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Or Something Like That 
Lunch Hour D&D
Wait, We’re Doing WHAT? 
The Very Basics of Dungeons & 
Dragons
A World of Pure 
Imagination 

To paraphrase from a very 
NSFW PPT… 
 
“I’m gonna let you in on a little secret. D&D 
is just sitting around a table with your 
[colleagues], making $#1% up. If you like 
doing that, you will like D&D.”
Cool Company 

So How Do You Play? 
 
The Very Least You Need To Know
The Dungeon Master 
(DM) 
 
For all intents and purposes, in 
the game, the DM is GOD. 
He knows the whole story ahead 
of time…mostly…until one of the 
players makes a decision he 
hadn’t planned for and that little 
change mucks up the whole 
thing. 
MUAHAHAHA!
The DM (cont.) 
 
The DM: 
• Plays monsters and other 
non-player characters 
(NPCs) 
• Tells us when and which 
dice we need to roll 
• Tells us the outcome of 
dice rolls 
• Tells us about any treasure 
or experience we reaped 
• Informs us if we’ve killed 
or been killed
The Dice 
 
Every action that has a 
potential positive or 
negative outcome is 
determined by rolling dice. 
The DM will tell us which 
dice to roll. You add the 
outcome to other numbers 
on the character’s statistic 
sheet and keep track. 
Sorry! Math!
It’s Possible to Learn a Lot 
 
D&D turns 40 this year. It’s older than 
some of us. 
In the 80s fundamentalists thought 
D&D was Satan-worship and caused 
suicide and murder. Yes, for realz. 
There are 3 manuals for the game: 
Player’s Handbook (PHB), Monster 
Manual, and Dungeon Master’s Guide. 
Jacob will do all the heavy lifting for 
us…in the beginning. 
As we learn, we’ll assume more of 
the burden ourselves.
The Golden Rule 
 
If the DM asks, "Are you 
sure?“, the correct 
answer is always: 
“On second thought, 
no, that’s a stupid 
idea. Let's think of 
something else."
Player Characters 
 
Who We’ll Be Playing
Things Get Interesting 

Roleplaying 
 
You are not playing the game; a character is 
playing the game. 
To play a character, you take on a role. 
If you’re good at staying in character and play 
well, the DM can award “Inspiration” points, 
which you can use later to get out of a jam or do 
more damage or otherwise benefit the party. 
Small teams of 2-3 people will be playing each 
character for our game. Interesting…
Every Score is a 
Roleplaying Tool 
 
Don’t get hung up on technical stuff. Just ask 
the DM if you’re confused. 
 When in doubt, remember your character’s 
traits, background, motivations and do what 
you think he or she would do in the situation.
Ability Scores 
 
 Strength: Natural athleticism and physical power. 
Important for fighters, you’ll want to have high strength 
if you use melee weapons (things you hit people with 
hand-to-hand) or want to use heavy armor. 
 Dexterity: Agility, reflexes, balance, and poise. 
Important for characters with ranged attacks (things you 
throw or shoot at people) or who don’t want to be hit. 
 Constitution: Health and stamina. Important for 
everyone: Constitution determines how much damage 
you can take before you pass out and/or die.
Ability Scores (cont.) 
 
 Wisdom: Awareness, intuition, and insight. Wisdom 
increases spell effectiveness of divine spell-casters, 
like clerics. 
 Intelligence: Mental acuity, information recall, and 
analytical skill. Intelligence increases spell 
effectiveness for wizards. 
 Charisma: Confidence, eloquence, leadership. 
Charisma helps determine how well a character can 
bluff, charm, or otherwise manipulate others. 
Charisma is important for spontaneous spell-casters 
like bards, sorcerers, and warlocks.
(Some) Things You Can (try to*) Do 
 
 Listen 
 Sneak 
 Negotiate 
 Befriend 
 Attack 
 Pick lock 
 Intimidate 
 Jump 
 Climb 
 Cast a spell 
 Search 
 Hide 
 Run Away 
 Ask 
 Swim 
 Lift 
 Throw 
 Cheat 
 Dodge 
 Grab 
 Shove 
 Duck 
 Explore 
 Lie 
 Steal 
 Pray 
 Search 
*Roll a 20-sided die (D20) and find out if it worked!
That Which Does Not Kill You 
Makes You Stronger (Literally) 
 
