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BASIC RULES D&D Basic Rules, Version 1.0, Released November 2018 Credits Lead Designers: Jeremy Crawford, Mike Mearls, Based on the original D&D game created by Christopher Perkins E. Gary Gygax and Dave Arneson, Design Team: James Wyatt, Rodney Thompson, Robert J. with Brian Blume, Rob Kuntz, James Ward, and Don Kaye ...
All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of t...
3: Classes .................................... 22 Cleric ........................................................................................22 Ch. 10: Spellcasting ........................... 82 Fighter ......................................................................................26 What Is a Spell? ........
172 Proficiency Bonus ..................................................................60 Ability Checks .........................................................................61 Appendix C: The Five Factions ............ 174 Using Each Ability .................................................................62 Savi...
The DM craggy peaks, the road takes a sudden turn to the east might describe the entrance to Castle Ravenloft, and the and Castle Ravenloft towers before you. Crumbling players decide what they want their adventurers to do. towers of stone keep a silent watch over the approach. Will they walk across the dangerously wea...
The game has no real end; when one story or quest hideously. A rotting wooden portcullis, green with growth, wraps up, another one can begin, creating an ongoing hangs in the entry tunnel. Beyond this, the main doors of story called a campaign. Many people who play the Castle Ravenloft stand open, a rich warm light spi...
Together, the DM and the players the stories, a way of determining the consequences of the create an exciting story of bold adventurers who confront adventurers’ action. Players roll dice to resolve whether deadly perils. Sometimes an adventurer might come to their attacks hit or miss or whether their adventurers a gri...
The many worlds of the Dungeons & Dragons game are places of magic and monsters, of brave warriors and DM: Make an Intelligence check. spectacular adventures. They begin with a foundation of Phillip: Does my Investigation skill apply? medieval fantasy and then add the creatures, places, and DM: Sure! magic that make th...
Not for resale. Permission granted to print and photocopy this document for personal use only. How to Play 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 The play of the Dungeons & Dragons game unfolds ...
Other times, the elves are desert nomads. Some worlds feature races different adventurers do different things: one adventurer unknown in other settings, such as Eberron’s warforged, might search a treasure chest while a second examines soldiers created and imbued with life to fight in the Last an esoteric symbol engrav...
Because there is beyond. But the door might be locked, the floor might so much diversity among the worlds of D&D, you should hide a deadly trap, or some other circumstance might check with your DM about any house rules that will affect make it challenging for an adventurer to complete a task. your play of the game. Ult...
It includes information on the various races, locked in mortal combat against a mighty dragon. In classes, backgrounds, equipment, and other customiza- certain situations, particularly combat, the action is more tion options that you can choose from. Many of the rules structured and the players (and DM) do take turns c...
It covers the nature of magic mood, and many players and DMs alike adopt different in the worlds of D&D, the rules for spellcasting, and a voices for the various adventurers, monsters, and other selection of typical spells available to magic-using charac- characters they play in the game. Sometimes, a DM ters (and mons...
Appendix A collects all the definitions of conditions letter d followed by the number of sides: d4, d6, d8, d10, that can affect characters and monsters. Appendix B is a d12, and d20. For instance, a d6 is a six-sided die (the brief discussion of deities in the game, particularly those typical cube that many games use)...
Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, Sometimes an ability check, attack roll, or saving throw and so on), making it easier to distinguish the tens digit is modified by special situations called advantage and dis- from the ones digit. In this case, a roll of 70 and 1 is 71, advanta...
If you instead have advantage and roll those numbers, the number rolled by 2 (round up). To simulate the roll of you use the 17. 1d2, roll any die and assign a 1 or 2 to the roll depending More detailed rules for advantage and disadvantage are on whether it was odd or even. (Alternatively, if the num- presented in chap...
In general rule, the specific rule wins. cases where the outcome of an action is uncertain, the Exceptions to the rules are often minor. For instance, Dungeons & Dragons game relies on rolls of a 20-sided many adventurers don’t have proficiency with longbows, die, a d20, to determine success or failure. but every wood ...
There’s one more general rule you need to know at the Ability checks, attack rolls, and saving throws are the outset. Whenever you divide a number in the game, round three main kinds of d20 rolls, forming the core of the down if you end up with a fraction, even if the fraction is rules of the game. All three follow the...
