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A beginner's companion to Dungeons & Dragons

Session Zero

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.

Consult the Oracle Browse the Classes

12 classes  ·  8 questions  ·  1 destiny

Chapter I

The Oracle

Answer honestly. The dice already know who you are; this merely confirms it.

Chapter II

The Twelve Classes

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

Your First Game

Here is a secret: nobody at the table knows all the rules. This is everything you actually need.

How the game works

The whole game is this loop.

  1. I

    The Dungeon Master describes the scene: a cave mouth, a nervous merchant, a door that is definitely trapped.

  2. II

    You say what your character does, in plain words. "I check the door for traps." No rulebook needed.

  3. III

    If the outcome is uncertain, you roll a d20 and add the number the DM asks for. Higher is better.

  4. IV

    The DM narrates what happens, and the story moves on. That's it. That's the game.

Bring to the table

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.

Table wisdom

Six rules older than any rulebook.

  • You cannot ruin the game by not knowing a rule. Everyone at the table was new once.
  • When unsure, say "I'd like to try..." The answer is almost always "roll for it."
  • Your character can know things you don't. Just ask the DM.
  • Cheer other players' big moments. It comes back around.
  • Never split the party. You will split the party. You'll learn.
  • Bring snacks. Instant party favorite, no dice required.

The six ability scores

Every character is described by six numbers. Big number, good at the thing.

STR

Strength. Hit hard, carry more, kick doors.

DEX

Dexterity. Sneak, dodge, shoot, go first.

CON

Constitution. Health, toughness, surviving poison.

INT

Intelligence. Knowledge, logic, wizard magic.

WIS

Wisdom. Perception, instinct, druid and cleric magic.

CHA

Charisma. Persuade, deceive, perform, lead.

Words you'll hear at the table

Nod knowingly. Now you actually know.

DM
· the Dungeon Master: narrator, referee, and every monster's voice.
d20
· the twenty-sided die. The heart of the whole game.
AC
· Armor Class. Roll this or higher to land a hit.
HP
· Hit Points. Reach zero and you're down (not dead, usually).
Initiative
· a roll that sets the turn order when a fight breaks out.
Advantage
· roll two d20s, keep the better. Disadvantage: keep the worse.
Saving throw
· a roll to resist something bad: dodge fire, shake off a spell.
Skill check
· a d20 roll to try something: sneak, persuade, climb, recall lore.
Cantrip
· a small spell you can cast forever, no resource spent.
Short rest
· an in-game breather that recovers some abilities and health.
Nat 20
· the die shows a natural 20. A critical hit. The table erupts.
Session zero
· the meetup before the campaign where characters get made. You're doing it now.

Practice your first roll

Go on. It's how every adventure starts.

Click the die to roll.