Essentials Kit Rulebook Rulebook

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Essentials Kit Rulebook Rulebook AGE 12+ ESSENTIALS KIT RULEBOOK RULEBOOK Contents Welcome to <୉੘জळક੘૳<૙ߣজક੘૳ ...... 2 The Environment .......................................32 Casting a Spell ...........................................49 Chapter 1: Creating a Character ........... 4 Travel ........................................................32 Casting in Armor ................................... 49 Creation Steps ..............................................4 Special Types of Movement .................32 Casting Time ...........................................49 Gaining Levels ............................................. 7 Falling .......................................................32 Range ........................................................49 g[Ylaf_ ..............................................32 Components ............................................49ץRaces .............................................................. 7 Km Dwarf ..........................................................7 Vision and Light .....................................32 Duration ...................................................50 Elf .................................................................8 Interacting with Objects .......................33 Targets ......................................................50 l ........................................50][ץ=^YdÖaf_ ....................................................... 9 Social Interaction ......................................33 9j]Ykg@ Human ......................................................10 Resting .........................................................33 Saving Throws .......................................51 Character Classes ..................................... 11 Combat .........................................................34 Attack Rolls .............................................51 Bard ...........................................................11 The Order of Combat ............................34 Spell Descriptions .....................................51 Cleric .........................................................13 Movement and Position ........................35 Appendix A: Sidekicks ...........................63 Actions in Combat..................................35 Fighter ......................................................16 Appendix B: Conditions ......... Back cover Rogue ........................................................18 Making an Attack ...................................36 Wizard ......................................................20 Cover .........................................................36 Backgrounds ...............................................24 Ranged Attacks ......................................37 Acolyte ......................................................24 Melee Attacks ..........................................37 Criminal ...................................................25 Damage and Healing ............................38 Entertainer ..............................................25 Mounted Combat ....................................39 Sage ...........................................................26 Underwater Combat ..............................39 Soldier ......................................................27 Chapter 3: Equipment ............................40 Chapter 2: Playing the Game ...............28 Armor and Shields ....................................40 Advantage and Disadvantage .................28 Weapons ...................................................... 