D&D Essentials Kit.pdf

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RULEBOOK
CONTENTS
Welcome to
DUNGEONS
&
DRAGONS ......
2
Chapter
1:
Creating a Character ...........
4
Creation Steps ..............................................
4
Gaining Levels .............................................
7
Races
..............................................................
7
Dwarf
..........................................................
7
Elf.................................................................
8
HalAing
.......................................................
9
Human
......................................................
10
Character
Classes
.....................................
11
Bard
...........................................................
11
Cleric......................................................... 13
Fighter
......................................................
16
Rogue ........................................................ 18
Wizard
......................................................
20
Backgrounds
...............................................
24
Acolyte
......................................................
24
Criminal
...................................................
25
E
ntertainer ..............................................
25
Sage ........................................................... 26
Soldier
......................................................
27
Chapter 2: Playing the Game
...............
28
Advantage and
Disadvantage
.................
28
Saving
Throws
...........................................
28
Ability Checks
............................................
29
Contests....................................................
29
Skills
.........................................................
29
Working
Together
..................................
30
Strength Checks
....................................
30
Dexterity
Checks.................................... 30
Constitution Checks
..............................
31
Intelligence
Checks
...............................
31
Wisdom
Checks
......................................
:n
Charisma Checks
...................................
31
The
Environment.......................................
32
Travel
........................................................
32
Special Types of Movement.................
32
Falling
.......................................................
32
Suffocating
..............................................
32
Vision
and
Light
.....................................
32
Interacting with Objects
.......................
33
Social Interaction
......................................
33
Resting
.........................................................
33
Combat
.........................................................
34
The Order
of Combat
............................
34
Movement and Position
........................
35
Actions
in
Combat.................................. 35
Making an Attack
...................................36
Cover
.........................................................
36
Ranged Attacks
......................................
37
Melee Attacks..........................................
37
Damage
and
Healing ............................
38
Mounted Combat....................................
39
Underwater Combat..
............................
39
Chapter 3: Equipment
............................40
Armor
and Shields
....................................
40
Weapons
......................................................
41
Adventuring Gear
......................................
42
Mounts and Services
................................
45
Magic
Items.................................................
45
Chapter 4: Spells ......................................
48
What
Is a
Spell? .........................................
48
Schools of Magic
....................................
48
Spell Level
...............................................
48
Known
and Prepared Spells
...............
48
Spell S
lots
................................................ 49
Cantrips.................................................... 49
Rituals
......................................................
49
Casting a
Spell
...........................................
49
Casting
io
Armor
...................................
49
Casting Time
...........................................
49
Range
........................................................
49
Components
............................................
49
Duration
...................................................
50
Targets
......................................................
50
Areas
of Effect
........................................
50
Saving Throws
.......................................
51
Attack Rolls
............................................. 51
Spell
Descriptions
.....................................
51
Append. A
:
S'de kick
s
...........................
63
1x
1
.
Appendix B: Conditions
......... Back
cover
CREDITS
Rulebook Designer:
Jeremy Crawford
Adventure Designer:
Christopher Perkins
Additional Adventure Design:
Richard Baker
Adventure Development:
Ben Petrisor
Adventure Editing:
Scott
Fitzgerald Gray
Playtest Coordinator:
Christopher Lindsay
Art Di
rectors:
Kate
Irwin,
Shauna Narciso
Graphic Designer:
Trish Yochum
Cover lllustrator:
Grzegorz Rutkowski
Illustrators:
Mark
Behm,
Eric Belisle,
Christopher Burdett, Wesley Burt,
Conceptopolis, Olga Drebas,
Jesper
Ejsing,
Craig Elliot,
Tomas
Giorello, Lars Grant.West,
Suzanne Helmigh, Brynn Metheney, Claudio
Po.zas,
Craig
J
Spearing, Zack
Stella,
Richard
Whitters, Shawn Wood
Cartographers:
Jason
A.
Engle,
Mike
Schley
Original 5th Edition Design:
Jeremy
Crawford,
Mike
Mearls, Christopher Perkins,
James
Wyatt, Rodney
Thompson, Robert J.
