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Dungeons & Dragons D&D 5E 5th Ed - Player's Handbook
PLAYER'S HANDBOOK'
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CREDITS
0&0 Lead Designers: Mike Mearls, Jeremy Crawford
P/aye,'s Handbaok Lead: jeremy Crawford
Rules Development: Rodney Thompson, Peter Lee
Writing: James Wyatt, Robert J. Schwalb, Bruce R. Cordell
Editing: Michele Carter, Chris Sims, Scol! Fitzgerald Gray,
Christopher Perkins
Producer: Greg Bilsland
Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette,
Mari Kolkowsky, Melissa Rapier, Shauna Narciso
Graphic Designers: Bree Heiss, Emi Tanji, Barry Craig
Cover IlIustrator: Tyler Jacobson
Interior IIlustrators: Steve Argyle, Tom Babbey, Daren Bader,
Drew Baker, Mark Behm, Eric Belisle, Christopher Bradley,
Noah Bradley, Sam Burley, Clint Cearley, Milivoj Ceran,
Sidharth Chaturvedi, Jedd Chevrier, jD, Allen Douglas,
Jesper Ejsing, Craig Elliott, Wayne England, Scott M. Fischer,
Randy Gallegos, Justin Gerard, Florian De Gesincourt, Lars
Grant-West, Jon Hodgson, Ralph Horsley, Lake Hurwitz,
Tyler Jacobson, Kekai Kotaki, Olly Lawson, Raphael Lübke,
Titus Lunter, Slawomir Maniak, Brynn Metheney, Aaran
Miller, Christopher Moeller, Mark Molnar, Scott Murphy,
William O'Connor, Hector Ortiz, David Palumbo, Alessandra
Pisa no, Claudio Pozas, Rob Rey, Wayne Reynolds, Aaron J.
Riley, Chris Seaman, Cynthia Sheppard, Craig J Spearing,
John Stanko, Matt Stawicki, Alex Stone, Thom Tenery, Cory
Trego-Erdner, Beth Tratt, Autumn Rain Turkel, jose Vega,
Tyler Walpole, Julian Kok Joon Wen, Richard Whitters, Eva
Widermann, Ben Wootten, Kieran Yanner
Additional Contributors: Kim Mohan, Mal! Sernel!,
Chris Dupuis, Tom LaPille, Richard Baker, Miranda Horner,
Jennifer Clarke Wilkes, Steve Winter, Nina Hess,
Steve Townshend, Chris Youngs, Ben Petrisor, Tom Olsen
Project Management: Neil Shinkle, Kim Graham, John Hay
Production Services: Cynda Callaway, Brian Dumas,
Jefferson Dunlap, David Gershman, Anita Williams
Brand and Marketing: Nathan Stewart, Liz Schuh,
Chris Lindsay, Shelly Mazzanoble, Hilary Ross,
Laura Tommervik, Kim Lundstrom, Trevor Kidd
Based on the original game created by
E. Gary Gygax and Dave Arneson,
with Brian Blume, Rob Kuntz, james Ward, and Don Kaye
Drawing from further development by
j. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston,
Harold Johnson, Roger E. Moore, David "Zeb" Cook, Ed
Greenwood, Tracy Hickman, Margaret Weis, Douglas Niles,
jeffGrubb, Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, Peter Adkison, Keith Baker, Bill Slavicsek,
Andy Collins, and Rob Heinsoo
Playtesting provided by
over , fans of D&D. Thank you!
Additional consultation provided by
JeffGrubb, Kenneth Hite, Kevin Kulp, Robin Laws,
S. John Ross, the RPGPundit, Vincent Venturella, and Zak S.
ON lHE COVER
In this fiery scene illustrated by Tyler
Jacobson, the fire giant King Snurre,
suffering no fools to live, calls his hell
hounds to join him in confronting
unwelcome guests in his home.
