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CHAPTER
1: How
TO
2:
PLAY
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2
CHAPTER
Getting Started
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3
Six Abilities ..............................................................................
4
CHAPTER
COMBAT
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The Order of Combat... ..........................................................
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Movement and Position
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Actions in Combat
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Making an Attack
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Cover
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Damage and Healing
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3:
ADVENTURING
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Trave1
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Resting
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Rewards
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Equipment
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4:
SPELLCASTING
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CHAPTER
What Is a Spell?
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Casting a Spell
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Spell Lists
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Spells
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APPENDIX: CONDITIONS
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32
CHAPTER
1: How
TO
HE
PLAY
&
DRAGONS
ROLEPLAYI
N
G
GAME
I
S ABOUT
storytelling
in
worlds of
swords and sorcery.
Like
games
of make-believe,
D&D
is
driven
by
imagination.
It's
about
picturing
a crumbling castle in a
darkening forest
and
imagining how
a fantasy
adventurer
might react to
the
challenges
that
scene
presents. In this fantasy world,
the
possibilities
are limitless.
DUNGE ONS
Dungeon Master (DM): The
castle stands among
the trees
,
the
crumbling
ruins
of seven
rou~
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!
can
peer
in through
the
entrance.
character. The group might
fail
to complete an adventure
successfully,
but if
the players had
a
good time and created
a memorable story, they all win.
GETTING STARTED
If
this is your first time playing DUNGEONS
&
DRAGONS,
start by
reading
the
rest
of this chapter. It tells you the
most
important rules
you
need
to play the game.
Someone
needs
to
be
the
Dungeon
Master for
your
first
play
experience.
Since you're
reading this,
you're a
good
candidate to be the DM.
(If
one
of your friends knows how
to play D&D already, you might want to ask that person
to be the DM and help you
Jearn
the game.) Once
you've
read this
chapter, take a
look
at the
first few pages of
the
adventure
book. That
will
help
you
understand
the
role
of
the
DM
and the basics of a
D&D
adventure.
From there,
look
over the
rest
of
this book.
You don't
need to memorize
everything
before your
first
game, but
it
helps
if
you know where to find
the
rules while
you
play.
The n
get
familiar
with the adventure, and you'll
be ready
to gather your
friends
together
to
play.
Each
player chooses one
character
from
the
five options
included.
It's
up
to the
players
to turn these bare-bones
characters
into
people by giving them
names, describing
their appearance,
and
bringing them to
life
while
playing
through
the
adventure.
If
you
have more than five
players,
it's OK for two players
to use
the
same character,
as
long
as they
make the
details of
t
he
character
distinct;
one
cleric
might be
a
jolly
woman
named Sefris, while
the
other
is
a
severe
man
named
Albric.
Unlike a game of
make-believe, D&D
gives structure
to the
stories- a way of
determining
the consequences of
the
adventurers' actions. Players roll
dice
to
determine
whether their attacks hit
or
miss
and whether their
characters
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
things
more
probable
than others.
DM: All right, Amy, let's
see
how
sneaky you
are. Make
a
Dexterity
check.
Amy: With my Stealth
skill ,
right?
DM: You bet.
Amy (rolling
a
d20):
I'm
pretty
sneaky-that's
a
17.
DM: OK,
there's
no sign that anyone
notices
you.
And
you're
looking inside?
GAME DICE
When you play D&D,
you
take on the role of
an
adventurer: a skilled fighter,
a
devout cleric,
a
deadly
rogue,
or
a
spellcasting wizard.
(The
cha
racter
sheets
included in
this
set
describe five he roes
to get you started.)
With some friends
and a
little
imagination, you strike out
on grand quests and daring adventures, testing yourself
against an array of challenges and
bloodthirsty monsters.
One player takes
on
the
role
of
the
Dungeon Master,
the
game's
lead
storyteller and referee.
