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Healer's kit 5 gp 3 lb. Spell level and character level don't correspond directly. Michael Stone. If you lose concentration, of fire erupts. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for Casting Time:
The DM determines whether anyone as described in "Actions in Combat. Establish positions. Given the adventurers' marching Various class features, spells, and other abilities let you order or their stated positions in the room or other location, take an additional action on your turn called a bonus the DM figures out where the adversaries arehow far away action.
The Cunning Action feature, for example, allows a and in what direction. You can take a bonus action 3.
Roll initiative. Everyone involved rolls initiative, determining only when a special ability, spell, or other feature of the the order of combatants' turns.
You 4. Take turns. Each participant in the battle takes a turn in initiative order. When everyone involved in the combat You can take only one bonus action on your turn, so you has had a turn, the round ends. Repeat step 4 until the must choose which bonus action to use when you have lighting stops. You choose when to take the bonus action during the P.
If neither Your turn can include a variety of flourishes that require side tries to be stealthy, they automatically notice each neither your action nor your move. Otherwise, the DM compares the Dexterity Stealth You can communicate however you are able, through checks of anyone hiding with the passive Wisdom brief utterances and gestures, as you take your turn.
Perception score of each creature on the opposing side. You can also interact with one object or feature of the Any character or monster that doesn't notice a threat is environment for free, during either your move or your surprised at the start of the encounter.
For example, you could open a door during your If you're surprised, you can't move or take an action on move as you stride toward a foe, or you could draw your your first turn of the combat, and you can't take a reaction weapon as part of the same action you use to attack.
A member of a group can be surprised If you want to interact with a second object, you need even if the other members aren't. Initiative determines the order of turns during combat. The DM might require you to use an action for any of When combat starts, every participant makes a Dexterity these activities when it needs special care or when it check to determine their place in the initiative order.
The presents an unusual obstacle. For instance, the DM DM makes one roll for an entire group of identical creatures, could reasonably expect you to use an action to open a so each member of the group acts at the same time. This is the order called the initiative order Certain special abilities, spells, and situations allow you in which they act during each round.
The initiative order to take a special action called a reaction. A reaction is remains the same from round to round. The opportunity DM-controlled creatures, and the players decide the order attack, described later in this chapter, is the most common among their tied characters.
The DM can decide the order type of reaction. You can take only one reaction per round. When you Optionally, the DM can have the tied characters and take a reaction, you can't take another one until the monsters each roll a d20 to determine the order, highest start of your next turn. If the reaction interrupts another roll going first. On your turn, you can move a distance up to from your class or a special feature, or an action that your speed.
You can use as much or as little of your speed you improvise. When you describe an action not detailed as you like on your turn, following the rules here.
Your elsewhere in the rules, the DM tells you whether that move can include jumping, climbing, and swimming, as action is possible and what kind of roll you need to make, described in chapter 3. For action, whether you are swinging a sword, firing an arrow example, if you have a speed of 30 feet, you can move 10 from a bow, or brawling with your fists. With this action, you make one melee or ranged attack.
Similarly, if you take an action that includes more than See the "Making an Attack" section for the rules that one weapon attack, you can break up your movement even govern attacks. Certain features, such as the Extra Attack feature that If you have more than one speed, such as your walking the fighter gets at 5th level, allow you to make more than speed and a flying speed, you can switch back and forth one attack with this action.
The result determines how much farther Speilcasters such as wizards and clerics, as well as many you can move. For example, if you have a speed of 30 and monsters, have access to spells and can use them to great a flying speed of 60 because a wizard cast the fly spell on effect in combat.
Each spell has a casting time, which specifies you, you could fly 20 feet, then walk 10 feet, and then leap whether the caster must use an action, a reaction, minutes, or into the air to fly 30 feet more. See chapter 4 for the rules on spellcastng.
Combatants are often slowed down by difficult terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The DASH space of another creature, whether hostile or not, also When you take the Dash action, you gain extra movement counts as difficult terrain.
The increase equals your speed, Every foot of movement in difficult terrain foot costs after applying any modifiers. With a speed of 30 feet, for 1 extra foot.
This rule is true even if multiple things in a example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount.
If you take the Disengage action, your movement doesn't You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if DODGE your speed is 30 feet, you must spend 15 feet of movement When you take the Dodge action, you focus entirely on to stand up. You can't stand up if you don't have enough avoiding attacks. Until the start of your next turn, any movement left or if your speed is 0. Every foot of movement while crawling throws with advantage.
You lose this benefit if you are costs 1 extra foot. Crawling 1 foot in difficult terrain, incapacitated as explained in the appendix or if your therefore, costs 3 feet of movement. You can lend your aid to another creature in the In contrast, you can move through a hostile creature's completion of a task.
When you take the Help action, space only if it is at least two sizes larger or smaller than the creature you aid gains advantage on the next ability you creature sizes are detailed in the adventure book. If you move out of an enemy's reach, you provoke an opportunity attack, as explained later in the chapter. You feint, distract the bonuses, advantage, or disadvantage to your attack roll. Resolve the attack.
You make the attack roll. On attack more effective. If your ally attacks the target before a hit, you roll damage, unless the particular attack your next turn, the first attack roll is made with advantage. To make an attack roll, in chapter 1 for hiding. If you succeed, you gain certain roll a d20 and add the appropriate modifiers. If the total benefits, as described in the "Unseen Attackers and of the roll plus modifiers equals or exceeds the target's Targets" section later in this chapter.
Armor Class AC , the attack hits. To do so, you can When a character makes an attack roll, the two most take the Ready action on your turn so that you can act later common modifiers to the roll are an ability modifier in the round using your reaction.