Disc/a;mer: W;zards afIne Coost ;5 nal responsible for the consequences of sp/itting up lhe parl'l, sliding oppendages in lhe maulh af Q leering green devi/face, occepting a dirlrler ;"1';;0"
iram bugbears, storming lhe ftas! hall of Q hill g;ont steading, angering o dragon af eln)' ",ariely, or saying yes when lhe DM asks. "Are you real/I' 5ure?"
A EN
ISBN:
First Printing: August
CE
DUNGEONS & ORAGONS. 0&0, Wízards ofthe (oast, Forgotten Realms, the dragon ampersand. Player'sHandbook. Monster Manual, Dungeon Moste,'s Gtúde, ali other Wizards af
the Caast praduct names, and their respective logos are trademarks arwizards ofthe Coast in lhe USA and other counlries. Ali characters and their distinctive likenesses are property
orWizards ofthe Coast. This material is protected under the copyright laws or the United States of America. Any reproduction or unaulhorized use ofthe material or artwork contained
herein is prohibited without the express written permission ofWizards of the Coast.
Printed in the USA. @ Wizards or the Coast LLC, PO Box , Renton, WA , USA. Manufactured by Hasbro SA, Rue www.cronistalascolonias.com.aréchat 31, Delémont, CH.
Represented by Hasbm ElImpe 4 lhe SQlJare Stockley park Uxbrjdge Mjddlesex !lBU lEI LJK
CONTENTS
PREFACE 4 PART2
INTRODUCTION
Worlds of Adventure 5
Using This Book 6
How to Play 6
Adventures 7
PART 1
CHAPTER 1: STEP-By-STEP CHARACTERS ll
Beyond 1st Level 15
CHAPTER 2: RACES 17
Choosing a Race 17
Owarf 18
Elf 21
Hal fiing 26
Human 29
Oragonborn 32
Gnome 35
www.cronistalascolonias.com.ar 38
Half-Orc 40
Tiefling
CHAPTER 3: CLASSES 45
Barbaria n 46
Bard 51
Cleric 56
Oruid 64
Fighter 70
Monk 76
Paladin 82
Ranger 89
Rogue 94
Sorcerer 99
Warlock
Wizard
CHAPTER 4: PERSONALITY AND
BACKG ROUN D
Character Oetails
Inspiration
Backgrounds
CHAPTER 5: EQUIPMENT
Starting Equipment
Wealth
Armor and Shields
Weapons
Adventuring Gear
Tools
Mounts and Vehicles
Trade Goods
Expenses
Trinkets
CHAPTER 6: CUSTOMIZATION OPTIONS
MuIticlassi ng
Feats
5
9
CHAPTER 7: USING ABILITY SCORES
Ability Scores and Modifiers
Advantage and Oisadvantage
Proficiency Bonus
Ability Checks
Using Each Ability
Saving Throws
CHAPTER 8: ADVENTURING
Time
Movement
The Environment
Social Interaction
Resting
Between Adventures
CHAPTER 9: COMBAT
The Order of Combat
Movement and Position
Actions in Combat
Making an Attack
Cover
Oamage and Healing
Mounted Combat
Underwater Combat
PART3
CHAPTER SPELLCASTING
What Is a Spell?
Casting a Spell
CHAPTER SPELLS :
Spe11Lists
Spel1 Oescriptions
ApPENDIX A: CONDITIONS
ApPENDIX B:
GODS OF THE MULTIVERSE
ApPENDIX C:
THE PLANES OF EXISTENCE
The Material Planc
Beyond the Material
ApPENDIX D:
CREATURE STATISTICS
ApPENDIX E:
INSPIRATIONAL
INDEX
CHARACTER
SHEET
READING
PREFACE
NCE UPON A TIME,
LONG, LONG AGO, IN A
realm called the Midwestern United
States-specifically the states of Minnesota
and Wisconsin-a group of friends
gathered together to forever alter the
history of gaming.
