Charisma
Combat
An Introduction to
Dungeons & Dragons
and how not to die in the first session...
Spells
Skills
Overview
Dungeons & Dragons is a cooperative storytelling game that harnesses your imagination and invites you to explore a fantastic world of adventure, where heroes battle monsters, find treasures, and overcome epic quests.
In D&D, each player creates a character who is an adventurer and teams up with other adventurers.One player, however, takes on the role of the DM, the game’s lead storyteller and referee. The DM runs adventures for the characters, who navigate its hazards and decide which paths to explore. The DM describes the locations and creatures that the adventurers face, and the players decide what they want their characters to do. Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be unexpected.
How to Play
DESCRIBE > DECIDE > NARRATE
1. The DM Describes the Environment
2. Players Describe Desired Actions
3. The DM Narrates the Results
The DM tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions.
Describing the results often leads to another decision point, which brings the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a dragon.
Wait, whats initiative again..?
Vocabulary
Attributes
Inteligence
Subtitle
The ability to process problems and wield certain magic. INT affects the number of skill points received.
Your character’s physical strength. This effects the potency of melee attacks.
Wisdom
Dexterity
Agility and accuracy. This affects ranged attacks and dodging.
Common sense and spirituality. (also the skill for Fireball)
Charisma
Constitution
Physical resilience. This affects hit points and some physical resistances.
Social skills and sometimes physical appearance. No, you cant fuck the dragon.
Barbarian – A primarily melee combatant who makes a good guardian for other players. They can enter a temporary rage.
Bard – A versatile class that uses both combat and magic. They offer buffs (status bonuses) for party members and can apply debuffs (status impairments) to enemies.
Cleric – Priests and warriors who focus on divine magic. They make excellent healers and can often repel the undead.
Druid – Nature attuned mages with the ability to transform into animals.
Fighter – A versatile, weapon-oriented warrior.
Monk – A martial artist who specializes in unarmed combat.
Paladin – A holy knight of a chosen deity, usually committed to the path of righteousness.
Ranger – Hunters and woodsmen, mainly skilled with bows, crossbows, or dual wielding.
Rogue – A stealthy fighter capable of disarming traps and sneak-attacking enemies.
Sorcerer – A master of innate, arcane magic who does not need to memorize spells, but is limited in which spells they can cast.
Warlock – A generally evil mage who invokes magic through pacts with supernatural entities.
Wizard – An arcane spell caster who can choose to memorize different spells each day.
Alligments
Good – Having a respect for life, altruism, and selflessness.
Evil – Wicked and often selfish or oppressive.
Lawful – Abides by a core morality or honor system. Can also be judgmental and close-minded.
Chaotic – Free-spirited and sometimes unpredictable. Can also be reckless or reactionary.
Neutral – A balance between Lawful & Chaotic or Good & Evil.
Family Photo :D
- Human
- Elf
- Half-elf
- Orc
- Half-orc
- Dwarf
- Gnome
- Halfling
- Aarakocra
- Aasimar
- Firbolg
- Goliath
- Kenku
- Tabaxi
- Dragonborn
- Umbrian Dragonborn
- Tiefling
- Tortle
- Tauren
- Quickling
- Satyr
- Shardmind
- Goblin
- Hobgoblin
- Goblinoid
- Dekanter Goblin
- Lizardfolk
- Kuo-Toa
- Greng
- Centaur
- Leonin
- Merfolk
- Gnoll
- Firbolg
- Githzerai
- Shifter
- Mind-flayer
- Bullywug
- Mongrelfolk
- Aranea
- Lycanthropes
- Etc
- Etcetera
- Et. Se. Te. Ra
- Drow
- Clonn
- Minotaur
- Warforged
- Erc
- Lythari
- High Elves
- Sun Elves
- Moon Elves
- Star Elves
- Wood Elves
- Wild Elves
- Avariel
- Aquatic Elves
- Celadrin
- Silvans
- Feyfolk
- Yuan-ti
- Genasi
- Shadar-kai
- Lizard-folk
- Bugbear
Skills
noone gets religion
they suffer afterwards
: )
Characters have a variety of proficiencies. Skill checks are often used whenever a player attempts to accomplish something. Checks can include lock picking, determining character motives, swimming, climbing, crafting, etc. All skills are rooted in one attribute, so each rank in a skill gives a bonus to a roll based on that root attribute, if applicable.
Magic
Divine Spells – Magic drawn from holy sources or deities. Tends to focus on protection and healing.
Arcane Spells – Pretty much any spell not derived from a divine source. They tend to have more variety and dramatic effects.
Schools – Magic specializations such as conjuration, illusion, enchantment, and necromancy.
Effects – Elemental or status-effecting outcomes of a spell such as electricity, poison, or fear.
Spell Component – Physical items required to cast a spell. Some DMs choose to omit this requirement.
Schools of Magic
Combat
Initiative – The order in which players and enemies take their turns in combat.
Feat – Additional abilities players can acquire to improve their combat and skill checks.
Sneak Attack – A special rogue attack that does massive damage when they surprise or flank an enemy.
Critical (Crit) – When a character rolls a natural 20 (or lower with certain feats or spells), they do bonus damage to the enemy.
Botch – When a player or DM rolls a 1, it leads to a critical failure, usually with dire (or hilarious) consequences.
Hit Points – The amount of health a player has. Damage decreases hit points and incapacitates the player at zero.
Melee – Close combat using striking, slashing, or piercing weapons.
Ranged – Combat from a distance using bows, arrows, guns, thrown weapons, or magic.
Rage – A Barbarian skill that can add bonuses to Strength, Constitution, and Will saving throws as well as temporarily increase hit points.
Saving Throw – A roll of the die to determine if a player resists and effect.