Every character is different, with var- other effect might give a bonus or penalty to the check. ious strengths and weaknesses, so the best party of 3. Compare the total to a target number. If the total adventurers is one in which the characters complement equals or exceeds the target number, the ability check, each ot...
desires. In either case, an adventure features a fantastic This simple rule governs the resolution of most tasks setting, whether it’s an underground dungeon, a crum- in D&D play. Chapter 7 provides more detailed rules for bling castle, a stretch of wilderness, or a bustling city. It using the d20 in the game. features...
Sometimes a chance to act. Even in the context of a pitched battle, the adventurers and other creatures do their best to there’s still plenty of opportunity for adventurers to at- kill or capture each other in combat. At other times, the tempt wacky stunts like surfing down a flight of stairs on adventurers talk to ano...
take no more than a single game session to complete. A In the worlds of Dungeons & Dragons, practitioners long adventure can involve hundreds of combats, interac- of magic are rare, set apart from the masses of people tions, and other challenges, and take dozens of sessions by their extraordinary talent. Common folk mi...
Without start to finish. the sheer magical power and versatility of wizards and The Three Pillars of Adventure druids, every threat would be magnified tenfold. Magic is also a favored tool of villains. Many adven- Adventurers can try to do anything their players can tures are driven by the machinations of spellcasters ...
On a large scale, the adventurers might prevail! that might involve the characters spending a day crossing a rolling plain or an hour making their way through cav- erns 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 ...
Not for resale. Permission granted to print and photocopy this document for personal use only. SRETTIHW DRAHCIR Chapter 1: Step-by-Step Characters Your first step in playing an adventurer in the Halfling paladins and mountain dwarf wizards, for exam- Dungeons & Dragons game is to imagine and create a ple, can be unusua...
He decides kind of adventurer you want to play. You might be a cou- that a gruff mountain dwarf fits the character he wants rageous fighter, a skulking rogue, a fervent cleric, or a to play. He notes all the racial traits of dwarves on his flamboyant wizard. Or you might be more interested in character sheet, including...
The character classes your interest. are described in chapter 3. Once you have a character in mind, follow these steps Your character receives a number of benefits from in order, making decisions that reflect the character you your choice of class. Many of these benefits are class want. Your conception of your characte...
need and how you use it during the game. Level Building Bruenor Typically, a character starts at 1st level and advances in Each step of character creation includes an example of level by adventuring and gaining experience points (XP). that step, with a player named Bob building his dwarf A 1st-level character is inexpe...
more information about these races. Record your level on your character sheet. If you’re The race you choose contributes to your character’s starting at a higher level, record the additional elements identity in an important way, by establishing a general your class gives you for your levels past 1st. Also re- appearan...
Sometimes playing against type can be fun, too. Point Dice). Chapter 1: Step-by-Step Characters 88 D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only. 3. Determine Ability Scores At 1st level, your character has 1 Hit Die, and the die type is det...
After you rest, you table provides a quick reference for what qualities are can spend Hit Dice to regain hit points (see “Resting” in measured by each ability, what races increases which chapter 8). abilities, and what classes consider each ability particu- Proficiency Bonus larly important. The table that appears in y...
Afterward, make any changes to spellcasting class) your ability scores as a result of your race choice. Your class determines your weapon proficiencies, your After assigning your ability scores, determine your saving throw proficiencies, and some of your skill and ability modifiers using the Ability Scores and Modifier...
If a circumstance sug- puts his highest score, 15, in Strength. His next-high- gests that your proficiency bonus applies more than once est, 14, goes in Constitution. Bruenor might be a brash to the same roll or that it should be multiplied more than fighter, but Bob decides he wants the dwarf to be older, once, you ne...
and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number Ability Scores and Modifiers after he determines Bruenor’s Constitution score (see Score Modifier Score Modifier step 3). Bob also notes the proficiency bonus for a 1st- 1 −5 16–17 +3 level character, wh...
Describe Your Character Dexterity Once you know the basic game aspects of your character, Measures: Physical agility, reflexes, balance, poise it’s time to flesh him or her out as a person. Your charac- Important for: Rogue ter needs a name. Spend a few minutes thinking about Racial Increases: what he or she looks like...
