resistance, Infernal
Legacy

Tieflings have Subraces based on the


Archdevil their bloodline is tied to:
Baalzebul. Dispater, Fierna, Glasya,
Levistus, Mammon, Mephistopheles,
Zariel

Triton: Tritons are aquatic humanoids


from the depths of the ocean, often
viewing themselves as guardians of the sea.
They have an air of nobility and a rigid
sense of duty. On land, they can seem
haughty or naive, but their intentions are
usually noble.

Traits: +1 Strength, +1 Constitution, +1


Charisma, Amphibious, Control Air and
Water, Emissary of the Sea

Tieflings are from Player’s Handbook 2014, and Triton are from Volo’s Guide to Monsters.
Guide for New Players to D&D 5e by Keaton McGreevy

Choose a Class:

Class Role Abilities Description


Barbarian Tank, Melee Strength A primal warrior fueled by rage, the
Damage Barbarian excels in brutal melee combat.
Constitution
Their rage grants bonus damage,
resistance to physical attacks, and
enhanced survivability. Known for
incredible toughness and raw
physicality.

Bard Support, Charisma The Bard is a versatile spellcaster who


Buffer/Debuffer, uses music, words, and performance to
Dexterity
cast spells, inspire allies, and manipulate
Face of Party
foes. Their "Jack of All Trades" and wide
spell list make them adaptable in any
role.

*Blood Hunter Striker, Debuffer Strength or Blood Hunters are cursed warriors who
Dexterity use hemocraft magic—blood-based
rites—to hunt monsters and wield
Constitution forbidden power. They sacrifice their
vitality for enhanced combat and can
mutate or empower their weapons
through blood magic.

Cleric Healing, Divine Wisdom, A divine spellcaster who channels the


Magic power of a deity to heal, protect, or
Constitution
smite. Clerics are highly customizable
through their Divine Domain, which can
make them front-line warriors, potent
healers, or damage dealers. They are
one of the most powerful and reliable
support classes.

Druid Controller, Wisdom Druids draw their power from nature,


Shapeshifter, wielding elemental magic and
Constitution
transforming into animals through Wild
Healing
Shape. They can control the battlefield,
heal allies, and summon natural forces.
Their connection to the natural world is
deep and mystical.

Fighter Tank, Martial Strength or A master of physical combat, the Fighter


Damage Dexterity is a flexible, dependable warrior who can
specialize in weapons, tactics, or magical
Constitution abilities depending on subclass. They
have unmatched attacks per round and
durability. Fighters shine as tanks,
damage dealers, or tactical leaders.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Monk Striker, Mobile Dexterity or Monks are agile martial artists who
Skirmisher Strength channel ki energy to perform
superhuman feats. They’re lightning-
Wisdom fast, can deflect projectiles, and
manipulate their bodies and minds to
become living weapons. Excellent at
mobility, control, and striking from
unexpected angles.

Paladin Tank, Burst Strength Holy warriors sworn to a sacred oath,


Damage, Minor Paladins combine martial skill with
Charisma
divine power. They can heal, smite foes
Healing
with radiant energy, and shield allies
from evil. Their auras and spells make
them powerful frontline defenders and
moral champions.

Ranger Ranged Damage, Dexterity Nature’s hunter and tracker, Rangers


Scout/Tracker, blend martial skill with limited
Wisdom
spellcasting and specialize in certain
Minor Healing
terrains or enemies. They excel at
exploration, archery, and ambushing
foes.

Rogue Striker, Scout/Skill Dexterity Masters of stealth, precision, and


Expert cunning, Rogues deal devastating sneak
Intelligence
attacks and thrive on quick thinking.
or Charisma They can disable traps, pick locks, and
disappear into the shadows. Excellent
for infiltration, sabotage, and high
single-target damage.

Sorcerer Damage Caster, Charisma Born with innate magical power,


Flexible Casting, Sorcerers shape spells through sheer will
Constitution
and unique origins like draconic blood
Face of Party
or wild magic. They cast fewer spells
than Wizards but with more flexibility
through Metamagic. Powerful and
flashy, but fragile.

Warlock Damage Caster, Charisma Warlocks gain magical abilities by


Utility Caster, Face forging a pact with an otherworldly
Constitution
patron, such as a fiend, fey, or ancient
of Party
god. Their spellcasting is unique—
limited but potent—and they gain
invocations for magical customization. A
mix of arcane power and eldritch flavor.

