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AGE 12+ ESSENTIALS KIT

AGE 1 2+RULEBOOKAGE 1 2+ ESSENTIALS KITW elcome to .. 2 Chapter 1: Creating a Character .. 4 Creation Steps .. 4 Gaining Levels .. 7 Races .. 7 Dwarf .. 7 Elf .. 8 @Yd af_ .. 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 Rulebook Designer: Jeremy CrawfordAdventure Designer: Christopher PerkinsAdditional Adventure Design: Richard BakerAdventure Development: Ben PetrisorAdventure Editing: Scott Fitzgerald GrayPlaytest Coordinator: Christopher LindsayArt Directors: Kate Irwin, Shauna NarcisoGraphic Designer: Trish YochumCover Illustrator: Grzegorz RutkowskiIllustrators: Mark Behm, Eric Belisle, Christopher Burdett, Wesley Burt, Conceptopolis, Olga Drebas, Jesper Ejsing, Craig Elliot, Tom s Giorello, Lars Grant-West, Suzanne Helmigh, Brynn Metheney, Claudio Pozas, Craig J Spearing, Zack Stella, Richard Whitters, Shawn WoodCartographers: Jason A.

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 D VKRUW \LJKW RI VWHSV 7ZR RI WKH WRZHUV VSHFNOHG ZLWK dark arrow slits, loom beside the entryway, and a dark hall yawns beyond.

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Transcription of AGE 12+ ESSENTIALS KIT

1 AGE 1 2+RULEBOOKAGE 1 2+ ESSENTIALS KITW elcome to .. 2 Chapter 1: Creating a Character .. 4 Creation Steps .. 4 Gaining Levels .. 7 Races .. 7 Dwarf .. 7 Elf .. 8 @Yd af_ .. 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 Rulebook Designer: Jeremy CrawfordAdventure Designer: Christopher PerkinsAdditional Adventure Design: Richard BakerAdventure Development: Ben PetrisorAdventure Editing: Scott Fitzgerald GrayPlaytest Coordinator: Christopher LindsayArt Directors: Kate Irwin, Shauna NarcisoGraphic Designer: Trish YochumCover Illustrator: Grzegorz RutkowskiIllustrators: Mark Behm, Eric Belisle, Christopher Burdett, Wesley Burt, Conceptopolis, Olga Drebas, Jesper Ejsing, Craig Elliot, Tom s Giorello, Lars Grant-West, Suzanne Helmigh, Brynn Metheney, Claudio Pozas, Craig J Spearing, Zack Stella, Richard Whitters, Shawn WoodCartographers: Jason A.

2 Engle, Mike SchleyThe Environment .. 32 Travel .. 32 Special Types of Movement .. 32 Falling .. 32 Km g[Ylaf_ .. 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 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 9j]Yk g^ =][l .. 50 Saving Throws.

3 51 Attack Rolls .. 51 Spell Descriptions .. 51 Appendix A: Sidekicks .. 63 Appendix B: Conditions .. Back coverOriginal 5th Edition Design: Jeremy Crawford, Mike Mearls, Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Bruce R. CordellOriginal 5th Edition Editing: Chris Sims, Michele Carter, Scott Fitzgerald Gray, Kim MohanBased on the original D&D game byE. Gary Gygax and Dave ArnesonProducer: Dan Tovar Product Concept: Mark Price Production Services: Cynda Callaway, Kevin <HH 'DYLG *HUVKPDQ -H HUVRQ 'XQODS_____ Senior Director Global Brand Strategy: Nathan StewartDirector Licensing & Publishing: Liz SchuhLicensing Manager: Hilary RossDigital Marketing Manager: Bart CarrollSenior Communications Manager: Greg TitoManager Global Brand Marketing: Anna VoBrand Manager: Shelly MazzanobleAssociate Brand Manager: Pelham GreeneNarrative Designers: Adam Lee, Ari LevitchGame Designer: Kate WelchGraphic Designer: Emi TanjiProject Manager: Bill BenhamEditor: F.

4 Wesley SchneiderContentsCreditsRULEBOOKRICHARD WHITTERS2 Welcome to Dungeons & DragonsWelcome to Dungeons & Dragons $ roleplaying game is about storytelling in worlds of swords and spells. This rulebook gives you the rules for creating Y [`YjY[l]j af l`gk] ogjd\k$ Yf\ al hjgna\]k Ydd l`] jmd]k you need to start adventuring. The other book in this set contains an adventure for you to play. Everyone who plays eYq j]Y\ l`ak jmd]Zggc$ Zml l`] Y\n]flmj] ak bmkl ^gj l`] ]q]k g^ l`] <mf_]gf EYkl]j <E!$ o`g oadd jmf al&Game OverviewAf l`] < < _Ye]$ ]Y[` hdYq]j [j]Yl]k Y [`YjY[l]j o`g is an adventurer and teams up with other adventurers hdYq]\ Zq ^ja]f\k!& Gf] hdYq]j$ `go]n]j$ lYc]k gf l`] jgd] g^ l`] <E$ l`] _Ye] k d]Y\ klgjql]dd]j Yf\ j]^]j]]& L`] <E jmfk Y\n]flmj]k ^gj l`] [`YjY[l]jk$ o`g fYna_Yl] alk hazards and decide which paths to explore. The DM de-scribes the locations and creatures that the adventurers ^Y[]$ Yf\ l`] hdYq]jk \][a\] o`Yl l`]q oYfl l`]aj [`Yj-acters to do.