Schwalb,
Peter Lee, Steve
Townshend,
Bruce R. Cordell
Original 5th Edition Editing:
Chris Sims,
Michele Carter, Scott
Fitzgerald
Gray, Kim
Mohan
Based on the original D&D game by
E. Gary Gygax and Dave Arneson
Producer:
Dan
Tovar
Product
Concept:
Mark
Price
Production
Services:
Cynda Callaway, Kevin
Yee,
David
Gershman,
Jefferson
Dunlap
Senior Director Global Brand Strategy:
Nathan Stewart
Director licensing & Publishing:
Liz
Schuh
Licensing
Manager:
Hilary Ross
Digital Marketing Manager:
Bart Carroll
Senior Communications Manager:
Greg
Tito
Manager Global Brand Marketing:
Anna Vo
Brand Manager:
Shelly Mazzanoble
Associate Brand Manager:
Pelham Greene
Narrative Designers:
Adam
lee,
Ari Levitch
Game Designer:
Kate Welch
Graphic Designer:
Emi Tanji
Project Manager:
Bill Benham
Editor:
F. Wesley Schneider
WELCO ME TO DUNGE ONS
0RIVE>N BY IMAGINATION, THE> DUNGEONS
&
DRAGO NS
The
game ends on
ly
when
your group
decides it does;
when one
story or
quest wraps up,
another
one can be-
gin, 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
a few times
a month to pick
up
the story where they left off.
The
ad-
venturers grow in might
as
the campaign
continues.
Each
monster defeated,
each
adventure
completed,
and
each
treasure recovered not only
adds
to the
continuing story,
but also
earns
the
adventurers
new
capabilities.
This in-
crease
in power is reflected by
an adventurer's
level.
There's no winning and
losing in
the D&D game-at
least,
not the
way
those terms are usually
understood. To-
gether, the OM 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 an adventure successfully, but if everyone
had
a
good time and created a
memorable
story, they
all win.
&
DRAGONS
roleplaying
game
is
about
storytelling in worlds of
swords
and
spells.
This
rulebook gives
you the
rules for
creating
a character
in those worlds,
and
it
provides all the
rules
you
need
to start adventuring. The other book in this set
contains an adventure for you to play. Everyone
who plays
may
read this rulebook,
but the adventure
is
just for
the
eyes of
the Dungeon Master
(OM).
who will run it.
GAME OVERVIE W
In the D&D
game, each player creates a character who
is an adventurer
and
teams up with
other adventurers
(played
by friends).
One
player,
however. takes on the role
of the
DM, the
game's lead storyteller and
referee.
The
OM runs
adventures
for the
characters,
who navigate its
hazards and decide which paths to
explore.
The DM de-
scribes
the locations
and
creatures that the adventurers
face. and the players decide what they want
their char-
acters
to do.
Then the
OM determines
the
results
of
the
adventurers' actions and
narrates
what they experience.
Because
the OM can
improvise
to react to anything the
players attempt, D&D is infinitely flexible,
and each ad-
venture can be unexpected.
Here's an
example
of
the
DM describing a
scene,
with
two players responding:
Dungeon Master
(OM): The castle
stands among the
trees, the crumbling ruins of seven
round towers
jutting
up from it
like
broken teeth. An archway littered with
twisted
shards of
rusted
metal gapes open at the top of
a short flight of steps. Two of the towers, speckled with
dark arrow slits,
loom
beside the entryway,
and
a dark hall
yawns beyond.
Phillip
(cleric):
Let's
send the rogue
up ahead
to
look in
and make sure it's
safe.
Amy (rogue):
OK, I'll move to the
side
and sneak along
the wall of the tower until
I
can peer in through the
entrance.
HOW TO PLAY
The play
of
the DUNGEONS
&
DRAGONS
game
unfolds
ac-
cording 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 room,
what's on
a table,
who's in the tavern, and so on).
2. The players describe what
they
want to do.
Some-
times one player speaks for the
whole party.
saying,
"We·11 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 re-
solve
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 adventure rs'
actions. Describing
the
results
often
leads to another de-
cision
point, which brings
the
flow
of the
game right back
to step 1.
This pattern
holds
whether the
adventurers
are cau-
tiously
exploring
a ruin, talking to
a
devious prince, or
locked in mortal
combat against a
dragon. In
certain situ-
ations,
particularly
combat,
the
action
is more structured
and
the
players
(and
OM) do take turns
choosing and
resolving
actions.
But most of the time, play is fluid
and
flexible,
adapting
to the circumstances of the adventure.
The game's rules
give structure
to
your D&D
stories.
a
way of determining
the consequences of the
adven-
turers' action.
Players
roll dice to resolve whether their
attacks
hit
or miss, whether they
escape
from a danger,
or whether they pull
off
some
other dangerous
task. Any-
thing
is
possible, but the dice make
some outcomes
more
probable than
others.
Here's
an example of dice
in
action:
OM:
All right, Amy,
let's
see how sneaky you are. Make a
Dexterity check.