Wizard Controller, Ritual Intelligence Wizards are scholarly spellcasters who


Caster, Damage master the most powerful arcane magic
Constitution
by studying ancient tomes. Their
Caster or Dexterity immense spell selection makes them the
ultimate magical toolbox. Fragile but
unmatched in versatility and raw magical
might.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Barbarian (Subclass Level 3) Primary Ability: Strength

Fierce warriors who tap into primal rage to fuel their strength and durability in battle. They’re
reckless, physical, and often thrive on instinct more than strategy.
Example: Conan the Barbarian (from Robert E. Howard’s stories)

Hit Points
Hit dice 1d12 per Barbarian level
At 1st Level 12 + Constitution modifier
At higher 7 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor Light armor, medium armor, shields

Weapons Simple weapons, martial weapons

Tools None

Saving Throws Strength, Constitution

Skills Choose two from Animal Handling,


Athletics, Intimidation, Nature,
Perception, and Survival

Level 1 Abilities:

Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
You have advantage on Strength checks and saving throws, and gain extra damage on your attacks.

Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your
Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Level 2 Abilities:

Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly.
Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but
attack rolls against you have advantage until your next turn.

Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such
as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Bard (Subclass Level 3) Primary Ability: Charisma

Charismatic spellcasters who use music, lore, and inspiration to support allies, manipulate
enemies, and cast versatile magic. They’re jacks-of-all-trades, blending charm, creativity, and
cunning.

Example: Dandelion (from The Witcher)

Hit Points
Hit dice 1d8 per Bard level
At 1st Level 8 + Constitution modifier
At higher 5 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor Light armor

Weapons Simple weapons, hand crossbows,


longswords, rapiers, short swords

Tools Three musical instruments of your


choice

Saving Throws Dexterity, Charisma

Skills Choose any three

Level 1 Abilities:

Spellcasting: You learn two cantrips from the bard spell list, and four 1st level spells of your choice
from the bard spell list. You gain a number of spell slots based on your level, and can cast cantrips an
unlimited number of times. Your spellcasting ability is Charisma.

Bardic Inspiration: As a bonus action you can inspire one creature other than yourself, granting
them a Bardic Inspiration die (1d6) which they can roll and add to an ability check, attack roll or saving
throw they make in the next 10 minutes. You can use this feature a number of times equal to your
Charisma modifier (minimum of once.)

Level 2 Abilities:

Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to
any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest: You can use soothing music to help heal allies wounds during a short rest. This allows
allies during a short rest to regain an additional 1d6 hit points (increases as you level up.)

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Blood Hunter (Subclass Level 3) Primary Ability: Strength or Dexterity

Cursed warriors who sacrifice parts of themselves to fight monsters using blood magic,
rituals, and grit. They are relentless, haunted, and walk the line between hero and horror.

Example: Geralt of Rivia (from The Witcher)

Hit Points
Hit dice 1d10 per Blood Hunter level
At 1st Level 10 + Constitution modifier
At higher 6 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor Light armor, medium armor, shields

Weapons Simple weapons, martial weapons

Tools Alchemist’s supplies

Saving Throws Dexterity, Intelligence

Skills Choose three from Acrobatics,


Arcana, Athletics, History, Insight,
Investigation, Religion, and Survival

Level 1 Abilities:

Hunter’s Bane: You have survived the Hunter’s Bane—a dangerous, long-guarded ritual that alters
your life’s blood, forever binding you to the darkness and honing your senses against it. You gain the
ability to control and shape hemocraft magic.

Blood Maledict: You gain a blood curse which can be used once per short rest. See the full list of
Blood Curses under the Blood Hunter class features list. These curses can be used in and outside of
combat on enemies to debuff them.

Level 2 Abilities:

Fighting Style: Similarly to a Fighter, you gain a Fighting Style, showing off your fighting speciality.
Options include Archery, Dueling, Great Weapon Fighting and Two Weapon Fighting.

Crimson Rite: You gain the ability to empower your weapons with Crimson Rites, which are powered
by your own blood. You can choose to power your weapon with Flame, Frost or Lightning, but you
must sacrifice your own blood to do so. Weapons with a Crimson Rite active deal additional damage
associated with the type.

