A beginner's companion to Dungeons & Dragons
Every legend starts with a blank character sheet. Answer eight questions, meet your class, and walk into your first game knowing exactly what to do.
12 classes · 8 questions · 1 destiny
Chapter I
Answer honestly. The dice already know who you are; this merely confirms it.
Chapter II
Every adventurer belongs to a class: the shape of their power. Tap any card to see if it fits you. Flames mark how much there is to learn.
Chapter III
Here is a secret: nobody at the table knows all the rules. This is everything you actually need.
The whole game is this loop.
The Dungeon Master describes the scene: a cave mouth, a nervous merchant, a door that is definitely trapped.
You say what your character does, in plain words. "I check the door for traps." No rulebook needed.
If the outcome is uncertain, you roll a d20 and add the number the DM asks for. Higher is better.
The DM narrates what happens, and the story moves on. That's it. That's the game.
Check items off as you gather them.
No dice yet? Any free dice app works fine for a first session. Real dice come later, and then they multiply on their own.
Six rules older than any rulebook.
Every character is described by six numbers. Big number, good at the thing.
Strength. Hit hard, carry more, kick doors.
Dexterity. Sneak, dodge, shoot, go first.
Constitution. Health, toughness, surviving poison.
Intelligence. Knowledge, logic, wizard magic.
Wisdom. Perception, instinct, druid and cleric magic.
Charisma. Persuade, deceive, perform, lead.
Nod knowingly. Now you actually know.
Go on. It's how every adventure starts.
Click the die to roll.