Dungeons Dragons

Introduction to Dungeons & Dragons (D&D)

Dungeons & Dragons stands as the iconic pillar of tabletop role-playing games. Celebrating rich narratives and imaginative encounters, this game offers endless adventures in a medieval fantasy world where magic soars, and diverse creatures roam free. Here, we delve into the essence of D&D and what makes it a beloved pastime for many.

What to Expect from Dungeons & Dragons

As a D&D player, you adopt the role of a heroic character set in a fantastical realm teeming with sorcery and mythical beings. Your journey will be shared with a band of adventurers, each with unique backgrounds. Here’s what you can look forward to:

  • Dynamic Encounters: Travel through enchanting landscapes, meet diverse characters, and face challenges that test your wit and bravery.
  • Character Progression: Collect treasures and gain experience (XP). As your XP increases, so does your level, enhancing your abilities, spells, and overall prowess.
  • Exciting Challenges: Engage in tactful combat, solve intriguing puzzles, and immerse yourself in extensive role-play and exploration.

Styles of Play

D&D is versatile, accommodating various play styles, from light-hearted and casual to intensely strategic and serious. As you embark on your tabletop journey, it’s essential to explore and identify your preferred style, enhancing your overall gaming experience.

Getting Started with Dungeons & Dragons

Contrary to popular belief, starting your D&D adventure requires nothing more than your imagination and a willingness to dive into your character’s role. Here are the basics you’ll need:

  • For Offline Play:
    • A set of polyhedral dice.
    • Pen and paper, or a digital character sheet on your device.
  • For Online Play:
    • Essential tools like Discord for communication.
    • Accounts on platforms like DnDBeyond and Roll20 for game management and play.

Playing the Game

The game unfolds with players gathered around a table, led by one player acting as the Dungeon Master (DM). The DM crafts the world and narrates the unfolding events, prompting players to interact with the setting through their characters.
Actions are typically performed by stating your intentions, with the DM deciding the outcome based on dice rolls augmented by character attributes. Whether engaging in battles or diplomatic encounters, the thrill of D&D comes from collective storytelling and the unpredictable nature of the dice.

Advanced Preparation

While jumping straight into a game is entirely possible, those looking to enhance their experience can:

  • Download and read the basic rules available online.
  • Seek resources for character creation to craft a persona that truly represents your envisioned role.

Conclusion

Dungeons & Dragons is more than just a game; it’s a doorway to a world of collaborative storytelling filled with endless possibilities. Whether you are new to the realm of tabletop RPGs or a seasoned adventurer, D&D offers a unique blend of creativity, strategic planning, and communal play. Check our calendar for local game nights or join discussions on our Discord to start your adventure today. Embrace your inner hero and let your fantasy journey begin!

Disclaimer: The rules discussed here are not a substitution for the “Player’s Handbook.” However, they will help you confidently take your first steps in D&D!

1.1 Basic Terminology:

How to Read Rolls:

    • When you roll a die, you often add or subtract your modifier to/from the roll. Modifiers are positive (+) and negative (-) values. The final result is the outcome of the roll.

Advantage/Disadvantage:

    • You roll a d20 twice (instead of once) to determine if you hit. Depending on whether it is a disadvantage or advantage, you take the lower or higher value, respectively.

Ability Check :

    • Roll a d20 and add or subtract your modifier.

Saving Throw :

    • Roll your ability score with its modifier.

Skill Check :

    •  Roll for your skill.

Exhaustion :

There are 6 levels of exhaustion. Each long rest reduces your exhaustion level by 1, with effects including:

    1. Disadvantage on ability checks.
    2. Halved speed.
    3. Disadvantage on attack rolls and saving throws.
    4. Maximum hit points halved.
    5. Zero speed.
    6. Death.

Resting :

    • Long Rest :

8 hours, including 6 hours of sleep and 2 hours of light activity. You recover all spent resources
(including HP) (max 1x per 24 hours).

    • Short Rest :

1 hour of sitting, lying down, eating, drinking, or tending to wounds. You may use your available hit
dice (+con modifier) to heal.

1.2 Conditions

– Blinded:

    • Automatically fail any check that requires sight.
    • Attacks against you have advantage.
    • Your attacks have disadvantage.

–  Charmed :

    • A charmed creature cannot harm the charmer.
    • The charmer has advantage on social checks against the charmed.

– Deafened :

    • Automatically fail all ability checks that require hearing.

– Dying (not officially described):

    • Occurs when you fall to 0 HP.
    • You become “Unconscious” (See further in the list).
    • From this point, you must roll a death save (1d20, 10 or higher is a success) each turn.
    • Roll death saves until you either fail three times (1-9) or succeed three times (10-20). Rolls do not need to be consecutive! A critical failure counts as two failures. A critical success means you stabilize and wake up with 1hp.
    • After three successes, you are no longer dying. Roll a 1d4 to determine how many hours until you awaken.
    • If you fail three times, you die.
    • Stabilization is possible through a medicine check of 10 or more OR using a medicine kit, so no more death saves are needed. The “Unconscious + Prone” conditions last for 1D4 hours.

– Frightened :

    • Disadvantage on ability checks and attacks while the source of fear is in line of sight.
    • Cannot willingly move closer to the source of fear.

–  Grappled :

    • Movement is 0. Voluntary movement is not possible.

–  Incapacitated :

    • Cannot take actions or reactions.

– Invisible :

    • Invisible to the naked eye but still audible and tangible.
    • Attacks directly against an invisible being have disadvantage.
    • Attacks from invisibility have advantage but end the invisibility.