Amy:
With my Stealth skill, right?
OM:
You bet.
Amy (rolling a d20):
I'm pretty sneaky-that's a 17.
OM:
OK, there's no sign that anyone notices you. And
you're looking inside?
2
WELCO ME
TO
OUNCEONS
&
DRACO
NS
numbers
and tells
players whether
their ability checks,
attack rolls, and
saving throws are successful.
The target number for an
ability check or a saving
throw
is
called a
Difficulty
Class
(DC).
The
target
num-
ber
for an attack
roll is
called an
Armor
Class
(AC).
This
simple
rule
governs the
resolution
of
most tasks
in D&D play.
Chapter
2 provides more detailed rules for
using the d20 in the game.
OTHER RULES TO REMEMBER
THE
OM
ADJUDICATES THE
RULES
GAME DICE
The game uses polyhedral dice with different numbers of
sides.
In
these rules, the different dice are referred to by
the
letter
d
followed by the number
of sides:
d4, d6, d8,
dlO, dl2,
and
d20. For instance,
a
d6 is
a six-sided
die
(the typical
cube
that many
games
use).
Percentile
dice,
or dlOO, work
a
little differently. You
generate a
number
between
1
and 100
by
rolling two
dif-
ferent ten-sided dice
numbered
from
0 to 9. One die (des-
ignated
before you
roll)
gives the tens
digit,
and the other
gives the ones digit.
U
you roll a 7 and a
1,
for example,
the
number rolled is 71. Two
Os
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 OM
is
the
final
authority
on
how the rules work
in
play.
If there·s
ever
a
question about
how
something
functions in the
game, the
OM
provides the answer.
This
helps keep the
game
moving. If
you're the
OM, remember
this:
D&D is
a co-op game, so
make rules decisions that
enhance the
enjoyment
of your
group.
ROUND DOWN
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.
SPECIFIC
BEATS
GENERAL
THE CORE RULE
When the outcome of
an
action
is
uncertain, the game
re-
lies
on the
roll
of a
d20
to determine success or failure.
Every character and
monster in
the game has capa-
bilities
defined by six
a
bility
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
low
as
1 or as high
as
30.) 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
game's
rules.
All three follow these simple steps.
1.
Roll the die
and
a
dd a
modifier.
Roll a d20 and add
the relevant modifier.
This is typically the modifier de-
rived from
one of
the
six ability scores, and
it
sometimes
includes
a
proficiency bonus to reflect
a character's
par-
ticular
skill.
(See
chapter
1 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, or some
other
effect
might
give
a bonus
or penalty to
the
check.
Also,
the
roll might have
advantage or disadvantage, ex-
plained
on page 28.
3.
Compar
e
the
tota
l
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
This book
contains
rules
that govern how the game
plays.
That
said,
many
things
in
the game (racial
traits, class
features, spells,
magic items,
monster abilities,
and other
game elements)
break the
general
rules in
some
way,
creating an exception
to how the rest of the
game
works.
lf
a
specific
rule contradicts a
general
rule, the specific
rule wins.
For example, you always round
down when you end up
with
a
fraction in
D&D,
but
you might
have
a
class fea-
ture that tells you to
round
a particular fraction
up.
That
feature creates a minor exception in the game.
EFFECTS WITH THE SAME NAME
DON'T STACK
Different
effects
in the
game can affect a target at
the
same time. For example, two different
benefits
can
give
you a
bonus
to
your Armor
Class.
But when two or more
effects
have the
same
proper name,
only
one of them
applies
while the durations of the
effects overlap
(a dura-
tion is
a
time
span
of 1 round
or
more).
The
most potent
effect such as
the highest
bonus-
is the
one
that applies,
or
the
most
recent
effect applies
if
the effects
are equally
potent. For example,
if
bless
spell is cast on you
when
you're still under the effect of an earlier
bless,
you
gain
the benefit of only one casting.
W
HAT'S
NE
XT?
This set is a complete
D&D
experience,
enough to
provide
hours of
play. You can even play
through the
adventure book
multiple times. You might be
surprised at
how differently
things
can turn
out! But one
of the most rewarding
things
about
D&D
is that it provides the opportunity to create
characters, and
even
worlds, of your own.
If you want to create a greater variety of characters or
pop-
ulate your adventures with other monsters, check out the
fifth edition
Player's Handbook, Monster Manual,
and
Dun-
geon Master's Guide.
These advanced rulebooks introduce
you to the vast multiverse of
D&D
and invite you to
create
unique characters
and
worlds within it.
WELCO
M
E TO DUNGEONS & DRAGONS
3
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