Welcome To Dungeons & Dragons: Chapter 1: Playing The Game
Welcome To Dungeons & Dragons: Chapter 1: Playing The Game
Welcome To Dungeons & Dragons: Chapter 1: Playing The Game
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What's in This Set ................................... 2 The Order of Combat ........................... 9 Range ..................................................... 23
Getting Started ......................................... 2 Movement & Position......................... 11 Components ......................................... 24
Rhythm of Play ......................................... 2 Actions in Combat............................... 12 Duration ................................................ 2 4
Game Dice ................................................. 3 Making an Attack................................ 13 Areas o f Effect ..................................... 25
Terms to Remember................................ 3 Cover ...................................................... 14 Targets ................................................... 26
Chapter 1: Playing the Game ................. 4 Ranged Attacks ................................... 14 Saving Throws .................................... 26
Six Abilities ............................................... 4 Melee Attacks....................................... 14 Attack Rolls .......................................... 26
The d20 Roll.............................................. 4 Damage & Healing ............................. 15 Combining Spells .................................. 26
Proficiencies.............................................. 5 Mounted Combat................................. 17 Spell Descriptions ................................. 26
Advantage & Disadvantage.................... 5 Underwater Combat........................... 17 Appendix: Conditions ............. Back cover
Ability Checks ........................................... 5 Resting ..................................................... 17
Skills ........................................................ 6 Chapter 2: Equipment ............................ 18 CREDITS
Working Together ................................. 7 Coins ......................................................... 18 Lead Designer: Jeremy Crawford
Saving Throws ......................................... 7 Buying & Selling .................................... 18 Art Director: Kate Irwin
Social Interaction .................................... 7 Equipment Proficiencies ...................... 18
Cover Illustrator: Ilse Gort
Alignment .................................................. 7 Armor ........................................................ 19
Interior lllustrators: Olivier Bernard, Linda
The Environment......................................... 8 Weapons................................................... 19
Lithen, Alex Stone, Richard Whitters,
Travel ....................................................... 8 Weapon Properties ............................. 19 Shawn Wood
Falling ...................................................... 8 Improvised Weapons ......................... 21 Graphic Designer: Bob Jordan
Vision ....................................................... 8 Adventuring Gear .................................. 21
Proofreaders: Judy Bauer, Makenzie De
Hiding ...................................................... 8 Chapter 3: Spells . . .
.... .. ........... .................. 22
Armas, Christopher Perkins, James Wyatt
Interacting with Objects ...................... 9 Gaining Spells ........................................ 22
Product Manager: Natalie Egan
Finding Hidden Things ....................... 9 Casting a Spell........................................ 22 Producer: Rob Hawkey
Suffocating ............................................. 9 Spell Level ............................................ 22
School of Magic ................................... 23 Based on the Player's Handbook® (2014)
TM & ©2022 Wizards.
WELCOME TO DUNGEONS & DRAGONS
DRIVEN BY IMAGINATION, DUNGEONS & DRAGONS BEING T H E DM
is a cooperative game in which the characters you
Instead of choosing a character, one participant
roleplay embark on adventures together in fantasy
takes on the role of the DM, the game's lead story
worlds filled with monsters and magic. This set
teller and referee. The DM runs the adventure for
gives you and up to five of your friends everything
the characters, who navigate its hazards and decide
you need-besides your imagination and a pencil
which paths to explore. The DM describes the loca
to journey in one of those worlds.
tions and creatures that the adventurers face, and
the players decide what they want their characters
WHA T' S I N TH I S SET to do. Then the DM, using imagination and the
This set includes the following components: game's rules, determines the results of the adven
Rulebook. This rulebook contains all the rules you turers' actions and narrates what they experience.
need to start playing D&D. Because the DM can improvise to react to anything
Adventure Booklet. The other booklet in this set the players attempt, D&D is infinitely flexible.
contains an adventure for you to play. Only the If you decide to be the DM, make sure to famil
person who's going to run the adventure should iarize yourself with this rulebook, and read the ad
read that booklet. venture booklet. You'll then be ready to gather your
Character Sheets. Five different characters-a friends together to play.