–  Paralyzed :

    • Cannot take actions or reactions.
    • 0 movement.
    • Cannot speak.
    • Automatically fails Strength and Dexterity checks.
    • All incoming attacks have advantage.
    • Every hit within melee range is a critical hit.

– Petrified :

    • Entirely turned to stone, with everything (except magical items) becoming solid matter.
    • Cannot take actions or reactions.
    • Cannot speak, see, or feel.
    • All incoming attacks have advantage.
    • Resistance (50%) against all damage.
    • Immune (100%) to poison and disease. Existing poison/disease remains dormant.
    • Weighs 10 times as much.

– Poisoned :

    • Disadvantage on attack rolls and ability checks.

–  Prone :

    • 50% movement speed.
    • Disadvantage on attack rolls.
    • Incoming melee attacks have advantage.
    • Incoming ranged attacks have disadvantage.

–  Restrained :

    • Movement is 0.
    • Incoming attacks have advantage.
    • Outgoing attacks have disadvantage.
    • Disadvantage on Dexterity saves.

–  Stunned :

    • Cannot take actions or reactions.
    • Movement is 0.
    • Automatically fails Strength and Dexterity checks.
    • Incoming attacks have advantage.
    • Cannot speak coherently.

– Unconscious :

    • Cannot take actions or reactions.
    • Movement is 0.
    • Cannot speak, hear, or see.
    • Drops everything.
    • Incoming attacks have advantage.
    • Successful incoming melee attacks are automatically critical hits.

The 3 Modes of D&D

2.1 Downtime / Social

Downtime refers to what characters do when they’re not actively questing.

    •  Shopping : Try to have an idea of what you want beforehand. Don’t ask the shopkeeper for a list of everything they have; ask for what you need! Or where you might find it if not in stock. This makes the session run smoother.
    • Talking with NPCs**: Interacting with NPCs can reveal valuable information, quests, or opportunities.
    • There are many other downtime activities you can do, usually during a campaign. Ask your DM for suggestions.

2.2 Travel

The world in D&D is vast, and outside of cities, it’s not always safe.
Adventurers often have to cover great distances.
A standard journey lasts 8 hours (a day). For each additional hour you wish to travel, roll for potential exhaustion levels.

Pace Impacts :

–  Fast :

    • Minute : 400 ft
    • Hour : 4 miles
    • Day : 30 miles
    • Effect : -5 on passive perception.

–  Normal :

    • Minute : 300ft
    • Hour : 3 miles
    • Day : 24 miles
    • Effect : No specified penalty; considered the standard travel measure.

–  Slow :

    • Minute : 200ft
    • Hour : 2 miles
    • Day : 18 miles
    • Effect : Can use stealth.

– Note that travel times and distances can vary depending on environmental variables, which your dungeon master will inform you about.
– The use of transportation means also has an effect, again depending on the type of vehicle and environmental variables.

2.3 Combat

    • Combat is initiated by a hostile action, such as one party attacking another.
    • When attackers attempt a stealthy approach through an ambush, they must roll a stealth check that equals or exceeds the passive perception of the victims.
    • Victims who are surprised are unable to act during the first round of combat.
    • Combat then proceeds with the rolling of “initiative”
    • This roll determines the order of actors within the round.
    • A round lasts “6 seconds” within the game, meaning a spell that remains active for one minute is active for 10 rounds.

2.3.1 During Your Turn, You Can:

    • Move (use your speed): You can divide your movement before and after your (bonus) action. Moving through occupied spaces costs double movement, and an enemy occupying the space must be at least two sizes larger. Beware of opportunity attacks! (See 2.3.2)
    • Take 1 Free Action :

– Briefly communicate by shouting or gesturing. Do not misuse this to provide a tactical rundown.

    • Interact with an Object during your action/move: For example, opening a door or drawing your weapon. Doing this a second time in the same turn requires your action.
    • Take 1 Action from the following list :

– Attack with conventional weapons once.
– Cast a Spell with a casting time of “1 action”. You can cast only one spell per turn, regardless of it
being an action or a bonus action. Note: Cantrips are not considered spells in this context.
– Dash : Spend your action to double your movement.
– Disengage : Use your action to move without provoking opportunity attacks.
– Dodge : For the rest of the round, attacks against you have disadvantage, and you have advantage
on Dexterity saving throws against attacks you can see, as long as you’re not incapacitated or have
0 speed.

    • Help : Aid someone giving them advantage on the next ability check or give a friend advantage on an attack roll against an enemy within 5 feet, when the attack is rolled before the start of your next turn.
    • Hide : Roll a Stealth check against the passive perception of all enemies with line of sight while you attempt to hide. This roll remains as the basis against which enemies can roll a Perception check if they actively search for you. Your first attack roll has advantage but ends your hidden status.
    • Ready : Declare what action you will take upon which trigger being met. You are focused on this, consuming any required spell slot. This lasts until the start of your next turn, at which point you lose this prepared action.
    • Search : Actively look for something (Perception/Investigation).
    • Use an Object : Use an object that requires 1 action to use OR if it is the second object you want to use after your free action.
    • Grapple : Attempt to grapple an enemy within 5ft who is no more than 1 size larger, rendering them “grappled” (see 1.2). Your Athletics vs. the target’s Athletics or Acrobatics (target’s choice).

The target can use its action to attempt to escape by making the opposing check.

– You can drag or carry the grappled target at half speed, unless it’s two or more sizes smaller. Moving a grappled creature involuntarily doesn’t provoke an attack of opportunity.