The DM is
in
charge
of the adventure,
which
appears
in
the adventure
book,
while
the
characters
navigate the adventure's hazards
a
nd decide where to
explore.
The DM might describe the
entrance
to
Cragmaw Castle, a
nd
the players decide what
they want their
adventurers to
do. Will they boldly
stride
up to
the fallen gate, or
try
to sneak
up in
case anyone's
watching through those
arrow s
lits?
Circle
a
round
the
castle
looking for
a
nother
entra
nce? Or
cast
a spell to
cloak themselves
in
invisibility?
The DM
de te rmines
the results of
the
adventurers'
actions
and narrates what the
characters
experience.
Because the DM
can
improvise to
react to anything
the players
attempt,
D&D is infinitely flexible,
and
each
adventure
can be
exciting
and
unexpected.
There's
no
winning and
losing in D&D-
at
least
not
the
way
those
terms are usually
understood.
Together, the
DM
and
the playe
rs
create
a
story of
bold
adve
nture
rs
who
confront
deadly perils. Sometimes
a
n
adve
nturer m
ight
com e
to
a grisly
end,
torn
apart
by
ferocious
monsters
or
done
in
by
a
nefarious
villain.
Even so,
the
other
adve
nturers
can
search
for
powerful magic to
revive
their
fallen
comrade
,
or
the
player
might
choose to play a
new
The
game
uses the polyhedral dice that
come with this
set.
In
these
rules,
the
different dice
a
re referred to
by
the
Je
tte r
d
followed by the number
of s
ides:
d4, d6, d8,
d10 (the 0
on
the die represents
a
10), d12,
a
nd d20.
For
instance,
a d6
is
a
six-sided die.
Percentile dice, or d100,
work a
little
differently.
You
generate a
number between 1
and
100 by rolling the
ten-
sided
die
twice.
The first roll
gives the tens
digit,
a
nd
the
second
gives the ones
digit.
If
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
modifie rs
to
apply.
For example,
"3d8
+
5" means you roll three
eight-
sided
dice,
add
them together,
and add
5 to
the
total.
3
CHAPTER
1:
HOW TO PLAY
THE STRUCTURE OF PLAY
The D&D ga m
e
consists of a
group
of characters
(controlled by the players)
e
mbarking
on a
n
adventure
t
hat the DM presents. The adventure is the heart of
the
game.
An
adventure
unfolds
as a story
that the DM
a
nd
the
othe r players tell
toget he r us ing
the
material in
the
adventure
book, in
a
nother
published adventure
, or in
a
s
etting of
the DM's
creation.
The DM s
ets
the scene at the
start, giving the adventurers
a
reason to get involved.
They
a
re the protagonists of the
s
tory.
T
he players control what
they
do,
a
nd the DM
controls the
monsters
a
nd people
the
adventurers
meet.
The
DM
also
decides how
the world
cha
nges
as
a
result of
the adventurers' actions.
P
lay
of a
n
adventure unfolds according to this
basic pattern:
1.
The DM describes the environment. The DM tells
the players where their adventurers
a
re and wha t's
a
round
the
m, presenting the basic
scope of options available:
how
many doors
lead
out of a room, what's on a
table
,
who's
in the
tavern,
and so on. The players can
ask
questions to
m
a
ke sure they
understa
nd what their cha racte rs pe
rceive.
2. The players describe what they want to do.
S
ometimes one player
sp eaks
for
the
whole group,
saying,
"We'll ta ke the
east
door," for
exa
mple . Othe r
times, different
adventurers do
different things. One
adventurer m
ight
s
earch
a
treasure
chest
while
a second
one
examines
a
n
esoteric
symbol
engraved
on
a
wa
ll
a
nd
a third
one keeps watch for monsters. The players don't
need to
ta ke
turns,
but
the DM liste
ns to
every
player and
decides how to resolve
those actions
.
S
om etimes,
resolving
a
task is
easy.