A monster uses First, you decide what perceivable circumstance will whatever modifier is provided in its stat block.
Then, you choose the action you will Ability Modifier. The ability modifier used for a melee take in response to that trigger, or you choose to move up weapon attack is Strength, and the ability modifier used to your speed in response to it. Examples include "If the for a ranged weapon attack is Dexterity.
Weapons that cultist steps on the trapdoor, I'll pull the lever that opens have the finesse or thrown property break this rule. The cleric uses When the trigger occurs, you can either take your Wisdom when making a melee or ranged spell attack, and reaction right after the trigger finishes or ignore the trigger.
Remember that you can take only one reaction per round. Proficiency Bonus. If you are proficient with the A spell must have a casting time of 1 action to be weapon you are attacking with, you can add your readied, and holding onto the spell's magic until you proficiency bonus to the attack roll.
For example, if you are bonus to the attack roll. In addition, When you take the Search action, you devote your the attack is a critical hit, as explained later in the chapter. Depending on the nature If the d20 roll for an attack is a 1, the attack misses of your search, the DM might have you make a Wisdom regardless of any modifiers or the target's AC. Perception check or an Intelligence Investigation check.
When an object requires your action for its disadvantage on the attack roll. This is true whether you're use, you take the Use an Object action. This action is guessing the target's location or you're targeting a creature also useful when you want to interact with more than one you can hear but not see. If the target isn't in the location object on your turn. When a creature can't see you, you have advantage on Whenever you make an attack roll, you're making an attack rolls against it.
Whether you're striking with a melee weapon, If you are hiddenboth unseen and unheardwhen firing a weapon at range, or making an attack roll as part you make an attack, you give away your location when the of a spell, an attack has the following structure: Choose a target. Pick a target within your attack's range: Determine modifiers. The DM determines whether When you make a ranged attack, you fire a bow or a the target has cover and whether you have advantage crossbow, hurl a handaxe, or otherwise send projectiles to or disadvantage against the target.
In addition, spells, strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack. A target can benefit from cover only when an attack You can make ranged attacks only against targets within a or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind If a ranged attack, such as one made with a spell, has a multiple sources of cover, only the most protective degree single range, you can't attack a target beyond this range. The smaller Dexterity saving throws. A target has half cover if an number is the normal range, and the larger number is obstacle blocks at least half of its body. The obstacle might the long range. Your attack roll has disadvantage when be a low wall, a large piece of furniture, a narrow tree your target is beyond normal range, and you can't attack a trunk, or a creature, whether that creature is an enemy target beyond the long range.
A target has three- Aiming a ranged attack is more difficult when a foe is next quarters cover if about three-quarters of it is covered by an to you. When you make a ranged attack with a weapon, a obstacle. The obstacle might be a portcullis, an arrow slit, spell, or some other means, you have disadvantage on the or a thick tree trunk.
Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. When you are unarmed, you can fight in melee by HIT POINTS making an unarmed strike, as shown in the weapon table Hit points represent a combination of physical and mental in chapter 3.
Creatures with more hit points are more difficult to kill. In a fight, everyone is constantly watching for enemies to A creature's current hit points usually just called hit drop their guard.
You can rarely move heedlessly past your points , can be any number from the creature's hit point foes without putting yourself in danger; doing so provokes maximum down to 0. This number changes frequently as a an opportunity attack. You can make an opportunity attack when a hostile Whenever a creature takes damage, that damage is creature that you can see moves out of your reach. To subtracted from its hit points. The loss of hit points has no make the opportunity attack, you use your reaction to effect on a creature's capabilities until the creature drops make one melee attack against the provoking creature.
The attack interrupts the provoking creature's movement, occurring right before it leaves your reach. You also don't provoke an successful attack. You roll the damage die or dice, add opportunity attack when you teleport or when someone any modifiers, and apply the damage to your target. Magic or something moves you without using your movement, weapons, special abilities, and other factors can grant a action, or reaction.
For example, you don't provoke an bonus to damage. In addition, certain special abilities give opportunity attack if an explosion hurls you out of a foe's extra damage represented by bonus dice. A spell tells you which dice to roll for damage When you take the Attack action and attack with a light and whether to add any modifiers. If a spell or other effect melee weapon that you're holding in one hand, you gain deals damage to more than one target at the same time, a bonus action you can use to attack with a different light roll the damage once for all of them.
When you score a critical hit, you get to roll extra dice If either weapon has the thrown property, you can throw for the attack's damage against the target. Roll all of the the weapon, instead of making a melee attack with it. Then add any relevant modifiers as normal. Walls, trees, creatures, and other obstacles can provide For example, if you score a critical hit with a dagger, cover during combat, making a target more difficult to roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier.
If the attack involves other. Because the remaining damage feature, you roll those dice twice as well. Damage types have no rules of their own, but you, you fall unconscious see the appendix. This other rules, such as damage resistance, rely on the types.
You are in the hands of fate now, aided Some creatures and objects are exceedingly difficult or only by spells and features that improve your chances of unusually easy to hurt with certain types of damage.
If a creature or an object has resistance to a damage Roll a d If a creature Otherwise, you fail. A success or failure has no effect by or an object has vulnerability to a damage type, damage itself. On your third success, you become stable see below. On your third failure, you die. The successes and failures Resistance and then vulnerability are applied after all don't need to be consecutive; keep track of both until you other modifiers to damage.
For example, a creature has collect three of a kind. The number of both is reset to zero resistance to bludgeoning damage and is hit by an attack when you regain any hit points or become stable. The creature is also Rolling br When you make a death saving throw within a magical aura that reduces all damage by 5.