5 Then the DM determines the results of the Y\n]flmj]jk Y[lagfk Yf\ fYjjYl]k o`Yl l`]q ]ph]ja]f[]& Because the DM can improvise to react to anything the hdYq]jk Yll]ehl$ < < ak af fal]dq ]paZd]$ Yf\ ]Y[` Y\-venture can be unexpected. @]j] k Yf ]pYehd] g^ l`] <E \]k[jaZaf_ Y k[]f]$ oal` 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 D VKRUW LJKW RI VWHSV 7ZR RI WKH WRZHUV VSHFNOHG ZLWK 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. L`] _Ye] k jmd]k _an] kljm[lmj] lg qgmj < < klgja]k$ a way of determining the consequences of the adven-lmj]jk Y[lagf& HdYq]jk jgdd \a[] lg j]kgdn] o`]l`]j l`]aj YllY[ck `al gj eakk$ o`]l`]j l`]q ]k[Yh] ^jge Y \Yf_]j$ gj o`]l`]j l`]q hmdd g kge] gl`]j \Yf_]jgmk lYkc& 9fq-l`af_ ak hgkkaZd]$ Zml l`] \a[] eYc] kge] gml[ge]k egj] hjgZYZd] l`Yf gl`]jk& @]j] k Yf ]pYehd] g^ \a[] af Y[lagf2 DM: All right, Amy, let s see how sneaky you are.

6 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? The game ends only when your group decides it does; o`]f gf] klgjq gj im]kl ojYhk mh$ Yfgl`]j gf] [Yf Z]-_af$ [j]Ylaf_ Yf gf_gaf_ klgjq [Ydd]\ Y campaign. Many people who play the game keep their campaigns going for egfl`k gj q]Yjk$ e]]laf_ oal` l`]aj ^ja]f\k Y ^]o lae]k Y egfl` lg ha[c mh l`] klgjq o`]j] l`]q d]^l g & L`] Y\-venturers grow in might as the campaign continues. Each egfkl]j \]^]Yl]\$ ]Y[` Y\n]flmj] [gehd]l]\$ Yf\ ]Y[` lj]Ykmj] j][gn]j]\ fgl gfdq Y\\k lg l`] [gflafmaf_ klgjq$ but also earns the adventurers new capabilities. This in-[j]Yk] af hgo]j ak j] ][l]\ Zq Yf Y\n]flmj]j k d]n]d& L`]j] k fg oaffaf_ Yf\ dgkaf_ af l`] < < _Ye] Yl d]Ykl$ fgl l`] oYq l`gk] l]jek Yj] mkmYddq mf\]jklgg\& Lg-_]l`]j$ l`] <E Yf\ l`] hdYq]jk [j]Yl] Yf ]p[alaf_ klgjq g^ bold adventurers who confront deadly perils.

7 Sometimes Yf Y\n]flmj]j ea_`l [ge] lg Y _jakdq ]f\$ lgjf YhYjl Zq ferocious monsters or done in by a nefarious villain. Even kg$ l`] gl`]j Y\n]flmj]jk [Yf k]Yj[` ^gj hgo]j^md eY_a[ lg j]nan] l`]aj ^Ydd]f [gejY\]$ gj l`] hdYq]j ea_`l [`ggk] lg create a new character to carry on. The group might fail to [gehd]l] Yf Y\n]flmj] km[[]kk^mddq$ Zml a^ ]n]jqgf] `Y\ Y _gg\ lae] Yf\ [j]Yl]\ Y e]egjYZd] klgjq$ l`]q Ydd oaf&How to PlayThe play of the game unfolds ac-cording to this basic pattern. 1. The DM describes the environment. The DM l]ddk l`] hdYq]jk o`]j] l`]aj Y\n]flmj]jk Yj] Yf\ o`Yl k Yjgmf\ l`]e$ hj]k]flaf_ l`] ZYka[ k[gh] g^ ghlagfk l`Yl hj]k]fl l`]ek]dn]k `go eYfq \ggjk d]Y\ gml g^ Y jgge$ o`Yl k gf Y lYZd]$ o`g k af l`] lYn]jf$ Yf\ kg gf!& 2. The players describe what they want to do. Some-lae]k gf] hdYq]j kh]Yck ^gj l`] o`gd] hYjlq$ kYqaf_$ O] dd lYc] l`] ]Ykl \ggj$ ^gj ]pYehd]& Gl`]j lae]k$ \a] j]fl Y\n]flmj]jk \g \a ]j]fl l`af_k2 gf] Y\n]flmj]j might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps oYl[` ^gj egfkl]jk& L`] hdYq]jk \gf l f]]\ lg lYc] lmjfk$ but the DM listens to every player and decides how to re-solve those actions.

