Season 1 Episode 13: Abilities, Skills, and Roleplaying

 Interacting with the world

On this episode, we’ll be talking more in-depth about ability scores, and how Players use them as their Characters interact with the world.

Just to recap there are 6 main Abilities and 18 Skills that fall under them

Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma

We will be referencing a few of the 18 Skills that get used most often, but we’ll give a short description of each up front. See page 175 in PHB for more detail.

Strength– any attempt to push, pull, or break something, force your body through a tight space, or apply brute force to a situation. 

Strength is also the Ability used for some melee attacks, and throwing certain weapons or objects (or small party members)

  • Athletics– situations while climbing, jumping, or swimming.

Dexterity– any attempt to move nimbly, quickly, or quietly, or keep from falling on tricky footing. 

Dexterity is also the Ability used for some melee attacks, and most ranged weapon attacks. 

  • Acrobatics– covers attempts to stay on your feet in tricky situations, or stunts such as dives, rolls, and flips.
  • Sleight of Hand– covers acts of trickery such as planting an object on someone, concealing an object, or taking something without being noticed
  • Stealth– covers attempts to conceal yourself, slink quietly past guards, slip away without notice, or sneak up on an unsuspecting target.

Constitution– any attempt to push beyond normal limits of endurance. Constitution checks are very uncommon, as the endurance represented is largely passive. There are no Skills that fall under Constitution, but some common tasks that may need a Constitution check are: holding your breath, hard travel without rest, going without sleep, or holding down your hearty meat pie during an eating contest. 

Intelligence– any attempt to draw upon logic, knowledge, memory, or deductive reasoning. 

  • Arcana– measures your ability to recall lore about spells, magical items, magic traditions, or different planes of existence and their inhabitants.
  • History– measures your ability to recall lore about historical events, people, and places.
  • Investigation- used when searching for clues and making deductions about those clues, or searching for information in a scroll or book.
  • Nature– measures your ability to recall lore about terrain, plants, animals, weather, and the cycles of nature.
  • Religion– measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Wisdom– any attempt to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person.

  • Animal Handling– measures your ability to calm a domesticated animal, keep a mount from being spooked, or read an animals intentions.
  • Insight– determines whether or not you can read a creature’s true intentions, such as sensing a lie or predicting their next move.
  • Medicine– lets you try to stabilize a dying companion or diagnose an illness
  • Perception– lets you spot, hear, or otherwise detect the presence of something. Measures general awareness and keenness of your senses.
  • Survival– measures your ability to follow tracks, hunt wild game, guide your group through rough terrain, spot signs of nearby creatures, identify changes in the weather, or avoid natural hazards.

Charisma– any attempt to influence, entertain others, make an impression, tell a lie, or navigate tricky social situations.

  • Deception– determines whether you can convincingly hide the truth, either verbally or through your actions. Can include attempting to con a merchant, gamble, pass off a disguise, or tell a blatant lie.
  • Intimidation– your attempts to influence someone through overt threats, hostile actions, or physical violence.
  • Performance– determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
  • Persuasion– attempts to influence someone or a group with tact, social graces, or good nature. Used with acting in good faith, fostering friendships, making cordial requests or exhibiting proper etiquette.

Basic Roleplaying

Literally the act of playing out a role. In the case of D&D, you as the player are determining how your character thinks, acts and talks; their quirks, mannerisms, and personality influencing the outcome of interactions. Roleplaying is part of every aspect of the game, none more so than during social interactions, whether it be with other Player controlled Characters in your party, or Non-Player Characters controlled by the DM. 

There are 2 styles described in the PHB. Using a Descriptive or an Active approach to role-playing. Most players use a mixture 

  • Descriptive Approach– You describe your Character’s words and actions to the DM and other Players. Drawing on your mental image of your Character, you tell everyone what your character does and how he or she does it.

Keep the following things in mind

  • Describe emotions and attitude
  • Focus on your character’s intent and how others might perceive it
  • Provide as much embellishment as you feel comfortable with
  • Active Approach– You speak with your Character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This approach is more immersive, though you will still need to describe things that can’t be acted out.

Results of Roleplaying- Your DM uses your Character’s actions and attitudes to determine how NPCs react. While interacting with the DM as they are portraying NPCs, pay close attention to their roleplaying. You may be able to pick up on subtle bits of personality, which you can then use to your advantage. Just like real life, in D&D, when used wisely, your words can take you far, avoiding conflict and forming pivotal relationships. But used poorly, they can lead to conflict that can follow your adventuring party throughout your entire campaign.

Season 1 Episode 11: Spellcasting

Spellcasting

Magic fills the world of Dungeons and Dragons, most often in the form of spells.

A spell is a specific and limited expression of the magical energies that suffuse the multiverse. When casting a spell, an individual carefully plucks at the invisible strands of raw magic, often referred to as the Weave, pins them in place in a particular pattern, sets them vibrating in a specific way, then unleashes them for the desired effect, usually in the span of seconds. There are 2 basic kinds of magic; arcane and divine. Wizards, Warlocks, Sorcerers, and Bards use their understanding of the workings of the Weave. Clerics, Druids, Paladins, and Ranger’s access to the Weave is mediated by divine power.

Spells are versatile tools, weapons, or protective wards. They can deal or undo damage, impose or remove conditions, drain life energy, or restore life to the dead. Thousands of spells have been created and lost to time. Some of those lost may be recovered in some crumbling spellbooks or in the minds of dead gods. A magic user may even be able to create their own spell, given they have enough power and wisdom to do so.

Spell Level

From a game perspective, every spell has a level from 0 to 9, which is a general indicator of how powerful it is. Each Class that has access to spells will list at what Class level each Spell level is gained, and is listed on a chart in the Class description. Level 9 spells are incredibly powerful and some can alter reality itself.

Known and Prepared Spells

In order to cast a spell, a spellcaster must have the spell firmly fixed in their mind, or have a magical object imbued with that spell. Some Classes like Bards and Sorcerers, have a limited list of spells that are always prepared. While Clerics and Wizards must undergo a process to prepare spells, as detailed in their Class descriptions.

Spell slots

Spell slots represent the amount of spells of certain levels that a spellcaster can use before needing to rest and regain some magical energy. Even simple spells are mentally and physically taxing. A long rest restores any expended spell slots. Some Characters and Monsters can cast spells without using spell slots, which will be detailed in their description.

You can cast lower level spells using higher level spell slots, but not the other way around. When using a higher spell slot, a lower spell ‘expands’ to fill that slot, effectively becoming a higher level casting of that spell. Example: magic missile and cure wounds are 1st level spells. Casting them using a 2nd level spell slot causes them to become 2nd level castings of the spell. Some spells, including these examples, become more powerful when cast at higher levels, as detailed in their description.

Cantrips

Level 0 spells are known as cantrips, and are simple spells that are so practiced that Characters can cast them almost reflexively, without requiring a spell slot.

Rituals

Spells with the ritual label can be cast as normal, or as a ritual that requires 10 minutes longer than its usual casting time. Rituals do not expend a spell slot, and cannot be cast at a higher level. The Spellcaster must have an ability that allows them to cast ritual spells, and unless otherwise stated, must also have the spell prepared or on their list of known spells.

Casting a Spell

Each spell in Chapter 11 begins with a block of information, followed by the description of the spell’s effect.