The and roll a 1 on the d20, it counts as two failures. If you roll 25 damage is first reduced by 5 and then halved, so the a 20 on the d20, you regain 1 hit point. Damage atOHit Points. If you take any damage while Multiple instances of resistance or vulnerability that you have 0 hit points, you suffer a death saving throw affect the same damage type count as only one instance.
If the damage is from a critical hit, you suffer two For example, if a creature has resistance to fire damage failures instead. If the damage equals or exceeds your hit as well as resistance to all nonmagical damage, the point maximum, you suffer instant death.
If healing is unavailable, the creature can at least be Unless it results in death, damage isn't permanent, and stabilized so that it isn't killed by a failed death saving throw. Rest can You can use your action to administer first aid to an restore a creature's hit points as explained in chapter 3 , unconscious creature and attempt to stabilize it, which and magical methods such as a cure wounds spell or a requires a successful DC 10 Wisdom Medicine check. A stable creature doesn't make death saving throws, When a creature receives healing of any kind, hit points even though it has 0 hit points, but it does remain regained are added to its current hit points.
A creature's unconscious. The creature stops being stable, and must hit points can't exceed its hit point maximum, so any start making death saving throws again, if it takes any hit points regained in excess of this number are lost. A damage. A stable creature that isn't healed regains 1 hit creature that has died can't regain hit points until magic, point after 1d4 hours.
When an attacker reduces a fall unconscious, as explained in the following sections. The attacker can make this hit points, rather than having it fall unconscious and make choice the instant the damage is dealt. The creature falls death saving throws. Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.
When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points.
This chapter gives rules for travel and resting, describes rewards, and details equipment that might help the characters survive.
They need resttime to sleep and TRAVEL eat, tend their wounds, refresh their minds and spirits for Over the course of an adventure, the characters might spellcasting, and brace themselves for further adventure. The Adventurers can take short rests in the midst of an DM can usually summarize this travel without calculating adventuring day and a long rest to end the day.
The adventurers should establish a marching order. A A character can spend one or more Hit Dice during a character might occupy the front rank, a middle rank, or short rest, up to the character's maximum number of Hit the back rank. The characters in the front and back rank Dice, which is equal to the character's level the character are keeping watch for danger, while those in the middle sheets show each adventurer's Hit Dice.
For each Hit might be making a map, navigating, or gathering food for Die spent in this way, the player rolls the die and adds the characters to eat when they make camp. If the group the character's Constitution modifier to it.
The character encounters monsters or other threats, it's important for regains hit points equal to the total. The player can decide the DM to know where each character is located. A journey overland or through a dungeon often requires an adventurer to jump, climb, or swim. If the rest is interrupted by a on foot immediately before the jump.
When you make a period of strenuous activityat least 1 hour of walking, standing long jump, you can leap only half that distance. In some circumstances, your DM might allow At the end of a long rest, a character regains all lost you to make a Strength Athletics check to jump farther hit points. The character also regains spent Hit Dice, up than you normally can.
For example, if a character has eight matter, such as a jump across a stream or chasm. Athletics check to clear a low obstacle no taller than a A character can't benefit from more than one long rest in quarter of the jump's distance.
Otherwise, you hit it. Otherwise, you land prone. A monster's lair might contain a chest of coins, and a When you make a standing high jump, you can jump only goblin raider might carry some of its ill-gotten gains. As half that distance. Either way, each foot you clear on the characters acquire treasure, they can divide it as they see jump costs a foot of movement. In some circumstances, fit dividing it equally among all the characters in the party your DM might allow you to make a Strength Athletics is standard practice , and they can spend it on improved check to jump higher than you normally can.
As While climbing or swimming, each foot of movement characters progress through an adventure, they receive costs 1 extra foot 2 extra feet in difficult terrain , unless XP when they defeat monsters, complete milestones, and a creature has a climbing or swimming speed.
At the overcome other challenges. An XP award for the party is DM's option, climbing a slippery surface or one with few divided equally among the characters. Similarly, gaining any distance in rough water Experience Points Level Proficiency Bonus might require a successful Strength Athletics check. This advancement check, saving throw, or attack roll that involves Strength is called gaining a level; a character goes from 1st level to or Dexterity, and you can't cast spells.
Upon gaining a level, a character gains additional ARMOR hit points and class features, as shown on the character Armor sheets included in this set. One silver piece is worth ten copper pieces, which are common among laborers and beggars. Unusual coins made of other precious metals sometimes Heavy Armor appear in treasure hoards. The electrum piece ep and the Ring mail 30 gp 14 40 lb. An electrum piece is worth five silver pieces, and a Splint gp 17 60 lb. Shield A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Armor and weapons LIGHT ARMOR are essential in combat, and a variety of other tools and Light armor is favored by rogues because it lets them supplies are useful for exploring dungeons, ruins, and make the best use of their Dexterity and doesn't interfere the wilds. This section describes the equipment that with stealthy movement. When you wear light armor, you the characters have when they start the adventure and add your Dexterity modifier to the number shown on the additional items they can buy with the treasure they table to determine your Armor Class.
Studded leather is reinforced with close-set rivets or spikes. Multiply Medium armor offers more protection than light armor, a character's Strength by 15 to determine the weight in but it also impairs movement more. When you wear pounds that the character can carry. A character carrying medium armor, you add your Dexterity modifier, to a more than this weight has a speed of 0. Adventurers have access to a wide range of armor types. Hide is a crude armor made from thick furs and pelts. Armor falls into three categories in the game: Many warriors commonly worn under clothing.
