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HOW TO PLAY • THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT • YOU DESCRIBE WHAT YOU WANT TO DO • THE DUNGEON

MASTER NARRATES THE RESULTS OF YOUR ACTION

IN DUNGEONS & DRAGONS, YOU PLAY A CHARACTER: AN ADVENTURER WHO TEAMS UP WITH OTHER ADVENTURERS, PLAYED BY FRIENDS. WORKING TO-
GETHER, THE GROUP MIGHT EXPLORE A DARK DUNGEON FAR BELOW GROUND, A RUINED CITY ON THE EDGE OF CIVILIZATION, A HAUNTED CASTLE ON A
ROCKY SHORE, A LOST TEMPLE DEEP IN A JUNGLE, OR A LAVA-FILLED CAVERN BENEATH A MYSTERIOUS MOUNTAIN. THE ADVENTURERS SOLVE PUZZLES,
TALK AND NEGOTIATE WITH THE DENIZENS OF THE WORLD, BATTLE FANTASTIC MONSTERS, AND DISCOVER WONDROUS MAGIC ITEMS AND TREASURE.

WHO IS MY CHARACTER? A CHARACTER SHEET FOR BEGINNERS


DWARF • CLERIC

NAME RACE CLASS ALIGNMENT BACKGROUND TRAITS LEVEL


Your name is granted by a clan Your character’s race is just one of Your character’s class, broadly Your character’s alignment is Your character’s background Traits set you apart from other Your level is a number that rep-
elder and belongs to the clan. the many intelligent species that described as an adventurer’s a combination of two factors: reveals where you came from, characters and should be some- resents your overall skill and
A dwarf who misuses or brings inhabits the D&D world. It contrib- job, defines what special tal- attitude toward society and order how you became an adventurer, thing interesting or fun. experience. You advance in level
shame to a clan name is stripped utes to your character’s identity by ents you possess, and well as (lawful, chaotic, or neutral) and and your place in the world. by adventuring and gaining expe-
You are always polite and respectful
of the name and forbidden to use establishing a general appearance the tactics you are most likely morality (good, evil, or neutral). and you’ve lost so many friends that rience points. When you advance
You are a soldier. War has been
any dwarven name in its place. and the natural talents gained to employ when exploring a you are slow to make new ones. in level, you get stronger, smarter,
You are neutral good. Neutral your life for as long as you care
from your culture and ancestry. dungeon, fighting monsters, or faster, and gain new abilities.
Pick a name that sounds good characters let their con- to remember. You trained as a

IDEALS
engaging in a tense negotiation.
good to you, or chose one You are a dwarf. Dwarves hail science, not law and authority, youth, studied the use of weap- Your character is 1st level. A
from a popular book or movie. from kingdoms carved into the You are a cleric. Clerics are inter- guide them to do the right thing. ons and armor, and learned 1st-level character is inexperi-
For those with writer’s block, roots of mountains and have a mediaries between the mortal basic survival techniques. Ideals are fundamental moral and enced in the adventuring world,
here are some examples. strong commitment to clan and world and the distant worlds of ethical principles that compel you although you might have been
tradition. They are skilled warriors, the gods. Divine magic flows to act. a soldier or a pirate and done
Female Names • Amber,
miners, and workers of stone through clerics, manifesting as You believe it is your duty to give dangerous things before.
Bonndyl, Eldeth, Gurdis, Hel-
and metal. Though they stand miraculous effects. Clerics also up your life in defense of others.
ja, Ilde, Maevgwyn, Nasslin,
shorter than other races, their posses combat training that lets
Tiswynn, Torbera, Vistra

BONDS
courage and endurance is easily a them wade into battle with the
Male Names • Adrik, Bruenor, match for any of the larger folk. power of the gods on their side.
Dalmor, Eberk, Flint, Harbek, Orsik, Bonds represents a connections to
Rurik, Thoradin, Tordek, Ulfgar people, places, and events.
Clan Names • Battlehammer, You fight for those who cannot
Darkshield, Fireforge, Frostbeard, fight for themselves.
Ironfist, Steelbringer, Thunderfist

FLAWS
Your flaw outlines a vice, compul-
sion, fear, or weakness.

You never admit when you’re


wrong.
HOW TO PLAY • THE DUNGEON MASTER DESCRIBES THE ENVIRONMENT • YOU DESCRIBE WHAT YOU WANT TO DO • THE DUNGEON MASTER NARRATES THE RESULTS OF YOUR ACTION

ONE PLAYER TAKES ON THE ROLE OF THE DUNGEON MASTER—THE GAME’S LEAD STORYTELLER AND REFEREE. THE DM CREATES ADVENTURES FOR THE
CHARACTERS, WHO NAVIGATE ITS HAZARDS AND DECIDE WHICH PATHS TO EXPLORE. WHEN ONE QUEST IS FINISHED, ANOTHER ONE BEGINS, CREATING
AN ONGOING STORY CALLED A CAMPAIGN. THERE’S NO WINNING AND LOSING IN DUNGEONS & DRAGONS, THE DM AND THE PLAYERS CREATE AN EXCIT-
ING STORY OF BOLD ADVENTURERS AND NEFARIOUS VILLAINS. IF EVERYONE HAS A GOOD TIME AND CREATES A MEMORABLE STORY, EVERYONE WINS.