 Hit Points (HP): Your life. The 
amount of damage you can take 
before falling unconscious/dying. 
 Experience Points (XP): What you 
get for beating monsters (while 
awake/alive); helps you level up. 
 Our characters will start at level 1 
and play to level 5. 
 At level 1, you’re lucky to 
successfully attack and kill a 
somewhat vicious squirrel.
Classes 
 
So, what do you do 
for a living?
Fighter 
Knight, gladiator, warlord. A 
fighter can be all three — a 
versatile, powerful warrior who 
can focus on damage, protect 
himself and others, or even learn 
some wizardry spellcasting. 
• Fighters have the second highest 
HP in the game. 
• Fighters are proficient in all 
armor, shields, and all simple 
and martial weapons. 
• Fighters can choose a fighting 
style (such as archery, dueling, 
and defense) 
• Fighters can also choose a 
Martial Archetype such as 
Champion or Eldritch Knight 
(see the PHB for more)
Cleric 
Healers and warriors, clerics 
channel their deity’s energy 
through spellcasting and martial 
might. Clerics blend magic and 
melee, and can take hits and deal 
damage almost as well as a fighting 
class and cast spells as well as any 
spellcaster. 
• Clerics are proficient with 
medium armor, shields, and 
simple weapons. 
• Clerics choose a specialty 
related to their deity, which 
determines bonus abilities. No 
two clerics are the same. 
• Clerics are the prime source of 
combat healing in the game, and 
can even revive the dead as 
early as level 5. (Psst. That’s 
early.)
Rogue 
Rogues rely on skill, stealth, and 
exploiting foes’ vulnerabilities. 
They also hate fair fights, and 
happily stab enemies in the back 
while they’re preoccupied with 
meatier members of the party. 
• Rogues can learn the most (non-combat) 
skills, and can gain 
even greater bonuses to them. 
• Rogues are essential due to 
being able to disarm traps, open 
locks, and just generally being 
able to get into and out of all 
sorts of trouble. 
• Rogues can choose an 
archetype, such as a burglary 
Thief, a shadowy Assassin, or a 
magic-inclined Arcane 
Trickster.
Wizard 
Merlin. Gandalf. Dumbledore. 
Even Harry. 
We’re pretty familiar with what a 
Wizard does, right? 
A scholar of magic and an expert at 
spells, the wizard must choose one 
of eight specialties: 
• Abjuration 
• Evocation 
• Conjuration 
• Divination 
• Enchantment 
• Illusion 
• Necromancy 
• Transmutation 
Check the PHB for more info.
And More 
 
 Barbarians! 
 Bards! 
 Druids! 
 Monks! 
 Paladins! 
 Rangers! 
 Rogues! 
 Sorcerers! 
 Warlocks!
Races 
 