Scale mail consists of a supplement their armor with a shield. You have disadvantage on Dexterity Stealth already equipped with armor, and each character's Armor checks while wearing scale mail. A breastplate is a fitted Class is calculated using the information in this chapter. You can use this information to upgrade your character's armor as you acquire treasure. The fighter and the cleric are Anyone can put on a suit of armor or strap a shield to an proficient with it.
When you wear heavy armor, you don't arm. Only those proficient with the armor know how to apply your Dexterity modifier to your Armor Class. You wear it effectively, however. Your class determines what also have disadvantage on Dexterity Stealth checks. Chain cleric can wear any armor and use shields, the rogue is mail is made of interlocking metal rings worn over a layer limited to light armor, and the wizard isn't proficient with of quilted fabric.
If your Strength is lower than 13, your any armor or shields at all. If you wear armor that you speed is reduced by 10 feet while you wear chain mail. If your Strength is lower than 15, your speed is as shown in the Weapons table. You can use a weapon that has the ammunition property to make a ranged attack only if SHIELDS you have ammunition to fire from the weapon.
Each time A shield, made from wood or metal, is carried in one hand you attack with the weapon, you expend one piece of Wielding a shield increases your Armor Class by 2.
You ammunition. At the end of the battle, you can recover half can benefit from only one shield at a time. When making an attack with a finesse weapon, properties they possess. Every weapon is classified as you use your choice of your Strength or Dexterity modifier either melee or ranged.
A melee weapon is used to attack for the attack and damage rolls. You must use the same a target within 5 feet of you, whereas a ranged weapon is modifier for both. Small creatures, such as halflings, have disadvantage on attack rolls with heavy weapons. A light weapon is small and easy to handle, Your class grants you proficiency with certain weapons making it ideal for use when fighting with two weapons.
The two main categories are See the rules for two-weapon fighting in chapter 2. Certain races, such as the dwarf Loading. Because of the time required to load this race, also grant weapon proficiencies. Proficiency with a weapon, you can fire only one piece of ammunition from it weapon allows you to add your proficiency bonus to the when you use your action or reaction to fire it, regardless attack roll for any attack you make with that weapon.
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. Light Dagger 2 gp 1d4 piercing 1 lb. Two-handed Handaxe 5 gp 1d6 slashing 2 lb. Versatile 1d8 Spear 1 gp 1d6 piercing 3 lb.
Versatile 1db G reataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed C reatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed Longsword 15 gp 1d8 slashing 3 lb. Versatile ldlO Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed Morningstar 15 gp 1d8 piercing 4 lb. Rapier 25 gp 1d8 piercing 2 lb. Finesse Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light Shortsword 10 gp 1d6 piercing 2 lb.
Finesse, light Trident 5 gp 1d6 piercing 4 lb. The first is the weapon's normal range in An object that bears no resemblance to a weapon deals feet, and the second is the weapon's long range.
When 1d4 damage the DM assigns a damage type appropriate attacking a target beyond normal range, you have to the object. This is also the amount of damage dealt by disadvantage on the attack roll. You can't attack a target a ranged weapon used as a melee weapon and by a melee beyond the weapon's long range. An improvised Thrown. If a weapon has the thrown property, you can thrown weapon has a normal range of 20 feet and a long throw the weapon to make a ranged attack.
If the weapon range of 60 feet. For example, if you throw a This section describes items that have special rules. For 1 hour, a candle sheds bright light in a you can use either your Strength or your Dexterity, since 5-foot radius and dim light for an additional 5 feet. Component Pouch. A component pouch is a small, Two-Handed. This weapon requires two hands to use. This weapon can be used with one or two components and other special items you need to cast your hands.
A damage value in parentheses appears with the spells, except for those components that have a specific propertythe damage when the weapon is used with cost. See chapter 4 for more about spellcasting.
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. This kit is a leather pouch containing Sometimes characters don't have their weapons and have bandages, salves, and splints. The kit has ten uses. As to attack with whatever is close at hand: Most combatants creature that has 0 hit points, without needing to make a are not proficient with such objects as weapons. In many Wisdom Medicine check. A holy symbol is a representation of a god weapon and can be treated as such.
For example, a table or pantheon. It might be a silver amulet depicting a symbol leg is akin to a club. At the DM's option, a character commonly used to represent a deity, the same symbol proficient with a weapon can use a similar object as if it carefully engraved or inlaid as an emblem on a shield, or were that weapon and use his or her proficiency bonus.
Arrows 20 1 gp 1 lb. Oil flask 1 sp 1 lb. Backpack 2 gp 5 lb. Paper one sheet 2 sp -. Bedroll 1 gp 7 lb. Parchment one sheet 1 sp -. Bell 1 gp - Perfume vial 5 gp -. Blanket 5 sp 3 lb. Pick, miner's 2 gp 10 lb. Book 25 gp 5 lb. Candle 1 cp - Pot, iron 2 gp 10 lb. Carpenter's tools 8 gp 6 lb. Case for map or scroll 1 gp 1 lb.
Playing cards 5 sp -. Chalk 1 piece 1 cp - Pouch 5 sp 1lb. Chest 5 gp 25 lb. Rations 1 day 5 sp 2 lb. Clothes, common 5 sp 3 lb. Robes 1 gp 4 lb. Clothes, fine 15 gp 6 lb. Rope, hempen 50 feet 1 gp 10 lb. Component pouch 25 gp 2 lb. Rope, silk 50 feet 10 gp 5 lb.
Crowbar 2 gp 5 lb. Grappling hook 2 gp 4 lb. Sealing wax 5 sp -. Hammer 1 gp 3 lb. Shovel 2 gp 5 lb. Hammer, sledge 2 gp 10 lb. Signal whistle 5 cp -. Healer's kit 5 gp 3 lb. Signet ring 5 gp -. Holy symbol 5 gp 1 lb. Spellbook 50 gp 3 lb. Hourglass 25 gp 1 lb. Spike, iron 10 1 gp 5 lb. Ink 1 ounce bottle 10 gp - Tent, two-person 2 gp 20 lb.