World Settings
World of Fantasy
Every DnD Campaign needs a world to be set in. Normally, the S.R.D Official Setting for all campaigns is in Faerun, a multi-porpuse world that fits all purposes. However, it is very common for DM's and players to prefer custom-made worlds and homebrewed settings, for they bring a level of ingenuity to the game. It is also very boring to play campaigns in Faerun.
Basics of the Universe
Before you discover your custom-made world, you must first understand the laws and rules that surround it.
Material Planes
THE Material Plane
Feywilds
Shadowfell
Elemental Planes
Outer Realms
& the outlands
Necel Artaure
Laira
Players
Let us Comence Forth!
and dont fuck the dragon..
DND INTRO
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Transcript
Charisma
Combat
An Introduction to
Dungeons & Dragons
and how not to die in the first session...
Spells
Skills
Overview
Dungeons & Dragons is a cooperative storytelling game that harnesses your imagination and invites you to explore a fantastic world of adventure, where heroes battle monsters, find treasures, and overcome epic quests.
In D&D, each player creates a character who is an adventurer and teams up with other adventurers.One player, however, takes on the role of the DM, the game’s lead storyteller and referee. The DM runs adventures for the characters, who navigate its hazards and decide which paths to explore. The DM describes the locations and creatures that the adventurers face, and the players decide what they want their characters to do. Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be unexpected.
How to Play
DESCRIBE > DECIDE > NARRATE
1. The DM Describes the Environment
2. Players Describe Desired Actions
3. The DM Narrates the Results
The DM tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions.
Describing the results often leads to another decision point, which brings the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a dragon.
Wait, whats initiative again..?
Vocabulary
Attributes
Inteligence
Subtitle
The ability to process problems and wield certain magic. INT affects the number of skill points received.
Your character’s physical strength. This effects the potency of melee attacks.
Wisdom
Dexterity
Agility and accuracy. This affects ranged attacks and dodging.
Common sense and spirituality. (also the skill for Fireball)
Charisma
Constitution
Physical resilience. This affects hit points and some physical resistances.
Social skills and sometimes physical appearance. No, you cant fuck the dragon.
Barbarian – A primarily melee combatant who makes a good guardian for other players. They can enter a temporary rage. Bard – A versatile class that uses both combat and magic. They offer buffs (status bonuses) for party members and can apply debuffs (status impairments) to enemies. Cleric – Priests and warriors who focus on divine magic. They make excellent healers and can often repel the undead. Druid – Nature attuned mages with the ability to transform into animals. Fighter – A versatile, weapon-oriented warrior. Monk – A martial artist who specializes in unarmed combat. Paladin – A holy knight of a chosen deity, usually committed to the path of righteousness. Ranger – Hunters and woodsmen, mainly skilled with bows, crossbows, or dual wielding. Rogue – A stealthy fighter capable of disarming traps and sneak-attacking enemies. Sorcerer – A master of innate, arcane magic who does not need to memorize spells, but is limited in which spells they can cast. Warlock – A generally evil mage who invokes magic through pacts with supernatural entities. Wizard – An arcane spell caster who can choose to memorize different spells each day.
Alligments
Good – Having a respect for life, altruism, and selflessness. Evil – Wicked and often selfish or oppressive. Lawful – Abides by a core morality or honor system. Can also be judgmental and close-minded. Chaotic – Free-spirited and sometimes unpredictable. Can also be reckless or reactionary. Neutral – A balance between Lawful & Chaotic or Good & Evil.
Family Photo :D
Skills
noone gets religion
they suffer afterwards
: )
Characters have a variety of proficiencies. Skill checks are often used whenever a player attempts to accomplish something. Checks can include lock picking, determining character motives, swimming, climbing, crafting, etc. All skills are rooted in one attribute, so each rank in a skill gives a bonus to a roll based on that root attribute, if applicable.
Magic
Divine Spells – Magic drawn from holy sources or deities. Tends to focus on protection and healing. Arcane Spells – Pretty much any spell not derived from a divine source. They tend to have more variety and dramatic effects. Schools – Magic specializations such as conjuration, illusion, enchantment, and necromancy. Effects – Elemental or status-effecting outcomes of a spell such as electricity, poison, or fear. Spell Component – Physical items required to cast a spell. Some DMs choose to omit this requirement.
Schools of Magic
Combat
Initiative – The order in which players and enemies take their turns in combat. Feat – Additional abilities players can acquire to improve their combat and skill checks. Sneak Attack – A special rogue attack that does massive damage when they surprise or flank an enemy. Critical (Crit) – When a character rolls a natural 20 (or lower with certain feats or spells), they do bonus damage to the enemy. Botch – When a player or DM rolls a 1, it leads to a critical failure, usually with dire (or hilarious) consequences. Hit Points – The amount of health a player has. Damage decreases hit points and incapacitates the player at zero. Melee – Close combat using striking, slashing, or piercing weapons. Ranged – Combat from a distance using bows, arrows, guns, thrown weapons, or magic. Rage – A Barbarian skill that can add bonuses to Strength, Constitution, and Will saving throws as well as temporarily increase hit points. Saving Throw – A roll of the die to determine if a player resists and effect.
World Settings
World of Fantasy
Every DnD Campaign needs a world to be set in. Normally, the S.R.D Official Setting for all campaigns is in Faerun, a multi-porpuse world that fits all purposes. However, it is very common for DM's and players to prefer custom-made worlds and homebrewed settings, for they bring a level of ingenuity to the game. It is also very boring to play campaigns in Faerun.
Basics of the Universe
Before you discover your custom-made world, you must first understand the laws and rules that surround it.
Material Planes
THE Material Plane
Feywilds
Shadowfell
Elemental Planes
Outer Realms
& the outlands
Necel Artaure
Laira
Players
Let us Comence Forth!
and dont fuck the dragon..