An Introduction to the Tabletop Roleplaying Game: Dungeons & Dragons Fifth Edition
Some Keywords
Section 1: Stats
There are 6 stats known as your ability scores that determine characteristics about your character including what bonuses is added to weapon attacks and skills.
Body Stats
Mental Stats
Skills As Determined By Ability Scores
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Health Points and Hit Dice
Section 2: Classes & Character Building
There are:
Subclasses
Class broadly describes a character's vocation, special talents, and tactics they employ when adventuring. Subclasses further define those. Subclasses are specific to their parent class, and are called different things according to which class they belong to. You can only choose one subclass
For example:
The Paladin is a class for Dungeons & Dragons.
There is the subclass of Paladin that takes up the Oath of Devotion and the Oath of Vengeance.
Multiclassing
The Martial Classes (1/2)
The Martial Classes (2/2)
The Spellcaster Classes (1/2)
The Spellcaster Classes (2/2)
The Hybrid Classes (1/2)
The Hybrid Classes (2/2)
ASIs and Feats
Section 3: Spellcasting & Magic
Full casters get the most mana or “spell slots” meaning they can cast the most spells. Half-casters get half of the spell slots while third casters get a third of these slots.
Spell Types
Spell Components
Uses of Spellcasting
Schools of Magic
Section 4: Races
The Common Races are:
Monster Races
Exotic Races
Section 5: Alignments
Section 6: Dice
Damage Dice
Once an attack hits, you can now roll for Damage. This would be a dice THAT ISN’T A d20. A d20 is only used to see IF YOU HIT, pass a SAVING THROW, or pass an ABILITY CHECK.
Examples:
Rolling a Natural 20 and a Natural 1
Section 7: Combat
Armor Class
Proficiencies and Bonuses
Actions
Actions
Bonus Actions
Reactions
Saving Throws
A saving throw--also called a save--represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.
Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
Saving Throws
It’s a save to resist a spell, a trap, a poison, a disease, or similar threat. All classes have proficiencies in 2 Saving Throws.
Saving Throws by Class
Monks and Rogues get the Evasion ability where they can avoid all damage on a Dexterity Saving Throw but would ½ damage if they fail.
Death Saving Throws
Roll a Death Saving Throw whenever you have 0 health. There are no bonuses applied to this death saving throw. Healing magic can save your as long it can heal 1 hit point.
Rolling a 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
Conditions
Conditions
Conditions
Environmental Effects
Unseen Attackers & Targets
Movement
Movement in Jumping
Damage Types
There are the physical damage types
Magical damage types: Certain creatures have resistances meaning they take ½ damage from the attack (such as Tieflings that have fire resistance).
Challenge Rating
The basic gist of it is that a party of 4 PCs should be able to kill a monster with a CR of their level with no losses, but moderate difficulty. It's not quite clear cut though when you use monsters that are designed to work together and/or at lower levels.
A CR 10 monster means 4 players that are all Level 10 should be able to defeat it with a fair difficulty.
A CR ¼ monster means 1 player that is level 1 should be able to defeat it with fair difficulty
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