  1. Casting Time
    1. Action: Most spells require a single action
    2. Bonus Action: These spells are cast especially swift. You can’t cast another spell during this turn, unless it is a cantrip with a casting time of one action.
    3. Reaction: These spells are cast in reaction to some event and take a fraction of a second.
    4. Longer Casting Times: Certain spells (including rituals) require minutes, or even hours, to cast. When you cast a spell that takes longer than a single action or reaction, you must spend your action each turn casting the spell, until it is complete. You must also maintain concentration, or the spell fails, however you don’t expend a spell slot.
  1. Range: All spells have a specific range listed in their description. Some ranges are expressed in feet to a target, while some refer to an area-of-effect around a target. Some spells can only be cast while touching the target, and some can only be cast on yourself.
  1. Components: the physical requirements that you must meet in order to cast the spell. If you do not have all of the components, you are unable to cast the spell.
    1. Verbal (V): Most spells require mystic words that set the threads of magic in motion. If you are unable to speak or articulate these words, you can’t satisfy this requirement.
    2. Somatic (S): Might include forceful and dramatic gestures, or intricate patterns of body movements. The caster must have free use of at least one hand to perform these gestures.
    3. Material (M): The casting of some spells requires particular objects, specified in parentheses in the spell descriptions. A Character can use a component pouch or a spellcasting focus in place of the required components, unless a component has a GP value given. Then that component can not be substituted. Some components will state that they are consumed by a spell, and therefore have to be provided each time. The caster must have free use of at least one hand, and it can be the same hand used for any Somatic components.
  1. Duration: the length of time a spell persists. Can be expressed in rounds, minutes, hours, or even years. Some last until the spell is dispelled or destroyed.
    1. Instantaneous: The magic only lasts for an instant, and so cannot be dispelled.
    2. Concentration: Some spells specify that you must maintain concentration to keep the spell active, or to complete the casting of a spell. The caster can end concentration at any time without requiring an action. Normal activity like moving or attacking does not interfere with concentration, however the following things will. 
      1. Casting another spell that requires concentration.
      2. Taking damage will require a Constitution Saving Throw to maintain concentration. The DC is 10, or half the damage taken, whichever is higher. If you take damage from multiple sources, you must make a saving throw for each one.
      3. Being incapacitated or killed: Pretty much that.
      4. The Dungeon Master may also decide that certain environmental factors may call for a saving throw DC of 10. Examples include a wave crashing over you on a ship, or the ground collapsing from underneath you.
  1. Targets: typically spells will require that you select a target of the spells magic. The spell will also specify what type of target; creatures, objects, or a point of origin for an area-of-effect. The caster must have a clear path to the target. You can target yourself if the spell can target a creature. Some spells may specify that the creature must be hostile or a creature other than you.
  1. Areas of Effect (AOE): A spells description may specify an area of effect, which is usually in one of five different shapes. Every AOE has a point of origin, sometimes a point in space and sometimes a creature or object, from which the magic erupts.
    1. Cone: extends in a direction you choose from its point of origin. A cone’s width at a given point is equal to the distance from the point of origin. Example: a cone is 15 feet wide when it is 15 feet away from the point of origin. A cone’s point of origin is not included in the AOE, unless you decide otherwise.
    2. Cube: you select the point of origin, which can be anywhere on a face of the cube shape. The length in the description is the length of each side. A cube’s point of origin is not included in the AOE, unless you decide otherwise.
    3. Cylinder: the point of origin is the center of the circle that makes one of the ends. The circle must be on the ground, or at the height of the spell effect. The energy expands out from the point of origin to form the circle, then shoots up from the ground or down from the top, to a distance equal to the height of the cylinder. The point of origin is included in the cylinder’s AOE
    4. Line: extends from the point of origin in a straight path up to its length, and covers a width defined in its description. The point of origin is not included in the AOE, unless you decide otherwise.
    5. Sphere: you select a point of origin, and the sphere extends outward from that point. The size is expressed as a radius from that point. A sphere’s point of origin is included in its AOE.
  2. Saving Throws: Many spells specify that a target make a saving throw. The spell specifies what ability is used and what happens on success or failure. The saving throw to resist your spells is 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.
  1. Attack Roles: Some spells require the caster to make an attack roll to determine if the spell hits. Your attack bonus equals your spellcasting ability modifier + your proficiency bonus, just like attacking with a weapon. If the spell is a ranged attack, remember that it has disadvantage within 5 feet if the creature can see you and isn’t incapacitated.
  1. Combining Magical Effects: The effects of different spells overlap, while same spells do not.

Phew! We got through it. But that’s spellcasting, and there is a lot to it. It may seem daunting, but take your time and stick with it. You will be slinging spells in no time!

Season 1 Episode 10: Combat

Combat

While the Social and Adventuring aspects of D&D are generally fluid and constantly moving, Combat is more organized into a cycle of rounds and turns. 

A round is about 6 seconds in the game. In a round, each participant in the combat takes a turn. 

Initiative

To determine the order everyone goes in, the Players and Dungeon Master roll for “Initiative” which is a Dexterity check. Roll a D20 and add your Dexterity modifier to figure out your place in the order of combat, with the highest going first.

There are several different things you can do on your turn:

  • Movement
  • Action
  • Bonus Action
  • Reaction
  • “free actions”

Most everything will fall into these categories

Movement: You can move your “speed” during your turn. Your speed is determined mainly by your race, as well as some special features. Movement can include walking, jumping, climbing, swimming, etc. You can break up your total movement throughout your turn. Sometimes difficult terrain slows down your speed. If you go prone or are knocked down, it takes half of your movement speed to stand up. You can move through a non-hostile creature’s space, or a hostile creature’s space that is at least 2 sizes bigger or smaller than you.

Actions: These are the most common “actions” in combat. Anything that falls outside of these is up to the DM, who may require some sort of ability check to determine its success.

  • Attack – the most common action. Can be ranged or melee attacks, and some special abilities allow multiple attacks as part of a single action.
  • Cast a spell – each spell has a specific casting time, and doesn’t necessarily have to be an offensive spell.
  • Dash – you double your movement speed.
  • Disengage – You avoid opportunity attacks for the rest of the turn.
  • Dodge – You focus on avoiding attacks, giving any attack made against you done with disadvantage, and you have advantage on Dexterity checks if you can see the attacker.
  • Help – you assist a creature, giving them advantage. This can be a task, or an attack. As a DM, you should make sure your players are doing a good job of describing how they’re helping. Simply saying i’m helping doesn’t cut it in my opinion.
  • Hide – Go undetected to sneak, good for rogues to get extra damage
  • Ready
  • Search – you take time 
  • Use an object

Making an attack 

  1. Choose target
  2. Determine modifiers
  3. Resolve the attack

Attack Rolls = d20 result + Ability Modifier + Proficiency Bonus (has to equal or be higher than targets AC to hit)

Damage on successful hit

Damage die result + Ability Modifier

Bonus actions

Different abilities and spells will state that they can be used as “bonus actions”. Just like a normal action, only 1 bonus action can be done per turn.

Reaction

The most common type of reaction in combat is an opportunity attack, which can happen when a creature within melee range moves out of that range by its own power. Some abilities and spells, like counterspell, are used as a reaction as well.

Free actions

A free action is combat can be a variety of flourishes that don’t require your action or movement. Can be simple things like quick communication with allies, or pushing open a door while running towards an enemy. Your DM will typically be the one to determine what “actions” can be free actions.

Dropping To 0 HP

We mentioned rolling death saves briefly in the past, but let’s talk a little more about it now.

