Transcription of AGE 12+ ESSENTIALS KIT - Wizards
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.
2 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.
3 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.]
4 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 .. 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.
5 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. Wesley SchneiderContentsCreditsRULEBOOKRICHARD WHITTERS2 Welcome to Dungeons & DragonsWelcome to Dungeons & Dragons $ roleplaying game is about storytelling in worlds of swords and spells.
6 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.
7 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.
8 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. 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.
9 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.
10 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!