Your PC’s race can modify his or her 
abilities — for better or worse. 
Some races are more inclined to magic; 
others are better at brute force. 
Let’s meet four D&D races.
Human 
What do we know about 
humans as a race? 
• They’re a mighty versatile 
crew and come in many 
shapes, sizes, sub-races and 
all alignments 
• All base ability scores 
increase by +1 for humans 
• Base walking speed is 30 feet 
• They’re fluent in Common 
and one other language 
(player’s choice)
Halfling 
What’s a Halfling? Half the size of 
a human. You may have seen a 
movie called…the Hobbit. 
• Dexterity increases by 2, 
because being little helps 
• Most halflings are lawful good 
• They’re around 3 feet tall and 40 
lbs. 
• Walking speed is 25 feet. 
• They’re lucky—any time they 
roll a 1, they can re-roll! 
• They’re also brave and have an 
advantage on saving throws 
against being frightened. 
• They read, speak and write 
Common and Halfling. 
• There are two sub-races: 
Lightfoot and Stout. That guy is 
a Lightfoot.
Dwarf 
Short and stocky, dwarves are 
basically all Gimli from LotR. 
Dwarven women do not have beards. 
• Dwarven constitution increases by 
2, allowing them to take more hits. 
• Most dwarves are lawful and tend 
towards good. 
• They’re between 4 and 5 feet and 
weigh approximately 150 lbs. 
• Walking speed is 25, but is not 
reduced by armor. 
• Dwarves can see in the dark with 
Darkvision. 
• Dwarves can always use battleaxes, 
handaxes, throwing hammers, and 
warhammers, even if they’re a 
wizard or rogue. 
• Dwarves have two subraces, the 
Hill Dwarf and the Mountain 
Dwarf. This guy is a Hill Dwarf.
Elf 
Long-lived, slender, and with high 
expectations that non-elves rarely 
meet, elves take up adventuring out of 
sheer boredom and tend to find careers 
that let them travel freely and set their 
own pace. 
• Dexterity increases by 2. 
• Elves can live to be more than 750 
years old. 
• Elves tend to be chaotic good. 
• Their height varies from under 5 ft. 
to over 6 ft. 
• Walking speed is 30 feet. 
• Elves don’t sleep. Instead, they 
trance for 4 hours which grants the 
benefit of 8 hours of sleep. 
• They read, speak, and write 
Common and Elvish. 
• Elves have three subraces: High 
Elves, Wood Elves, and Dark Elves 
(Drow). This fellow is a Wood Elf.
And More… 
 
Consult the PHB if you’re curious.
Alignments 
 
What are your 
values, and how do 
you adhere to 
them?
What Would Your 
Character Do? 
 
 Understanding alignment is the best way to decide what 
your character will do when the DM says: 
“You’re broke, hungry, have no place to 
camp, and the innkeeper just offered you 
100 gold pieces to burn down his rival’s 
place across town, which is vacant and 
undergoing renovations. 
It is, however, guarded by two big trolls.”
Nine Alignments 
 
Morality 
Good 
Neutral 
Evil 
Attitude Toward 
Authority 
Lawful 
Neutral 
Chaotic
The Good 
 
Lawful Good Neutral Good 
Can be counted on to do 
the right thing as 
expected by society, 
laws, norms, custom, 
tradition…and maybe 
programming. 
Folks just doing the best 
they can. They’ll help 
others along the way. 
Usually. Sometimes 
reluctantly. Laws? 
Rules? Pfffft. Whatever. 
Chaotic Good 
Act according to their 
own conscience in the 
interests of good—and 
who cares what laws or 
norms have to be broken 
to get there?
Pop Quiz! 
 
Lawful Good: What Would Ned Stark Do?
Pop Quiz! 
 
Neutral Good: What Would Jon Snow Do?
Pop Quiz! 
 
Chaotic Good: What Would Arya Stark Do?
The Bad 
 
Lawful Evil Neutral Evil 
Methodically take what 
they want, within the 
limits of some set or 
code of rules, laws, 
tradition, loyalty, or 
other order. 
Do absolutely whatever 
they can get away with, 
without any compassion 
or qualms whatsoever. 
They are, however, very 
good about being careful 
getting caught. 
Chaotic Evil 
These are the true 
psychopaths of the 
world who are 
arbitrarily violent, 
spurred by greed, hate 
and bloodlust.
No Evil PCs Allowed 
 
 Evil-aligned PCs in your party can be fun…if you’ve 
got a thing for being stabbed to death in the middle 
of the night by somebody you’re traveling with. For 
no good reason. 
 Or having all your rations and weapons stolen by 
somebody who then vanishes into the night after 
setting you all on fire. 
 Or being betrayed and sold into slavery the moment 
you meet the first bad guys. 
 In other words, they make the game NOT FUN. 
 But it’s good to know these guys are out there, 
because some NPCs will be these alignments. Don’t 
trust everyone you meet…
The Neutral 
 
Lawful Neutral True Neutral 
Believe in law, order 
and/or a code above all 
else and will always seek 
to obey and preserve 
order, even to the 
inconvenience of 
themselves and others. 
The true neutral character 
is driven by self-interest, 
doesn’t care to get 
involved in big moral 
questions and doesn’t 
want to take sides. 
Chaotic Neutral 
Follow their whims, value 
personal freedom above all 
else. Anarchists, 
libertarians, rebels, cynics, 
hedonists — count on them 
to be self-centered with no 
qualms about law or codes.
Pop Quiz! 
 