  • Instant Death: if you take enough damage to reduce your HP to 0, with enough excess damage to equal your total HP, your character dies instantly
  • Falling Unconscious: if you are reduced to 0 HP and the damage does not kill you, you are unconscious. You become conscious if you regain any hit points
  • Death Saving Throws: when you start your turn with 0, you must make a death saving throw. A d20 roll of 10 or higher is a success, a 9 or lower if a failure. 3 success causes you to become stable, 3 failures causes you to die. Successes or failures don’t have to be consecutive.
  • Stabilize: an ally can administer a first aid with a Medicine check, allowing a creature to stop having to make death saving throws, and regain 1 hit point after 1d4 hours. 
  • Knocking a creature out: you can decide, before a blow, if a melee attack is done as normal, or done with non-lethal intent. You still need to reduce a creature to 0 HP to knock them unconscious however.

Thanks for checking out this basic rundown of combat, let us know if you have any questions and come back for our discussion on basic Spellcasting. 

Season 1 Episode 9: Equipment

S2E8: Season 2 Wrap! Vitamin D&D

Season 2 is in the books! Patrick and Brady talk about this past season and some new things they have coming in the future! Be sure to check out their new actual play show "Heroes Need Not Apply", where a motely crew set out to make some coin! We will be taking a break over the holidays, but we will be releasing Heroes Need Not Apply in the meantime. Thanks for listening and we will see you on the next episode!
  1. S2E8: Season 2 Wrap!
  2. Show Announcements!
  3. S2E7: Halloween Special!

During this episode of Vitamin D&D, we discuss an essential part of your Character; their gear.Join us as we discuss the weapons, armor, and miscellaneous gear that is essential to every good adventure!

Your Class and background grant you specific “starting equipment” which you can pick between. If the options presented to you don’t sound like what your character would choose, talk with your Dungeon Master about customizing your starting gear. One option for customizing your gear is having some money, determined by the handy chart on page 143 of the Player’s Handbook, and use those funds to “buy” whatever gear you want! As always, just discuss with your DM.

Speaking of money, let’s briefly discuss the coinage most commonly used in D&D. The most common coins are the gold piece (gp), silver piece (sp), and copper piece (cp). An exchange may be made with precious gems, gold bars, or rare animal furs, but “gold pieces” is typically still used to express an item’s value.To help put it in perspective, a skilled, but not exceptional, artisan earns 1 gp a day. A chart with the exchange rate for different coins can be found on page 143 of the PHB. As you can imagine, these coins can really get heavy as you get rich, but a lot of DMs chose to ignore the weight of coins, or build in some “banking” solutions when the wealth of the characters gets a little crazy. Can’t have a player carrying the wealth of Scrooge McDuck in their pockets.

The first group of items you’ll come across in Chapter 5 of the PHB is Armor and Shields. There are 3 different armor types that most pieces of armor fall into. They are Light, Medium, and Heavy. 

Light armor is made of supple and thin material that offers some protection, without sacrificing mobility. Light armor greatly benefits from your Dexterity modifier.

Medium armor offers more protection than light, but also impairs movement more. Medium armor also benefits from Dexterity, but to a limited extent.

Heavy armor offers the best protection, however it greatly limits mobility, and makes being stealthy very difficult.

Shields can be used by those that are proficient, and gives +2 to your Armor Class.

Reference the chart on page 145 of the PHB to determine your AC and any requirements or disadvantages that may come with wearing it.

Your class grants proficiencies with certain types of armor. If you wear armor that you are not proficient with, you have disadvantages on all checks and saving throws that involve Strength or Dexterity, and you cannot cast spells. There may be some moments when wearing different armor types might make sense in a roleplaying moment, but generally your character would not choose to wear armor they aren’t proficient with.

Next we’ll talk about weapons. A chart of these is found on page 149 of the PHB. There are many different weapon types, with many different properties, damage types, and possible amount of damage they can deal. 

Weapon properties include

Ammunition – necessary for ranged weapons. Needs to be replenished over time.

Finesse – you choose Dexterity or Strength as your attack modifier

Heavy – these weapons are too large for Small creatures to use without disadvantage

Light – easy to handle, perfect for fighting with 2 weapons

Loading – Weapons such as crossbows that require time to load

Range – these weapons can be used to make attacks at range listed on the weapons chart

Reach – extends your reach by 5 feet

Special – has unusual rules listed on page 148 of PHB

Thrown – a weapon that can be thrown

Two-handed – requires 2 hands to use

Versatile – can be used with 1 or 2 hands

Improvised – can be an object that is grabbed in the heat of battle that resembles a crafted weapon. Such as as the leg of a broken table resembles a club

The general Adventuring Gear you’ll be using is listed in a chart on page 150. These items can be used in a variety of ways and are great for roleplaying/adventuring moments and providing some personality to your Character.

Included in this section are equipment packs and tools. Most characters choose between 2 different kinds of packs when picking their class, and several classes and backgrounds have different kits and tools associated with them. 

Equipment packs include the general items you’ll need for a life on the road, delving into dungeons, or performing religious rights. 

Tools can be musical instruments, a set of playing cards, tools for a navigator, or the necessary equipment to create poisons.

There are hundreds of unique items in the worlds of D&D, and that’s not even talking about the amazing magical items and homebrew creations. We’re looking forward to getting to nerd out about the fun and crazy gear you can acquire on your adventures. But for now, come back and join us on the next episode, where we discuss the basics of combat. See you after your long rest!

Season 1 Episode 8: Character Creation Pt. 2

S2E8: Season 2 Wrap! Vitamin D&D

Season 2 is in the books! Patrick and Brady talk about this past season and some new things they have coming in the future! Be sure to check out their new actual play show "Heroes Need Not Apply", where a motely crew set out to make some coin! We will be taking a break over the holidays, but we will be releasing Heroes Need Not Apply in the meantime. Thanks for listening and we will see you on the next episode!
  1. S2E8: Season 2 Wrap!
  2. Show Announcements!
  3. S2E7: Halloween Special!

Character Creation Part 2

For Part 2 of our episodes on Character Creation, our hosts are going step by step through creating their own characters. Brady is making it up as he goes along, while Patrick is trying to make a more optimized character.

Brady’s Character

Brady’s Character is a Human Cleric of the Life Domain with the Acolyte Background. He is a man of the people, a member of the clergy, and an ‘everyman’ who strives to keep others safe. Thinking more on his backstory, Brady decided that some event shook his community, compelling him to venture out to help those in need outside of the home he knows.

Humans benefit from a +1 to all Ability Scores.

Clerics are proficient with Wisdom and Charisma Saving Throws, which goes along with the Character being an active member of the community.

Brady chose Proficiency with the Skills Persuasion and History from the Cleric class, and has Religion and Insight from the Acolyte Background. His Character would also wear medium armor and wield a Club for a weapon.

Brady used the Standard Array for his Character’s Ability Scores, resulting in the following stats.

Strength – 13 (12+1) Modifier: +1

Dexterity – 11 (10+1) Modifier: +0

Constitution – 14 (13+1) Modifier: +2

Intelligence – 9 (8+1) Modifier: -1

Wisdom – 16 (15+1) Modifier: +3

Charisma – 15 (14+1) Modifier: +2

Starting Hit Points: 8 + 2(Con Modifier) = 10 HP

Patrick’s Character

Patrick focused on picking the Monk Class first, and then chose the Wood Elf to further complement that class’s “strengths” of Dexterity and Wisdom. Elves get +2 to their Dexterity, and Wood Elves get +1 to Wisdom, which will benefit the Unarmored Defense perk, as well as the Ki save DC. This Character is most likely going to focus on the Way of Shadow upon reaching level 3. Patrick is going to use the Urchin Background, using that as inspiration for an orphaned Wood Elf living on the streets far from the lands of his people. The Character was taken in by a Monastery, possibly caught in the act of some crime for survival.