The Blood Hunter class is unofficial partnered content created by Critical Role’s, Matthew
Mercer, and is freely available on D&D Beyond.
Guide for New Players to D&D 5e by Keaton McGreevy

Cleric (pick your subclass at Level 1) Primary Ability: Wisdom

Divine agents who channel the power of a deity to heal, smite, and protect, serving as holy
warriors or devout spellcasters. Their abilities depend on their divine domain and beliefs.

Example: Melisandre (from A Song of Ice and Fire)

Hit Points
Hit dice 1d8 per Cleric level
At 1st Level 8 + Constitution modifier
At higher 5 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor Light armor, medium armor, shields

Weapons Simple weapons

Tools None

Saving Throws Wisdom, Charisma

Skills Choose two from History, Insight,


Medicine, Persuasion, Religion

Level 1 Abilities:

Spellcasting: You learn three cantrips from the cleric spell list, and can prepare a number of levelled
spells equal to your Wisdom modifier + Cleric level. These can be changed each time you complete a
long rest. You gain a number of spell slots based on your level, and can cast cantrips an unlimited
number of times. Your spellcasting ability is Wisdom.

Subclass Domain: At level 1, Clerics pick their divine domain which represents the type of god they
worship. Some of the domains available are Death, Knowledge, Life, Light, Nature, Tempest, Trickery
and War.

At level 1, and later levels your Domain grants you spells that are automatically and always prepared.

Level 2 Abilities:

Channel Divinity: You gain the ability to channel divine energy directly from your deity. You start
with two such effects. The first is Turn Undead, which is available to all clerics and allows you to
present your holy symbol and speak a prayer censuring the undead.

The second effect is determined by your subclass. For example, the Life domain allows you to use
Preserve Life, healing nearby allies, and the Tempest domain allows you to take maximum damage
when casting a spell dealing lightning or thunder damage instead of rolling (16 instead of rolling 2d8.)

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Druid (pick your subclass at Level 2) Primary Ability: Wisdom

Nature-bound spellcasters who draw power from the land, able to heal, shape-shift, and
wield elemental magic. They are guardians of balance and wild places.

Example: Radagast the Brown (from The Hobbit)

Hit Points
Hit dice 1d8 per Druid level
At 1st Level 8 + Constitution modifier
At higher 5 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor Light armor, medium armor, shields

Weapons Clubs, daggers, darts, javelins,


maces, quarterstaffs, scimitars,
sickles slings, spears

Tools Herbalism kit

Saving Throws Intelligence, Wisdom

Skills Choose two from Arcana, Animal


Handling, Insight, Medicine, Nature,
Perception, Religion and Survival

Level 1 Abilities:

Spellcasting: You learn two cantrips from the druid spell list, and can prepare a number of levelled
spells equal to your Wisdom modifier + Druid level. These can be changed each time you complete a
long rest. You gain a number of spell slots based on your level, and can cast cantrips an unlimited
number of times. Your spellcasting ability is Wisdom.

Level 2 Abilities:

Wild Shape: Starting at 2nd level, you can use your action to magically assume the shape of a beast
that you have seen before. You can use this feature twice. You regain expended uses when you finish a
short or long rest.

If you choose the Circle of the Moon as your subclass, you are able to wild shape into more powerful
beasts, and can do so as a bonus action instead of an action.

Subclass Druid Circle: You choose to identify with a circle of druids. Your choice grants you features
at 2nd level and again at 6th, 10th, and 14th level.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Fighter (Subclass Level 3) Primary Ability: Strength or Dexterity

Masters of physical combat with unmatched versatility in weapons, tactics, and battlefield
control. They can be noble knights, ruthless mercenaries, or anything in between.
Example: Jaime Lannister (from A Song of Ice and Fire)

Hit Points
Hit dice 1d10 per Fighter level.
At 1st Level 10 + Constitution modifier
At higher 6 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor All armor, shields

Weapons Simple weapons, martial weapons

Tools None

Saving Throws Strength, Constitution

Skills Choose two from Acrobatics,


Animal Handling, Athletics, History,
Insight, Intimidation, Perception,
and Survival

Level 1 Abilities:

Fighting Style: You gain a Fighting Style, showing off your fighting speciality. Options include
Archery, Dueling, Great Weapon Fighting and Two Weapon Fighting.