1twasn't their intent to do so. They were
tired of merely reading tales about worlds of magic,
monsters, and adventure. They wanted to play in those
worlds, rather than observe them. That they went on
to invent OUNGEONS & ORAGONS, and thereby ignite a
revolution in gaming that continues to this day, speaks
to two things.
First, it speaks to their ingenuity and genius in figuring
out that games were the perfect way to explore
worlds that could not otherwise exist. Almost every
modern game, whether played on a digital device or
a tabletop, owes some debt to 0&0.
Second, it is a testament to the inherent appeal of the
game they created. OUNGEONS & ORAGONS sparked a
thriving global phenomenon. [t is the first roleplaying
game, and it remains one of the best of its breed.
To play 0&0. and to play it well, you don't need to
read ali 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.
What you need are two things, the first being friends
with whom you can share the game. Playing games with
your friends is a lot of fun, but 0&0 does something
more than entertain.
Playing 0&0 is an exerci se in collaborative creation.
Vou and your friends create epic stories filled with tension
and memorable drama. Vou create silly in-jokes
that make you laugh years later. The dice will be cruel
to you. but you will soldier on. Your collective creativity
will build stories that you will tell again and again.
ranging from the utlerly absurd to the stuff of legend.
If you don't have friends interested in playing, don't
worry. There's a special alchemy that takes place
around a 0&0 table thal nothing else can match. Play
the game with someone enough, and the two of you
are !ikely to end up friends. It's a cool side effect of the
game. Your next gaming group is as close as the nearest
game store, on!ine forum, or gaming convention.
The second thing you need is a lively imagination
or, more importantly, the willingness to use whatever
imagination you have. Vou don't need to be a master
storyteller or a brilliant artist. Voujust need to aspire to
create, to have the courage of someone who is willing to
build something and share it with others.
Luckily. just as 0&0 can strengthen your friendships,
it can help build in you the confidence to create and
share. 0&0 is a game that teaches you to look for the
clever solution, share the sudden ide a that can overcome
a problem, and push yourself to imagine what could be,
rather than simply accept what is.
The first characters and adventures you create will
probably be a collection of clichés. That's true of everyone,
from the greatest Dungeon Masters in history on
down. Accept this rea!ity and move on to create the
second character or adventure, which will be betler,
and then the third, which will be betler still. Repeat that
over the course of time, and soon you'lI be able to create
anything, from a character's background story to an epic
world of fantasy adventure.
Once you have that skill, it's yours forever. Countless
writers, artists, and other creators can trace their beginnings
to a few pages of 0&0 notes, a handful of dice,
and a kitchen table.
Above ali else, 0&0 is yours. The friendships you
make around the table will be unique to you. The adventures
you embark on. the characters you create, the
memories you make-these will be yours. 0&0 is your
personal corner of the universe, a place where you have
free reign to do as you wish.
Go forth now. Read the rules of the game and the
story of its worlds, but always remember that you are
the one who brings them to !ife. They are nothing
without the spark of !ife that you give them.
Mike Mearls
May
PREFACE
INTRODUCTION
HEDUNGEONS& DRAGONSROLEPLAYING
game is about storytelling in worlds of
swords and sorcery. !t shares elements
with childhood games of make-believe. Like
those games, 0&0 is driven by imagination.
!t's about picturing the towering castle
beneath the stormy night sky and imagining
howa fantasy adventurer might react to the challenges
that scene presents.
Oungeon Master (OM):After passing through the
craggy peaks, the road takes a sudden turn to the east
and Castle Ravenloft towers before you. Crumbling
towers of stone keep a silent watch over the approach.
They look like abandoned guardhouses.
Beyond these,
a wide chasm gapes, disappearing into the deep
fog below. A lowered drawbridge spans the chasm,
leading to an arched entrance to the castle courtyard.
The chains of the drawbridge creak in the wind, their
www.cronistalascolonias.com.ar iron straining with the weight. From atop
the high strong walls, stone gargoyles stare at you
from hollow sockets and grin hideously. A rotting
wooden portcullis, green with growth, hangs in the
entry tunnel. Beyond this, the main doors ofCastle
Ravenloft stand open, a rich warm light spilling into
the courtyard.