Ink pen 2 cp - Thieves' tools 25 gp 1 lb. Lantern, bullseye 10 gp 2 lb. Tinderbox 5 sp 1 lb. Lantern, hooded 5 gp 2 lb. Torch 1 cp 1 lb. Lock 10 gp 1 lb. Waterskin 2 sp 5 lb. Whetstone 1 cp 1 lb. To use the symbol in this way, the caster must hold it Donkey or mule 8 gp 40 ft. Horse, draft 50 gp 40 ft. Lantern, Bullseye. A bullseye lantern casts bright light Horse, riding 75 gp 60 ft.
A hooded lantern casts bright light Item Cost Weight in a foot radius and dim light for an additional 30 feet. Bit and bridle 2 gp 1 lb. Once lit, it burns for 6 hours on a flask 1 pint of oil. As an Feed per day 5 cp 10 lb. Pack 5 g 15 lb. A creature proficient with thieves' tools can pick Riding 10 gp 25 lb. Better Saddlebags 4 gp 8 lb.
Stabling per day 5 sp Oil. As an action, you can splash the oil in this flask onto -. Make a ranged attack against a target creature or object. On a hit, the target is covered Item Cost in oil. If the target takes any fire damage before the oil Ale dries after 1 minute , the target takes an additional 5 fire Gallon 2 sp damage from the burning oil. You can also pour a flask of Mug 4 c oil on the ground to cover a 5-foot-square area, provided Inn stay per day that the surface is level.
If lit, the oil burns for 2 rounds Squalid 7 cp and deals 5 fire damage to any creature that enters the Poor 1 sp area or ends its turn in the area. A creature can take this Modest 5 sp damage only once per turn.
Comfortable 8 sp Playing Cards. If you are proficient with playing cards, Wealthy 2 gp you can add your proficiency bonus to ability checks you make to play a game with them. Aristocratic 4 gp Potion ofHealing. Drinking or Squalid 3 cp administering a potion takes an action. Poor 6 c Rations. Compact, dry foods suitable for extended Modest 3 sp travel, rations include jerky, dried fruit, hardtack, and nuts.
Comfortable 5 sp Rope. Rope, whether made of hemp or silk, has 2 hit Wealthy 8 sp points and can be burst with a DC 17 Strength check. Aristocratic 2 gp Spellbook. Essential for wizards, a spellbook is a Wine leather-bound tome with blank vellum pages suitable Common pitcher 2 sp for recording spells. Fine bottle 10 gp Thieves' Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. This small container holds flint, fire steel, and tinder usually dry cloth soaked in light oil used to kindle a fire. Using it to light a torchor anything else with abundant, exposed fueltakes an action. Lighting any other fire takes 1 minute. A torch burns for 1 hour, providing bright light in a foot radius and dim light for an additional 20 feet.
J appears in the form of a spell. This chapter provides I the rules for casting spells. Clerics and wizards have I distinctive ways of learning and preparing their spells, I and monsters use spells in unique ways. Regardless of its. For instance, if a wizard casts magic specific, limited expression.
In casting a spell, a character missile using a 2nd-level slot, that magic missile is 2nd carefully plucks at the invisible strands of raw magic level. The spell effectively expands to fill the slot. They can deal damage or undo it, impose or remove conditions see the appendix , drain life energy A cant rip is a spell that can be cast at will, without using away, and restore life to the dead. A cantrip's spell level is 0. Every spell in this set has a level from 0 to 3.
A spell's level is a general indicator of how powerful it is, with the RITUALS lowly but still impressive magic missile at 1st level and the devastating fireball at 3rd.
Spells of higher levels, up Certain spells have a special tag: Such a spell can to 9th, exist in the world but aren't included in this set. The ritual version of a spell cast almost by roteare level 0. The higher a spell's level, takes 10 minutes longer to cast than normal, and it doesn't the higher level a spellcaster must be to use that spell.
Spell level and character level don't correspond directly. A cleric or a wizard can cast a spell as a ritual if the Typically, a character has to be at least 5th level, not 3rd spell has the ritual tag.
The cleric must also have the spell level, to cast a 3rd-level spell. Clerics and wizards undergo Because of the mental focus and precise gestures required for a process of preparing spells. The number of spells a spellcasting, you must be proficient with the armor you are caster can have fixed in mind at any given time is shown wearing to cast a spell.
You are otherwise too distracted and on the character sheets. A character can change this list of prepared spells upon finishing a long rest see chapter 3. Preparing a new list of spells requires time spent in meditation or study: When a character casts any spell, the rules here apply, regardless of the character's class or the spell's effects.
SPELL SLOTS Each spell description in this chapter begins with a block Regardless of how many spells a caster knows or of information, including the spell's name, level, school of prepares, he or she can cast only a limited number of magic, casting time, range, components, and duration.
The spells before resting. Manipulating the fabric of magic and rest of a spell entry describes the spell's effect. Thus, the character sheet for a spellcaster includes Most spells require a single action to cast, but some spells how many spell slots of each level the character can use at require a bonus action, a reaction, or much more time. For example, at 3rd level, the wizard has four 1st-level slots and two 2nd-level slots. You slot of that spell's level or higher, effectively "filling" a slot must use a bonus action on your turn to cast the spell, with the spell.