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from
harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Level 2 Abilities:

Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment.
On your turn, you can take one additional action. Once you use this feature, you must finish a short or
long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only
once on the same turn.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Monk (Subclass Level 3) Primary Ability: Dexterity or Strength

Martial artists who train their body and mind to achieve supernatural agility, speed, and
focus. They channel ki to perform incredible feats of movement and precision.
Example: Aang (from Avatar: The Last Airbender)

Hit Points
Hit dice 1d8 per Monk level.
At 1st Level 8 + Constitution modifier
At higher 5 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor None

Weapons Simple weapons, shortswords

Tools Choose one type of artisan’s tools


or one musical instrument

Saving Throws Strength, Dexterity

Skills Choose two from Acrobatics,


Athletics, History, Insight, Religion
and Stealth

Level 1 Abilities:

Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10
+ your Dexterity modifier + your Wisdom modifier.

Martial Arts: Your practice of martial arts gives you mastery of combat styles that use unarmed
strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the
two-handed or heavy property. You’re able to hit more often, and deal additional damage with your
fists and monk weapons than normally allowed. You can also choose to use Dexterity instead of
Strength for your fists and monk weapons.

Level 2 Abilities:

Ki: You gain a resource called Ki which allows you to harness mystic energy to do “dope
monk shit” (Marisha Ray.) Some abilities include, dodging as a bonus action, moving faster as
a bonus action and even taking extra attacks.

Unarmored Movement: While not wearing armor you can move an additional 10 feet, and
this continues to increase at higher monk levels.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Paladin (Subclass Level 3) Primary Ability: Strength

Holy warriors bound by an oath who combine divine magic and martial prowess to smite evil
and protect the innocent. They uphold justice and serve as paragons of virtue or vengeance.

Example: Brienne of Tarth (from A Song of Ice and Fire)

Hit Points
Hit dice 1d10 per Paladin level.
At 1st Level 10 + Constitution modifier
At higher 6 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor All armor, shields

Weapons Simple weapons, martial weapons

Tools None

Saving Throws Wisdom, Charisma

Skills Choose two from Athletics, Insight,


Intimidation, Medicine, Persuasion
and Religion

Level 1 Abilities:

Divine Sense: You’re able to open your awareness to evil and good forces, detecting the location of
any celestial, fiend or undead within 60 feet of you (and not behind total cover.)

Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power than
replenishes at the end of a long rest. You can restore hit points equal to your Paladin level x 5. You can
also use 5 hit points from your pool to cure a target of a disease or neutralize a poison affecting it.

Level 2 Abilities:

Fighting Style: Similarly to a Fighter, you gain a Fighting Style, showing off your fighting speciality.
Options include Archery, Dueling, Great Weapon Fighting and Two Weapon Fighting.

Spellcasting: You can prepare a number of levelled spells equal to your Charisma modifier + half
your Paladin level. These can be changed each time you complete a long rest. Your spellcasting ability
is Charisma.

Divine Smite: You can also expend your Paladin spell slots to deal additional radiant damage
instead of casting a spell. When you hit with a weapon expend a spell slot to deal an additional 2d8
radiant damage (or 3d8 radiant damage if the target is an undead or fiend.)

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Ranger (Subclass Level 3) Primary Ability: Dexterity

Wilderness survivalists skilled with bows, blades, and tracking, often bonded to a favored
terrain or beast. They’re hunters, scouts, and protectors of the wild.

Example: Aragorn (from the Lord of the Rings)

Hit Points
Hit dice 1d10 per Ranger level.
At 1st Level 10 + Constitution modifier
At higher 6 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor Light armor, medium armor, shields

Weapons Simple weapons, martial weapons

Tools None

Saving Throws Strength, Dexterity

Skills Choose three from Animal


Handling, Athletics, Insight,
Investigation, Nature, Perception,
Stealth and Survival.

Level 1 Abilities:

Favored Enemy: You have significant experience studying, tracking, hunting, and even talking to a
certain type of enemy. Choose a favoured enemy: aberrations, beasts, celestials, constructs, dragons,
elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select
two races of humanoid (such as gnolls and orcs) as favoured enemies.

Natural Explorer: You are particularly familiar with one type of natural environment and are adept
at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert,
forest, grassland, mountain, swamp, or the Underdark.

Level 2 Abilities:

Fighting Style: Similarly to a Fighter, you gain a Fighting Style, showing off your fighting speciality.
Options include Archery, Dueling, Great Weapon Fighting and Two Weapon Fighting.

