&DUNGEONS DRAGONS'
CONTENTS
Ch. l:HowtoPlay 2....................... Ch. 3: Adventuring 32................... App. A: Conditions 62. . .................
Getting Started 5............................. Travel 33............................................ App. B: What Is the
Six Abilities 7.................................... Resting 34.........................................
Rewards 35....................................... P*"ingPoint?! 63.......................
Ch. 2: Combat 16............................. Equipment 36................................... Credits 64.........................................
17The Order ofCombat.................
Movement and Position............ 20 4: 44Ch.
Actions in Combat 21..................... Spellcasting ...................
Making an Attack 23......................
Cover 26............................................. What Is a Spell? 45.........................
27Damage and Healing ................
Casting a Spell 46...........................
Spell Lists 49....................................
Spells 50............................................
CHAPTER 1: How TO PLAY
HE DUNGEONS & DRAGONS ROLEPLAYING GAME IS ABOUT
storytelling in worlds of swords and sorcery. Like games
of make-believe, D&D is driven by imagination. It's about
picturing a crumbling castle in a darkening forest and
imagining how a fantasy adventurer might react to the
challenges that scene presents. In this fantasy world, the
possibilities are limitless.
POWER, MO RTY! W,w,we're not pla!:jing Q/abbiM fi QunChiM With a
The Mo:.t iMportant part o P 060. buncha BlooPian:., now a re we� No, no we're not.
People p1a11 thi:. gaMe becau:.e the11 wa nt liMitle:.:. OuNafON� fi ORAaoN� is a porta l gun to INFINITE
power and trea:.ure and to act lil4e a coMplete IOEAS and INFINITE POWER without n,n,needing
badass a l l the tiMe. to be a gen iu:. lil4e Me who built one, Mort11. It':.
not a:. good a:. a portal g u n, but it':. a l:.o a lot
I,I,I Mean, hone:.tl!:j, it':. the ifuf 5ion oP power, cheaper and doesn't require
un:.table energ11 :.ources to
Mort11. We p1a11 gaMe:. to di:.tract ourselve:. ProM operate.
the realit!1 that the univer:.e i:. an unPeeling,
uncontrolla ble :,H•storM and ever11thing we do IT'S GOO D
is H.EANINGLESS, but Pine, Pine. That's ju:.t a STU F F.
b,b,•Bu�p•,baseline a:.:.uMption we have to Mal4e
because this i:. a huMan gaMe Por huMan people.
CHAPTER 4 : SPELLCASTING
AGK PERMEATES THE WORLDS 0' D&D ANO MOST OHEN
11' appears in the form of a spell. This chapter provides the rules
for casting spells. Clerics and wizards have distinctive ways of
learning and preparing their spells, and monsters use spells
�' in unique ways. Regardless of its source, a spell follows the
� rules here.
Thi5 i5 the real 5tuPP right here!
IT'S MAGIC, MO RTY!
Blazing Pire 5hooting o u t oP !10Ur Pingertip5, Mind control,
teleportation, and other bada55 power Move5!
Yeah, !1eah ... !10ur rogue can pick a lock and cliMb a wa if. I ju5t blew
that p•Hing door oPP iM hinge5 and then Plew pa5t !10U on M!1 wa!1 to
eldritch g lor!1. SPAR KLY A555555!
EAT MY