Lawful Neutral: What Would Varys Do?
Pop Quiz! 
 
True Neutral: What Would Tyrion Do?
Pop Quiz! 
 
Chaotic Neutral: What Would Robert Boratheon Do?
When in Doubt… 
 
 Play your character, 
not his/her alignment. 
 Try not to let your 
character die. 
 But sometimes it 
happens. 
 When it does, there 
will be a great 
imaginary funeral.
And a New Hero Will be Born 
(OK, Rolled) 

P.S. 
 
http://lunchtimednd5e.blogspot.com/

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Intro to Dungeons & Dragons: The Very Basics (For my Colleagues)

  • 1. Or Something Like That Lunch Hour D&D
  • 2. Wait, We’re Doing WHAT? The Very Basics of Dungeons & Dragons
  • 3. A World of Pure Imagination 
  • 4. To paraphrase from a very NSFW PPT…  “I’m gonna let you in on a little secret. D&D is just sitting around a table with your [colleagues], making $#1% up. If you like doing that, you will like D&D.”
  • 6. So How Do You Play?  The Very Least You Need To Know
  • 7. The Dungeon Master (DM)  For all intents and purposes, in the game, the DM is GOD. He knows the whole story ahead of time…mostly…until one of the players makes a decision he hadn’t planned for and that little change mucks up the whole thing. MUAHAHAHA!
  • 8. The DM (cont.)  The DM: • Plays monsters and other non-player characters (NPCs) • Tells us when and which dice we need to roll • Tells us the outcome of dice rolls • Tells us about any treasure or experience we reaped • Informs us if we’ve killed or been killed
  • 9. The Dice  Every action that has a potential positive or negative outcome is determined by rolling dice. The DM will tell us which dice to roll. You add the outcome to other numbers on the character’s statistic sheet and keep track. Sorry! Math!
  • 10. It’s Possible to Learn a Lot  D&D turns 40 this year. It’s older than some of us. In the 80s fundamentalists thought D&D was Satan-worship and caused suicide and murder. Yes, for realz. There are 3 manuals for the game: Player’s Handbook (PHB), Monster Manual, and Dungeon Master’s Guide. Jacob will do all the heavy lifting for us…in the beginning. As we learn, we’ll assume more of the burden ourselves.
  • 11. The Golden Rule  If the DM asks, "Are you sure?“, the correct answer is always: “On second thought, no, that’s a stupid idea. Let's think of something else."
  • 12. Player Characters  Who We’ll Be Playing
  • 14. Roleplaying  You are not playing the game; a character is playing the game. To play a character, you take on a role. If you’re good at staying in character and play well, the DM can award “Inspiration” points, which you can use later to get out of a jam or do more damage or otherwise benefit the party. Small teams of 2-3 people will be playing each character for our game. Interesting…
  • 15. Every Score is a Roleplaying Tool  Don’t get hung up on technical stuff. Just ask the DM if you’re confused.  When in doubt, remember your character’s traits, background, motivations and do what you think he or she would do in the situation.
  • 16. Ability Scores   Strength: Natural athleticism and physical power. Important for fighters, you’ll want to have high strength if you use melee weapons (things you hit people with hand-to-hand) or want to use heavy armor.  Dexterity: Agility, reflexes, balance, and poise. Important for characters with ranged attacks (things you throw or shoot at people) or who don’t want to be hit.  Constitution: Health and stamina. Important for everyone: Constitution determines how much damage you can take before you pass out and/or die.
  • 17. Ability Scores (cont.)   Wisdom: Awareness, intuition, and insight. Wisdom increases spell effectiveness of divine spell-casters, like clerics.  Intelligence: Mental acuity, information recall, and analytical skill. Intelligence increases spell effectiveness for wizards.  Charisma: Confidence, eloquence, leadership. Charisma helps determine how well a character can bluff, charm, or otherwise manipulate others. Charisma is important for spontaneous spell-casters like bards, sorcerers, and warlocks.