If
a
n
adventurer
wants to wa
lk
across
a room
a
nd ope
n
a
door,
the
DM
m
ight
jus
t
say that
the
door opens
a
nd describe what
lies
beyond. But the
door
m
ight
be
locked,
the floor m
ight
hide
a deadly trap, or some other circumstance might m
a
ke it
challe nging
for
a
n
adventurer
to
complete a
task
.
In those
cas
es
,
the DM
decides
wh at
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.
Des
cribing
the res
ults
often leads to
a
nother
decis
ion
point,
which brings the flow of
the gam
e
right
back to ste p
1.
This
pattern
holds
whether t
he
adventurers are
cautious
ly
explorin
g an
a
ncient
r
uin, talking to
a
devious
prince, or
locked
in morta
l
combat against
a
dragon.
In cer
ta in
situations, pa rticularly
combat,
the
action
is
more structured
a
nd the players (a nd DM) do ta ke tu rns
choos
ing
a
nd
resolving
actions.
But most of the time, play
is
fluid,
adapting
to the circumsta
nces
of
the
adventure.
Often
the action
of
an adventure
ta
kes
place wholly in
the imagina tion
of
the
players
a
nd DM, relying
on the
DM's
verba
l des
criptions
to s
e
t the
scene.
Some DMs
like
to
us
e
mus
ic,
a
rt, or recorded
sound
effects
to help
set
the mood,
a
nd many players
a
nd DMs
alike adopt
different
voices
for
the
va
rious
adventurers
, monsters,
a
nd
other
cha
racters
they
play
in
the
game
.
Sometim
es,
a
DM
might
lay
out
a
map
a
nd us
e
tokens
or
miniature
figures
to represent
each creature
involved in
a
scene to
help the
players keep
track
of
whe
re
everyone
is
.
WHAT'S
NEXT?
This set is
a
complete DuNGEONS
&
DR
AGONS
experience,
enough t
o
provide hours of play.
You
can even play through
the
adventure
book
multiple times.
You
might be surprised
at
how
differently
th
ings
can turn out! But one of the most reward
ing
things about D&D is that it provides the opportunity to create
characters , and
even world
s,
of
your
own.
For tools and other products to
help
you make
your
own
characters
,
vi
sit DungeonsandDragons.com. There
yo u wi
ll
find the basic rules of the game
fo
r
free.
Those rules tell
you
how to create your own cha
racter
t
o
supplement or
replace
the
characters in
t
his set, as wel
l
as
how
to advance a
characte
r
beyond 5th level.
If
you want
to create a greater
vari ety
of characters
or
po pulat
e you
r
adventures with other mo nsters,
check out the
fifth editio
n
Player's Handbook, Mo
nster
Manual,
and
Dungeon
Master's Guide.
These advanced
rulebooks
introduce
you to
the
vast
m
ult
iverse
of D&D and
invite you
to create un
ique
characters and worlds within it.
SIX ABILITIES
S
ix
abilities provide a
quick
game
description
of
every cha
racter's
a
nd mons ter's physical
a
nd
m
ental characteristics:
Strength,
m
eas
ur ing
physica
l
power
Dexterity,
m
easuring
agility
Constitution,
m
eas
uring
endurance
Intelligence, m
easuring
reasoning
and m
emory
Wisdom, m
easuring
perception
a
nd ins ight
• Charisma, m
easuring
force
of persona
lity
Is
a cha
racter
m
uscle-bound
and
ins ightful?
Brilliant and
cha
rming?
Nimble
a
nd hardy?
For
each
of the
six a
bilities,
a ch a
racter or monster has
a
n
ability score
to measure it,
typically ra nging from 3 to
18
.
An
adventurer can
have
a
score as
high
as
20. A monster
can
h
ave
one
as
high
as
30.
The mos t important fu
nction
of
an ability
score is
providing a
n ability modifier
that
us ually ra nges
from
-
1
(for a s
core of
8 or 9) to
+4
(for a
score
of
18). This
modifier
applies to ability
checks,
saving throws,
and
attack rolls,
as
explained
in the next few
sections.