Patrick chose Proficiency with the Skills Athletics and Insight from the Monk Class, got Perception from the Elf Race, and finally Sleight of Hand and Stealth from the Urchin Background. His character will have an Armor Class of 16 to start thanks to Unarmored Defense, and wield 1 shortsword, not 2 like was said in the Episode. The reason for just 1 shortsword is that Monks can make an unarmed strike with a bonus action if they’ve already made one attack with a monk weapon or unarmed strike.

Patrick rolled for Ability Scores, rolling 4 d6s, and selecting the highest 3 results. Do that 6 time to get your scores

Strength – 11 Modifier: +0

Dexterity – 18 (16+2) Modifier: +4

Constitution – 11 Modifier: +0

Intelligence – 11 Modifier: +0

Wisdom – 15 (14+1) Modifier: +2

Charisma – 10 Modifier: +0

Starting Hit Points: 8 + 0(Constitution Modifier) = 8 HP

16 AC with Unarmored Defense

Keep an eye out for the Character Sheets for each of these. And hopefully it’s not the last you’ve heard of these Characters. See you after your long rest.

11

16 +2

11

11

14 +1

10

Unarmored Defense 10 + Dex Mod (4) + Wis Mod(2) = 16

8 + Con Mod(0)


Season 1 Episode 7: Character Creation Pt. 1

S2E8: Season 2 Wrap! Vitamin D&D

Season 2 is in the books! Patrick and Brady talk about this past season and some new things they have coming in the future! Be sure to check out their new actual play show "Heroes Need Not Apply", where a motely crew set out to make some coin! We will be taking a break over the holidays, but we will be releasing Heroes Need Not Apply in the meantime. Thanks for listening and we will see you on the next episode!
  1. S2E8: Season 2 Wrap!
  2. Show Announcements!
  3. S2E7: Halloween Special!

This episode of VItamin DnD is where we put it all together and walk through how to create a character. So find yourself a blank character sheet and follow along.

The Players Handbook starts discussing Character creation on page 11. The steps given don’t always have to be followed in order, so feel free to mix it up. Regardless of what order you do things in, every character needs 3 elements; Race, Class, and Background.

1. Choose a Race 

There are 9 races to choose from when using the standard rules from the PHB, which start on page 17; Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-Elf, Half-Orc, and Tiefling. These “standard” races are diverse enough while still being fairly common in most D&D campaign settings. Stick to these if you’re just getting started with D&D. More experienced players can branch out, after consulting with your DM, of course. Listen to Episode 4 to hear us give basic descriptions of the Character Races.

2. Pick a Class 

There are 12 standard classes starting on page 45 in the PHB; Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard. Ask your DM about variations to classes/subclasses, especially if you enjoy the description of a class, but feel like the abilities don’t quite fit with your backstory. Especially you Ranger fans. Even the more popular classes have very interesting variations that may be a better fit with your characters “background”.

3. “Backstory” Background

Don’t feel tied down to a stereotype. Going against the grain can make creating a unique backstory easier. Be the Barbarian who is more intellectual and wants to leave his family/tribe due to feeling bored/repulsed by their animalistic/base interests. I also recommend coming up with your character’s story and past, and THEN find a background that fits, or even come up with a unique background with help from your DM. The Backgrounds provided by the PHB are found on page 125. Again, take these as you want, or tweak/borrow them for your use.

I, Patrick, have a character backstory worksheet that I put together, taking from other examples on Reddit and changed to match things that I think are important. This character worksheet provides questions to get you thinking about who your character is, what is in their past, and what are their goals. Doing something like this can spark your imagination when coming up with a character, and also provides great fuel for the DM to shape the adventure around the characters. We’ll make sure this document is linked along with our show notes.

 4. -Ability scores and Skills

Now that you have a basic character idea, it’s time to determine the base numbers associated with their different abilities. We went over Abilities in Episode 3, so we’ll just give brief descriptions of those main abilities this time around. There are a few different ways to determine ability scores, with 3 methods given in the PHB. Rolling dice for your abilities, using a standard array of numbers, or a point buy system.

  • Rolling dice

This method is probably the most popular as it continues the great D&D tradition of adding some randomness to the fate of your character. To use this method, roll 4 d6s, keeping the 3 highest rolls, adding them together and recording the result. Do this a total of 6 times, giving you 6 numbers, which are now your ability scores. Choose which number you want for each ability, add any modifiers from your race, and there you have your characters main ability scores.

  • Standard Array

For those that might not want to leave their ability scores to chance, a standard set of numbers has been set out in the PHB. 

Use 15, 14, 13, 12, 10, 8 as your ability scores, adding your racial benefits.

  • Point buy

Using the Ability Score Point Cost chart on page 13 of the PHB, you can “purchase” your ability scores, using 27 “points” to pick ability scores. Using this method, you can get 3 high scores and 3 low scores (15, 15, 15, 8, 8, 8) a set of average scores (13, 13, 13, 12, 12, 12) or a combination in between.

After adding your racial benefits, use the Ability Scores and Modifiers chart on page 13 of the PHB, determine the “Modifier” attributed to each Ability Score total. These are + or – modifiers that affect the results of your checks using these abilities. 

There’s a handy chart on page 12 that lists the ability scores for certain races and subraces, to keep you from having to flip back and forth too much.

5. Skills

Next thing you’ll want to look at are Skills. Your character’s Skills are like your 6 main abilities, but even more specific, like subcategories. There are 18 different Skills.

Strength

  • Athletics

Dexterity

  • Acrobatics
  • Sleight of Hand
  • Stealth

Intelligence

  • Arcana
  • History
  • Investigation
  • Nature
  • Religion

Wisdom

  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival

Charisma

  • Deception
  • Intimidation
  • Performance
  • Persuasion

Before continuing to talk about how we determine our Skills modifiers, we need to address something called Proficiency. Every character has Skills that they are proficient in, meaning they are just naturally better with that Skill than others. When picking your Class and Background, you’ll see a section that gives you different choices on what Skills your character is proficient in. Each proficient skill gets a +2 added to it’s modifier, and this proficiency bonus increases as your character levels up. Just remember that anywhere it says that you are “proficient” with/in something, you add your proficiency bonus.

So when determining your Skill and Saving Throw modifiers, you take the modifier for the Ability it falls under, then add your proficiency bonus to it, and that’s the modifier for that Skill. Certain Classes like Rogue, get to double their proficiency bonus twice, called expertise, to certain Skills, or when using the tools of their trade.

6. Equipment

Your class and background provide you with your starting equipment. You can make adjustments to your equipment with the help of your DM to add some personal choice to your gear, or you can completely forgo your starting equipment and use money associated with your class to purchase your gear. This can be found on page 143 in the PHB. 

Determine your Armor Class (AC) using the armor you are proficient with, as well as any racial/class benefits that effect your Armor Class, like the Barbarian and Monk’s Unarmored Defense, which is only taken into consideration when not wearing any armor. Use the chart on page 145 of the PHB to determine your AC with your chosen armor. Make sure to take note of any requirements or disadvantages associated with different armor sets. Certain heavy armors have a Strength requirement to use them, and also tend to impose disadvantage on Stealth. Characters can also use a shield if they are proficient, automatically adding +2 to AC when used.

Different weapons have certain requirements as well, but we’ll touch on that during our upcoming Equipment episode.

7. Hit Points and Hit Dice

Last thing to complete our character will be the Hit Points, which represent your health, a big factor in combat, as well as adventuring in general. Each Class determines their Hit Points at first level in different ways, found at the beginning of the Class Features for each Class. Example: At first level a Barbarian’s Hit Points are 12+ their Constitution modifier, where a Wizard’s is only 6+ their Constitution modifier. For each level gained after 1st, you can roll the Hit Dice associated with your Class, d12 for Barbarians and d6 for Wizards, and add your Constitution modifier.

