Introduction To D&D 5th Edition
Introduction To D&D 5th Edition
Introduction To D&D 5th Edition
Table of Contents
Notes........................................................................................... 3
Game Dice .................................................................................. 3
Ability Scores (Character Stats) ................................................. 4
Creating a character in D&D 5.0 ............................................... 5
Leveling Up Your Character Checklist ....................................... 7
Surprise ...................................................................................... 8
Combat: Step by Step.................................................................. 8
Your Turn .................................................................................. 9
Actions ....................................................................................... 9
Critical Hits................................................................................ 9
Death ........................................................................................ 10
Saving Throws ......................................................................... 10
Loot and Distribution ............................................................... 10
Rations, Lodgings, Healing, and Resting ................................. 10
Quick References ...................................................................... 11
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Game Dice
Does an adventurers 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 you
avoid the main blast of a fireball, or do you take full damage from the blaze? In cases where the
outcome of an action is uncertain, D&D relies on rolls of a 20-sided die, a d20, to determine
success or failure.
The different dice are referred to by the letter `d followed by the number of sides: d4,
d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games
use). When you need to roll dice, the rules tell you how many dice to roll of a certain type, as
well as what modifiers to add.
For example, 3d8 + 5 means you roll three eight-sided dice, add them together, and
add 5 to the total. If you are told to Roll 3d6 5 times that means to roll 3 six-sided dice 5 times,
recording the sum of the 3d6 each time.
Sometimes a special ability or spell tells you that you have advantage or disadvantage
on an ability check, a saving throw, or an attack 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.
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When you create your character, you receive equipment based on a combination of
your class and background. Alternatively, you can start with a number of gold
pieces based on your class and spend them on items from the lists in chapter 5 of the
PH. See the Starting Wealth by Class table to determine how much gold you have to
spend. Available weapons and armor can be found on pages 144-148, with other
items (such as Thieves Tools, Climbers Kit, Rope, Torches, etc.) on pages 148-154.
In addition, all players start with the Explorers Pack, hammer and 10 pitons, tent,
pouch, and potion of healing (p150-151).
Characters may not start with magical items other than those included above, unless
approved by DM (accompanying backstory required to justify item).
a. Your Armor Class (AC) represents how well your character avoids being wounded in
battle. Things that contribute to your AC include the armor you wear, the shield you
carry, and your Dexterity modifier. Not all characters wear armor or carry shields,
however. Without armor or a shield, your characters AC equals 10 + his or her
Dexterity modifier. If your character wears armor, carries a shield, or both, calculate
your AC using the rules in chapter 5. 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 class. There are drawbacks to wearing armor or carrying a
shield if you lack the required proficiency, as explained in chapter 5.
b. For each weapon your character wields, calculate the modifier you use when you attack
with the weapon and the damage you deal when you hit. When you make an attack
with a weapon, you roll a d20 and add your proficiency bonus (but only if you are
proficient with the weapon) and the appropriate ability modifier.
For attacks with melee weapons, use your Strength modifier for attack and
damage rolls. A weapon that has the finesse property, such as a rapier, can use
your Dexterity modifier instead.
For attacks with ranged weapons, use your Dexterity modifier for attack and
damage rolls. A weapon that has the thrown property, such as a handaxe, can
use your Strength modifier instead.
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Encounters
A typical combat encounter is a clash between two sides, a flurry of weapon swings,
feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle
of rounds and turns, with a round representing about 6 seconds in the game world. During a
round, each participant in a battle takes a turn. The order of turns is determined at the
beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a
turn, the fight continues to the next round if neither side has defeated the other.
Surprise
A band of adventurers sneaks up on a bandit camp, springing from the trees to attack
them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until
the cube engulfs one of them. In these situations, one side of the battle gains surprise over the
other. The DM determines who might be surprised. If neither side tries to be stealthy, they
automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of
anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing
side. Any character or monster that doesnt notice a threat is surprised at the start of the
encounter. If youre surprised, you cant move or take an action your first turn of the combat,
and you cant take a reaction until that turn ends. A member of a group can be surprised even if
the other members arent.
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Your Turn
On your turn, you can move a distance up to your speed and take one action. You
decide whether to move first or take your action first. Your speedsometimes called your
walking speedis noted on your character sheet. The most common actions you can take are
described in the Actions in Combat section in Chapter 9 of the PH. Many class features and
other abilities provide additional options for your action. The Movement and Position section
in chapter 9 gives the rules for your move. You can forgo moving, taking an action, or doing
anything at all on your turn. If you cant decide what to do on your turn, consider taking the
Dodge or Ready action, as described in Actions in Combat.
Actions
Attack
Cast a spell
Dodge: attacks made on you this round are at disadvantage, you have advantage on
dexterity based saving throws
Critical Hits
Whenever a player rolls either a 1 or a 20 (before modifiers), that is called a critical. The
player then rolls the d20 again, and if the die lands within 10 of the number originally rolled,
the critical is confirmed. 1 is a critical miss, and with it comes consequences ranging from
dropping your weapon, to stabbing your friend who was standing next to you. A 20 is a critical
hit, and with it comes double damage, and crippling effects for your enemy.
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Death
When you drop to 0 hit points, you either die outright or fall unconscious. Massive
damage will kill you instantly if it reduces you to 0 hit points and the remaining damage to be
dealt equals or exceeds your hit point maximum. If damage reduces you to 0 hit points and fails
to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any
hit points. Each turn you roll a d20, less than 10 is a failure, above 10 is a success, a 1 counts as 2
failures, a 20 heals you 1 hit point. Three successes and you regain a hit point, three failures and
you die. THAT SAID, there are many ways to circumvent death when magic is involved. High
level players can resurrect their comrades, and low level players can seek out high level NPCs
and pay them to do so. One can even attempt to traverse the ethereal planes (with a guide and
protection of course) to find their deceased ally!
Saving Throws
A (str, dex, etc.) saving throwalso called a saverepresents an attempt to resist a
spell, a trap, a poison, a disease, or a similar threat. You dont normally decide to make a saving
throw; you are forced to make one because your character is at risk of harm. To make a saving
throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity
modifier for a Dexterity saving throw. Dont forget to add your proficiency bonus if applicable!
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Chapter
PDF
Page #
1
2
3
4
5
6
8
13
39
114
134
7
8
9
10
11
160
167
173
183
188
152
Race PDF
Page
#
Dwarf 14
Elf 17
Halfling 21
Human 24
Dragonborn 27
Gnome
30
Half-Elf 33
Half-Orc 35
Tiefling 37
Class
PDF
Page #
Barbarian
Bard
Cleric
Druid
Fighter
Monk
40
45
50
58
64
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
76
83
88
93
99
70
106
Background
Acolyte
Charlatan
Criminal
Entertainer
Folk Hero
Guild
Artisan
Hermit
Noble
Outlander
Sage
Sailor
Soldier
PDF
Page #
119
120
121
122
123
124
126
127
128
129
131
132
Urchin 133
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