You can think of a spell slot as a groove of a provided that you haven't already taken a bonus action this certain sizesmall for a 1st-level slot, larger for a spell of turn. You can't cast another spell during the same turn, higher level. A 1st-level spell fits into a slot of any size, but except for a cantrip with a casting time of 1 action. Some spells can be cast as reactions. These spells take Finishing a long rest restores any expended spell slots.
If a spell can be cast as a reaction, spells without using spell slots. A more time to cast: When you cast duration can be expressed in rounds, minutes, hours, or a spell with a casting time longer than a single action or even years. A spell might specify that its effects last until reaction, you must spend your action each turn casting the the spell is dispelled or the effects are destroyed. If Many spells are instantaneous. The spell harms, heals, you want to try casting the spell again, you must start over.
I rm The target of a spell must be within the spell's range. For a spell Some spells require you to maintain concentration in like fireball, the target is the point in space where the ball order to keep their magic active.
If you lose concentration, of fire erupts. Most spells have ranges expressed in feet. Some spells If a spell must be maintained with concentration, can target only a creature including you that you touch. You can end These spells have a range of self. Spells that create cones or lines of effect that originate Normal activity, such as moving and attacking, doesn't from you also have a range of self, indicating that the interfere with concentration.
The following factors can origin point of the spell's effect must be you see "Areas of break concentration: Effect" later in the this chapter. Casting another spell that requires concentration. Once a spell is cast, its effects aren't limited by its range, You lose concentration on a spell if you cast another unless the spell's description says otherwise. You can't concentrate on two spells at once. Whenever you take damage while A spell's components are the physical requirements you you are concentrating on a spell, you must make a must meet in order to cast it.
Each spell's description Constitution saving throw to maintain your concentra- indicates whether it requires verbal V , somatic 5 , or tion. The DC equals 10 or half the damage you take, material M components.
If you can't provide one or more whichever number is higher. If you take damage f'om of a spell's components, you are unable to cast the spell. Most spells require the chanting of mystic words. The Being Incapacitated or killed. You lose concentration words themselves aren't the source of the spell's power; on a spell if you are incapacitated as explained in the rather, the particular combination of sounds, with specific appendix or if you die.
Thus, a character who is gagged or in an area of silence, TARGETS such as one created by the silence spell, can't cast a spell with a verbal component. A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you SOMATIC S whether the spell targets creatures, objects, or a point of Spellcasting gestures might include a forceful gesticulation origin for an area of effect described below.
To target something, you must have a clear path to it, so it can't be behind total cover. MATERIAL M If you place an area of effect at a point that you can't see Casting some spells requires particular objects, specified and an obstruction, such as a wall, is between you and that in parentheses in the component entry.
A component point, the point of origin comes into being on the near side pouch includes all the needed material components to of that obstruction. If a cost is indicated, a character must purchase that yourself, unless the creature must be hostile or specifically specific component before casting the spell in question.
If you are in the area of effect of If a spell specifies that the material component is spell you cast, you can target yourself. Every area of effect has a point of origin, doesn't get to roll two bonus dice. The rules for each shape specify how you position its point of origin. To block one of Light Light these imaginary lines, an obstruction must provide total Resistance Mage Hand cover, as explained in chapter 2.
Sacred Flame Prestidigitation The point of origin of an area of effect isn't included in the area, unless the area is a sphere. A cone's width at a given point along its length is Command Burning Hands equal to that point's distance from the point of origin.
A Cure Wounds Charm Person cone's area of effect specifies its maximum length. The cube's size is expressed as Sanctuary Magic Missile the length of each side. The sphere's size is Prayer of Healing Flaming Sphere expressed as a radius in feet that extends from the point. This Protection from Energy Dispel Magic number is on the character sheets for the cleric and the Revivify Fireball wizard, and in the statistics for a monster that casts spells.
Scholars who study the workings of magic group spells into Most spells that require attack rolls involve ranged eight categories called schools of magic. The schools help attacks. Remember that you have disadvantage on a ranged describe spells; the schools have no game rules of their own. Abjuration spells are protective, often creating barriers or attack roll if you are within 5 feet of a hostile creature that warding off trespassers.
Conjuration spells transport objects can see you and that isn't incapacitated see chapter 2. Enchantment spells affect The effects of different spells add together while the the minds of others, influencing or controlling their behavior. The effects of the same Evocation spells tap mystical sources of energy to create a variety of effects, including blasts of fire and channeling positive spell cast multiple times don't combine, however. Instead, energy to heal wounds. Illusion spells deceive the senses or the most potent effectsuch as the highest bonusfrom minds of others.
Necromancy spells manipulate the energies of those castings applies while their durations overlap. Transmutation spells change the properties or physical form of a creature or object. Casting Time: V, S, M a sprinkling of holy water restrained, and unconscious. Consult the appendix to Duration: Concentration, up to 1 minute learn a condition's effects in the game. You bless up to three creatures of your choice within range.
Whenever a target makes an attack roll or a saving Am throw before the spell ends, the target can roll a d4 and 2nd-level abjuration add the number rolled to the attack roll or saving throw.
When you cast this spell using a spell Range: V, S, M a tiny strip of white cloth creature for each slot level above 1st. Each target's hit point maximum and current hit points increase by 5 for Casting Time: I action the duration.
Self At Higher Levels. When you cast this spell using a spell Components: V slot of 3rd level or higher, a target's hit points increase by Duration: Concentration, up to 1 minute an additional 5 for each slot level above 2nd. Your body becomes blurred, shifting and wavering to all who can see you. An attacker is 2nd-level divination ritual immune to this effect if it doesn't rely on sight, as with Casting Time: Self Components: Instantaneous Casting Time: Self foot cone out ornate cards, or employing some other divining tool, Components: V, S you receive an omen from an otherworldly entity about the Duration: Instantaneous results of a specific course of action that you plan to take As you hold your hands with thumbs touching and fingers within the next 30 minutes.