Or take the average of your Hit Dice and add your Constitution modifier. Barbarian would be 7+Constitution, and Wizard 4+Constitution. Using this you can always have a consistent Hit Point increase for each level gained.

8. Check with your DM

Several things in this episode have a variety of choices on how to handle them. Determining ability scores, choosing equipment, or determining hit points. Check with your Dungeon Master and see how they are wanting players to determine these things. And if your DM does want to use dice rolls to determine scores or hit points, be sure to do those either with the DM present, or with their approval if you can’t be. This is a very important bit of game etiquette, and important for the fairness of the game.

Stick around for Part 2 of our Character creation episodes, where we walk through step by step while we make our own characters! Come listen as Brady creates a down-to-earth, hometown cleric, and Patrick creates an orphan with some ninja training, and some serious over-powered potential. We’ll see you after your long rest!

Season 1 Episode 6: Character Classes Pt. 2

S2E8: Season 2 Wrap! Vitamin D&D

Season 2 is in the books! Patrick and Brady talk about this past season and some new things they have coming in the future! Be sure to check out their new actual play show "Heroes Need Not Apply", where a motely crew set out to make some coin! We will be taking a break over the holidays, but we will be releasing Heroes Need Not Apply in the meantime. Thanks for listening and we will see you on the next episode!
  1. S2E8: Season 2 Wrap!
  2. Show Announcements!
  3. S2E7: Halloween Special!

On this episode of Vitamin DnD we wrap up our discussion on Character Classes. 

The Player’s Handbook for Dungeons and Dragons 5e has 12 character “classes” for players to choose from. There are many variations that have been created by the D&D community at large, but even those variations have their foundations in these 12 classes. Part 2 of our Class episodes is going to cover the second 6.


Paladin

A devout warrior sworn to uphold justice and righteousness. The most important element of a paladin is the nature of your holy quest, whether it be upholding good and honor, battling against the “darkness”, or operating as an angel of death for your god or for yourself.

How did you experience the call to become a Paladin? Was it a whisper from an unseen god? A mentoring paladin who saw potential in you? Or some horrible event that drives you to your quest? 

  • You can sense evil like a noxious odor, and can channel your divine connection to heal wounds
  • You specialize in a fighting style.
  • You can imbue your strikes with divine power, dealing radiant damage
  • You can become immune to disease
  • Charisma is important, as it is your spellcasting ability. Strength or Dexterity are also important
  • 3 Subclasses called Sacred Oaths chosen between at 3rd level
    • Oath of Devotion: loftiest ideals of justice, virtue, and order. The “white knight”. Hold themselves, and everyone else, to the highest standards of conduct. Honesty, Courage, Compassion, Honor, and Duty are their tenets. You can add divine power to your strikes, as well as repel undead and fiends
    • Oath of the Ancients: on the side of light in the cosmic struggle against darkness, they love the beautiful and life-giving things of the world. Kindle the Light, Shelter the Light, Preserve Your Own Light, and Be the Light, are their tenets. You can cause spectral vines to try to restrain a creature, and you can repel fey and fiends
    • Oath of Vengence: solemn commitment to punish those who have committed a grievous sin. Their own purity is not as important as delivering justice. Fight the Greater Evil, No Mercy for the Wicked, By Any Means Necessary, and Restitution, are their tenets. You can channel divinity to attempt to frighten a creature, as well as gaining advantage on attempts to strike enemies.

Ranger

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization. Rangers have the ability to cast spells that harness the power of nature, much like druids.

  • You choose a favored enemy, gaining knowledge, advantage on tracking them, as well speaking their language.
  • You choose a favored terrain, which you can navigate and operate in with proficiency
  • Like a Fighter, you specialize in a fighting style – archery, defense, dueling, two-weapon fighting
  • Wisdom is important, as it is your spellcasting ability
  • 2 subclasses called Ranger Archetypes, chosen between at 3rd level
    • Hunter: you are the first and last line of defense between the wilds and civilization. Your training allows you to better combat groups of enemies, large enemies, or those that are already wounded.
    • Beast Master: you embody the friendship between civilization and beasts, working with a beast companion to combat your foes.

Rogue

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand. Rogues are versatile party members for the adventuring side of things, can deal out lots of damage in combat, as well as be elusive. Some come from a criminal background, while others find themselves as stealthy investigators and dungeon divers. 

  • You have expertise in certain skills that may aid in your line of work
  • You know how to inflict more damage on an enemy by striking when they are vulnerable
  • You know a secret code universal to all thieves
  • Your elusiveness allows you to disengage from enemies or hide from sight
  • 3 subclasses called Roguish Archetypes, chosen between at 3rd level
    • Thief: the subclass of burgers, investigators, treasure seekers, and bandits. Your deft hands aid you in picking locks and sleight of hand. You are an agile climber.
    • Assassin: you are trained in the grim art of death. You are skilled with a disguise and the use of poison. You are especially skilled at getting the drop on your enemies and dealing lots of damage when you do.
    • Arcane Trickster: rogues who find that the application of magic best aids them. You can cast certain spells relying on Intelligence, one allowing you to have an invisible hand do your dangerous work for you.

Sorcerer

You carry a magical birthright gifted by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. You can’t choose sorcery; the power chooses you. The most important question when making a sorcerer is the origin of their power.

  • Charisma is important, as it is your spellcasting ability
  • You can tap into the magic within yourself to cast spells
  • You have the ability to control your spells in very specific ways. Examples: protecting your allies caught in an area of effect, extending the range of your spells, or increasing the duration of a spell
  • 2 subclasses called Sorcerous Origins, chosen between at level 1
    • Draconic Bloodline: your connection to magic comes from dragon ancestors, or ancestors who bargained with dragons for power. This manifests in specific elemental abilities connected to specific dragon types, as well as your physical appearance displaying draconic qualities and an inherent toughness.
    • Wild Magic: your abilities came about due to exposure to the forces of chaos. When casting spells, the untamed nature of your magic spills forth in unpredictable ways. You can learn to harness a small amount of this power to increase your chances of success on a task.

Warlock

Your connection to arcane power comes from the pact with an otherworldly being. These beings are not typically gods, but rather a patron/master that bestows power in exchange for services performed by the Warlock. Warlocks are also more adept at melee combat than other spellcasters. When creating a warlock, it’s important to decide what your relationship with your patron is like, and what kind of service they require of you.

  • Charisma is important, as it is your spellcasting ability
  • You gain a gift from your patron at 3rd level. This can be a spectral familiar to accompany you, summon weapons to your hand, or a special spellbook giving you access to a wider variety of spells.
  • You have access to Eldritch Invocations; special abilities with certain prerequisites
  • You choose an Otherworldly Patron at 1st level, which shapes your abilities and spells
    • The Archfey: a lord or lady of the fey, a creature of legend, striving for greater magical power or settling old grudges. You can invoke their fearsome image to frighten enemies
    • The Fiend: an evil being, even if you aren’t, who desires the corruption or destruction of all things, including you. Your pact empowers you when you strike a killing blow.
    • The Great Old One: a mysterious entity whose nature is utterly foreign to the fabric of reality. The alien knowledge you have gained gives you the ability to communicate telepathically.

Wizard

Wizards are supreme magic users. Their abilities come from their knowledge of the use of somatic gestures, arcane words, and exotic components. They learn from other arcane users, tomes and magical beings. Wizards are drawn out of their libraries by the allure of ancient knowledge and power.