ABILITY SCORES AND MODIFIERS
Score
Modifier
-5
Score
Modifier
2- 3
4- 5
6-
7
8- 9
10-
11
12-13
14- 15
-4
-3
-2
-1
+0
+1
+2
16- 17
18- 19
20- 21
22- 23
24- 25
26- 27
28-29
30
+3
+4
+5
+6
+7
+8
+9
+10
THE C
ORE RULE
Does
a
n
adventurer's
sword
swing
hurt
a
dragon
or
bounce off
its
iron-ha rd
scales?
Does
the ogre
believe
a
n
outrageous
bluff?
Can a cha
racter
swim
across
a
raging
rive
r?
Does
a
character
avoid
the ma
in
blast
of a fireball or
ta ke fu
ll
da m
age
from the blaze? W
hen
the outcome
of
a
n
action
is uncerta
in, the
gal)"1e
relies
on
the roll
of a
d20 to
dete rmine
success or
fa
ilure. Ability
checks
,
attack
rolls,
a
nd
saving th
rows
are
the three m
ain
kinds of d20
rolls.
HALVI
N
G
Round down
whenever
the
game
requires you to
ha lve
a
number.
For
example,
if
you
halve
15,
you
get
7.
4
C.HAPTER I
HOW iO PLAY
For
each
one, you roll
a d20,
add any bonuses
or
penalties,
and
compare
the total to
a
target number.
If
the total
equals or
exceeds
it, you
succe
~.
Here
are
those
steps
in
more detail:
1.
Roll the die.
Roll
a
d20, then
add
the modifier
of the
ability score
used for
the roll. A
Dexterity
saving throw,
for
instance, uses your
Dexterity
modifier.
2. Apply circumstantial bonuses and penalties.
A
spell,
a
particular circumstance,
or some
other
effect
might
give
a bonus
or
penalty to
the roll.
3. Compare the total to a target number.
If
the
total
equals or exceeds
the
target
number, the roll is
a success.
Otherwise,
it's
a failure. The target
number for
an
ability
check
or saving
throw
is
called
a
Difficulty
Class (DC).
For
a
n attack roll, it's
the
Armor Class
(AC)
of the target
being
attacked.
The DM is usually
the one
who determines
target numbers
and
tells players
whether
their
ability
checks, attack
rolls,
and saving throws succeed or
fail.
Ability checks and saving
throws
are
discussed in more
detail
below. Attack
rolls
are
described in
chapter
2.
the character
or monster makes no progress toward
the
objective or makes progress
combined
with a
setback
determined by the DM.
Often,
the
adventure book
tells the
DM
what kind of
check
a
character can
make,
the
DC
of the check, and
what
happens if
the character succeeds or
fails.
Since
characters often try
unpredictable
things, though,
the
adventure
book
also provides advice
to help the
DM
decide
what
kind of
ability check and
DC to use
in a
particular
situation.
PROFICIENCY BONUS
ADVANTAGE AND DISADVANTAGE
Sometimes a
special
ability or
spell
tells
you
that
you
have
advantage
or disadvantage
on a d20
roll. When
that
happens,
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
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.
If
two favorable situations
grant
advanta
ge, for
example, you
still roll only one
additional
d20.
If
circumstances
cause
a
roll to have
both
advantage
a
nd
disadvantage,
you
are considered
to
have
neither
of
them, and you roll one
d20.
This
is
true
even
if multiple
circumstances
impose disadvantage
and
only one grants
advantage
or
vice
versa.
In
such a
s
ituation, you
have
neither
advantage
nor dis advantage.
When you
have
advantage or disadvantage
and
something
in
the game,
such as
the
haUling's
Lucky tra
it,
lets
you
reroll the d20,
you can
reroll only
one of
the dice.