  • 18. (Some) Things You Can (try to*) Do   Listen  Sneak  Negotiate  Befriend  Attack  Pick lock  Intimidate  Jump  Climb  Cast a spell  Search  Hide  Run Away  Ask  Swim  Lift  Throw  Cheat  Dodge  Grab  Shove  Duck  Explore  Lie  Steal  Pray  Search *Roll a 20-sided die (D20) and find out if it worked!
  • 19. That Which Does Not Kill You Makes You Stronger (Literally)   Hit Points (HP): Your life. The amount of damage you can take before falling unconscious/dying.  Experience Points (XP): What you get for beating monsters (while awake/alive); helps you level up.  Our characters will start at level 1 and play to level 5.  At level 1, you’re lucky to successfully attack and kill a somewhat vicious squirrel.
  • 20. Classes  So, what do you do for a living?
  • 21. Fighter Knight, gladiator, warlord. A fighter can be all three — a versatile, powerful warrior who can focus on damage, protect himself and others, or even learn some wizardry spellcasting. • Fighters have the second highest HP in the game. • Fighters are proficient in all armor, shields, and all simple and martial weapons. • Fighters can choose a fighting style (such as archery, dueling, and defense) • Fighters can also choose a Martial Archetype such as Champion or Eldritch Knight (see the PHB for more)
  • 22. Cleric Healers and warriors, clerics channel their deity’s energy through spellcasting and martial might. Clerics blend magic and melee, and can take hits and deal damage almost as well as a fighting class and cast spells as well as any spellcaster. • Clerics are proficient with medium armor, shields, and simple weapons. • Clerics choose a specialty related to their deity, which determines bonus abilities. No two clerics are the same. • Clerics are the prime source of combat healing in the game, and can even revive the dead as early as level 5. (Psst. That’s early.)
  • 23. Rogue Rogues rely on skill, stealth, and exploiting foes’ vulnerabilities. They also hate fair fights, and happily stab enemies in the back while they’re preoccupied with meatier members of the party. • Rogues can learn the most (non-combat) skills, and can gain even greater bonuses to them. • Rogues are essential due to being able to disarm traps, open locks, and just generally being able to get into and out of all sorts of trouble. • Rogues can choose an archetype, such as a burglary Thief, a shadowy Assassin, or a magic-inclined Arcane Trickster.
  • 24. Wizard Merlin. Gandalf. Dumbledore. Even Harry. We’re pretty familiar with what a Wizard does, right? A scholar of magic and an expert at spells, the wizard must choose one of eight specialties: • Abjuration • Evocation • Conjuration • Divination • Enchantment • Illusion • Necromancy • Transmutation Check the PHB for more info.
  • 25. And More   Barbarians!  Bards!  Druids!  Monks!  Paladins!  Rangers!  Rogues!  Sorcerers!  Warlocks!
  • 26. Races  Your PC’s race can modify his or her abilities — for better or worse. Some races are more inclined to magic; others are better at brute force. Let’s meet four D&D races.
  • 27. Human What do we know about humans as a race? • They’re a mighty versatile crew and come in many shapes, sizes, sub-races and all alignments • All base ability scores increase by +1 for humans • Base walking speed is 30 feet • They’re fluent in Common and one other language (player’s choice)
  • 28. Halfling What’s a Halfling? Half the size of a human. You may have seen a movie called…the Hobbit. • Dexterity increases by 2, because being little helps • Most halflings are lawful good • They’re around 3 feet tall and 40 lbs. • Walking speed is 25 feet. • They’re lucky—any time they roll a 1, they can re-roll! • They’re also brave and have an advantage on saving throws against being frightened. • They read, speak and write Common and Halfling. • There are two sub-races: Lightfoot and Stout. That guy is a Lightfoot.
  • 29. Dwarf Short and stocky, dwarves are basically all Gimli from LotR. Dwarven women do not have beards. • Dwarven constitution increases by 2, allowing them to take more hits. • Most dwarves are lawful and tend towards good. • They’re between 4 and 5 feet and weigh approximately 150 lbs. • Walking speed is 25, but is not reduced by armor. • Dwarves can see in the dark with Darkvision. • Dwarves can always use battleaxes, handaxes, throwing hammers, and warhammers, even if they’re a wizard or rogue. • Dwarves have two subraces, the Hill Dwarf and the Mountain Dwarf. This guy is a Hill Dwarf.