  • Your spellbook contains transcriptions of your spells, which you have practiced and perfected
  • Intelligence is important, as it is your spellcasting ability
  • You can regain some expended magical energy during the day by studying your spellbook
  • 8 subclasses called Arcane Traditions, chosen between at 2nd level
    • Abjuration: emphasizes magic that blocks, banishes, or protects. 
    • Conjuration: favors spells that can produce objects and creatures from thin air, as well as teleportation.
    • Divination: your magic focuses on viewing other locations, the past, and future.
    • Enchantment: you use your magic to entrance and beguile others. 
    • Evocation: powerful elemental magic of bitter cold, searing flames, burning acid, and others.
    • Illusion: dazzle the senses and befuddle the mind. 
    • Necromancy: considered taboo, your magic explores the cosmic forces of life, death, and undeath.
    • Transmutation: magic that modifies energy and matter. You can transform creatures and objects in a variety of ways.

Keep an eye out for our next episode where we start talking through Character creation, and we’ll see you after your long rest.

Season 1 Episode 5: Character Classes Pt. 1

S2E8: Season 2 Wrap! Vitamin D&D

Season 2 is in the books! Patrick and Brady talk about this past season and some new things they have coming in the future! Be sure to check out their new actual play show "Heroes Need Not Apply", where a motely crew set out to make some coin! We will be taking a break over the holidays, but we will be releasing Heroes Need Not Apply in the meantime. Thanks for listening and we will see you on the next episode!
  1. S2E8: Season 2 Wrap!
  2. Show Announcements!
  3. S2E7: Halloween Special!

On this episode of Vitamin DnD we start to discuss the bread and butter of your character. Your class.

The Player’s Handbook for Dungeons and Dragons 5e has 12 character “classes” for players to choose from. There are many variations that have been created by the D&D community at large, but even those variations have their foundations in these 12 classes. Part 1 of our Class episodes are going to cover the first 6.


  1. Barbarian

Barbarians are warriors that harness their rage to fuel them in combat, driving them to inflict and shrug off devastating blows. They channel their primal instinct to protect those who cannot protect themselves.

  • Strength is the main focus of a Barbarian, followed by Constitution.
  • Can enter a rage of primal fury. You are stronger, do more damage, and take less damage from physical attacks while raging.
  • Typically don’t wear a lot of armor, but can use that to their advantage in combat.
  • Have keen senses from living on the edge of civilization.
  • 2 subclasses called Primal Paths that are chosen between at 3rd level
    • Berserker: Your rage is fueled by the thrill of battle and a skill in violence, allowing you to push your body beyond normal limits.
    • Totem Warrior: Your rage is guided by your spirit animal, filling you with supernatural might. Choose from Bear, Eagle, or Wolf.

  1. Bard

Musicians whose words are imbued with magic, used to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. Bards are all about the story and show. Even if their real backstory is a little boring, they’re definitely going to create a great one.

  • Mostly a support character, Charisma is a Bard’s main focus as it is their spellcasting ability.
  • Can “inspire” others, strengthening their skills and abilities
  • Very versatile characters
  • Spellcaster who focuses on charm and illusion rather than destruction
  • Can help heal allies while resting
  • 2 subclasses called Bardic Colleges that are chosen between at 3rd level
    • Lore: These Bards know something about most things. These Bards can use their words to distract enemies and shield allies.
    • Valor: These Bards weave stories of past heroes, inspiring the next generation. They gain additional proficiencies with some armor and weapons. Your Bardic inspiration can strengthen your allies’ strikes, or increase their armor against enemy strikes.

  1. Cleric

Clerics are conduits of divine power, fulfilling a higher calling. They can heal and empower their allies, while also harming and hindering their enemies. Clerics also have combat training to apply damage on a personal level when needed. When a Cleric takes up the adventuring life, it’s usually because their god demands it. The demands of a deity may range from smiting evil, recovering holy relics, or protecting the worshipers of their deity.

  • Versatile characters who can be heavy lifting healers and smite enemies with divine strikes
  • Special abilities granted by their specific deity, every cleric has a special ability to repel undead
  • Wisdom is important as it is your spellcasting ability. 
  • 7 Subclasses called Divine Domains chosen between at 1st level. Each Domain grants specific spells
    • Knowledge: value learning, understanding, and practical knowledge. These Clerics know extra languages, as well as additional skill proficiencies associated with knowledge. Can tap into divine knowledge.
    • Life: focused on sustaining life. Healing the sick and wounded, caring for those in need, and driving away forces of death and undeath. Proficient with heavy armor. Your healing spells are extra effective, and you can heal multiple allies.
    • Light: promote the ideals of rebirth and renewal, truth, vigilance, and beauty. You can use light to illuminate your path and blind your enemies. You can harness the power of the sun, dealing radiant damage and dispelling darkness.
    • Nature: serving alongside druids, these clerics take an active role in the interests of nature deities. You know druidic spells, and nature specific skills. Proficient with heavy armor. You can invoke the name of your deity to charm nearby animals.
    • Tempest:  these clerics serve gods of lightning and thunder, earthquakes, fire, the sea, and certain gods of violence, physical strength, and courage. Proficient with martial weapons and heavy armor. You can strike back with lightning or thunder after taking damage. You can channel your deity to maximize lightning or thunder damage you deal.
    • Trickery: gods of mischief-makers and instigators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. You can imbue allies with divine stealth. You can invoke an illusionary duplicate of yourself.
    • War:  The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Proficient with martial weapons and heavy armor. Your god gives you the ability to strike multiple times, as well as increasing your chances to hit. 

  1. Druid

Druids are extensions of nature’s indomitable will, resilience, cunning, and fury. Druid spells are oriented toward nature and animals— the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form. They promote balance between the four elements – air, earth, fire, and water.

  • You can speak the secret language of druids
  • You can take the shape of a beast, gaining its benefits and skills
  • Wisdom is important as it is your spellcasting ability
  • 2 Subclasses called Druid Circles chosen between at 2nd level.
    • Circle of the Land: your magic is influenced by the land where you were initiated into the circle’s mysterious rites. You can use meditation to regain some expended spells. You know spells associated with a specific environment – arctic, coast, desert, forest, grassland, mountain, swamp, underdark(underground)
    • Circle of the Moon: these druids are fierce guardians of the wild, delving deep into untouched wilderness, and taking the form of wild animals just as often as their normal form. They can take their wild shape much quicker in combat, as well as taking the forms of more deadly beasts than other druids.

  1. Fighter

Possibly the most diverse class in D&D. All Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both dealing it out and staring it defiantly in the face. 

  • You specialize in a fighting style – Archery, Defense, Dueling, Great Weapon Fighting, Protection, and Two-weapon fighting
  • You have a reserve of stamina you can draw on in battle to heal some of your wounds, and also push yourself to attack more fiercely for a brief time
  • Strength or Dexterity are important, as well as Intelligence for spellcasting if you choose the Eldritch Knight archetype
  • 3 subclasses called Martial Archetypes chosen between at 3rd level
    • Champion: your raw physical power allows you to deal devastating blows. 
    • Battle Master: you are a student of battle. A strategist who employs special maneuvers in battle. You are proficient with a type of artisan’s tools of your choice.
    • Eldritch Knight: fighters combine their martial mastery with a careful study of magic, specifically the schools of abjuration and evocation, offering you protection and extending your reach. You can also bond yourself to 2 weapons through ritual magic.

  1. Monk

Fighters who can magically harness the energy that flows in their bodies. Most monastic traditions call this energy Ki. The transition from monastic life to adventuring life may be harsh for some monks. Those that do take it as a personal test of their physical and spiritual growth. 