Phillip (playing Gareth): I want to look at the
gargoyles. I have a feeling they're not just statues.
Amy(playing Rival:The drawbridge looks precarious?
I want to see how sturdy it is. Do I think we can cross
it, or is it going to collapse under our weight?
Unlike a game of make-believe, 0&0 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
magicallightning bolt, or pull off some other dangerous
task. Anything is possible, but the dice make some outcomes
more probable than others.
Oungeon Master (OM): OK, one at a time. Phillip,
you're looking at the gargoyles?
Phillip:Yeah. 15 there any hint they might be
creatures and not decorations?
OM: Make an Intelligence check.
Phillip: Does my Investigation skill apply?
OM: Sure!
Phillip (rolling a d20): Ugh. Seven.
OM: They look like decorations to you. And Amy,
Rivais checking out the drawbridge?
In the DUNGEONS& DRAGONSgame, each player
creates an adventurer (also called a character) and
teams up with other adventurers (played by friends).
Working together, the group might explore a dark dungeon,
a ruined city, a haunted castle. a lost temple deep
in a jungle, or a lava-filled cavero beneath a mysterious
mountain. The adventurers can solve puzzles, talk with
other characters, battle fantastic monsters, and discover
fabulous magic items and other treasure.
One player, however, takes on the role of the Dungeon
Master (DM). the game's lead storyteller and referee.
The DM creates adventures for the characters, who navigate
its hazards and decide which paths to explore. The
DM might describe the entrance to Castle Ravenloft,
and the players decide what they want their adventurers
to do. WilI they walk across the dangerously weathered
drawbridge? Tie themselves together with rope to minimize
the chance that someone will fali if the drawbridge
gives way? Or cast a spell to carry them over the chasm?
Then the DM determines the results of the adventurers'
actions and narrates what they experience. Because
the DM can improvise to react to anything the players
attempt, 0&0 is infinitely f1exible, and each adventure
can be exciting and unexpected.
The game has no real end; when one story or quest
wraps up, another one can begin, creating an ongoing
story called a campaign. Many people who play the
game keep their campaigns going for months or years.
meeting with their friends every week or so to pick
up the story where they left off. The adventurers grow
in might as the campaign continues. Each monster
defeated, each adventure completed, and each treasurc
recovered not only adds to the continuing story, but also
earos the adventurers new capabilities. This increase
in power is reflected by an adventurer's leveI.
There's no winning and losing in the DUNGEONS&
DRAGONSgame-at least, not the way those terms are
usually understood. Together, the DM and lhe players
create an exciting story of bold adventurers who confront
deadly perils. Sometimes an adventurer might come to
a grisly end, toro apart by ferocious monsters or done in
bya 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 an adventure
successfully, but if everyone had a good time and created
a memorable story, they ali win.
WORLDS OF ADVENTURE
The many worlds of the DUNGEONS& DRAGONSgame
are places of magic and monsters, of brave warriors and
spectacular adventures. They begin with a foundation
of medieval fantasy and then add the creatures, places,
and magic that make these worlds unique.
The worlds of the DUNGEONS& DRAGONSgame exist
within a vast cosmos called the multiverse, connected
in strange and mysterious ways to one another and to
other planes of existence. such as the Elemental Plane
of Fire and the lnfinite Depths of the Abyss. Within
lNTRODUl
TION
this multiverse are an endless variety of worlds. Many
of them have been published as official settings for the
D&D game. The legends of the Forgotten Realms, Dragonlance,
Greyhawk, Dark Sun, Mystara, and Eberron
settings are woven together in the fabric of the multiverse.
Alongside these worlds are hundreds of thousands
more, created by generations of D&D players for their
own games. And amid ali the richness of the multiverse,
you might create a world of your own.