You choose which one. For example, if
a
halfling has
advantage on an
ability
check and rolls a
1
and a
13,
the
halfling
could
use
the
Lucky
trait to reroll the
1.
You
might be particularly
skilled at a certain kind of task
related to an ability
check.
The character sheets
list
each
character's
proficiencies with skills
and
special tools,
and
the monster
statistics
in
the adventure
book
show
monsters' proficiencies.
If
you
have proficiency in
a skill,
such
as Acrobatics or
Deception
(explained below), you
add your proficiency bonus to ability checks you make
that
use
that skill.
If
you
have
proficiency with a
cer tain
tool, such as thieves' tools or mason's tools, you
add
your
proficiency
bonus
to
ability checks
you make using
those
tools.
You never add your proficiency
bonus
more
than
once
to the
same
d20 roll.
CO
N
TE
STS
ABILITY CHECKS
An
ability check
tests a
character's
or mons ter's innate
ta
lent
a
nd training
in
an
effo
rt 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. A character might make
a
Strength
check
to force open a door,
an
Intelligence
check
to make
sense of clues,
or
a
Wisdom
check
to notice
goblins
lying
in
ambush along
the road. When the
outcome
is
uncertain,
the
dice determine the
results
.
To
ma ke
an ability check, roll a
d20
and
add the
appropriate ability
modifier. You use
your
Strength
modifier for
a S
trength check, for
example
.
If
the total
equals
or
exceeds
the DC, the
ability check
is
a success.
Otherwise, the
check
is
a
failure, which means
Sometimes one
character's
or monster's
efforts are
directly opposed to
another's.
This
can
occur when both
of them are
trying
to do the
same
thing
and only
one can
s
ucceed,
such as attempting to snatch
up
a
magic ring
that has fallen
on
the floor.
This situation also applies
when one of
them is
trying to prevent the other one
from
accomplis hing a goal- for
example,
whe n a
monster
tries
to force
open
a
door
that
an adventurer
is
holding
closed.
In
situations
like thes
e,
the outcome is determined
by
a
s
pecial form of ability
check,
called
a contest.
Both participants
in
a contes t
make
ability checks
appropriate to their
efforts.
They
apply all
appropriate
bonuses
and
penalties
,
but instead of
comparing
the
tota l
to a DC, they
compare
the totals of their two checks.
The participant with the higher check total wins
the
contest.
That
character
or monster
either s
ucceeds
at
the
action or
prevents
the
other
one
from succeeding.
If
the
contest
results in
a
tie, the situation
remains
the
same as
it
was
before
the contest.
Thus , one
contes
tant
might
win the
contest
by
default.
If
two characters
tie
in
a contest to snatch
a
ring off the floor, neither
cha
racter
grabs
it. In
a contest
between
a
monster trying
to open a
door and
an
adventurer trying
to
keep the
door
closed,
a
tie mea ns that the door remains
shut.
SKI LL
S
E
ach
ability covers a
broad range
of capa
bilities,
including
skills
that a character
can
be proficient in.
A
skill represents
a
specific
aspect of an ability score, and a
character's
proficiency
in
a skill
demonstrates
a
focus on
that
aspect.
A
Dexterity check might, for
example,
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 s
kill: Acrobatics, Sleight
of
Hand,
a
nd Stealth, respectively. S
o a ch aracter who
has
proficiency
in
the Stealth skill
is
pa rticula
rly
good at
Dexterity
checks
related to
s
neaking
and
hiding.
5
CHAPTER 1: HOW TO PLAY
Plik z chomika:
dthompson45
Inne pliki z tego folderu:
Monster Manual.pdf
(213103 KB)
Mordenkainen's Tome of Foes.pdf
(121634 KB)
Starter Set Rulebook.pdf
(85870 KB)
Tasha's Cauldron of Everything.pdf
(47814 KB)
Dungeon Master's Guide.pdf
(149090 KB)
Inne foldery tego chomika:
Character Sheets
Inglorious Redemption (Descent into Avernus)
Modules
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