The DM chooses from the spread, a thin sheet of flames shoots forth from your following possible omens: Each creature in a foot cone Weal, for good results must make a Dexterity saving throw. A creature takes 3d6 Woe, forbad results fire damage on a failed save, or half as much damage on a Weal and woe, for both good and bad results successful one.
Nothing, for results that are not especially good or bad The fire ignites any flammable objects in the area that are not being worn or carried.
The spell doesn't take into account any possible At Higher Levels. When you cast this spell using a spell circumstances that might change the outcome, such as slot of 2nd level or higher, the damage increases by 1d6 for the casting of additional spells or the loss or gain of a each slot level above 1st.
The DM makes this roll in secret. S 3rd-level abjuration Duration: It must make a Wisdom saving throw, and does so Components: V, S with advantage if you or your companions are fighting it. If Duration: Concentration, up to 1 minute it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful This spell bestows hope and vitality. Choose any number to it. The charmed creature regards you as a friendly of creatures within range.
For the duration, each target acquaintance. When you cast this spell using a spell throws, and regains the maximum number of hit points slot of 2nd level or higher, you can target one additional possible from any healing. The creatures must be within 30 feet of each other when you target them.
V, 5, M a bit of phosphorus or wychwood, or a glowworm Casting Time: Concentration, up to 1 minute Range: V You create up to four torch-sized lights within range, Duration: You can also combine You speak a one-word command to a creature you can the four lights into one glowing vaguely humanoid form see within range.
The target must succeed on a Wisdom of Medium size. Whichever form you choose, each light saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't As a bonus action on your turn, you can move the lights understand your language, or if your command is directly up to 60 feet to a new spot within range.
A light must be harmful to it. You light winks out if it exceeds the spell's range. If you do so, the DM determines how the target behaves. The target moves toward you by the shortest Casting Time: V, M bat fur and a drop of pitch or piece of ' Drop. Upcoming SlideShare. Like this document?
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Printed in the USA. Elf 38 Half-Orc 40 Tiefling. 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.
First, it speaks to their ingenuity and genius in fig- uring out that games were the perfect way to explore worlds that could not otherwise exist.
Second, it is a testament to the inherent appeal of the game they created. 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. Vou and your friends create epic stories filled with ten- sion and memorable drama.
Vou create silly in-jokes that make you laugh years later. The dice will be cruel to you. Your collective creativ- ity will build stories that you will tell again and again. If you don't have friends interested in playing, don't worry. It's a cool side effect of the game. Your next gaming group is as close as the nearest game store, on! 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. That's true of every- one, from the greatest Dungeon Masters in history on down.
Accept this rea! 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. The friendships you make around the table will be unique to you. The adven- tures you embark on. 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! They are nothing without the spark of! Mike Mearls May 5.
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 rust. 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 playingGareth: Iwant to look at the gargoyles. I have a feeling they're not just statues. Amy playingRival: The drawbridge looks precarious?
Iwant to see how sturdy it is. Do I think we can cross it, or is it going to collapse under our weight? Players roll dice to resolve whether their attacks hit or miss or whether their adven- turers 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 out- comes more probable than others. OK, one at a time. Phillip, you're looking at the gargoyles? Make an Intelligence check. Does my Investigation skill apply? Phillip rolling a d They look likedecorations to you. And Amy, Rivais checking out the drawbridge? Working together, the group might explore a dark dun- geon, a ruined city, a haunted castle. 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 DM creates adventures for the characters, who nav- igate 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 mini- mize 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 adventur- ers' actions and narrates what they experience. 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. 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. 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.
They begin with a foundation of medieval fantasy and then add the creatures, places, and magic that make these worlds unique. The legends of the Forgotten Realms, Drag- onlance, Greyhawk, Dark Sun, Mystara, and Eberron settings are woven together in the fabric of the multi- verse. 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 dun- geons, 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 war- forged, 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.
Your DM might set the campaign on one of these worlds or on one that he or she created. Ultimately, the Dun- geon Master is the authority on the campaign and its setting, even if the setting is a published world. 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: Part 3 is ali about magic. 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.
The players describe what they want to do. Some- times one player speaks for the whole party, saying, "We'lI take the east door," for example. Other times, different adventurers do different things: 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. 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 cau- tiously 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. 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: 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 mod- ifiers to add. The same d notation appears in the expressions "ld3" and "ld2.
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? Every character and monster in the game has capa- bilities 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 charac- ter'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. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the mod- ifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a char- acter's particular skill.
See chapter I 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, ar 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, 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 attack roll is called an Armor Class AC. Chapter 7 provides more detailed rules for using the d20 in the game.
Advantage reflects the positive circum- stances 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 advan- tage, 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.
That said, many racial traits, class features, spells, magic items, monster abili- ties, and other game elements break the general ruIes in some way, creating an exception to how the rest of the game works. Remember this: 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. 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.
Each character brings particular capabilities to the adventure in the form of ability scores and skills, class features, racial traits, equipment, and magic items. 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 crum- bling castle, a stretch of wilderness, or a bustIing city. It features a rieh cast of characters: Those char- acters 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. Some- times 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 cur- rent 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. 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 cross- ing 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. 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.
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. Whether helpful or harmful, magie appears frequently in the life of an advenlurer, and it is the focus of chapters 10 and 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 sur- viva. 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 mag- nified tenfold.
Magic is also a favored tool of villains. Many adven- tures 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! RA 9 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.