Ali these worlds share characteristics, but each world
is set apart by its own history and cultures, distinctive
monsters and races, fantastic geography, anciem dungeons,
and scheming villains. Some races have unusual
traits in different worlds. The halflings of the Dark Sun
setting, for example, are jungle-dwelling cannibals,
and the elves are desert nomads. Some worlds feature
races unknown in other settings, such as Eberron's warforged,
soldiers created and imbued with life to fight in
the Last War. Some worlds are dominated by one great
story, like the War of the Lance that plays a central role
in the Dragonlance setting. But they're ali D&D worlds,
and you can use the rules in this book to create a character
and play in any one of them.
Your DM might set the campaign on one of these
worlds or on one that he or she created. Because there
is so much diversity among the worlds of D&D, you
should check with your DM about any house rules that
will affect your play of the game. Ultimately, the Dungeon
Master is the authority on the campaign and its
setting, even if the setting is a published world.
USING THIS BOOK
The Player'sHandbook is divided into three parts.
Part 1 is about creating a character, providing the
rules and guidance you need to make the character
you'lI play in the game. It includes information on the
various races, classes, backgrounds, equipment, and
other customization options that you can choose from.
Many of the rules in part 1 rely on material in parts 2
and 3. If you come across a game concept in part 1 that
you don't understand, consult the book's indexo
Part 2 details the rules of how to play the game,
beyond the basics described in this introduction. That
part covers the kinds of die rolls you make to determine
success or failure at the tasks your character attempts,
and describes the three broad categories of activity in
the game: exploration, interaction, and combat.
Part 3 is ali about magic. It covers the nature of magic
in the worlds of D&D, the rules for spellcasting, and the
huge variety of spells available to magic-using characters
(and monsters) in the game.
HOWTO
PLAY
The play of the DUNGEONS& DRAGONSgame unfolds
according to this basic pattern.
1. The DM describes the environment. The DM
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 roam,
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'lI 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 roam and open a door, the DM
might just say that the door opens and describe what
lies beyond. But the doar 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 ofthe 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, ar 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 ar miniature figures
to represent each creature involved in a scene to help
the players keep track of where everyone is.
GAME DrCE
The game uses polyhedral dice with different numbers
of sides. Vou 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, dS, dI O,
d12, and d For instance, a d6 is a six-sided die (the
typical cube that many games use).
Percentile dice, ar d, work a little differently. Vou
generate a number between 1 and by rolling two
different ten-sided dice numbered from Oto 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 Two Os represent
Some ten-sided dice are numbered in tens (00, 10, 20,
and so on), making it easier to distinguish the tens digit
from the ones digit. In this case, a roll of 70 and I is 71,
and 00 and Ois
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, "3dS + 5" means you roll
6
INTRODUCTION
three eight-sided dice, add them together, and add 5
to the tota!.
The same d notation appears in the expressions "ld3"
and "ld2." To simulate the roll of Id3, roll a d6 and
divide the number rolled by 2 (round up). To simulate
the roll of Id2, roll any die and assign a I 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.)
THE D20
Does an adventurer's sword swing hurt a dragon or just
bounce off its iron-hard scales? Will the ogre believe an
outrageous bluff? Can a character swim across a raging
river? Can a character avoid the main blast of a fireball,
or does he or she take full damage from the blaze? In
cases where the outcome of an action is uncertain,
the DUNGEONS& DRAGONSgame relies on rolls of a
sided die, a d20, to determine success or failure.
Every character and monster in the game has capabilities
defined by six ability scores. The abilities are
Strength, Dexterity, Constitution, Intelligence, Wisdom,
and Charisma, and they typically range from 3 to 18
for most adventurers. (Monsters might have scores as
lowas I or as high as ) These ability scores, and the
ability modifiers derived from them, are the basis for
almost every d20 roll that a player makes on a character's
or monster'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. AIl three follow these simple steps.
1. 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 I for details on each
ability and how to determine an ability's modifier.)