  • 30. Elf Long-lived, slender, and with high expectations that non-elves rarely meet, elves take up adventuring out of sheer boredom and tend to find careers that let them travel freely and set their own pace. • Dexterity increases by 2. • Elves can live to be more than 750 years old. • Elves tend to be chaotic good. • Their height varies from under 5 ft. to over 6 ft. • Walking speed is 30 feet. • Elves don’t sleep. Instead, they trance for 4 hours which grants the benefit of 8 hours of sleep. • They read, speak, and write Common and Elvish. • Elves have three subraces: High Elves, Wood Elves, and Dark Elves (Drow). This fellow is a Wood Elf.
  • 31. And More…  Consult the PHB if you’re curious.
  • 32. Alignments  What are your values, and how do you adhere to them?
  • 33. What Would Your Character Do?   Understanding alignment is the best way to decide what your character will do when the DM says: “You’re broke, hungry, have no place to camp, and the innkeeper just offered you 100 gold pieces to burn down his rival’s place across town, which is vacant and undergoing renovations. It is, however, guarded by two big trolls.”
  • 34. Nine Alignments  Morality Good Neutral Evil Attitude Toward Authority Lawful Neutral Chaotic
  • 35. The Good  Lawful Good Neutral Good Can be counted on to do the right thing as expected by society, laws, norms, custom, tradition…and maybe programming. Folks just doing the best they can. They’ll help others along the way. Usually. Sometimes reluctantly. Laws? Rules? Pfffft. Whatever. Chaotic Good Act according to their own conscience in the interests of good—and who cares what laws or norms have to be broken to get there?
  • 36. Pop Quiz!  Lawful Good: What Would Ned Stark Do?
  • 37. Pop Quiz!  Neutral Good: What Would Jon Snow Do?
  • 38. Pop Quiz!  Chaotic Good: What Would Arya Stark Do?
  • 39. The Bad  Lawful Evil Neutral Evil Methodically take what they want, within the limits of some set or code of rules, laws, tradition, loyalty, or other order. Do absolutely whatever they can get away with, without any compassion or qualms whatsoever. They are, however, very good about being careful getting caught. Chaotic Evil These are the true psychopaths of the world who are arbitrarily violent, spurred by greed, hate and bloodlust.
  • 40. No Evil PCs Allowed   Evil-aligned PCs in your party can be fun…if you’ve got a thing for being stabbed to death in the middle of the night by somebody you’re traveling with. For no good reason.  Or having all your rations and weapons stolen by somebody who then vanishes into the night after setting you all on fire.  Or being betrayed and sold into slavery the moment you meet the first bad guys.  In other words, they make the game NOT FUN.  But it’s good to know these guys are out there, because some NPCs will be these alignments. Don’t trust everyone you meet…
  • 41. The Neutral  Lawful Neutral True Neutral Believe in law, order and/or a code above all else and will always seek to obey and preserve order, even to the inconvenience of themselves and others. The true neutral character is driven by self-interest, doesn’t care to get involved in big moral questions and doesn’t want to take sides. Chaotic Neutral Follow their whims, value personal freedom above all else. Anarchists, libertarians, rebels, cynics, hedonists — count on them to be self-centered with no qualms about law or codes.
  • 42. Pop Quiz!  Lawful Neutral: What Would Varys Do?
  • 43. Pop Quiz!  True Neutral: What Would Tyrion Do?
  • 44. Pop Quiz!  Chaotic Neutral: What Would Robert Boratheon Do?
  • 45. When in Doubt…   Play your character, not his/her alignment.  Try not to let your character die.  But sometimes it happens.  When it does, there will be a great imaginary funeral.
  • 46. And a New Hero Will be Born (OK, Rolled) 