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 picks of[ enemies from afar. Do you like fantasy fiction featuring dwarves or elves?
Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.
Throughout this chapter, we use the term character sheet to mean whatever you use to track your character, whether it's a formal character sheet like the one at the end of this book , some form of digital record, or a piece of notebook paper. The most common player character races are dwarves, elves, halflings, and humans. Some races also have subraces, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races, as well as the less widespread races of dragonborn, gnomes, half-elves, half-orcs, and tieflings.
The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry.
Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or toois, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes see step 2. For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards.
Sometimes playing against type can be fun, too. Half-orc paladins and mountain dwarf wizards, for example, can be unusual but memorable characters. Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet.
Be sure to note your starting languages and your base speed as well. He decides that a gruff mountain dwarf fits the character he wants to play. He notes ali the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish.
Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3. Your character receives a number of benefits from your choice of class. Many of these benefits are class features-capabilities including spellcasting that set your character apart from members of other classes.
Vou also gain a number of proficiencies: Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record ali the features that your class gives you at 1st leveI.
A 1st-levei character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before. Starting of[ at 1st levei marks your character's entry into the adventuring life. Charisma Measures: Confidenee, eloquenee, leadership Importantfor: Bard, soreerer, warloek Raciallncreases: Dexterity Measures: Physieal agility, reflexes, balance, poise Important for: Monk, ranger, rogue Raciallncreases: Constitution Measures: HeaJth, stamina, vital force Important for: Wisdom Measures: Awareness, intuition, insight Important for: Clerie, druid Racial Jncreases: Much of what your character does in the game depends on his ar her six abilities: Each ability has a score, which is a number you record on your character sheet.
The six abilities and their use in the game are described in chapter 7. The Ability Score Summary 3. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-leveI c1ass features on his character sheet. Bob notes this, and will record the final number after he determines Bruenor's Constitution score see step 3. Your proficiency bonus applies to many of the numbers you'lI be recording on your character sheet: Attack rolls using weapons you're proficient with Attack rolls with spells you cast Ability checks using skills you're proficient in Ability checks using tools you're proficient with Saving throws you're proficient in Saving throw DCs for spells you cast explained in each spellcasting c1ass Your c1ass determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies.
Skills are described in chapter 7, tools in chapter 5. Your background gives you additional skill and toa I proficiencies, and some races give you more proficiencies. Be sure to note ali of these proficiencies, as well as your proficiency bonus, on your character sheet.
Your proficiency bonus can't be added to a single die roll ar other number more than once. Occasionally, your proficiency bonus might be modified doubled ar halved, for example before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll ar that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once. At 1st levei, your character has 1 Hit Die, and the die type is determined by your c1ass.
Vou start with hit points equal to the highest roll of that die, as indicated in your c1ass description. You also add your Constitution modifier, which you'lI determine in step 3. This is also your hit poiot maximum. Record your character's hit points on your character sheet. After you rest, you can spend Hit Dice to regain hit points see "Resting" in chapter 8.
Also record your experience points. A 1st-levei character has O XP. A higher-Ievel character typically begins with the minimum amount of XP required to reach that levei see "Beyond 1st Levei" later in this chapter. Intelligenee Measures: Mental aeuity, information reeall, analytieal skill Important for: Wizard Raciallncreases: Natural athletieism, bodily power Important for: Barbarian, fighter, paladin Raciallncreases: Vou generate your character's six ability scores randomly.
Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Afterward, make any changes to your ability scores as a result of your race choice. After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 fram the ability score and then divide the result by 2 round down. Write the modifier next to each of your scores.
Since he's a fighter, he puts his highest score, 15, in Strength. His next- highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma.
After applying his racial benefits increasing Bruenor's Constitution by 2 and his Strength by 2 , Bruenor's ability scores and modifiers look like this: Bob fills in Bruenor's final hit points: The method described here allows you to build a character with a set of ability scores you choose individually. Vou have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points.
Using this method, 15 is the highest ability score you can end up with, before applying racial increases. Vou can't have a score lower than 8. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.
Using the information in chapter 4, you can f1esh out your character's physical appearance and personality traits. Choose your character's alignment the moral compass that guides his or her decisions and ideaIs. Chapter 4 also helps you identify the things your character holds most dear, called bonds, and the ftaws that could one day undermine him or her. Your DM might offer additional backgrounds beyond the ones included 13 A background gives your character a background feature a general benefit and proficiency in two skills, and it might also give you additionallanguages or proficiency with certain kinds of tools.
Record this information, along with the personality information you develop, on your character sheet. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength. For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump. A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.
A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frai!. A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.
A character with high Wisdom has good judgment, empathy, and a general awareness of what's going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious. A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence.
His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness. Bob decides that Bruenor comes from a noble line, but his elan was expelled from its homeland when Bruenor was very young.
He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny-to reelaim his homeland-so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him. Bob has a pretty elear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor.
He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law. Given his history, Bruenor's bond is obvious: Record this equipment on your character sheet. Ali such items are detailed in chapter 5. Instead of taking the gear given to you byyour elass and background, you can purchase your starting equipment. Vou have a number of gold pieces gp to spend based on your elass, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.
If you wish, you can also have one trinket at no cost see the trinket table at the end of chapter 5. Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight in pounds exceeding your Strength score times Chapter 7 has more information on carrying capacity. Things that contribute to your AC inelude the armor you wear, the shield you carry, and your Dexterity modifier. Not ali characters wear armor or carry shields, however.
If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your ACon your character sheet. Your character needs to be proficient with armor and shields to wear and use them effectively,and your armor and shield proficiencies are determined by your elass. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5. Some spells and elass features give you a different way to calculate your AC.