What is D&D? The Dungeons & Dragons table top roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by imagination and storytelling rather than screens and controllers. The main difference from pure make believe is that D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether their attacks hit or miss or whether their adventurers can scale a cliff, roll away from the strike of a magical lightning bolt, or pull off some other dangerous task. Anything is possible, but the dice make some outcomes more probable than others. To play D&D you don’t need to read all the rules, memorize every detail of the game, or master the fine art of rolling funny looking dice. None of those things have any bearing on what’s best about the game. All you need are friends and the willingness to use whatever imagination you have. You don’t need to be a master storyteller or a brilliant artist. You just need to aspire to create, to have the courage of someone who is willing to build something and share it with others. While some games are for rainy afternoons or casual social gatherings, D&D is usually played by a group of 5 to 7 friends who regularly dedicate their time to adventuring together. There’s a special alchemy that takes place around a D&D table that nothing else can match: play the game with someone enough, and you're likely to end up friends. One player assumes the role of the Dungeon Master, and they are the lead storyteller and a referee. The other players create adventurers (also called Player Characters) and work together to explore dark dungeons, battle fantastic monsters, dine with kings, and parley with scoundrels. Because the DM can improvise to react to anything the players attempt, whether it's espionage, exploration, combat, trade, survival, or horror... D&D is infinitely flexible and each adventure can be exciting and unexpected. There’s no winning or losing in the Dungeons & Dragons game — at least, not the way those terms are usually understood. Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete a quest successfully, but if everyone had a good time and created a memorable story, they all win. Being the DM A Dungeon Master gets to wear many hats. As the architect of a campaign, the DM creates adventures by placing monsters, traps, and treasures for the other players' characters (the adventurers) to discover. You are the master of the world, the adventure, and the rules... you are everything the players are not. As a storyteller, the DM helps the other players visualize what's happening around them, improvising when the adventurers do something or go somewhere unexpected. As an actor, the DM plays the roles of the monsters and supporting characters, breathing life into them. And as a referee, the DM interprets the rules and decides when to abide by them and when to change them. Inventing, writing, storytelling, improvising, acting, refereeing-every DM handles these roles differently, and you'll probably enjoy some more than others. It helps to remember that D&D is a hobby, and being the DM should be fun. Focus on the aspects you enjoy and downplay the rest. For example, if you don't like creating your own adventures, you can use published ones. You can also lean on the other players to help you with rules mastery and world-building. Being a Player Character Your role is to create a character and breathe life into them. Together with the other player characters, or PCs, you will be the protagonists of the campaign. The best part about D&D is that there are no limits – you can be anyone (or anything) you like. This page is a work in progress, yo! 0

D&D 5e, Beginner's Quickstart Guide How to play The play of the Dungeons & Dragons game unfolds according to this basic pattern: 1. The DM describes the environment. The DM (Dungeon Master) tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on). 2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions. Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action. 3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon. In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure. Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM’s verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is. The pillars of adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social interaction, and combat. Exploration includes both the adventurers’ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and-take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result. On a large scale, that might involve the characters spending a day cross ing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens. Social interaction features the adventurers talking to someone (or something) else. It might mean demanding that a captured scout reveal the secret entrance to the goblin lair, getting information from a rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. Combat involves characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or forcing a surrender. Combat is the most structured element of a D&D session, with creatures taking turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there’s still plenty of opportunity for adventurers to attempt wacky stunts like surfing down a flight of stairs on a shield, to examine the environment (perhaps by pulling a mysterious lever), and to interact with other creatures, including allies, enemies, and neutral parties. 1

Dice & Rolls Types of Dice The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores. In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use). Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, “3d8 + 5” means you roll three eight-sided dice, add them together, and add 5 to the total. The same 'd' notation appears in the expressions “1d3” and “1d2.” To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it’s a 2.) Hit Dice Hit Dice may be rolled (or "spent") during periods of rest to regain some HP, and the type of die rolled depends on your class. The D20 In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure. Every character and monster in the game has capabilities defined by six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on their character’s behalf. Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps: Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (See chapter 1 for details on each ability and how to determine an ability’s modifier.) Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check. Compare the total to a target number. If the total equals or exceeds the target number, it's a success. Otherwise, it’s a failure. The DM is usually the one who determines target numbers and tells players whether their rolls succeed or fail. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC). Advantage & Disadvantage Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. When you have either advantage or disadvantage, you roll the d20 twice when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. Having both cancels it out, and you roll 1d20. Critical Rolls When you roll a d20 for an attack, getting a natural (no modifiers added) 1 or 20 calls for special rules: Critical Hit Rolling a natural 20 means an instant success (the attack hits) and you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. Critical Miss A natural 1 is usually an automatic miss, ignoring all modifiers. 2

Character Abilities Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature’s assets as well as weaknesses. The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The six abilities provide a quick description of every creature’s physical and mental characteristics: Strength , measuring physical power

, measuring physical power Dexterity , measuring agility

, measuring agility Constitution , measuring endurance

, measuring endurance Intelligence , measuring reasoning and memory

, measuring reasoning and memory Wisdom , measuring perception and insight

, measuring perception and insight Charisma, measuring force of personality Ability Scores and Modifiers Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. Ability Scores and Modifiers Reference Score Modifier Score Modifier 1 -5 10 - 11 0 2 - 3 -4 12 - 13 +1 4 - 5 -3 14 - 15 +2 6 - 7 -2 16 - 17 +3 8 - 9 -1 18 - 19 +4 Ability Checks An ability check tests a creature’s innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. Skills Each ability covers a broad range of capabilities, including skills that a creature can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding. The skills related to each ability score are shown in the following list. (No skills are related to Constitution.): 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 Sometimes, the DM might ask for an ability check using a specific skill—for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. Working Together Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. Group Checks When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't. To make a group ability check, everyone in the group makes the ability check, and If at least half the group succeeds, the whole group succeeds. 3

