DND Basic Rules To C

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TABLE OF CONTENTS

Introduction 2
Worlds of Adventure 2
Using These Rules 3
How to Play 3
Game Dice 3
The D20 4
Advantage and
Disadvantage

4
Specific Beats General 4
Round Down 4
Adventures 4
The Three Pillars of
Adventure

4
The Wonders of Magic 4
Chapter 1: Creating a
Character

6
Step 1: Choose a Race 6
Step 2: Choose a Class 6
Level 6
Hit Points and Hit Dice 6
Proficiency Bonus 6
Step 3: Determine Ability
Scores

7
Variant: Customizing
Ability Scores

7
Table: Ability Score
Summary

8
Step 4: Describe Your
Character

8
Your Characters Abilities 8
Step 5: Choose Equipment 9
Armor Class 9
Weapons 9
Step 6: Come Together 9
Beyond 1
st
Level 10
Tiers of Play 10
Table: Character
Advancement

10
Chapter 2: Races 11
Choosing a Race 11
Racial Traits 11
Dwarf 12
Dwarf Traits 13
Elf 13
Elf Traits 15
Halfling 16
Halfing Traits 17
Human 17
Human Traits 19
Chapter 3: Classes 20
Cleric 20
Fighter 24
Rogue 26
Wizard 29
Chapter 4: Personality
and Background

33
Character Details 33
Alignment 33
Languages 34
Inspiration 35
Backgrounds 36
Criminal 38
Folk Hero 39
Sage 40
Soldier 41
Chapter 5: Equipment 42
Starting Equipment 42
Wealth 42
Coinage 42
Armor and Shields 43
Weapons 44
Adventuring Gear 46
Tools 49
Mounts and Vehicles 50
Trade Goods 51
Expenses 51
Lifestyle 51
Food, Drink and Lodging 52
Services 53
Trinkets 54
Chapter 6: Customization
Options

56
Multiclassing 56
Feats 56
Chapter 7: Using Ability
Scores

57
Ability Scores and
Modifiers

57
Advantage and
Disadvantage

57
Proficiency Bonus 57
Ability Checks 58
Contests 58
Skills 58
Passive Checks 59
Working Together 59
Using Each Ability 59
Saving Throws 62
Chapter 8: Adventuring 63
Time 63
Movement 63
Speed 63
Special Types of Movement 64
Activity While Traveling 64
The Environment 65
Falling 65
Suffocating 65
Vision and Light 65
Food and Water 66
Interacting with Objects 66
Social Interaction 66
Roleplaying 66
Ability Checks 67
Resting 67
Short Rest 67
Long Rest 67
Between Adventures 67
Lifestyle 68
Downtime 68
Chapter 9: Combat 69
The Order of Combat 69
Surprise 69
Initiative 69
Your Turn 69
Bonus Actions 69
Reactions 70
Movement and Position 70
Breaking Up Your Move 70
Difficult Terrain 70
Being Prone 70
Moving Around Other
Creatures

71
Flying Movement 71
Creature Size 71
Variant: Playing on a Grid 71
Actions in Combat 71
Attack 71
Cast a Spell 72
Dash 72
Disengage 72
Dodge 72
Help 72
Hide 72
Ready 72
Search 72
Use an Object 72
Making an Attack 73
Attack Rolls 73
Unseen Attackers and
Targets

73
Ranged Attacks 73
Melee Attacks 73
Opportunity Attacks 74
Two-Weapon Fighting 74
Grappling 74
Shoving a Creature 74
Cover 74
Damage and Healing 74
Hit Points 74
Damage Rolls 75
Critical Hits 75
Damage Types 75
Damage Resistance and
Vulnerability

75
Healing 75
Dropping to 0 Hit Points 76
Instant Death 76
Falling Unconscious 76
Death Saving Throws 76
Stabilizing a Creature 76
Monsters and Death 76
Knocking a Creature Out 76
Temporary Hit Points 76
Mounted Combat 76
Controlling a Mount 77
Underwater Combat 77
Chapter 10: Spellcasting 78
What Is a Spell? 78
Spell Level 78
Known and Prepared Spells 78
Spell Slots 78
Cantrips 78
Rituals 78
Casting a Spell 79
Casting Time 79
Range 79
Components 79
Duration 79
Targets 80
The Schools of Magic 80
Areas of Effect 80
Cone 80
Cube 81
Line 81
Sphere 81
Saving Throws 81
Attack Rolls 81
Combining Magical Effects 81
Chapter 11: Spells 82
Spell Descriptions 83
Appendix: Conditions 105
Blinded 105
Charmed 105
Deafened 105
Frightened 105
Grappled 105
Incapacitated 105
Invisible 105
Paralyzed 105
Petrified 105
Poisoned 105
Prone 105
Restrained 105
Stunned 105
Unconscious 105
Exhaustion 106
Character Sheet 107

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