Start Here!
Woah! What do all of those numbers mean?! D&D is a game of numbers. Ability scores will be clear soon. Print out a character sheet (found in the PDF portion of the site) and get ready to write.
Hit dice are a tool involved with leveling up and health in the game. For every level, your character will recieve a new hit die. When determining your character's hit points (life/health points), roll your class's hit dice (proportional to level, ex. lvl 1 = 1 hit dice; lvl 5 = 5 hit dice) and then add your 'Constitution' modifier.
This is your HP. It will get higher with every level.
Race
D&D uses several fantasy races. Each race has its own special abilities, traits, and history.
Picking your character’s race is a great first step to finding out your character’s backstory and motivation.
Here are the basic races present in the Player’s Handbook (PHB).
Human - +1 to all ability scores, extra language
Elf - +2 dexterity, darkvision
Dwarf - +2 constitution, darkvision, dwarven resilence
Halfling (Hobbit) - +2 dexterity, lucky, brave
Gnome - +2 intelligence, darkvsion
Half-elf - +2 charisma, +1 to two other abilities, darkvision
Half-orc - +2 strength, +1 constitution, darkvision, resentless endurance, savage attacks
Tiefling (Devil) - +2 charisma, +1 intelligence, darkvision, hellsih resistance
Dragonborn (Humanoid Dragon) - +2 strength, +1 charisma, breath weapon, damage resistance
Class
Class is the similar to your character's job. Class describes how your character fights, performs, or navigates the world.
Like race, class also gives your character enhanced abilities. Many players will pick races and classes that coincidence
(playing a half-orc fighter, as half-orc have a +2 to strength). However picking a class and race that seems mismatched can
make a great story. Your halfling might not be small, but their willpower is driving them to be to the wildest barbarian in the kingdom.
Barbarian - hit die: d12, ability: strength, saves: strength & constitution
Cleric - hit die: d8, ability: wisdom, saves: wisdom & charisma
Fighter - hit die: d10, ability: strength or dexterity, saves: strength & constitution
Druid - hit die: d8, ability: wisdom, saves: intelligence & wisdom
Paladin - hit die: d10, ability: strength & charisma, saves: wisdom & charisma
Ranger - hit die: d10, ability: dexterity & wisdom, saves: strength & dexterity
Rogue - hit die: d8, ability: dexterity, saves: intelligence & dexterity
Sorcerer - hit die: d6, ability: charisma, saves: charisma & constitution
Warlock - hit die: d8, ability: charisma, saves: charisma & wisdom
Wizard - hit die: d6, ability: intelligence, saves: intelligence & wisdom