  • Monks typically do not wear armor, relying on their instincts to avoid the blows of enemies
  • Your martial arts training grants you mastery with unarmed strikes and simple weapons
  • You can harness Ki to give you extra chances to strike, make you harder to hit, and allow you to slip out of the reach of enemies
  • You can gain increased speed while not wearing armor
  • Your lightning fast reflexes give you the chance to deflect, or even catch, incoming missiles (arrows, daggers, crossbow bolts, etc.)
  • Dexterity and Wisdom are important stats for Monks
  • 3 Subclasses called Monastic Traditions chosen between at 3rd level
    • Way of the Open Hand: Ultimate masters of martial arts combat. Can push or trip opponents, heal their bodies, and meditate to protect themselves. 
    • Way of the Shadow: a tradition of stealth and subterfuge. Some of this Way are families who are sworn to secrecy about their missions, while others are like a thieves’ guild, hiring out their services. These monks use their connection to Ki to cast spells to assist with this line of work.
    • Way of the Four Elements: you use Ki to align yourself with the four elements and bend them to your will. Ki gives you access to different elemental disciplines, with some even allowing you to cast elemental spells.

Come back for Part 2 with the remaining 6 Classes. See you after your long rest.

Season 1 Episode 4: Character Races

S2E8: Season 2 Wrap! Vitamin D&D

Season 2 is in the books! Patrick and Brady talk about this past season and some new things they have coming in the future! Be sure to check out their new actual play show "Heroes Need Not Apply", where a motely crew set out to make some coin! We will be taking a break over the holidays, but we will be releasing Heroes Need Not Apply in the meantime. Thanks for listening and we will see you on the next episode!
  1. S2E8: Season 2 Wrap!
  2. Show Announcements!
  3. S2E7: Halloween Special!

Character Races

Using the Player’s Handbook for Dungeons and Dragons 5e, there are 9 standard races that players can choose from for their character. This will be a brief overview of those races. 


Dwarf

Short and stout. Family clans are a big part of their identities and being clanless is the worst fate. Generally seen as strong and stubborn people. Known as skilled warriors, miners, and workers of stone and metal. Dwarves get along well with other races, but earning their trust is something that may not be accomplished in the short lives of humans. Dwarves love the beauty and artistry of precious metals and fine jewelry, which can drive some dwarves to an extreme greed. Dwarves dislike boats….

They stand between 4 and 5 feet tall and weigh 150 lbs on average. Normal skin tones and hair color. Male dwarves value their beards and groom them carefully. On average they can live to be 350 years old. 

There are 2 main sub-races of dwarf: Hill Dwarves and Mountain Dwarves.

Hill Dwarves are known to have keen senses, deep intuition, and remarkable resilience. Tougher and more exposed to the world.

Mountain Dwarves are accustomed to a difficult life, which has made them strong and hardy. 


Elf

Elves possess an unearthly grace and haunting beauty, Elves are a magical people living within the world, but apart from it. Elves are slender and graceful, though slightly shorter than humans on average. Elves can live to well over 700 years, and have a much different perspective than the shorter lived races. You will find most elves living in hidden forest villages, limiting their contact with outsiders. Elves usually take up adventuring out of a sense of wanderlust, enjoying centuries of exploration and discovery. Adventuring also gives them the opportunity to exercise their martial prowess and gain greater magical power. Like Dwarves, Elves are slow to make friends, and even slower to forget them. 

Skin, eye and hair color is typically normal, but you will also find elves with copper, bronze and blue-white skin, eyes the color of gold or silver, and hair colored green or blue. Considered children until they declare themselves adults, usually after their 100th birthday.

Ancient conflicts have divided the elves into 3 subraces

High Elves are usually divided even further still by personality. Some are haughty and reclusive, and consider themselves superior to other races, and even other elves. Others are more friendly and can be found among humans and other races.

Wood Elves have keen senses and intuition, and move quickly and stealthily through the forest. Wood elves can be reclusive and distrusting of non-elves.

Dark Elves, or Drow, descended from elves who were banished from the surface world for following the goddess Lolth down the path of evil and corruption. Drow have now built a civilization in the depths of the Underdark. Drow have black skin that resembles polished obsidian, with stark white or pale yellow hair. They have very pale eyes in shades of lilac, silver, pink, red, and blue. Drow tend to be smaller and thinner than most elves.


Halfling

A Halfling’s goals are the comforts of home. A place to settle in peace and quiet, far from monsters and clashing armies; a blazing fire and generous meal; fine drinking and conversation. Some halflings live out their days in remote agricultural communities, while others form nomadic bands that travel constantly. Halflings are diminutive and survive in a world of larger creatures by avoiding notice or avoiding offense. They stand about 3 feet tall and weigh between 40 and 45 pounds. Their skin/hair/eyes fall within the normal range. Halfling men often sport long sideburns, but beards are rare, and mustaches even more so. Halflings choose practical clothing, and even the wealthiest keep their treasures out of sight. Halflings seek the most straightforward solution. Halfiings usually only choose the adventuring life to defend their communities, support their friends, or explore a wide and wonder filled world. Adventuring is less a career than an opportunity or sometimes a necessity. Reach adulthood at 20 and generally live to 150.

Halflings have 2 subraces, but they are more like closely related families than true subraces

Lightfoot

More prone to wanderlust than other halflings, Lightfoots hide easily from notice, even using other people as cover. You are affable and get along well with others.

Stout

They are hardier than average. Some say that stout halflings have dwarven blood.


Human

Youngest of the common races, late to arrive on the world scene, and short-lived by comparison to other races. Humans are known for their ambition, perhaps due to their shorter lives. Humans are innovators, achievers, and pioneers. More physically diverse than the other common races, they range from 5 feet to over 6 feet tall, and weigh 125 to 250 pounds. Skin/hair/eye color fall into the normal ranges that we all know, and most humans have a dash of nonhuman blood that may influence their looks. Humans are the most adaptable and ambitious among the common races. They build cities that last for ages and kingdoms that last for centuries. The individual might have a short life span, but a nation or culture preserves traditions with origins beyond the reach of any single human’s memory. Humans live fully in the present, while also striving to leave a legacy. Humans are generally very accepting of other races, more so than other races are of them. Human adventurers are the most ambitious of an ambitious race. 


Dragonborn

Dragonborn look very much like dragons standing erect in humanoid form, without wings or a tail. Dragonborn are generally looked at with fearful misunderstanding by the world. Dragonborn were originally hatched from eggs as a unique race. The first dragonborn had scales of vibrant hues, but generations of interbreeding have created a more uniform appearance. Tall and strongly built, standing close to 6 ½ feet tall and weighing 300 pounds or more. Blood of particular tires of dragons runs strong through some dragonborn clans, and their scales closely match. Young dragonborn grow quickly, walking shortly after hatching. They match the size of a 10 year old human at 3, and reach adulthood by 15. Dragonborn generally live to around 80 years old. Like dwarves, dragonborn belong to and are devoted to their clan. Dragonborn hate to fail and push themselves to extreme efforts before they give up on something. Dragonborn seldom seek help from other races, and will first seek help from their clan, or another dragonborn clan. Good and evil for the Dragonborn are represented by the Dragon gods Bahamut and Tiamat. Most dragonborn are good, but those who follow Tiamat can be terrible villans. Dragonborn typically fall into 2 categories based on their coloration. Black, Blue, Green, Red, and White are Chromatic, whereas Brass, Bronze, Copper, Gold, and Silver are Metallic.