41 Saving Throws ...........................................28 Adventuring Gear ......................................42 Ability Checks ............................................29 Mounts and Services ................................45 Contests ....................................................29 Magic Items .................................................45 Skills .........................................................29 Chapter 4: Spells ......................................48 Working Together ..................................30 What Is a Spell? .........................................48 Strength Checks ....................................30 Schools of Magic ....................................48 Dexterity Checks ....................................30 Spell Level ...............................................48 Constitution Checks ..............................31 Known and Prepared Spells ...............48 Intelligence Checks ...............................31 Spell Slots ................................................49 Wisdom Checks ......................................31 Cantrips ....................................................49 Charisma Checks ...................................31 Rituals ......................................................49 Credits Rulebook Designer: Jeremy Crawford Original 5th Edition Design: Jeremy Crawford, Producer: Dan Tovar Adventure Designer: Christopher Perkins Mike Mearls, Christopher Perkins, James Product Concept: Mark Price Additional Adventure Design: Richard Baker Wyatt, Rodney Thompson, Robert J. Schwalb, Production Services: Cynda Callaway, Kevin Adventure Development: Ben Petrisor Peter Lee, Steve Townshend, Bruce R. Cordell <HH'DYLG*HUVKPDQ-HŚHUVRQ'XQODS Adventure Editing: Scott Fitzgerald Gray Original 5th Edition Editing: Chris Sims, _______________________________________ Playtest Coordinator: Christopher Lindsay Michele Carter, Scott Fitzgerald Gray, Kim Senior Director Global Brand Strategy: Mohan Art Directors: Kate Irwin, Shauna Narciso Nathan Stewart Director Licensing & Publishing: Liz Schuh Graphic Designer: Trish Yochum Based on the original D&D game by Licensing Manager: Hilary Ross Cover Illustrator: Grzegorz Rutkowski E. Gary Gygax and Dave Arneson Illustrators: Mark Behm, Eric Belisle, Digital Marketing Manager: Bart Carroll Christopher Burdett, Wesley Burt, Senior Communications Manager: Greg Tito Conceptopolis, Olga Drebas, Jesper Ejsing, Manager Global Brand Marketing: Anna Vo Craig Elliot, Tomás Giorello, Lars Grant-West, Brand Manager: Shelly Mazzanoble Suzanne Helmigh, Brynn Metheney, Claudio Associate Brand Manager: Pelham Greene RICHARD WHITTERS RICHARD Pozas, Craig J Spearing, Zack Stella, Richard Narrative Designers: Adam Lee, Ari Levitch Whitters, Shawn Wood Game Designer: Kate Welch Cartographers: Jason A. Engle, Mike Schley Graphic Designer: Emi Tanji Project Manager: Bill Benham Editor: F. Wesley Schneider Welcome to Dungeons & Dragons <૙ঽஉळ੘ࣸெঽ੅ߣজঽ੘ߣଚঽક੘$ଚরळ<୉੘জळક੘૳<૙ߣজક੘૳ The game ends only when your group decides it does; roleplaying game is about storytelling in worlds of swords o`]fgf]klgjqgjim]klojYhkmh$Yfgl`]jgf][YfZ]- and spells. This rulebook gives you the rules for creating _af$[j]Ylaf_Yfgf_gaf_klgjq[Ydd]\Ycampaign. Many Y[`YjY[l]jafl`gk]ogjd\k$Yf\alhjgna\]kYddl`]jmd]k people who play the game keep their campaigns going for you need to start adventuring. The other book in this set egfl`kgjq]Yjk$e]]laf_oal`l`]aj^ja]f\kY^]olae]k -\L`]Y&ץcontains an adventure for you to play. Everyone who plays Yegfl`lgha[cmhl`]klgjqo`]j]l`]qd]^lg eYqj]Y\l`akjmd]Zggc$Zmll`]Y\n]flmj]akbmkl^gjl`] venturers grow in might as the campaign continues. Each ]q]kg^l`]<mf_]gfEYkl]j <E!$o`goaddjmfal& egfkl]j\]^]Yl]\$]Y[`Y\n]flmj][gehd]l]\$Yf\]Y[` lj]Ykmj]j][gn]j]\fglgfdqY\\klgl`][gflafmaf_klgjq$ Game Overview but also earns the adventurers new capabilities. This in- [j]Yk]afhgo]jakj]Ö][l]\ZqYfY\n]flmj]jÌkd]n]d& Afl`]<<_Ye]$]Y[`hdYq]j[j]Yl]kY[`YjY[l]jo`g L`]j]Ìkfgoaffaf_Yf\dgkaf_afl`]<<_Ye]ÈYl is an adventurer and teams up with other adventurers d]Ykl$fgll`]oYql`gk]l]jekYj]mkmYddqmf\]jklgg\&Lg- hdYq]\Zq^ja]f\k!