2. Apply circumstantial bonuses and penalties. A
class feature, a spell, a particular circumstance, ar some
other effect might give a bonus or penalty to the check.
3. Compare the total to a target number. If the total
equals or exceeds the target number, the ability check,
attack roll, or saving throw is a success. Otherwise, it's
a failure. The DM is usually the one who determines
target numbers and tells players whether their ability
checks, attack rolls, and saving throws succeed or fai!'
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).
This sim pie rule governs the resolution of most tasks
in D&D play. Chapter 7 provides more detailed rules for
using the d20 in the game.
ADVANTAGE
AND DISADVANTAGE
Sometimes an ability check, attack roll, or saving throw
is modified by special situations called advantage and
disadvantage. Advantage reflects the positive circumstances
surrounding a d20 roll, while disadvantage
reflects the opposite. When you have either advantage or
disadvantage, you roll a second d20 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
More detailed rules for advantage and disadvantage
are presented in chapter 7.
SPECIFIC
BEATS GENERAL
This book contains rules, especially in parts 2 and 3,
that govern how the game plays. That said, many racial
traits, class features, spells, magic items, monster abilities,
and other game elements break the general ruIes in
some way, creating an exception to how the rest of the
game works. Remember this: lf a specific ruIe contradicts
a general rule, the specific rule wins.
Exceptions to the rules are often minor. For instance,
many adventurers don't have proficiency with longbows,
but every wood elf does because of a racial trait. That
trait creates a minor exception in the game. Other
examples of rule-breaking are more conspicuous. For
instance, an adventurer can't normally pass through
walls, but some spells make that possible. Magic
accounts for most of the major exceptions to the rules.
ROUND
DOWN
There's one more general rule you need to know at the
outset. Whenever you divide a number in the game,
round down if you end up with a fraction, even if the
fraction is one-half or greater.
ADVENTURES
The DUNGEONS& DRAGONSgame consists of a group
of characters embarking on an adventure that the Dungeon
Master presents to them. Each character brings
particular capabilities to the adventure in the form of
ability scores and skills, class features, racial traits,
equipment, and magic items. Every character is different,
with various strengths and weaknesses, so the
best party of adventurers is one in which the characters
complement each other and cover the weaknesses of
INTRODUCTION
7
their companions. The advenlurers musl coopera te to
successfully complete the adventure.
The adventure is the heart of the game, a story with
a beginning, a middle, and an end. An adventure might
be created by the Dungeon Master or purchased off the
shelf, tweaked and modified to suit the DM's needs and
desires. In either case, an adventure features a fantastic
selting, whether it's an underground dungeon, a crumbling
castle, a stretch of wilderness, or a bustIing city.
It features a rieh cast of characters: the adventurers
created and played by the other players at the table,
as well as nonplayer characters (NPCs). Those characters
might be palrons, allies, enemies, hirelings, or
just background extras in an adventure. Often, one of
the NPCs is a villain whose agenda drives much of an
adventure's action.
Over the course of their adventures, the characters
are confronted bya variety of creatures, objects, and
situations that they must deal with in some way. Sometimes
the adventurers and other creatures do their
best to kill or capture each other in combat. At other
times, the adventurers talk to another creature (or even
a magical object) with a goal in mind. And often, the
adventurers spend time trying to solve a puzzIe, bypass
an obstacle, find something hidden, or unraveI the current
situation. Meanwhile, the adventurers explore the
worId, making decisions about which way lo traveI and
what they'1I try to do next.
Adventures vary in length and complexity. A short
adventure might present only a few challenges, and
it might take no more than a single game session to
complete. A long adventure can involve hundreds of
combats, interactions, and other challenges, and take
dozens of sessions to play through, stretching over
weeks or months of real time. Usually, the end of an
adventure is marked by the adventurers heading back to
civilization to rest and enjoy the spoils of their labors.