Gnome

Gnomes, like halflings, take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. Their energy and enthusiasm shines through their tiny bodies. Gnomes average between 3 and 4 feet tall and weigh 40 to 45 pounds. Their faces are usually adorned with a broad smile beneath their prodigious noses. They have bright eyes and their hair sticks out in every direction. Their clothing is usually made in modest earth tones, though decorated with embroidery, embossing, or gleaming jewels. Gnomes find being alive a wonderful thing and squeeze every ounce of enjoyment out of it. Gnomes reach adulthood around 40. Even with their long lives of between 350 to 500 years, gnomes seem to worry that they will not have enough time for all of the things they want to do and see. Gnomes speak quickly to get all of their whirling thoughts out on a wide range of subjects, but they still manage to listen carefully to others and are good conversationalists. Gnomes are just as dedicated to puns and pranks as they are more serious tasks. Many are skilled engineers, alchemists, tinkers, and inventors. They are willing to make mistakes, laugh at themselves, take risks, and dream large. Gnomes make their homes in hilly wooded lands, living underground but getting more fresh air than dwarves. Their homes are hidden by clever construction and simple illusions, and unwelcome guests unlikely to ever discover them.

Two subraces of Gnomes are found among the worlds of D&D

Forest Gnomes have a natural knack for illusion and inherent quickness and stealth. Rare and secretive. They also befriend small forest animals and rely on them for information.

Rock Gnomes have a natural inventiveness and hardiness beyond other gnomes.


Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. They reach adulthood at 20 and can live longer than 180 years. Their looks range between humans and elves, not being as broad as humans or as slender as elves. They tend to have the eye coloration of their Elvin blood. Some Half-elves band together in small communities, living among those who understand what it’s like living in both worlds, while some choose to be separate from all others, living in the wild. Some throw themselves into the thick of society, putting their charisma and social skills to great use.


Half-Orc

Orc and human tribes sometimes form alliances and when sealed by marriage, half-orcs are born. Some of these half-orcs become powerful chiefs, their human blood giving them advantages over full blood Orcs, whereas others strike out to prove their worth with barbaric customs and savage fury. Half-orc’s orcish heritage is plain to see with their grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towing builds. Standing between 6 and 7 feet tall, and 180 to 250 pounds, and reach adulthood about 14 years old. Half-orcs that have spent any time amongst Orcs will sport scars, and those who live among humans might wear these scars with pride, or shame. The one-eyed god Gruumsh created the orcs. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. The whispers of Gruumsh speak to those in combat, and while Half-orcs are not evil in nature, evil does lurk within them, whether they embrace it or rebel. Half-orcs feel emotion powerfully, whether it be anger, or pure joy. Half-orcs usually choose to live amongst humans when not living with orcs, getting by on their strength, endurance, and sheer determination.


Tiefling

Tieflings are greeted with stares, whispers, and mistrust wherever they go. Their demon-like appearance is no fault of their own, but a curse on their bloodline, a sinful past for which all generations will be held accountable. Tieflings appear human, apart from their horns, pointed teeth, tails, and bright colored eyes. Their skin can be colored like a human’s, but also can be various shades of red. Most live along with the dregs of society, some finding respect, and others turning to crime to survive. Tieflings know that they can only rely on themselves, but a tiefling friend will be a strong one for life. Tieflings mature much as humans do, but live a little longer.

And that covers the basic 5e character races. While there are many more out there, these will be enough to get you started!

https://player.captivate.fm/show/3abec90c-7100-411b-bc0c-e3ec39740248

Check us out on our website at: www.thevitamindndpodcast.com

Email us at: thevitamindndpodcast@gmail.com

Facebook: https://www.facebook.com/thevitamindndpodcast

Season 1 Episode 3: The Heart of the Dice

S2E8: Season 2 Wrap! Vitamin D&D

Season 2 is in the books! Patrick and Brady talk about this past season and some new things they have coming in the future! Be sure to check out their new actual play show "Heroes Need Not Apply", where a motely crew set out to make some coin! We will be taking a break over the holidays, but we will be releasing Heroes Need Not Apply in the meantime. Thanks for listening and we will see you on the next episode!
  1. S2E8: Season 2 Wrap!
  2. Show Announcements!
  3. S2E7: Halloween Special!

The Dice

The roll of the dice is one of the most fundamental aspects of Dungeons and Dragons. The random results that come from a dice roll help shape the varied and colorful results that are part of the story. If a player wants to jump over a chasm, a die is rolled. A very high roll may lead to a character successfully jumping a chasm with ease. A lower roll may lead to a character barely catching the edge of the far side. A very low roll could mean something much more catastrophic.

The game of D&D uses many different types of polyhedral dice, with sides ranging from 4 to 20. You’ll see them listed as d(followed by the number of sides on the die). As in d6 or d20. For reference, a d6 is the standard die that is present in most board games.

Most of the dice types are used for weapon damage, spell damage, as well as healing. The rules for each are provided by the Player’s Handbook or Dungeon Master’s Guide.

The d20 is mainly used for ability checks, attack rolls, and saving throws. When you think of Ability modifiers are then added to these rolls made with a d20. A character’s race, class, and background determine these modifiers.

Advantage and Disadvantage. Sometimes a special circumstance (or the DM) will determine whether or not you roll with Advantage or Disadvantage. In both instances, you roll 2d20s. With Advantage, you use the higher of the 2 rolls. With Disadvantage, you use the lower of the 2 rolls.

There are some odd dice rolls that occasionally come up. d2, d3, and d100. d2 is determined by dividing a d4 roll by 2 and rounding down, or simply flipping a coin and picking one side as 1, and the other as 2. d3 is the same, but using a d6. A d100 can be determined using an actual 100 sided die, or alternatively, page 6 of the PHB details how to use 2d10s to get a 1-100 roll.  

Abilities

Next we’ll briefly talk on the basics of the 6 main abilities of characters in D&D 5e.

Those abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

  • Strength: Natural athleticism, bodily power, raw physical force. For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump. 

Examples of strength tasks: break a lock off a cage, hold open a closing gate, or throw a heavy object

  • Dexterity: Physical agility, reflexes, balance, poise. Initiative is a Dexterity check. 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. 

Examples of dexterity tasks: wriggle free of an enemy’s grasp, sneak past a guard, or balance on a narrow ledge

  • Constitution: Health, stamina, vital force. A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail. Constitution modifier affects how many hit points your character can have.

Examples of constitution tasks: endure a hard day’s travel, grab hot metal without flinching, or win a drinking contest.

  • Intelligence: Mental acuity, information recall, analytical skills. A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details. Spellcasting ability for Wizards.

Examples of intelligence tasks: Recall a piece of lore, decode a message, recognize the significance of a clue

  • Wisdom: Awareness, intuition, insight. A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious. Spellcasting ability for Clerics, Druids, and Rangers.

Examples of wisdom tasks: spot a hidden creature, sense that someone is lying

  • Charisma: Confidence, eloquence, leadership. 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. Spellcasting ability for Bards, Paladins, Sorcerers, and Warlocks.

Examples of charisma tasks: tell a convincing lie, persuade a creature to do something, or make a rousing performance in a tavern

Saving Throws

A saving throw is a character’s reaction to a negative effect, and their attempt to avoid or resist it. A spell, monster ability, or trap are examples of things that would cause a player to have to make a saving throw. A DM may also call for a saving throw if they feel it would be appropriate.

https://player.captivate.fm/show/3abec90c-7100-411b-bc0c-e3ec39740248

That’s the summary of the dice and skills used in D&D.

Check us out on our website at: www.thevitamindndpodcast.com

Email us at: thevitamindndpodcast@gmail.com

Facebook: https://www.facebook.com/thevitamindndpodcast