8 Kge]lae]k$ j]kgdnaf_ Y lYkc ak ]Ykq& A^ Yf Y\n]flmj]j oYflk lg oYdc Y[jgkk Y jgge Yf\ gh]f Y \ggj$ l`] <E might just say that the door opens and describe what lies Z]qgf\& :ml l`] \ggj ea_`l Z] dg[c]\$ l`] ggj ea_`l `a\] Y \]Y\dq ljYh$ gj kge] gl`]j [aj[meklYf[] ea_`l make it challenging for an adventurer to complete a task. Af l`gk] [Yk]k$ l`] <E \][a\]k o`Yl `Yhh]fk$ g^l]f 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-[akagf hgafl$ o`a[` Zjaf_k l`] go g^ l`] _Ye] ja_`l ZY[c to step 1. This pattern holds whether the adventurers are cau-lagmkdq ]phdgjaf_ Y jmaf$ lYdcaf_ lg Y \]nagmk hjaf[]$ gj locked in mortal combat against a dragon. In certain situ-Ylagfk$ hYjla[mdYjdq [geZYl$ l`] Y[lagf ak egj] kljm[lmj]\ and the players (and DM) do take turns choosing and j]kgdnaf_ Y[lagfk& :ml egkl g^ l`] lae]$ hdYq ak ma\ Yf\ ]paZd]$ Y\Yhlaf_ lg l`] [aj[meklYf[]k g^ l`] Y\n]flmj]&Welcome to Dungeons & Dragons3 What s Next?

9 This set is a complete D&D experience, enough to provide hours of play. You can even play through the adventure book PXOWLSOH WLPHV <RX PLJKW EH VXUSULVHG DW KRZ GL HUHQWO\ 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 IWK HGLWLRQ 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 DiceL`] _Ye] mk]k hgdq`]\jYd \a[] oal` \a] j]fl fmeZ]jk g^ ka\]k& Af l`]k] jmd]k$ l`] \a] j]fl \a[] Yj] j]^]jj]\ lg Zq the letter d ^gddgo]\ Zq l`] fmeZ]j g^ ka\]k2 \,$ \.$ \0$ \)($ \)*$ Yf\ \*(& >gj afklYf[]$ Y \. ak Y kap%ka\]\ \a] (the typical cube that many games use). H]j[]flad] \a[]$ gj \)(($ ogjc Y dalld] \a] j]fldq& Qgm generate a number between 1 and 100 by rolling two dif-ferent ten-sided dice numbered from 0 to 9.)

10 One die (des-a_fYl]\ Z]^gj] qgm jgdd! _an]k l`] l]fk \a_al$ Yf\ l`] gl`]j _an]k l`] gf]k \a_al& A^ qgm jgdd Y / Yf\ Y )$ ^gj ]pYehd]$ the number rolled is 71. Two 0s represent 100. O`]f qgm f]]\ lg jgdd \a[]$ l`] jmd]k l]dd qgm `go eYfq \a[] lg jgdd g^ Y []jlYaf lqh]$ Yk o]dd Yk o`Yl eg\a ]jk lg Y\\& >gj ]pYehd]$ +\0 # - e]Yfk qgm jgdd l`j]] ]a_`l%ka\]\ \a[]$ Y\\ l`]e lg_]l`]j$ Yf\ Y\\ - lg l`] lglYd&The Core RuleO`]f l`] gml[ge] g^ Yf Y[lagf ak mf[]jlYaf$ l`] _Ye] j]-lies on the roll of a d20 to determine success or failure. Every character and monster in the game has capa-Zadala]k \] f]\ Zq kap ability scores. The abilities are Klj]f_l`$ <]pl]jalq$ ;gfklalmlagf$ Afl]dda_]f[]$ Oak\ge$ Yf\ ;`YjakeY$ Yf\ l`]q lqha[Yddq jYf_] ^jge + lg )0 ^gj most adventurers. (Monsters might have scores as low as ) gj Yk `a_` Yk +(&! L`]k] YZadalq k[gj]k$ Yf\ l`] ability eg\a ]jk \]jan]\ ^jge l`]e$ Yj] l`] ZYkak ^gj Ydegkl ]n]jq \*( jgdd l`Yl Y hdYq]j eYc]k gf Y [`YjY[l]j k gj egfkl]j k Z]`Yd^& 9 Zadalq [`][ck$ YllY[c jgddk$ Yf\ kYnaf_ l`jgok Yj] l`] l`j]] eYaf caf\k g^ \*( jgddk$ ^gjeaf_ l`] [gj] g^ l`] _Ye] k jmd]k& 9dd l`j]] ^gddgo l`]k] kaehd] kl]hk& )& Jgdd l`] \a] Yf\ Y\\ Y eg\a ]j& Roll a d20 and add l`] j]d]nYfl eg\a ]j& L`ak ak lqha[Yddq l`] eg\a ]j \]-jan]\ ^jge gf] g^ l`] kap YZadalq k[gj]k$ Yf\ al kge]lae]k af[dm\]k Y hjg [a]f[q Zgfmk lg j] ][l Y [`YjY[l]j k hYj-ticular skill.)


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