Spellcasting: You learn two 1st-level spells of your choice from the ranger spell list. As you level up
you will learn more ranger spells. Your spellcasting ability is Wisdom.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Rogue (Subclass Level 3) Primary Ability: Dexterity

Stealthy, cunning, and resourceful, rogues excel at sneaking, disabling traps, and striking
precisely when it counts. They thrive on agility, wit, and surprise.

Example: Robin Hood (from English folklore and subsequent literature)

Hit Points
Hit dice 1d8 per Rogue level.
At 1st Level 8 + Constitution modifier
At higher 5 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor Light armor

Weapons Simple weapons, hand crossbows,


longswords, rapiers, shortswords

Tools Thieves’ tools

Saving Throws Dexterity, Intelligence

Skills Choose four from Acrobatics, Athletics,


Deception, Insight, Intimidation,
Investigation, Perception, Performance,
Persuasion, Sleight of Hand, and Stealth.

Level 1 Abilities:

Expertise: Choose two of your skill proficiencies, or one of your skill proficiencies and your
proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that
uses either of the chosen proficiencies. You gain more expertise at higher levels.

Sneak Attack: You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can
deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack
roll. The attack must use a finesse or a ranged weapon. There are other ways of gaining sneak attack,
including attacking an enemy that is engaged with an ally of yours. This damage increases as you
reach higher levels in rogue.

Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon,
and code that allows you to hide messages in seemingly normal conversation.

Level 2 Abilities:

Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act
quickly. You can take a bonus action on each of your turns in combat. This action can be used only to
take the Dash, Disengage, or Hide action.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Sorcerer (Subclass Level 1) Primary Ability: Charisma

Innate spellcasters whose magic comes from within—through a magical bloodline, raw
chaos, or ancient power. Their spells are flashy, powerful, and instinctive.

Example: Wanda Maximoff (from Marvel Cinematic Universe)

Hit Points
Hit dice 1d6 per Sorcerer level
At 1st Level 6 + Constitution modifier
At higher 4 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor None

Weapons Daggers, darts, slings, quarterstaffs,


light crossbows

Tools None

Saving Throws Constitution, Charisma

Skills Choose two from Arcana,


Deception, Insight, Intimidation,
Persuasion, and Religion.

Level 1 Abilities:

Spellcasting: You learn four cantrips from the sorcerer spell list, and two 1st level spells of your
choice from the sorcerer spell list. Each time you level up as a sorcerer, you learn an additional spell.
Some subclasses also allow you to learn extra spells. You gain a number of spell slots based on your
level, and can cast cantrips an unlimited number of times. Your spellcasting ability is Charisma.

Subclass: Sorcerous Origin: Pick a sorcerous origin, such as Aberrant Mind, Clockwork Soul, Divine
Soul, Draconic Bloodline, Shadow Magic, Storm Sorcery, or Wild Magic. Your origin grants you extra
abilities, and some origin’s grant you additional learned spells added to your repertoire.

Level 2 Abilities:

Font of Magic: You tap into a deep wellspring of magic within yourself. This wellspring is
represented by sorcery points, of which you have a number equal to your level, and which
allow you to create a variety of magical effects. At 2nd level you can use this to convert them
into additional spell slots and vice versa. At later levels these can be used to power
metamagic, which changes the way you cast spells to be more flexible.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Warlock (Subclass Level 1) Primary Ability: Charisma

Deal-makers who gain magical power through pacts with powerful entities like demons, fey,
or eldritch beings. Their power is borrowed, mysterious, and often dangerous.

Example: Saruman the White (from the Lord of the Rings)

Hit Points
Hit dice 1d8 per Warlock level
At 1st Level 8 + Constitution modifier
At higher 5 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor Light armor

Weapons Simple weapons

Tools None

Saving Throws Wisdom, Charisma

Skills Choose two skills from Arcana,


Deception, History, Intimidation,
Investigation, Nature, and Religion.

Level 1 Abilities:

Subclass: Otherworldly Patron: You have struck a bargain with an otherworldly being of your
choice: the Archfey, the Celestial, the Fathomless, the Fiend, the Genie, the Great Old One, the
Hexblade, or the Undying. You gain a 1st level ability from this patron, and more abilities at later levels.

Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you
facility with spells. Your spellcasting is different to other classes, and functions a bit more simply. You
know two cantrips of your choice from the warlock spell list, and it’s recommended you pick Eldritch
Blast. You know two 1st-level spells of your choice from the warlock spell list, and have significantly
less spell slots than other classes. As a trade-off, however, you regain your spell slots on a short rest.

Level 2 Abilities:

Eldritch Invocations: In your study of occult lore, you have unearthed eldritch invocations,
fragments of forbidden knowledge that imbue you with an abiding magical ability. For example,
Agonizing Blast allows you to deal extra damage with your Eldritch Blast cantrip, or abilities like Armor
of Shadows grant you the ability to cast Mage Armor at will, or Eyes of the Rune Keeper which allows
you to read any written language including runes. You pick two at 2nd level, and unlock more later.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Wizard (Subclass Level 2) Primary Ability: Intelligence

Learned spellcasters who study ancient tomes to master arcane knowledge and cast a wide
range of powerful spells. Wizards are defined by their intellect and preparation.

Example: Merlin (from Arthurian legend)

Hit Points
Hit dice 1d6 per Wizard level
At 1st Level 6 + Constitution modifier
At higher 4 + Constitution modifier for each
levels level above 1st

Proficiencies
Armor None

Weapons Daggers, darts, slings, quarterstaffs,


light crossbows

Tools None

Saving Throws Intelligence, Wisdom

Skills Choose two from Arcana, History,


Insight, Investigation, Medicine, and
Religion.

Level 1 Abilities:

Spellcasting: As a student of arcane magic, you have a spellbook containing spells. You learn three
cantrips from the wizard spell list, and six 1st level spells of your choice from the wizard spell list.
However, you can only prepare a number of spells from your spellbook equal to your Intelligence
modifier + wizard level (minimum of one spell.) You also have the ability, as a ritual caster, to cast any
spells tagged with ritual as a ritual. This adds 10 minutes casting time to the spell, but does not
expend a spell slot. You have a number of spell slots that can be used to cast levelled spells, and can
cast cantrips an unlimited number of times. Your spellcasting ability is Intelligence.

Arcane Recovery: You have learned to regain some of your magical energy by studying your
spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover.

Level 2 Abilities:

Subclass: Arcane Tradition: You gain your subclass, which is called an Arcane Tradition, shaping
your practice of magic through one of eight schools, or other unique traditions. Options include:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation as
the schools of magic, or Bladesinging, War Magic, Chronurgy Magic, or Graviturgy Magic as more
unique traditions. You gain a 2nd level feature from your tradition, and more features later.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Ability Scores:

Saving Throws
Saving Throws
Acrobatics, Sleight of
Athletics
Hand, Stealth
(Grappling, Disarming and
Disabling Traps, Picking
Shoving)
Locks
Carrying Capacity
Armor Class (AC) and
Strength-based Attacks and Initiative
Damage
Dexterity-based Attacks
and Damage

Saving Throws
Saving Throws
Hit Points
Deception, Intimidation,
Concentration When
Performance, Persuasion
Holding Spells
Spellcasting: Bards,
Holding Breath and
Paladins, Sorcerers,
Resisting Exhaustion
Warlocks

Saving Throws
Saving Throws
Arcana, History,
Animal Handling, Insight,
Investigation, Nature,
Medicine, Perception
Religion
Spellcasting: Clerics,
Recalling Information,
Druids, Rangers
Strategizing
Class Abilities: Monks
Spellcasting: Wizards

Rolling and Assigning Your Ability Scores:


Score Modifier Score Modifier
1. Roll 4d6, and ignore the lowest value dice,
adding the rest together. For example, 1 -5 12-13 +1
rolling 4d6 and getting a 2, 3, 5, 6, you 2-3 -4 14-15 +2
would ignore 2, & add the rest to get 14. 4-5 -3 16-17 +3
2. Repeat Step 1 six times total, recording
6-7 -2 18-19 +4
each number as an Ability Score.
3. If your total scores add up to less than 70, 8-9 -1 20-21 +5
you can reroll once or opt for standard 10-11 +0 22-23 +6
array: 15, 14, 13, 12, 10, 8.
4. Add your racial bonuses (usually +2 to one Ability Score, and +1 to another.)
5. Assign your Ability Scores, and add your Modifiers to your character sheet.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Character Background:
To finalize your character beyond their Race and Class, you need to select a Background for
them. This centers as the pillar of their backstory, and provides a range of proficiencies, a
background feature, and additional starting equipment and gold.

Background Summary Bonuses


Acolyte You served a deity in a temple or Insight, Religion, Extra Languages,
monastery. Shelter of the Faithful

Charlatan You're a con artist or scammer Deception, Sleight of Hand, Disguise


with a fake identity. kit, Forgery kit, False Identity

Criminal / Spy You lived outside the law, or Deception, Stealth, Thieves’ tools,
worked undercover. Gaming set, Criminal Contact

Entertainer / You lived for music, Acrobatics, Performance, Musical


Gladiator performance, or storytelling. instrument, disguise kit, By Popular
Demand

Folk Hero A local hero who stood up Animal Handling, Survival, Artisan’s
against tyranny. tools, Vehicles (land), Rustic Hospitality

Guild Artisan / You were part of a merchant Insight, Persuasion, Artisan’s tools,
Guild Merchant guild or craft trade. Extra Language, Guild Membership

Hermit You lived in isolation—religious, Medicine, Religion, Herbalism kit, Extra


scholarly, or personal. Language, Discovery

Noble You were born into wealth and History, Persuasion, Gaming set, Extra
status. Language, Position of Privilege

Outlander You were raised in the wilds and Athletics, Survival, Musical instrument,
know how to survive there. Extra Language, Wanderer

Sage You’ve studied lore and the Arcana, History, Extra Languages,
mysteries of the world. Researcher

Sailor / Pirate You spent your life on the seas— Athletics, Perception, Navigator’s tools,
honorably or otherwise. Vehicles (water), Ship’s Passage

Soldier You served in a formal military Athletics, Intimidation, Gaming set,


unit. Vehicles (land), Military Rank

Student You spent your early years in a History, Arcana or Religion,


formal place of learning. Calligrapher’s tools, Extra Language,
Academic Access

Urchin You grew up poor and scrappy, Sleight of Hand, Stealth, Disguise kit,
surviving in cities. Thieves’ tools, City Secrets

*If you already have a proficiency which your Background grants, you are able to select any
other proficiency instead.

For more information see the Player’s Handbook 2014.


Guide for New Players to D&D 5e by Keaton McGreevy

Describe Your Character:


Using the below guide, create a more in-depth character backstory, centering on their
history and motivations. Your Background can act as inspiration…

*Examples made for Legolas, from the Lord of the Rings

Character Basics: Select the following: Name, Race, Class, Sex, Age, Physical Description
Legolas, Wood Elf, Ranger, Male, 2931 years old
Slender and athletic, pointed ears, long blond hair, piercing blue eyes.

Character History:

Origin: Who are you and where did you come from? Did you like your home, and are
excited to visit again, or are you fleeing from your past?
I come from the ancient Elven kingdom of Mirkwood, a place I cherish deeply,
though the shadow spreading through it drives me to seek peace and restoration
for all lands.

Personality Traits: Personality traits might describe the things your character likes,
his or her past accomplishments, things your character dislikes or fears, your
character’s self-attitude or mannerisms, or the influence of his or her ability scores.
I am calm, perceptive, and graceful, with a quiet confidence born of centuries of
life, though I am quick to act in defense of nature and my companions.

Flaws: Choose a flaw for your character. Your character’s flaw represents some vice,
compulsion, fear, or weakness—in particular, anything that someone else could
exploit to bring you to ruin or cause you to act against your best interests.
My pride in Elven superiority can make me aloof or dismissive toward the
struggles and customs of other races.

Character Motivations:

Bonds: Who in the party are you connected to, and how? What other connections do
you have? A loved one at home? A family member who tragically died? Or are you
bondless and wishing to make bonds.
I have formed a deep friendship with Gimli the Dwarf despite our racial
differences, and I feel a strong loyalty to the Fellowship as comrades in a shared
quest to destroy the One Ring. My relationship with my father, Thranduil, is
strained, but we both wish the best for our people.

Ideals: Your ideals are the things that you believe in most strongly, the fundamental
moral and ethical principles that compel you to act as you do. What are the principles
that you will never betray? What would prompt you to make sacrifices?
I believe in the enduring beauty of nature, the necessity of unity among all
peoples, and the responsibility of the strong to protect the weak—even at great
personal cost.

For more information see the Player’s Handbook 2014. Legolas is a fictional character from
J.R.R. Tolkien’s The Lord of the Rings.

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