    • Shove : Attempt to shove an enemy within 5ft and no more than 1 size larger, either knocking them prone (see 1.2) or pushing them 5ft away. Your Athletics vs. the target’s Athletics or Acrobatics (target’s choice). If the target is already incapacitated, the shove automatically succeeds.
    • Use a Class Feature that requires an action.
    • Perform 1 Bonus Action.

2.3.2 Outside Your Turn!

    • Reaction :

* Each actor has one reaction per round, which always follows a trigger.

    • Attack of Opportunity:

* When you voluntarily leave an enemy’s melee range, they can use their reaction (once per turn) to attack you in melee. Conversely, you can use your reaction to attack fleeing monsters in melee.

    • Cover :

– You can use objects in the environment for cover (Note: this is not hiding).
– Half Cover : +2 to AC & Dexterity saving throws.
– Three-Quarters Cover : +5 to AC & Dexterity saving throws.
– Full Cover : Cannot be directly targeted, though area of effect (AoE) can still hit.

    • When You Reach 0HP :
    • If damage from a single attack drops you to 0 HP and the remaining uncounted damage exceeds your max HP, you die instantly.

– You are considered dying (see 1.2).

2.3.3 Extra Tips:

    • Critical Hit (Natural 1 / 20)
    • The minimum and maximum roll (1 or 20) often results in a worse or better outcome than average; a 1 always misses, while a 20 is always a hit.
    • Skill checks do not crit! (For damage, it’s double the dice + modifier, or ask your DM!)
    • Ranged Attacks have disadvantage in melee and against prone creatures.
    • Melee Attacks  have advantage against prone creatures.
    • Improvised Weapons , or improper use of weapons, results in 1d4 damage.

1. Create an account on dndbeyond.

Disclaimer: The images used may slightly differ from what you see!

Visit the website: [http://www.dndbeyond.com/](http://www.dndbeyond.com/)  

1.1 Create a New Character

When you are logged in, you will see the following bar at the top of the website. All the way to the right is your “nickname”. Click on it.  

Once you click on your name, a new menu will appear. Among the options, you will find: “Characters”. Click on it.
A new, empty screen will open. Click on the button: “Create character”. The “Character creation method” page will present you with several options.
Choose “Standard”. Assign your character an image and name here. Most of the options under “preferences” on this screen are already set correctly.
However, consult with your Dungeon Master to determine which options you are allowed to select! The following options are quite common on the server for one-shots.

Then proceed by clicking the blue “next” button to the right of your name.  

You will then reach the screen where you can choose your race and subrace. The choices available here depend on the books you own or those shared with you.

Sharing books works as follows:

Someone who has books and wants to share them can create a campaign and send you an invitation to join that campaign.
You don’t have to actually play in that campaign; it’s often the case that the person sharing the books prefers that you leave the campaign after creating your character.
Your character retains all its features regardless. Only when you level up might you need to briefly join this or a similar campaign again to update your character.  

Building your character concept is out of the scope of this how to. But in any community people will be happy to help you with it!

Once you have completed this step, you can truly begin building your character by clicking on the blue arrow pointing to the right again. As an example, I have chosen a “Hill Dwarf,” which everyone can create. The screen will then look “approximately” as follows:

In the section on racial traits, you’ll find various characteristics that are unique to your character. It’s essential to read through them as they significantly influence your gameplay.

  •  Anywhere you see a blue exclamation mark, you can make adjustments. Typically, this involves tweaking ability points or selecting a feature (an extra action your character can perform).
  •  Often, you will be prompted to choose one or more “proficiencies.” Being proficient in something means you’re skilled at it, granting you an additional modifier. A modifier is a value you add to the result of your dice roll.
  •  As you level up, you’ll notice the value of this modifier increases. Eventually, you may also select “expertise,” signifying not just proficiency but true expertise in an area, doubling the proficiency modifier.
  •  Initially, this might not seem like much.

In the image, you’ll see “origin manager.” If you have access to “Tasha’s Cauldron of Everything” or if it’s shared with you, you can adjust many aspects here, allowing for even more customization.

Once you’ve set your racial traits, you can move on to the next screen:

“Choose a Class”

Here too, the options available depend on the books you have access to on DnDBeyond.
In the example below “Barbarian has been, chosen.

Class Features Overview

After viewing an overview of your racial traits in the previous screen, you now have an overview of the “class features.” It’s important to read through them as some options will be yours to choose. Again, you’ll have more choices available if you have access to “Tasha’s Cauldron of Everything.”

3.2.1 Ability Scores

Your character’s foundational properties are the ability scores. They largely determine the character’s strengths and weaknesses.
Here is a brief summary of each with associated skills/traits:

Strength : Pure muscle strength.

  • Athletics : Physical challenges like jumping, climbing, swimming.
  • Associated with clubs, axes, swords, spears, heavy armor

Dexterity : Your speed, agility, reflexes, and balance.

  • Acrobatics : Moving over slippery, unstable surfaces, dodging obstacles.
  • Sleight of Hand : How dexterous are you? Stealing things, or performing tasks with surgical precision.
  • Stealth : Hiding yourself, slipping past unnoticed.
  • Associated with bows, daggers, swords*
  • Modifier is applied to initiative (impacts turn order during combat).
  • Modifier is applied to your Armor Class (how difficult it is for enemies to hit you).

Constitution : General health, stamina.

  •  Modifier adds to HP gained every time you level up and every time you roll for HP gain.
  • See basic rules for more information about hit die and short rest*

Intelligence : Pure intelligence, analytical skills, knowledge from education.

  • History: Knowledge of history, legendary figures, events, wars, ancient civilizations.
  • Investigation : Searching and analyzing clues to solve puzzles.
  • Nature : Knowledge of plants, animals, climate, natural phenomena.
  • Religion : Knowledge of gods, rituals, cults, sacred symbols.
  • Arcana : General lore knowledge about all things magic.

Wisdom : Common sense, alertness, intuition.

  • Animal Handling : How you interact with animals. Calming them, assessing threats, and riding them.
  • Insight : The ability to gauge the true intentions of a being through body language and intuition.
  • Medicine : Helping a fallen comrade avoid certain death. (see also basic rules)
  • Perception : Detecting the presence or absence of things. How aware you are of your surroundings.
  • Survival : Tracking, hunting, detecting natural hazards, predicting the weather.

Charisma : Your appearance, smooth talking, confidence, leadership.

  • Deception : Misleading, lying, and cheating.
  • Intimidation : Threatening, with or without physical violence.
  • Performance : Entertaining people.
  • Persuasion : Convincing people in a tactful, social manner.

Determining Values

There are three methods for determining these scores. Nearly every quest invitation will specify which methods are allowed, usually “Standard Array” and “Point Buy.” Be sure to check!

3.2.2 Background:

Choosing a Background for Your Character

  • Select a Background: Choose a background that fits how you envision your character. What is your character’s past?
  • Personalization: Here again, you have several choices to make.
  • Character Traits : This section also allows you to detail your character’s characteristics.

Progressing to the Final Step

Once you complete this, you can move on to the final step.

3.2.3 Starting Equipment

  • Choosing Your Starting Equipment: You’ll choose between starting equipment that can include weapons, armor, and even some gold.
  • This selection isn’t random but depends on your chosen class.
  • Opting for Gold**: Alternatively, you can choose gold. The idea behind this option is that you purchase your equipment yourself.
  • Choosing “equipment” is usually a safe bet.
  • Consult Your Dungeon Master : It’s always a good idea to confirm your choices with your dungeon master!

From here go to “character sheet” :

  1. Your Character Sheet!

4.1 Abilities

Overview : Right at the top, you’ll see all your abilities displayed.

  • Modifiers : Next to each ability, there’s a number in a square, preceded by a plus or minus sign.

– This number is your modifier, which is the value you’ll need to add to or subtract from your dice rolls.

  • Actual Values : Below the modifier is the actual value of your abilities.

– You’ll want these numbers to be even, as the steps at which modifiers increase or decrease fall on even    values.

  • Maximum Ability Score : An ability can have a maximum score of 20.

4.2 Saving Throws

  • Facing Dangers : Throughout a session, you’ll frequently be exposed to various dangers.
  • Resisting Harm : To resist these threats, you’ll be asked to perform a “saving throw” to determine how well you can avoid the danger.
  • Proficiencies Matter : Your proficiencies also play a significant role in this process.
  • Advantages/Disadvantages : You may encounter situations where you have certain advantages or disadvantages (in such cases, you roll two dice and choose the lower result!).

4.3 Skills

  • Skills Overview : The skills are detailed under the section “3.2.1 Ability Scores.”
  • Modifiers Display : Here, you will see them listed alongside your modifiers.
  • Proficiency Indicators : The filled circles indicate that you are proficient in these skills.

4.4 Senses

These values indicate how observant you are without actively focusing on it.

4.5 Proficiencies

  • Leveraging Proficiencies : You’ll typically want to play to your proficiencies.
  • Armor : If you wear armor you are not proficient in, you must make every Strength & Dexterity roll with disadvantage. Additionally, you cannot cast spells.
  • Weapons : Your proficiency bonus applies to weapons you are proficient with.
  • Tools : Your proficiency bonus applies to tools you are proficient with.
  • Languages : You can speak and understand these languages.

4.6 Initiative/Armor Class/Defenses

  • Initiative : This value (your DEX modifier) is added to each initiative roll to determine turn order.
  • Armor Class (AC) : Indicates how high your armor rating is. An opponent must roll this number or higher to hit you with a direct attack (i.e., attacks not involving spells with a saving throw).
  • Defenses :
    Resistances : Reduces damage by half.
    Immunities : You take no damage.
    Vulnerabilities : Doubles the damage you take, for instance, from poison.
  • Conditions: Indicates which conditions are currently affecting you (e.g., blinded). For more details, see the “basic rules” in the guide that directed you here.

4.7 Everything You Can Do and Have With You!

  • Review Every Option**: Go through each option and read everything carefully!
  • Pro Tip : In your inventory, you can equip or unequip items such as armor and weapons. Make sure to equip what you’re actually wearing so that VTT (Virtual Tabletop) importers can take this into account!

4.7.1 Managing Your Spells

The most critical area you’ll need to work on are your spells, located right next to “actions” if you have the ability to cast. For a new character, this will initially be empty. You’ll need to select “Manage Spells” to navigate to the menu from which you can add spells.

Class Dependent : The options available here are dependent on your class. The wizard class is notably recognized as the quintessential spellcaster.

Three Key Points :

  1. Cantrips : Do not consume spell slots.
  2. Known Spells : These are spells that you know or at least have in your spellbook. It’s vital to remember that known, but not prepared spells cannot be used in combat!
  3. Prepared Spells : These are the spells you have prepared and are ready to use.

Managing Spell Preparation

  • Long Rests : Every long rest, which entails 8 hours of sleep to regenerate all your resources, allows you to prepare different spells.
  • Class Limits : For most classes, the limit on the number of spells you can prepare is clearly indicated on D&D Beyond. For example, a wizard can have a spellbook full of “known” spells, should the dungeon master (DM) allow it.
  • Wizards’ Exception : Since there is no hard limit for wizards, it is recommended that they follow a specific table for guidance.

Content goes here .. (2)

Item 1

Introduction to Dungeons & Dragons (D&D)

Dungeons & Dragons stands as the iconic pillar of tabletop role-playing games. Celebrating rich narratives and imaginative encounters, this game offers endless adventures in a medieval fantasy world where magic soars, and diverse creatures roam free. Here, we delve into the essence of D&D and what makes it a beloved pastime for many.

What to Expect from Dungeons & Dragons

As a D&D player, you adopt the role of a heroic character set in a fantastical realm teeming with sorcery and mythical beings. Your journey will be shared with a band of adventurers, each with unique backgrounds. Here’s what you can look forward to:

  • Dynamic Encounters: Travel through enchanting landscapes, meet diverse characters, and face challenges that test your wit and bravery.
  • Character Progression: Collect treasures and gain experience (XP). As your XP increases, so does your level, enhancing your abilities, spells, and overall prowess.
  • Exciting Challenges: Engage in tactful combat, solve intriguing puzzles, and immerse yourself in extensive role-play and exploration.

Styles of Play

D&D is versatile, accommodating various play styles, from light-hearted and casual to intensely strategic and serious. As you embark on your tabletop journey, it’s essential to explore and identify your preferred style, enhancing your overall gaming experience.

Getting Started with Dungeons & Dragons

Contrary to popular belief, starting your D&D adventure requires nothing more than your imagination and a willingness to dive into your character’s role. Here are the basics you’ll need:

  • For Offline Play:
    • A set of polyhedral dice.
    • Pen and paper, or a digital character sheet on your device.
  • For Online Play:
    • Essential tools like Discord for communication.
    • Accounts on platforms like DnDBeyond and Roll20 for game management and play.

Playing the Game

The game unfolds with players gathered around a table, led by one player acting as the Dungeon Master (DM). The DM crafts the world and narrates the unfolding events, prompting players to interact with the setting through their characters.
Actions are typically performed by stating your intentions, with the DM deciding the outcome based on dice rolls augmented by character attributes. Whether engaging in battles or diplomatic encounters, the thrill of D&D comes from collective storytelling and the unpredictable nature of the dice.

Advanced Preparation

While jumping straight into a game is entirely possible, those looking to enhance their experience can:

  • Download and read the basic rules available online.
  • Seek resources for character creation to craft a persona that truly represents your envisioned role.

Conclusion

Dungeons & Dragons is more than just a game; it’s a doorway to a world of collaborative storytelling filled with endless possibilities. Whether you are new to the realm of tabletop RPGs or a seasoned adventurer, D&D offers a unique blend of creativity, strategic planning, and communal play. Check our calendar for local game nights or join discussions on our Discord to start your adventure today. Embrace your inner hero and let your fantasy journey begin!

Item 2

Disclaimer: The rules discussed here are not a substitution for the “Player’s Handbook.” However, they will help you confidently take your first steps in D&D!

1.1 Basic Terminology:

How to Read Rolls:

    • When you roll a die, you often add or subtract your modifier to/from the roll. Modifiers are positive (+) and negative (-) values. The final result is the outcome of the roll.

Advantage/Disadvantage:

    • You roll a d20 twice (instead of once) to determine if you hit. Depending on whether it is a disadvantage or advantage, you take the lower or higher value, respectively.

Ability Check :

    • Roll a d20 and add or subtract your modifier.

Saving Throw :

    • Roll your ability score with its modifier.

Skill Check :

    •  Roll for your skill.

Exhaustion :

There are 6 levels of exhaustion. Each long rest reduces your exhaustion level by 1, with effects including:

    1. Disadvantage on ability checks.
    2. Halved speed.
    3. Disadvantage on attack rolls and saving throws.
    4. Maximum hit points halved.
    5. Zero speed.
    6. Death.

Resting :

    • Long Rest :

8 hours, including 6 hours of sleep and 2 hours of light activity. You recover all spent resources
(including HP) (max 1x per 24 hours).

    • Short Rest :

1 hour of sitting, lying down, eating, drinking, or tending to wounds. You may use your available hit
dice (+con modifier) to heal.

1.2 Conditions

– Blinded:

    • Automatically fail any check that requires sight.
    • Attacks against you have advantage.
    • Your attacks have disadvantage.

–  Charmed :

    • A charmed creature cannot harm the charmer.
    • The charmer has advantage on social checks against the charmed.

– Deafened :

    • Automatically fail all ability checks that require hearing.

– Dying (not officially described):

    • Occurs when you fall to 0 HP.
    • You become “Unconscious” (See further in the list).
    • From this point, you must roll a death save (1d20, 10 or higher is a success) each turn.
    • Roll death saves until you either fail three times (1-9) or succeed three times (10-20). Rolls do not need to be consecutive! A critical failure counts as two failures. A critical success means you stabilize and wake up with 1hp.
    • After three successes, you are no longer dying. Roll a 1d4 to determine how many hours until you awaken.
    • If you fail three times, you die.
    • Stabilization is possible through a medicine check of 10 or more OR using a medicine kit, so no more death saves are needed. The “Unconscious + Prone” conditions last for 1D4 hours.

– Frightened :

    • Disadvantage on ability checks and attacks while the source of fear is in line of sight.
    • Cannot willingly move closer to the source of fear.

–  Grappled :

    • Movement is 0. Voluntary movement is not possible.

–  Incapacitated :

    • Cannot take actions or reactions.

– Invisible :

    • Invisible to the naked eye but still audible and tangible.
    • Attacks directly against an invisible being have disadvantage.
    • Attacks from invisibility have advantage but end the invisibility.

–  Paralyzed :

    • Cannot take actions or reactions.
    • 0 movement.
    • Cannot speak.
    • Automatically fails Strength and Dexterity checks.
    • All incoming attacks have advantage.
    • Every hit within melee range is a critical hit.

– Petrified :

    • Entirely turned to stone, with everything (except magical items) becoming solid matter.
    • Cannot take actions or reactions.
    • Cannot speak, see, or feel.
    • All incoming attacks have advantage.
    • Resistance (50%) against all damage.
    • Immune (100%) to poison and disease. Existing poison/disease remains dormant.
    • Weighs 10 times as much.

– Poisoned :

    • Disadvantage on attack rolls and ability checks.

–  Prone :

    • 50% movement speed.
    • Disadvantage on attack rolls.
    • Incoming melee attacks have advantage.
    • Incoming ranged attacks have disadvantage.

–  Restrained :

    • Movement is 0.
    • Incoming attacks have advantage.
    • Outgoing attacks have disadvantage.
    • Disadvantage on Dexterity saves.

–  Stunned :

    • Cannot take actions or reactions.
    • Movement is 0.
    • Automatically fails Strength and Dexterity checks.
    • Incoming attacks have advantage.
    • Cannot speak coherently.

– Unconscious :

    • Cannot take actions or reactions.
    • Movement is 0.
    • Cannot speak, hear, or see.
    • Drops everything.
    • Incoming attacks have advantage.
    • Successful incoming melee attacks are automatically critical hits.

The 3 Modes of D&D

2.1 Downtime / Social

Downtime refers to what characters do when they’re not actively questing.

    •  Shopping : Try to have an idea of what you want beforehand. Don’t ask the shopkeeper for a list of everything they have; ask for what you need! Or where you might find it if not in stock. This makes the session run smoother.
    • Talking with NPCs**: Interacting with NPCs can reveal valuable information, quests, or opportunities.
    • There are many other downtime activities you can do, usually during a campaign. Ask your DM for suggestions.

2.2 Travel

The world in D&D is vast, and outside of cities, it’s not always safe.
Adventurers often have to cover great distances.
A standard journey lasts 8 hours (a day). For each additional hour you wish to travel, roll for potential exhaustion levels.

Pace Impacts :

–  Fast :

    • Minute : 400 ft
    • Hour : 4 miles
    • Day : 30 miles
    • Effect : -5 on passive perception.

–  Normal :

    • Minute : 300ft
    • Hour : 3 miles
    • Day : 24 miles
    • Effect : No specified penalty; considered the standard travel measure.

–  Slow :

    • Minute : 200ft
    • Hour : 2 miles
    • Day : 18 miles
    • Effect : Can use stealth.

– Note that travel times and distances can vary depending on environmental variables, which your dungeon master will inform you about.
– The use of transportation means also has an effect, again depending on the type of vehicle and environmental variables.

2.3 Combat

    • Combat is initiated by a hostile action, such as one party attacking another.
    • When attackers attempt a stealthy approach through an ambush, they must roll a stealth check that equals or exceeds the passive perception of the victims.
    • Victims who are surprised are unable to act during the first round of combat.
    • Combat then proceeds with the rolling of “initiative”
    • This roll determines the order of actors within the round.
    • A round lasts “6 seconds” within the game, meaning a spell that remains active for one minute is active for 10 rounds.

2.3.1 During Your Turn, You Can:

    • Move (use your speed): You can divide your movement before and after your (bonus) action. Moving through occupied spaces costs double movement, and an enemy occupying the space must be at least two sizes larger. Beware of opportunity attacks! (See 2.3.2)
    • Take 1 Free Action :

– Briefly communicate by shouting or gesturing. Do not misuse this to provide a tactical rundown.

    • Interact with an Object during your action/move: For example, opening a door or drawing your weapon. Doing this a second time in the same turn requires your action.
    • Take 1 Action from the following list :

– Attack with conventional weapons once.
– Cast a Spell with a casting time of “1 action”. You can cast only one spell per turn, regardless of it
being an action or a bonus action. Note: Cantrips are not considered spells in this context.
– Dash : Spend your action to double your movement.
– Disengage : Use your action to move without provoking opportunity attacks.
– Dodge : For the rest of the round, attacks against you have disadvantage, and you have advantage
on Dexterity saving throws against attacks you can see, as long as you’re not incapacitated or have
0 speed.

    • Help : Aid someone giving them advantage on the next ability check or give a friend advantage on an attack roll against an enemy within 5 feet, when the attack is rolled before the start of your next turn.
    • Hide : Roll a Stealth check against the passive perception of all enemies with line of sight while you attempt to hide. This roll remains as the basis against which enemies can roll a Perception check if they actively search for you. Your first attack roll has advantage but ends your hidden status.
    • Ready : Declare what action you will take upon which trigger being met. You are focused on this, consuming any required spell slot. This lasts until the start of your next turn, at which point you lose this prepared action.
    • Search : Actively look for something (Perception/Investigation).
    • Use an Object : Use an object that requires 1 action to use OR if it is the second object you want to use after your free action.
    • Grapple : Attempt to grapple an enemy within 5ft who is no more than 1 size larger, rendering them “grappled” (see 1.2). Your Athletics vs. the target’s Athletics or Acrobatics (target’s choice).

The target can use its action to attempt to escape by making the opposing check.

– You can drag or carry the grappled target at half speed, unless it’s two or more sizes smaller. Moving a grappled creature involuntarily doesn’t provoke an attack of opportunity.

    • Shove : Attempt to shove an enemy within 5ft and no more than 1 size larger, either knocking them prone (see 1.2) or pushing them 5ft away. Your Athletics vs. the target’s Athletics or Acrobatics (target’s choice). If the target is already incapacitated, the shove automatically succeeds.
    • Use a Class Feature that requires an action.
    • Perform 1 Bonus Action.

2.3.2 Outside Your Turn!

    • Reaction :

* Each actor has one reaction per round, which always follows a trigger.

    • Attack of Opportunity:

* When you voluntarily leave an enemy’s melee range, they can use their reaction (once per turn) to attack you in melee. Conversely, you can use your reaction to attack fleeing monsters in melee.

    • Cover :

– You can use objects in the environment for cover (Note: this is not hiding).
– Half Cover : +2 to AC & Dexterity saving throws.
– Three-Quarters Cover : +5 to AC & Dexterity saving throws.
– Full Cover : Cannot be directly targeted, though area of effect (AoE) can still hit.

    • When You Reach 0HP :
    • If damage from a single attack drops you to 0 HP and the remaining uncounted damage exceeds your max HP, you die instantly.

– You are considered dying (see 1.2).

2.3.3 Extra Tips:

    • Critical Hit (Natural 1 / 20)
    • The minimum and maximum roll (1 or 20) often results in a worse or better outcome than average; a 1 always misses, while a 20 is always a hit.
    • Skill checks do not crit! (For damage, it’s double the dice + modifier, or ask your DM!)
    • Ranged Attacks have disadvantage in melee and against prone creatures.
    • Melee Attacks  have advantage against prone creatures.
    • Improvised Weapons , or improper use of weapons, results in 1d4 damage.

Item 2

1. Create an account on dndbeyond.

Disclaimer: The images used may slightly differ from what you see!

Visit the website: [http://www.dndbeyond.com/](http://www.dndbeyond.com/)  

1.1 Create a New Character

When you are logged in, you will see the following bar at the top of the website. All the way to the right is your “nickname”. Click on it.  

Once you click on your name, a new menu will appear. Among the options, you will find: “Characters”. Click on it.
A new, empty screen will open. Click on the button: “Create character”. The “Character creation method” page will present you with several options.
Choose “Standard”. Assign your character an image and name here. Most of the options under “preferences” on this screen are already set correctly.
However, consult with your Dungeon Master to determine which options you are allowed to select! The following options are quite common on the server for one-shots.

Then proceed by clicking the blue “next” button to the right of your name.  

You will then reach the screen where you can choose your race and subrace. The choices available here depend on the books you own or those shared with you.

Sharing books works as follows:

Someone who has books and wants to share them can create a campaign and send you an invitation to join that campaign.
You don’t have to actually play in that campaign; it’s often the case that the person sharing the books prefers that you leave the campaign after creating your character.
Your character retains all its features regardless. Only when you level up might you need to briefly join this or a similar campaign again to update your character.  

Building your character concept is out of the scope of this how to. But in any community people will be happy to help you with it!

Once you have completed this step, you can truly begin building your character by clicking on the blue arrow pointing to the right again. As an example, I have chosen a “Hill Dwarf,” which everyone can create. The screen will then look “approximately” as follows:

In the section on racial traits, you’ll find various characteristics that are unique to your character. It’s essential to read through them as they significantly influence your gameplay.

  •  Anywhere you see a blue exclamation mark, you can make adjustments. Typically, this involves tweaking ability points or selecting a feature (an extra action your character can perform).
  •  Often, you will be prompted to choose one or more “proficiencies.” Being proficient in something means you’re skilled at it, granting you an additional modifier. A modifier is a value you add to the result of your dice roll.
  •  As you level up, you’ll notice the value of this modifier increases. Eventually, you may also select “expertise,” signifying not just proficiency but true expertise in an area, doubling the proficiency modifier.
  •  Initially, this might not seem like much.

In the image, you’ll see “origin manager.” If you have access to “Tasha’s Cauldron of Everything” or if it’s shared with you, you can adjust many aspects here, allowing for even more customization.

Once you’ve set your racial traits, you can move on to the next screen:

“Choose a Class”

Here too, the options available depend on the books you have access to on DnDBeyond.
In the example below “Barbarian has been, chosen.

Class Features Overview

After viewing an overview of your racial traits in the previous screen, you now have an overview of the “class features.” It’s important to read through them as some options will be yours to choose. Again, you’ll have more choices available if you have access to “Tasha’s Cauldron of Everything.”

3.2.1 Ability Scores

Your character’s foundational properties are the ability scores. They largely determine the character’s strengths and weaknesses.
Here is a brief summary of each with associated skills/traits:

Strength : Pure muscle strength.

  • Athletics : Physical challenges like jumping, climbing, swimming.
  • Associated with clubs, axes, swords, spears, heavy armor

Dexterity : Your speed, agility, reflexes, and balance.

  • Acrobatics : Moving over slippery, unstable surfaces, dodging obstacles.
  • Sleight of Hand : How dexterous are you? Stealing things, or performing tasks with surgical precision.
  • Stealth : Hiding yourself, slipping past unnoticed.
  • Associated with bows, daggers, swords*
  • Modifier is applied to initiative (impacts turn order during combat).
  • Modifier is applied to your Armor Class (how difficult it is for enemies to hit you).

Constitution : General health, stamina.

  •  Modifier adds to HP gained every time you level up and every time you roll for HP gain.
  • See basic rules for more information about hit die and short rest*

Intelligence : Pure intelligence, analytical skills, knowledge from education.

  • History: Knowledge of history, legendary figures, events, wars, ancient civilizations.
  • Investigation : Searching and analyzing clues to solve puzzles.
  • Nature : Knowledge of plants, animals, climate, natural phenomena.
  • Religion : Knowledge of gods, rituals, cults, sacred symbols.
  • Arcana : General lore knowledge about all things magic.

Wisdom : Common sense, alertness, intuition.

  • Animal Handling : How you interact with animals. Calming them, assessing threats, and riding them.
  • Insight : The ability to gauge the true intentions of a being through body language and intuition.
  • Medicine : Helping a fallen comrade avoid certain death. (see also basic rules)
  • Perception : Detecting the presence or absence of things. How aware you are of your surroundings.
  • Survival : Tracking, hunting, detecting natural hazards, predicting the weather.

Charisma : Your appearance, smooth talking, confidence, leadership.

  • Deception : Misleading, lying, and cheating.
  • Intimidation : Threatening, with or without physical violence.
  • Performance : Entertaining people.
  • Persuasion : Convincing people in a tactful, social manner.

Determining Values

There are three methods for determining these scores. Nearly every quest invitation will specify which methods are allowed, usually “Standard Array” and “Point Buy.” Be sure to check!

3.2.2 Background:

Choosing a Background for Your Character

  • Select a Background: Choose a background that fits how you envision your character. What is your character’s past?
  • Personalization: Here again, you have several choices to make.
  • Character Traits : This section also allows you to detail your character’s characteristics.

Progressing to the Final Step

Once you complete this, you can move on to the final step.

3.2.3 Starting Equipment

  • Choosing Your Starting Equipment: You’ll choose between starting equipment that can include weapons, armor, and even some gold.
  • This selection isn’t random but depends on your chosen class.
  • Opting for Gold**: Alternatively, you can choose gold. The idea behind this option is that you purchase your equipment yourself.
  • Choosing “equipment” is usually a safe bet.
  • Consult Your Dungeon Master : It’s always a good idea to confirm your choices with your dungeon master!

From here go to “character sheet” :

  1. Your Character Sheet!

4.1 Abilities

Overview : Right at the top, you’ll see all your abilities displayed.

  • Modifiers : Next to each ability, there’s a number in a square, preceded by a plus or minus sign.

– This number is your modifier, which is the value you’ll need to add to or subtract from your dice rolls.

  • Actual Values : Below the modifier is the actual value of your abilities.

– You’ll want these numbers to be even, as the steps at which modifiers increase or decrease fall on even    values.

  • Maximum Ability Score : An ability can have a maximum score of 20.

4.2 Saving Throws

  • Facing Dangers : Throughout a session, you’ll frequently be exposed to various dangers.
  • Resisting Harm : To resist these threats, you’ll be asked to perform a “saving throw” to determine how well you can avoid the danger.
  • Proficiencies Matter : Your proficiencies also play a significant role in this process.
  • Advantages/Disadvantages : You may encounter situations where you have certain advantages or disadvantages (in such cases, you roll two dice and choose the lower result!).

4.3 Skills

  • Skills Overview : The skills are detailed under the section “3.2.1 Ability Scores.”
  • Modifiers Display : Here, you will see them listed alongside your modifiers.
  • Proficiency Indicators : The filled circles indicate that you are proficient in these skills.

4.4 Senses

These values indicate how observant you are without actively focusing on it.

4.5 Proficiencies

  • Leveraging Proficiencies : You’ll typically want to play to your proficiencies.
  • Armor : If you wear armor you are not proficient in, you must make every Strength & Dexterity roll with disadvantage. Additionally, you cannot cast spells.
  • Weapons : Your proficiency bonus applies to weapons you are proficient with.
  • Tools : Your proficiency bonus applies to tools you are proficient with.
  • Languages : You can speak and understand these languages.

4.6 Initiative/Armor Class/Defenses

  • Initiative : This value (your DEX modifier) is added to each initiative roll to determine turn order.
  • Armor Class (AC) : Indicates how high your armor rating is. An opponent must roll this number or higher to hit you with a direct attack (i.e., attacks not involving spells with a saving throw).
  • Defenses :
    Resistances : Reduces damage by half.
    Immunities : You take no damage.
    Vulnerabilities : Doubles the damage you take, for instance, from poison.
  • Conditions: Indicates which conditions are currently affecting you (e.g., blinded). For more details, see the “basic rules” in the guide that directed you here.

4.7 Everything You Can Do and Have With You!

  • Review Every Option**: Go through each option and read everything carefully!
  • Pro Tip : In your inventory, you can equip or unequip items such as armor and weapons. Make sure to equip what you’re actually wearing so that VTT (Virtual Tabletop) importers can take this into account!

4.7.1 Managing Your Spells

The most critical area you’ll need to work on are your spells, located right next to “actions” if you have the ability to cast. For a new character, this will initially be empty. You’ll need to select “Manage Spells” to navigate to the menu from which you can add spells.

Class Dependent : The options available here are dependent on your class. The wizard class is notably recognized as the quintessential spellcaster.

Three Key Points :

  1. Cantrips : Do not consume spell slots.
  2. Known Spells : These are spells that you know or at least have in your spellbook. It’s vital to remember that known, but not prepared spells cannot be used in combat!
  3. Prepared Spells : These are the spells you have prepared and are ready to use.

Managing Spell Preparation

  • Long Rests : Every long rest, which entails 8 hours of sleep to regenerate all your resources, allows you to prepare different spells.
  • Class Limits : For most classes, the limit on the number of spells you can prepare is clearly indicated on D&D Beyond. For example, a wizard can have a spellbook full of “known” spells, should the dungeon master (DM) allow it.
  • Wizards’ Exception : Since there is no hard limit for wizards, it is recommended that they follow a specific table for guidance.

Item 2
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