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A character class is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game.A character's capabilities, strengths, and weaknesses are largely defined by their class; choosing a class is one of the first steps a player takes to create a Dungeons & Dragons player character. [1]
Date/Time Thumbnail Dimensions User Comment; current: 18:38, 15 October 2017: 2,177 × 2,182 (645 KB): Andrew28913: Remade plane symbols, revised colour scheme, added additional information to complete the graphic, revised line thicknesses.
The 'Great Wheel' model of the planes, as described in the 5th edition Player's Handbook. The cosmology outlined in the Great Wheel model contains sixteen Outer Planes which are arranged in a ring of sixteen planes with the Good-aligned planes (or Upper Planes) at the top, and the Evil-aligned planes (or Lower Planes) at the bottom.
Of those classes, the first four were included in Player's Handbook 2, while the monk class appears in Player's Handbook 3. The system of prestige classes is replaced by a system in which characters at 11th level choose a "paragon path", a specialty based on their class, which defines some of their new powers through 20th level; at level 21, an ...
Dungeons & Dragons (commonly abbreviated as D&D or DnD) [2] is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. [ 3 ] [ 4 ] [ 5 ] The game was first published in 1974 by Tactical Studies Rules (TSR). [ 5 ]
Neither pen and paper nor a table are strictly necessary for a game to count as a TTRPG; rather, the terms pen-and-paper and tabletop are typically used to distinguish this format of RPG from role-playing video games or live action role-playing games. [2] Online play of TTRPGs through videoconferencing has become common since the COVID-19 pandemic.
Planescape encompasses numerous planes of existence, creating an entire cosmology called the Great Wheel, which was originally developed in the 1987 Manual of the Planes by Jeff Grubb. This includes many of the other Dungeons & Dragons worlds, linking them via inter-dimensional magical portals.
D&D co-creator Gary Gygax credited the inspiration for the alignment system to the fantasy stories of Michael Moorcock and Poul Anderson. [4] [5]The original version of D&D (1974) allowed players to choose among three alignments when creating a character: lawful, implying honor and respect for society's rules; chaotic, implying rebelliousness and individualism; and neutral, seeking a balance ...