Welcome To D&D, by Keaton
Welcome To D&D, by Keaton
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.
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:
Choose a Race:
Choose a Race:
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
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.
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:
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.
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:
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:
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:
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:
*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.
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.
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
Tools None
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.
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.
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
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.)
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.
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
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
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.
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
Tools None
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.)
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.
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
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.
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
Tools None
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.
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
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.
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.
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
Tools None
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.)
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.
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
Tools None
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.
Stealthy, cunning, and resourceful, rogues excel at sneaking, disabling traps, and striking
precisely when it counts. They thrive on agility, wit, and surprise.
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
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.
Innate spellcasters whose magic comes from within—through a magical bloodline, raw
chaos, or ancient power. Their spells are flashy, powerful, and instinctive.
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
Tools None
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.
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.
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
Tools None
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.
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.
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
Tools None
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.
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
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.
Criminal / Spy You lived outside the law, or Deception, Stealth, Thieves’ tools,
worked undercover. Gaming set, Criminal Contact
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
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
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.
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.