1. Character Creation
1.1 Choose Your Race
Race Recommendations by Playstyle
| Race | Playstyle | Notes |
|---|---|---|
| Human | Any | Versatile, +1 to all stats |
| Elf (Drow) | Spellcasters | Spellcasting bonus, darkvision |
| Dwarf | Fighters, Clerics | Great for martial classes, poison resistance |
| Halfling | Beginners | Lucky rolls, great for beginners |
| Githyanki | Martial Classes | Unique abilities, great for fighters |
1.2 Choose Your Class
Class Difficulty & Recommendations
| Class | Difficulty | Recommended For |
|---|---|---|
| Fighter | Easy | Melee combat, easy to learn |
| Wizard | Hard | Spellcasting, high skill ceiling |
| Rogue | Medium | Stealth & sneak attacks |
| Cleric | Easy | Support & healing |
| Ranger | Medium | Ranged & pet companion |
| Paladin | Medium | Hybrid tank & spellcaster |
1.3 Background Selection
Background determines starting skills and equipment. Choose based on your preferred playstyle. Folk Hero gives you extra dialogue options with commoners.
2. Difficulty Selection
Difficulty Level Comparison
| Difficulty | Combat | Features |
|---|---|---|
| Story Mode | Very Easy | Very easy |
| Exploration | Normal | Normal combat, more dialogue options |
| Balanced | Normal | Standard experience |
| Tactics | Hard | Harder combat, enemy AI improved |
| Honor Mode | Very Hard | Ironman + toughest enemies, one save |
3. Combat Basics
3.1 Turn-Based System
Turn Order: Roll initiative → Movement → Actions → Bonus Actions → End Turn
3.2 Action Types
| Action | Notes |
|---|---|
| Attack | 1 per turn |
| Dash | Double movement |
| Disengage | Avoid opportunity attacks |
| Help | Grant ally advantage |
| Cast a Spell | Uses spell slot |
| Hide | Stealth for advantage |
Bonus Action: Off-hand attack (Two-Weapon Fighting), Healing Word (Bonus action heal)
3.3 Positioning Tips
- High Ground: +2 to attack rolls
- Cover: Half cover (+2 AC), Full cover (immune to ranged)
- Sneak Attack: Requires advantage or ally adjacent to target
- Spread your party: Avoid AOE spells hitting multiple members
4. Exploration Tips
4.1 Dice Rolls & Checks
D20 Roll + Ability Modifier + Proficiency Bonus (if applicable) vs Difficulty Class (DC)
Advantage: Roll 2d20, take higher. Disadvantage: Take lower.
4.2 Party Composition
Recommended Party Setup
| Role | Recommended |
|---|---|
| Tank | Fighter / Paladin / Cleric |
| Healer/Support | Cleric / Life Domain |
| DPS (Ranged) | Wizard / Ranger / Warlock |
| DPS (Melee) | Rogue / Fighter / Barbarian |
| Utility/Control | Wizard / Bard / Druid |
4.3 Resting System
- Short Rest: Recover health, spend Hit Dice. 1 hour.
- Long Rest: Full health, recover spell slots & Hit Dice. Camp supplies needed.
- Camp Supplies: Find or buy them to enable long rests
5. Pro Tips for Beginners
- Save Frequently: Auto-save is limited. Manual save before major decisions.
- Talk to Everyone: NPC dialogue often contains quests or hidden content.
- Search Bodies & Containers: Most items are free to take.
- Check Elevated Areas: DM looks for highest point in combat.
- Long Rest After Level Up: Maximize full HP recovery.
- Read Spell Descriptions: Some spells have unexpected utility (like Feather Fall).
6. Common Mistakes to Avoid
- Neglecting Cover: Always seek half-cover (+2 AC) in ranged fights.
- Ignoring Inventory: Sell duplicate items, keep quest items, equip new gear immediately.
- Not Using Consumables: Scrolls, potions, and grenades are meant to be used.
- Forcing One Playstyle: Adapt your tactics to enemy types.
7. Next Steps
- Explore the Act 1 area thoroughly before reaching the first major boss.
- Talk to your companions regularly to build relationships and unlock unique dialogue.
- Check your camp chest to organize loot and swap equipment.
- Read the journal regularly for quest objectives and NPC names.