Character Role Playing Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. It's up to the player to decide exactly how their character would approach a situation, and ultimately how their story plays out. Alignment Alignment broadly describes a creature's moral and personal attitudes. It's is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations: These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior. Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good. Character Examples: Superman, Ben Kenobi

Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good. Character Examples: Luke Skywalker, Ron Weasley

Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good. Character Examples: V, Robin Hood, Phillip Frye

Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral. Character Examples: Captain Picard, Judge Dredd, Mike Erhmantraut

Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral. Character Examples: Watto, Jengo Fett

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral. Character Examples: Jack Sparrow, Mad Max, Rorschach

Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil. Character Examples: Darth Vader, Sauron

Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and yugoloths are neutral evil. Character Examples: Voldemort, Alien

Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. Character Examples: The Joker, Bender Rodriguez Personality Fleshing out your character’s personality—the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity—will help you bring them to life as you play the game. Four categories of characteristics are presented here: traits, ideals, bonds, and flaws. Beyond those categories, think about your character’s favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine. Traits Traits are small, simple ways to help you set your character apart from others. Your traits should tell you something interesting or fun about your character. “I’m smart” is not a good trait, because it describes a lot of characters. “I’ve read every book in Candlekeep” tells you something specific about your character’s interests and disposition. Traits might describe the things your character likes, their past accomplishments, dislikes or fears, self-attitude or mannerisms, or the influence of his or her ability scores. A useful place to start thinking about personality traits is to look at your highest and lowest ability scores. 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. Ideals encompass everything from your life goals to your core beliefs. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for? You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Bonds Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They work like ideals, driving a character’s motivations and goals. Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession? Your bonds might be tied to your class, your background, your race, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures. Flaws 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. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? What’s the one person, concept, or event that you are terrified of? What are your vices? 4

Combat Initiative Initiative is rolled at the beginning of an encounter to determine turn order. Groups. If there is a group of near to identical creatures, the DM can roll once for the entire group. Ties. If two characters roll the same, they decide who goes first. Otherwise, the DM decides the order. Actions per turn Every turn you are able to Move up to the limit of your speed, take an Action and a small interaction with an object (like drawing a sword). With certain conditions and abilities, you can also use a Bonus Action or a Reaction for each of your turns. Actions Once per turn, you can do one of the following as an Action: Attack. Make a melee or ranged attack. Cast a Spell. Use the chosen spell and cast it to the target. Dash. Move up to double your speed until your next turn. Disengage. Your movement doesn't provoke opportunities. Works until the start of your next turn. Dodge. Anyone you can see that attacks you gain disadvantage. You also gain advantage on DEX saving throws. Works until the start of your next turn. Help. Lend your aid to another adventurer or creature for the completion of a task. The target gains advantage on the next ability check it makes before the start of your next turn. It can also give advantage to one friendly attack. Hide. Make a DEX(Stealth) check against their WIS(Perception) in an attempt to hide. When hiding, everyone that attacks you gain disadvantage and you gain advantage attacking. Works until you attack, get hit or make too much noise. Ready. Get ready to use a reaction or plan something for later using another action and/or your movement speed with a specific trigger. i.e. "When they aim an arrow, I'll drop to the ground" Search. Do a WIS(Perception) or INT(Investigation) check to search something in the area. Use an Object. When you want to interact with more than one item on your turn, activate something, or when it would take longer than usual. Bonus Actions Some classes, races and spells will allow for an additional action on your turn. You can take only one Bonus Action per turn, even if you have more than one options to choose from. Reactions If certain conditions are met, you can also use a Reaction to trigger a kind of response. When you use one, you can't take another one until the start of your next turn. Some spells can be cast as reactions. Improvising an Action Your character can do things not covered by these actions, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character’s ability scores. When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. Attacks An attack roll determines whether an attack hits or misses. It consists of rolling a d20, adding the Ability Modifier and the Proficiency Bonus (if proficient), and comparing it to the target's Armor Class (AC). If it matches or exceeds the target AC, it’s considered a hit and damage can be rolled. Melee An adventurer can do a Melee Attack, in most cases, if the attacker is within 5 feet of the target. Melee uses by default the STR modifier. The exception are the items with the Finesse property, adventurers can choose to use it with the DEX modifier instead with its corresponding damage. Ranged Attacks In a Ranged Attack you use the DEX ability modifier with the exception of items with the Thrown property, which can use the STR modifier instead. Normal and Long. When two numbers are mentioned, the lower its the Normal Range and the greater its the Long Range. Any attack made past the Normal Range has disadvantage. You can't attack targets beyond your Long Range. Range in Melee. If you do a Ranged Attack to a target within melee distance (5 feet), it gets disadvantage. This doesn't apply if the target can't see you or is incapacitated. Cover Tactical use of objects and obstacles or line of sight can make a creature harder to hit from the opposite direction. Half Cover. +2 AC and DEX Saving Throws.

Three-Quarters Cover. +5 AC and DEX Saving Throws.

Total Cover. Can't be targeted directly. Opportunity Attacks At the cost of your Reaction, you can make an Opportunity Attack when a hostile creature that you can see moves out of your melee reach (5 feet). The attack interrupts the enemy movement instantly if it hits. Fighting with multiple weapons When you attack with a Light melee or Thrown weapon held in your main hand, you gain a bonus action to attack with your off hand with any other weapon with those properties. Don't apply modifiers to this extra attack unless they are negative. 5