a guide to D&D with young players

Create a character

Folk

Choose a fantasy folk (Dungeons & Dragons calls them “species”) from the Young Adventurers books.

Each Folk has a power. Sometimes, they have a few powers. Choose one for your character. If you are playing a human, your power is how adaptable you are. Humans get an additional Ability point. 

Class

Your class is your special training. They are listed in the Young Adventurers books. For a quick start game, your class should just help you imagine your character and pick your best Ability.

ClassBest Ability
BarbarianSTR or CON
BardCHA
ClericWIS
DruidWIS
FighterSTR
MonkDEX
PaladinSTR or CHA
RangerDEX or WIS
RogueDEX
SorcererCHA
WarlockCHA
WizardINT

Abilities

3, 2, 1 method: Add these scores to your Abilities however you choose: 3, 2, 1, 0, 0, 0

If you want to make a more complex character, use: 3, 2, 1, 1, 0, -1

Armor Class

Your armor class is how hard it is for a monster to hit you. It equals: 10 + your Dexterity score + your armor bonus


Hit Points (HP)

Your character starts with d8 + CON HP. When you choose to gain HP as a Level Up, you gain 1d8 + CON HP.


Magic and Spells

Spells are cast with INT, WIS, or CHA checks. In our simple rules, any character can cast a spell but success will be more difficult for those without many points in those Abilities. 

Choose 4 spells at character creation if your character’s highest ability is INT, WIS, or CHA. 

If STR, DEX, or CON is your highest ability, you don’t know any magic spells at the start of the game but you can learn them any time later.


Equipment

Choose a pack that you carry:

Burglar’s Pack. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Diplomat’s Pack. Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

Dungeoneer’s Pack. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer’s Pack. Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer’s Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Priest’s Pack. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar’s Pack. Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Choose two weapons:

WeaponTraitAbility used to attackDamage
daggerone-handedSTR or DEXd4
darts (10)one-handedDEXd4
short swordone-handedSTRd6
maceone-handedSTRd6
short bow / crossbowone-handedDEXd6
long swordtwo-handedSTRd8
battleaxetwo-handedSTRd8
long bow / crossbowtwo-handedDEXd8

Choose an armor if you want:

Light armorNo penalties+1 AC
Medium armorCan’t cast Wizard spells+2 AC
Heavy armorCan’t cast Wizard spells, disadvantage on sneaking+3 AC
ShieldCan’t use a 2-handed weapon while holding+1 AC

Leveling Up

At the beginning of each session, characters add 3 Hero Dice. 

At the end of every adventure (which may take a few sessions), characters choose to do one of the following:

  • gain d8 hit points (HP)
  • learn one new spell