&Gf]hdYq]j$`go]n]j$lYc]kgfl`]jgd] _]l`]j$l`]<EYf\l`]hdYq]jk[j]Yl]Yf]p[alaf_klgjqg^ g^l`]<E$l`]_Ye]Ìkd]Y\klgjql]dd]jYf\j]^]j]]&L`] bold adventurers who confront deadly perils. Sometimes <EjmfkY\n]flmj]k^gjl`][`YjY[l]jk$o`gfYna_Yl]alk YfY\n]flmj]jea_`l[ge]lgY_jakdq]f\$lgjfYhYjlZq hazards and decide which paths to explore. The DM de- ferocious monsters or done in by a nefarious villain. Even scribes the locations and creatures that the adventurers kg$l`]gl`]jY\n]flmj]jk[Yfk]Yj[`^gjhgo]j^mdeY_a[lg ^Y[]$Yf\l`]hdYq]jk\][a\]o`Yll`]qoYfll`]aj[`Yj- j]nan]l`]aj^Ydd]f[gejY\]$gjl`]hdYq]jea_`l[`ggk]lg acters to do. Then the DM determines the results of the create a new character to carry on. The group might fail to Y\n]flmj]jkÌY[lagfkYf\fYjjYl]ko`Yll`]q]ph]ja]f[]& [gehd]l]YfY\n]flmj]km[[]kk^mddq$Zmla^]n]jqgf]`Y\Y Because the DM can improvise to react to anything the _gg\lae]Yf\[j]Yl]\Ye]egjYZd]klgjq$l`]qYddoaf& hdYq]jkYll]ehl$<<akafÕfal]dqÖ]paZd]$Yf\]Y[`Y\- venture can be unexpected. How to Play @]j]ÌkYf]pYehd]g^l`]<E\]k[jaZaf_Yk[]f]$oal` two players responding: The play of the <୉੘জळક੘૳<૙ߣজક੘૳ game unfolds ac- cording to this basic pattern. 1. The DM describes the environment. The DM Dungeon Master (DM): The castle stands among the l]ddkl`]hdYq]jko`]j]l`]ajY\n]flmj]jkYj]Yf\o`YlÌk trees, the crumbling ruins of seven round towers jutting Yjgmf\l`]e$hj]k]flaf_l`]ZYka[k[gh]g^ghlagfkl`Yl up from it like broken teeth. An archway littered with hj]k]fll`]ek]dn]k `goeYfq\ggjkd]Y\gmlg^Yjgge$ twisted shards of rusted metal gapes open at the top of o`YlÌkgfYlYZd]$o`gÌkafl`]lYn]jf$Yf\kggf!& 2. The players describe what they want to do. Some- DVKRUWŜLJKWRIVWHSV7ZRRIWKHWRZHUVVSHFNOHGZLWK lae]kgf]hdYq]jkh]Yck^gjl`]o`gd]hYjlq$kYqaf_$ dark arrow slits, loom beside the entryway, and a dark hall ÉO]ÌddlYc]l`]]Ykl\ggj$Ê^gj]pYehd]&Gl`]jlae]k$ j]fll`af_k2gf]Y\n]flmj]j[ץj]flY\n]flmj]jk\g\a[ץyawns beyond. \a Phillip
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  • Dragon Magazine #236
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  • A Hero's First Steps
    Unearthed Arcana: A Hero’s First Steps Rules for Level 0 Characters By Philippe-Antoine Menard Illustration by William O’Connor A clear divide exists among the denizens of the D&D worlds. On one side, you have innumerable hordes of monsters and scheming villains. On the other, you TheiR iniTiaL TesT have a few isolated pockets of ill-defended city-states, baronies, farmsteads, and other islands of civilization. “Temple of the Weeping Goddess” (Dungeon Then there are those that invariably get caught in 194) is designed to launch a new party of level between: adventurers and heroes. 0 characters on their careers. It can also serve The existence of such stalwarts of heroism raises as an example to the DM of how to construct some questions. How does one rise toward power, such an adventure, if he or she wants to take a fame and riches through adventuring? Are heroes different approach to how the would-be heroes handpicked by destiny, or forged through trials and came to be a group. resilience? What if adventurers are gifted individuals who scrambled to grab the right opportunity when it passed? What if becoming a hero was all about learn- ing the lessons of making those first steps into danger CharaCter Creation and the unknown? Here is a new set of options to explore some of A level 0 character starts as an above-average repre- those what-ifs by starting a campaign with a party sentative of his or her race. What sets each one apart of level 0 characters. Such characters are promising from the norm is an innate affinity for one of the individuals, usually tweens or teens (or the nonhu- game’s six power sources (arcane, divine, martial, man equivalent).
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