Sut that's not the end of the story. Vou can think of
an adventure as a single episode of a TV series, made
up of multiple exciting scenes. A campaign is the whole
series-a string of adventures joined together, with a
consistent group of advenlurcrs following the narrative
from start to finish.
THE THREE PILLARS OF ADVENTURE
Adventurers can try to do anything their players can
imagine, bul it can be helpful to talk about their activities
in three broad categories: exploration, social
interaction, and combat.
ExpIoration includes both lhe adventurers' movement
through the worId and their interaction with objects and
situations that require their altention. Exploration is the
give-and-take of the players describing what lhey wanl
their characters lOdo, and the Dungeon Master telling
the players whal happens as a result. On a large scale,
that might involve lhe characters spending a day crossing
a rolling plain or an hour making lheir way through
caverns underground. On the smallest scale, il could
mean one characler pulling a lever in a dungeon room lo
see what happens.
Social interaction features the advenlurers talking to
someone (or something) else. lt 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 ore chieftain, or persuading
a talkative magic mirror to show a dislant location to
the advenlurers.
The rules in chapters 7 and 8 support exploration and
social interaclion, as do many c1ass features in chapler 3
and personality traits in chapter 4.
Combat, the focus of chapter 9, 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, laking captives, or forcing a rout. Combat
is the most struclured element of a D&D session, with
creatures taking turns to make sure that everyone gets
a chance to act. Even in the contexl of a pitched battIe,
there's still plenty of opportunity for adventurers to
altempt wacky stunts like surfing down a lIight of stairs
on a shield, to examine the environment (perhaps by
pulling a mysterious lever), and lOinteract with other
creatures, including allies, enemies, and neutral parties.
THE WONDERS OF MAGIC
Few D&D adventures end without something magical
happening. Whether helpful or harmful, magie appears
frequently in the life of an advenlurer, and it is the focus
of chapters 10 and
In the worlds of DUNGEONS& DRAGONS,practitioners
of magic are rare, set apart from the masses of people
by their extraordinary talent. Common foIk l11ightsee
evidcnce of magic on a regular basis, but it's usually
minor-a fantastic monster, a visibly answered prayer,
a wizard walking through the streets with an animated
shieId guardian as a bodyguard.
For adventurers, though, magic is key to their surviva\.
Without the healing magie of c1erics and paladins,
adventurers would quickly succumb to their wounds.
Wilhout the uplifting magieal support of bards and
c1erics, warriors might be overwhelmed by powerful
foes. Withoul the sheer magieal power and versatility
of wizards and druids, every threat would bc magnified
tenfold.
Magic is also a favored tool of villains. Many adventures
are driven by the machinations of spellcaslers
who are hellbent on using magic for some ill end. A cult
leader seeks to awaken a god who slumbers beneath
the sea, a hag kidnaps youths to magically drain them
of lheir vigor, a mad wizard labors to invest an army of
automatons with a facsimile of life, a dragon begins a
mystical ritual to rise up as a god of destruction-these
are just a few of the magical threats that adventurers
might face. With magic of their own, in the form of
spells and magic items, the adventurers might prevail!
8
INTRODUCTION
PARTl
PART 1 CREi\TING H!\RA
9
CHAPTER 1: STEP-By-STEP
OURFIRSTSTEPINPLAYINGANADVENTURER INTHE
DUNGEONS& DRAGONSgame is to imagine
and create a character of your own. Your
character is a combination of game statistics,
roleplaying hooks, and your imagination. Vou
choose a race (such as human or halfling) and
a class (such as fighter or wizard). Vou also
invent the personality, appearance, and backstory of
your character. Once completed, your character serves
as your representative in the game, your avatar in the
DUNGEONS& DRAGONSworld.
Before you dive into step 1 below, think about the
kind of adventurer you want to play. Vou might be a
courageous fighter, a skulking rogue, a fervent cleric, or
a flamboyant wizard. Or you might be more interested
in an unconventional character, such as a brawny rogue
who likes hand-to-hand combat, or a sharpshooter who
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