WHAT CAN MY CHARACTER DO? A CHARACTER SHEET FOR BEGINNERS


DWARF • CLERIC

THE D20 ABILITIES STRENGTH


Brawn and Power
DEXTERITY
Quickness and Agility
CONSTITUTION INTELLIGENCE
Health and Endurance Reasoning and Memory
WISDOM
Perception and Insight
CHARISMA
Allure and Charm
PASSIVE SKILLS
Passive skills are used in ability

ABILITIES
checks that don’t involve die
Does your sword swing hurt the Six abilities represent your Score: 14 Score: 8 Score: 15 Score: 10 Score: 16 Score: 12
rolls. Such a check represents
dragon? Will the ogre believe character’s physical and men- Modifier: +2 Modifier: -1 Modifier: +2 Modifier: +0 Modifier: +3 Modifier: +1 the average result for a task
your outrageous bluff? Can you tal characteristics: Strength, done repeatedly, or can be used
avoid the blast of a fireball? In Dexterity, Constitution, Intelli- by the DM to secretly deter-
cases where the outcome of gence, Wisdom, and Charisma. +2 Saving Throw -1 Saving Throw +2 Saving Throw +0 Saving Throw +5 Saving Throw +3 Saving Throw
mine whether you succeed at
an action is uncertain, you roll something without rolling dice.
Each ability has a score, ranging +4 Athletics -1 Acrobatics +0 Arcana +3 Animal Handling +1 Deception
a 20-sided die—also known as -1 Sleight Of Hand +0 History +3 Insight +3 Intimidation Passive Perception: 13
from 3 to 20. A score of 10 or 11
a d20—to determine success -1 Stealth +0 Investigation +5 Medicine +1 Performance Passive Insight: 13
is the normal human average.
or failure. Ability checks, attack +0 Nature +3 Perception +1 Persuasion
rolls, and saving throws are the Each ability score has a modifier, +2 Religion +3 Survival
three kinds of d20 rolls and they ranging from -5 to +10. You will
follow these three steps. add or subtract an ability score EQUIPMENT LANGUAGES DARKVISION DWARVEN RESILIENCE
modifier with every roll you make. Chain mail¹, shield, warhammer, 2 han- Common, Dwarvish You see in dim light within a 60-foot You have advantage on saving throws
1. Roll the d20 and add a modifier
FEATURES

from one of the six ability scores. Finally, each ability covers a broad daxes, holy symbol, backpack, crowbar, radius of you as if it were bright light, against poison, and you have resis-
range of skills. A skill already has the hammer, 10 pitons, 10 torches, tinder- PROFICIENCIES and in darkness in that radius as if it tance against poison damage.
2. Class features, spells, or box, 10 days of rations, waterskin, 50 You experience setbacks with items were dim light. You can’t discern col-
ability score modifier added in, plus
other effects sometimes give a
a proficiency bonus if applicable. feet of hempen rope, mason’s tools, you are not proficient with. or in darkness, only shades of gray. STONECUNNING
bonus or penalty to the check. dagger taken from a fallen enemy as Whenever you make an Intelligence
You are poficient with all armor, shields,
MERCENARY SERGEANT
THE THREE
If there are any, apply them a trophy, deck of playing cards, set of (History) check related to the ori-
all simple weapons, battleaxes, handax-
and determine the total. common clothes, pouch, sergeant’s You were a minor officer among the gin of stonework, you add +4 to the
es, light hammers, warhammers, playing
Mintarn mercenaries. Mintarn soldiers check instead of your normal +0.

CHECKS
3. Compare the total to a target rank insignia, and 10 gold pieces. cards, mason’s tools, and land vehicles.
recognize your authority and influence.
number, called a Difficulty Class. ¹ While wearing this armor, you have disad-
The more difficult the challenge, vantage on Dexterity (Stealth) checks.
An ability check is made when
the higher its DC. If the total equals
you attempt to overcome a
or exceeds the DC, the roll is a
challenge. The DM decides which INITIATIVE: -1 SPEED: 5 SQUARES SPELLS WEAPONS
success. Otherwise, it’s a failure. Your character’s speed is the distance
of the six abilities is relevant, a An initiative check is rolled by all combat- You can cast light, sacred flame, and To attack with a weapon, an attack roll
skill if applicable, and the DC. ants at the start of combat. Everyone takes they can move in 1 combat round. thaumaturgy as many times as you want. is made.
COMBAT

their turn in order from highest to lowest


A saving throw represents an SPELLCASTING ABILITY Twice a day, you can cast two spells Weapon Name Att Bonus Damage

attempt to resist a spell, trap, ARMOR CLASS: 18 Wisdom is your spellcasting ability for from the following list: bless, cure Warhammer +4 1d8 + 2 bludgeoning
poison, or similar threat. Your armor class represents how well your your spells. The saving throw DC to resist wounds¹, guiding bolt, healing word¹,
Handaxe¹ +4 1d6 + 2 slashing
character avoids being wounded in battle. a spell you cast is 13. Your attack bonus inflict wounds, and shield of faith. The
An attack roll determines whether
when you make an attack with a spell is +5. same spell can be cast both times. ¹ You can throw a handaxe 20 feet, or up to 60
an attack hits or misses. If the
HIT POINTS: 11 feet with disadvantage on the attack roll.
total of the roll plus modifiers
Hit points represent physical and men- HIT DICE: 1D8 Spell descriptions are found in the rulebook.
equals or exceeds the target’s After a short rest, roll your Hit Die and ¹ Whenever you cast these spells, the character
tal durability, the will to live, and luck. ©2017 green matter games
armor class, the attack hits. regain hit points equal to the total. being healed regains 3 additional hit points.

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