cleric, a fighter, a paladin, a rogue, and a wizard
are provided for up to five players to choose from. RHYTHM OF P LAY
The characters that your group choose will go on Once the DM is ready to run the adventure and the
the adventure in the adventure booklet. players have chosen their characters, the group
Dice. All the dice you need to play are included. gathers for a session of play. In a typical D&D ses
sion, play unfolds in encounters-similar to how a
GETTING STAR TED movie comprises scenes-and in each encounter,
I f this i s your first time playing D&D, start b y read there are chances for the DM to describe creatures
ing the rest of this introduction and chapter 1. They and places and for characters to make choices.
tell you the most important rules for play. V isit Here's an example of the start of an encounter:
dnd.wizards.com/starter for additional guidance.
The next step is to decide who is Dungeon Master (OM): A c r u m b l i n g castle sta n d s
going to run the adventure-that among the trees, the r u i n s of seven towers j utti ng
person is called the Dungeon Mas
u p from it l ike broken teeth . A n a rchway l ittered with
ter or DM-and who's going to play
rusted m etal gapes open at the top of a s hort fl ight of
the adventurers.
steps. just i nside that openi ng, you spot two skeletal
BEING A PLAYER guards with glowing red eyes.
Each player chooses a character, an adventurer who Phillip (playing Nica, the cleric): Let's send the
teams up with the other players' adventurers. This rogue up a h ead to look in and see if there are m o re
set comes with several characters to choose from, than two guards.
each one printed on their own sheet. Take a look at Amy (playing Diana, the rogue): OK, I ' l l s neak u p
each of the sheets, and choose the character who
u nt i l I can peer i n through t h e entran ce.
looks the most fun to play. Whichever characters
you and the other players choose, the characters OM: All right, let's see how sneaky you are. Make a
are assumed to be allies as they face the dangers Dexterity check.
of D&D together. The DM presents exciting chal Amy: Usi n g my Stealth p roficiency, right?
lenges, new friends, and handsome rewards to your OM: You bet.
characters. The DM is not your foe but does present Amy (rolling a d20): D i a n a's p retty s neaky
dangers that provide opportunities for your adven
that's a 17.
turers to shine and then thrive.
OM: There's no sign the skel etal guard s s pot you,
The adventure in this set works best for four or
five characters, so if you have fewer than four play and you d on't notice any others.
ers, we recommend some of you play more than one
character.
SKILLS
Ability Skill Example Uses
Strength Ath l etics J u m p farther than normal, stay afloat i n rough water, or break someth i ng.
Dexterity Acrobatics Stay on you r feet in a tricky situation, or perform an acrobatic stunt.
Sleight of Hand Pick someone's pocket, conceal a handheld object, or perform legerdemain.
Stealth Escape notice by moving silently and hiding b e h i nd t h i n gs.
I ntel l i gence Arcana Reca l l lore about spells, magic items, and the p l a nes of existence.
H istory Recal l lore about h i storical events, people, nations, and cultures.
I nvestigation Find obscure i nformation i n books, or ded uce cl ues about how something works.
N at u re Recal l lore about terra i n , p l ants, animals, and weather.
Religion Reca l l lore about god s , rel igious ritu als, and holy symbols.
Wisdom Animal H a n d l i n g Intuit a n a n i m al's i ntentions, calm an a n i mal, or tra i n an a n i m a l .
Insight Discern a person's mood and i ntentions.
Medicine Diagnose an i l l ness, or determine what kil led the recently slain.
Perception Usi n g a com b i nation of senses, notice someth i n g that's easy to m i ss.
S u rvival Follow tracks, forage, fi nd you r way i n the wilderness, or avoid natural hazards.
Charisma Deception Tel l a convincing lie, or wear a disguise convi ncingly.
I nti midation Awe or th reaten someone i nto doi n g what you want.
Performance Perform m u sic, dance, acti ng, or storytel l i n g.
Persuasion Honestly and graciously convince someone of somet h i n g.