This score measures your character’s strength of personality, personal magnetism, and ability to influence the thoughts and moods of others.

Dwarf

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs Dwarves respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and do not abandon those traditions lightly. Best Race.

Adventuring Reasons Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods.

Elf

Elves live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. They reply to petty insults with disdain and to serious insults with vengeance. Typical.

Adventuring Reasons Elves take up adventuring out of wanderlust.

Gnome

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.

Adventuring Reasons Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring.

Goblin

Now with new threats rising up, the many tribal elders have put aside their reckless ways in the hope of forging alliances that give them a chance at survival.

Adventuring Reasons While many have stayed to protect their homelands, others have become refugees, with some traveling to Waterdeep in search of a home that might offer them sanctuary in a world that does not trust them.

Halfling

Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.

Adventuring Reasons Halflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.

Human

Humans’ empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is both diverse and tumultuous, running the gamut from cruel to kind, from sinister to saintlike

Adventuring Reasons adventuring serves as a means to an end, whether that end is accumulating wealth, striving for acclaim, increasing in social status, or uncovering arcane knowledge and power.

Half-Elf

Half-elves, as a result of their unique heritage, exhibited a confidence and strength of personality uncommon amongst both humans and elves, a result of the blending between elven perceptiveness and human passion and drive.

Half-Orc

Like humans, half-orcs were quick to action, tenacious and bold, and possessed an adaptability that was unusual among most races. Few half-orcs had the patience for the etiquette or protocol that civilization has often imposed and were far from quiet about their opinions on the subject.Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty.