5e Essentials Kit_IKJCnY.pdf

(38424 KB) Pobierz
AGE 12+
ESSENTIALS KIT
RULE BOOK
RULEBOOK
Contents
Welcome to
...... 2
Chapter 1: Creating a Character
........... 4
Creation Steps.............................................. 4
Gaining Levels ............................................. 7
Races .............................................................. 7
Dwarf .......................................................... 7
Elf................................................................. 8
....................................................... 9
Human ...................................................... 10
Character Classes ..................................... 11
Bard ........................................................... 11
Cleric ......................................................... 13
Fighter ...................................................... 16
Rogue ........................................................ 18
Wizard ...................................................... 20
Backgrounds............................................... 24
Acolyte ...................................................... 24
Criminal ................................................... 25
Entertainer .............................................. 25
Sage........................................................... 26
Soldier ...................................................... 27
Chapter 2: Playing the Game
............... 28
Advantage and Disadvantage .................28
Saving Throws ........................................... 28
Ability Checks ............................................ 29
Contests.................................................... 29
Skills ......................................................... 29
Working Together ..................................30
Strength Checks ....................................30
Dexterity Checks ....................................30
Constitution Checks .............................. 31
Intelligence Checks ............................... 31
Wisdom Checks...................................... 31
Charisma Checks ................................... 31
The Environment....................................... 32
Travel ........................................................ 32
Special Types of Movement ................. 32
Falling ....................................................... 32
.............................................. 32
Vision and Light ..................................... 32
Interacting with Objects ....................... 33
Social Interaction ...................................... 33
Resting ......................................................... 33
Combat .........................................................34
The Order of Combat ............................34
Movement and Position ........................ 35
Actions in Combat.................................. 35
Making an Attack ................................... 36
Cover .........................................................36
Ranged Attacks ...................................... 37
Melee Attacks.......................................... 37
Damage and Healing ............................38
Mounted Combat .................................... 39
Underwater Combat .............................. 39
Chapter 3: Equipment
............................40
Armor and Shields ....................................40
Weapons ...................................................... 41
Adventuring Gear ...................................... 42
Mounts and Services ................................ 45
Magic Items................................................. 45
Chapter 4: Spells
......................................48
What Is a Spell? .........................................48
Schools of Magic ....................................48
Spell Level ...............................................48
Known and Prepared Spells ...............48
Spell Slots................................................ 49
Cantrips .................................................... 49
Rituals ...................................................... 49
Casting a Spell ........................................... 49
Casting in Armor ................................... 49
Casting Time ........................................... 49
Range ........................................................ 49
Components ............................................ 49
Duration ................................................... 50
Targets ...................................................... 50
........................................ 50
Saving Throws ....................................... 51
Attack Rolls ............................................. 51
Spell Descriptions ..................................... 51
Appendix A: Sidekicks
........................... 63
Appendix B: Conditions
......... Back cover
Credits
Rulebook Designer:
Jeremy Crawford
Adventure Designer:
Christopher Perkins
Additional Adventure Design:
Richard Baker
Adventure Development:
Ben Petrisor
Adventure Editing:
Scott Fitzgerald Gray
Playtest Coordinator:
Christopher Lindsay
Art Directors:
Kate Irwin, Shauna Narciso
Graphic Designer:
Trish Yochum
Cover Illustrator:
Grzegorz Rutkowski
Illustrators:
Mark Behm, Eric Belisle,
Christopher Burdett, Wesley Burt,
Conceptopolis, Olga Drebas, Jesper Ejsing,
Craig Elliot, Tomás Giorello, Lars Grant-West,
Suzanne Helmigh, Brynn Metheney, Claudio
Pozas, Craig J Spearing, Zack Stella, Richard
Whitters, Shawn Wood
Cartographers:
Jason A. Engle, Mike Schley
Original 5th Edition Design:
Jeremy Crawford,
Mike Mearls, Christopher Perkins, James
Wyatt, Rodney Thompson, Robert J. Schwalb,
Peter Lee, Steve Townshend, Bruce R. Cordell
Original 5th Edition Editing:
Chris Sims,
Michele Carter, Scott Fitzgerald Gray, Kim
Mohan
Based on the original D&D game by
E. Gary Gygax and Dave Arneson
Producer:
Dan Tovar
Product Concept:
Mark Price
Production Services:
Cynda Callaway, Kevin
_______________________________________
Senior Director Global Brand Strategy:
Nathan Stewart
Director Licensing & Publishing:
Liz Schuh
Licensing Manager:
Hilary Ross
Digital Marketing Manager:
Bart Carroll
Senior Communications Manager:
Greg Tito
Manager Global Brand Marketing:
Anna Vo
Brand Manager:
Shelly Mazzanoble
Associate Brand Manager:
Pelham Greene
Narrative Designers:
Adam Lee, Ari Levitch
Game Designer:
Kate Welch
Graphic Designer:
Emi Tanji
Project Manager:
Bill Benham
Editor:
F. Wesley Schneider
RICHARD WHITTERS
Welcome to Dungeons & Dragons
roleplaying game is about storytelling in worlds of swords
and spells. This rulebook gives you the rules for creating
you need to start adventuring. The other book in this set
contains an adventure for you to play. Everyone who plays
The game ends only when your group decides it does;
-
campaign.
Many
people who play the game keep their campaigns going for
-
venturers grow in might as the campaign continues. Each
Game Overview
is an adventurer and teams up with other adventurers
but also earns the adventurers new capabilities. This in-
-
bold adventurers who confront deadly perils. Sometimes
hazards and decide which paths to explore. The DM de-
scribes the locations and creatures that the adventurers
-
acters to do. Then the DM determines the results of the
Because the DM can improvise to react to anything the
-
venture can be unexpected.
two players responding:
Dungeon Master (DM):
The castle stands among the
trees, the crumbling ruins of seven round towers jutting
up from it like broken teeth. An archway littered with
twisted shards of rusted metal gapes open at the top of
ferocious monsters or done in by a nefarious villain. Even
create a new character to carry on. The group might fail to
How to Play
The play of the
game unfolds ac-
cording to this basic pattern.
1. The DM describes the environment.
The DM
2. The players describe what they want to do.
Some-
dark arrow slits, loom beside the entryway, and a dark hall
yawns beyond.
Phillip (cleric):
Let’s send the rogue up ahead to look in
and make sure it’s safe.
Amy (rogue):
OK, I’ll move to the side and sneak along
the wall of the tower until I can peer in through the
entrance.
might search a treasure chest while a second examines
an esoteric symbol engraved on a wall and a third keeps
but the DM listens to every player and decides how to re-
solve those actions.
might just say that the door opens and describe what lies
a way of determining the consequences of the adven-
make it challenging for an adventurer to complete a task.
-
relying on the roll of a die to determine the results of
an action.
3. The DM narrates the results of the adventurers’
actions.
Describing the results often leads to another de-
DM:
All right, Amy, let’s see how sneaky you are. Make a
Dexterity check.
Amy:
With my Stealth skill, right?
DM:
You bet.
Amy (rolling a d20):
I’m pretty sneaky—that’s a 17.
DM:
OK, there’s no sign that anyone notices you. And
you’re looking inside?
to step 1.
This pattern holds whether the adventurers are cau-
locked in mortal combat against a dragon. In certain situ-
and the players (and DM) do take turns choosing and
2
Welcome to Dungeons & Dragons
The target number for an ability check or a saving
throw is called a
(DC). The target num-
ber for an attack roll is called an
Armor Class
(AC).
This simple rule governs the resolution of most tasks
using the d20 in the game.
Other Rules to Remember
The DM Adjudicates the Rules
Game Dice
enhance the enjoyment of your group.
the letter
d
(the typical cube that many games use).
generate a number between 1 and 100 by rolling two dif-
ferent ten-sided dice numbered from 0 to 9. One die (des-
half or greater.
Round Down
Specific Beats General
This book contains rules that govern how the game plays.
the number rolled is 71. Two 0s represent 100.
creating an exception to how the rest of the game works.
rule wins.
The Core Rule
-
lies on the roll of a d20 to determine success or failure.
Every character and monster in the game has capa-
ability scores.
The abilities are
-
ture that tells you to round a particular fraction up. That
feature creates a minor exception in the game.
Effects with the Same Name Don’t Stack
you a bonus to your Armor Class. But when two or more
-
tion is a time span of 1 round or more). The most potent
most adventurers. (Monsters might have scores as low as
ability
bless
spell is cast on you when
bless
Roll a d20 and add
-
What’s Next?
-
ticular skill. (See chapter 1 for details on each ability and
2. Apply circumstantial bonuses and penalties.
A
This set is a complete
D&D
experience, enough to provide
hours of play. You can even play through the adventure book
things can turn out! But one of the most rewarding things
about D&D is that it provides the opportunity to create
characters, and even worlds, of your own.
If you want to create a greater variety of characters or pop-
ulate your adventures with other monsters, check out the
Player’s Handbook, Monster Manual,
and
Dun-
geon Master’s Guide.
These advanced rulebooks introduce
you to the vast multiverse of D&D and invite you to create
unique characters and worlds within it.
-
RICHARD WHITTERS
plained on page 28.
3. Compare the total to a target number.
If the total
failure. The DM is usually the one who determines target
3
Welcome to Dungeons & Dragons
Zgłoś jeśli naruszono regulamin