Racial Increases: A background gives your character a background High elf (+1) feature (a general benefit) and proficiency in two skills, Human (+1) and it might also give you additional languages or proficiency with certain kinds of tools. Record this Wisdom information, along with the personality information Measures...
Variant: Customizing Ability Scores A character with high Constitution usually looks At your Dungeon Master’s option, you can use this vari- healthy, with bright eyes and abundant energy. A charac- ant for determining your ability scores. The method ter with low Constitution might be sickly or frail. described here all...
A character with a low Charisma might come (15, 15, 15, 8, 8, 8), a set of numbers that are above aver- across as abrasive, inarticulate, or timid. age and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes. Chapter 1: Step-by-Step Characters 1100 D&D Basic Rules (Version 1.0). Not for ...
If you have multiple features that was very young. He grew up working as a smith in the re- give you different ways to calculate your AC, you choose mote villages of Icewind Dale. But Bruenor has a heroic which one to use. destiny—to reclaim his homeland—so Bob chooses the Weapons folk hero background for his dwarf. He...
modifier for attack and damage rolls. A weapon that Given his history, Bruenor’s bond is obvious: he aspires has the finesse property, such as a rapier, can use your to someday reclaim Mithral Hall, his homeland, from the Dexterity modifier instead. shadow dragon that drove the dwarves out. His flaw is • For attacks wi...
“Equipment.“ For Bruenor’s weapons, Bob chooses a battleaxe Instead of taking the gear given to you by your class and two handaxes. His battleaxe is a melee weapon, so and background, you can purchase your starting equip- Bruenor uses his Strength modifier for his attacks and ment. You have a number of gold pieces (gp)...
weapon deals 1d6 + 3 slashing damage when it hits. Chapter 7 has more information on carrying capacity. 6. Come Together Armor Class Most D&D characters don’t work alone. Each charac- Your Armor Class (AC) represents how well your ter plays a role within a party, a group of adventurers character avoids being wounded in...
Chapter 1: Step-by-Step Characters 1111 D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only. Beyond 1st Level In the first tier (levels 1–4), characters are effectively apprentice adventurers. They are learning the features As your character goes ...
You can’t increase an ability of magical power with spells such as fireball and light- score above 20. In addition, every character’s proficiency ning bolt. At this tier, many weapon-using classes gain bonus increases at certain levels. the ability to make multiple attacks in one round. These Each time you gain a level...
Other charac- attained. For example, when Bruenor reaches 8th level as ters gain features that allow them to make more attacks a fighter, he increases his Constitution score from 17 to or do more impressive things with those attacks. These 18, thus increasing his Constitution modifier from +3 to mighty adventurers ofte...
The tiers don’t have any rules associated 300 2 +2 with them; they are a general description of how the play 900 3 +2 experience changes as characters gain levels. 2,700 4 +2 6,500 5 +3 14,000 6 +3 23,000 7 +3 34,000 8 +3 48,000 9 +4 64,000 10 +4 85,000 11 +4 100,000 12 +4 120,000 13 +5 140,000 14 +5 165,000 15 +5 195,...
Buildings in myriad ar- Every race increases one or more of a character’s abil- chitectural styles display the diverse origins of their ity scores. inhabitants. And the people themselves—people of varying size, Age shape, and color, dressed in a dazzling spectrum of styles The age entry notes the age when a member of t...
Half-elves and or Wisdom. half-orcs live and work alongside humans, without fully Alignment belonging to the races of either of their parents. And there, well out of the sunlight, is a lone drow—a fugitive Most races have tendencies toward certain alignments, from the subterranean expanse of the Underdark, try- describ...
differently. The most important of these rules is that Not every intelligent race of the multiverse is appropri- Small characters have trouble wielding heavy weapons, ate for a player-controlled adventurer. Dwarves, elves, as explained in chapter 5. halflings, and humans are the most common races to produce the sort of...
Members of a subrace have and traits but also provides the cues for building your the traits of the parent race in addition to the traits speci- character’s story. Each race’s description in this chapter fied for their subrace. Relationships among subraces vary includes information to help you roleplay a character of s...
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