Back to courses
Quirky & Unusual beginner

Dungeons and Dragons

Duration0 hours
Modules7
Get started — free →

Course outline

Module 1 Module 1: Character Creation and Ability Scores

Character Creation and Ability Scores

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. In Dungeons and Dragons 5th Edition, what are the six ability scores used to define a character?
  • A. Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma ✓
  • B. Strength, Agility, Vitality, Intellect, Insight, Presence
  • C. Might, Speed, Endurance, Reason, Perception, Charm
  • D. Power, Finesse, Toughness, Wit, Sense, Glamour

Why: The six core ability scores in D&D 5th Edition are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Every character has a score in each, which is used to determine modifiers for many rolls.

Q2. Under the standard array method of ability score generation, which set of values is provided?
  • A. 18, 16, 14, 12, 10, 8
  • B. 15, 14, 13, 12, 10, 8 ✓
  • C. 20, 18, 16, 14, 12, 10
  • D. 10, 10, 10, 10, 10, 10

Why: The standard array in D&D 5th Edition is 15, 14, 13, 12, 10, and 8. Players assign these six numbers to their six ability scores as they choose, which offers a balanced alternative to rolling dice.

Q3. How is an ability modifier calculated from an ability score in D&D 5th Edition?
  • A. Subtract 10 from the score and divide by 2, rounding down ✓
  • B. Divide the score by 2 and add 5
  • C. Subtract the score from 10
  • D. Multiply the score by 0.5

Why: The ability modifier is found by subtracting 10 from the ability score, dividing by 2, and rounding down. For example, a score of 14 gives a modifier of +2, and a score of 8 gives a modifier of -1.

Q4. Which ability score is most closely associated with a character's ability to resist poison and disease and to gain hit points?
  • A. Strength
  • B. Dexterity
  • C. Constitution ✓
  • D. Wisdom

Why: Constitution represents health and stamina. It affects hit points gained at each level and is used for saving throws against poison, disease, and similar effects.

Q5. A player rolls 4d6 and drops the lowest die for each ability score. Which method of ability score generation is this?
  • A. Point buy
  • B. Standard array
  • C. Rolling for stats ✓
  • D. Manual assignment

Why: Rolling for stats means rolling four six-sided dice, dropping the lowest result, and summing the remaining three. This is repeated for each of the six ability scores, producing more variable but potentially higher results than the other methods.

Module 2 Module 2: Races, Classes, and Backgrounds

Races, Classes, and Backgrounds

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. Which ability score is most closely associated with a Wizard's spellcasting in Dungeons and Dragons 5th Edition?
  • A. Strength
  • B. Intelligence ✓
  • C. Charisma
  • D. Dexterity

Why: Wizards use Intelligence as their spellcasting ability, which governs their spell attack bonus, spell save DC, and how many spells they can prepare or learn.

Q2. Which race gets a bonus to Dexterity in the standard Player's Handbook rules for 5th Edition?
  • A. Dwarf
  • B. Halfling ✓
  • C. Human
  • D. Dragonborn

Why: Halflings receive a +2 bonus to Dexterity in the core rules, along with features like Lucky and Brave that reflect their nimble nature.

Q3. What is the hit die used by the Barbarian class in 5th Edition?
  • A. d6
  • B. d8
  • C. d10
  • D. d12 ✓

Why: Barbarians use a d12 hit die, making them one of the hardiest classes in the game and reflecting their durability in combat.

Q4. Which background is commonly associated with a character who grew up in a city and learned to navigate crowds and make connections?
  • A. Soldier
  • B. Acolyte
  • C. Urchin ✓
  • D. Hermit

Why: The Urchin background represents someone who grew up on the streets of a city, gaining skills in stealth, navigation of urban environments, and survival among crowds.

Q5. How many skill proficiencies does a character typically gain from their chosen background in 5th Edition?
  • A. One
  • B. Two ✓
  • C. Three
  • D. Four

Why: Most backgrounds grant two skill proficiencies, along with other benefits such as tool proficiencies, languages, equipment, and a background feature.

Module 3 Module 3: Core Mechanics and the d20 Roll

Core Mechanics and the d20 Roll

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. In Dungeons and Dragons, what type of die is primarily rolled to resolve most ability checks, attack rolls, and saving throws?
  • A. d4
  • B. d6
  • C. d20 ✓
  • D. d100

Why: The d20 is the core die in D&D 5th Edition. Most ability checks, attack rolls, and saving throws are resolved by rolling a d20 and adding modifiers.

Q2. When a player makes an attack roll, what must the total result equal or exceed to hit the target?
  • A. The target's hit points
  • B. The target's Armor Class ✓
  • C. The player's proficiency bonus
  • D. The target's saving throw DC

Why: An attack hits when the total of the d20 roll plus modifiers equals or exceeds the target's Armor Class (AC), which represents how difficult the target is to hit.

Q3. What is a natural 20 on a d20 roll?
  • A. A roll of 20 after modifiers are added
  • B. A roll where the die lands on 20 before any modifiers are added ✓
  • C. Any roll that is greater than 15
  • D. A roll that the Dungeon Master chooses to reward

Why: A natural 20 is the unmodified result of the die showing 20. On an attack roll it is a critical hit that always succeeds and deals extra damage.

Q4. If a player's ability modifier for Strength is +3 and they roll a 12 on their d20, what is their total for the check?
  • A. 9
  • B. 12
  • C. 15 ✓
  • D. 36

Why: To find the total, add the ability modifier to the die roll: 12 + 3 = 15.

Q5. What does a Difficulty Class (DC) represent when a player makes an ability check?
  • A. The number of dice the player may roll
  • B. The total the player's roll must equal or exceed to succeed ✓
  • C. The amount of damage the action deals
  • D. The number of turns the action takes

Why: The DC is the target number set by the Dungeon Master for a task. The player succeeds if their d20 roll plus modifiers equals or beats the DC.

Module 4 Module 4: Combat Rounds and Initiative

Combat Rounds and Initiative

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. In Dungeons and Dragons, what is the primary purpose of rolling initiative at the start of combat?
  • A. To determine how much damage each creature deals
  • B. To determine the order in which creatures take their turns
  • C. To determine which creatures are surprised
  • D. To determine the total hit points of each creature
Q2. Which ability score is typically used to modify a character's initiative roll?
  • A. Strength
  • B. Intelligence
  • C. Dexterity
  • D. Charisma
Q3. During a single combat round, how many turns does each creature normally get?
  • A. Two turns, one action and one bonus action
  • B. One turn
  • C. As many turns as its Speed allows
  • D. One turn per attack it can make
Q4. If two creatures roll the same initiative total, how is the tie typically resolved?
  • A. They roll again immediately
  • B. The Dungeon Master decides, or the higher Dexterity score goes first
  • C. Both act at the same time with no order
  • D. The creature with more hit points goes first
Q5. What happens in a combat round after every creature in the initiative order has taken its turn?
  • A. Combat ends automatically
  • B. Initiative is rolled again for everyone
  • C. A new round begins, starting again from the top of the initiative order
  • D. The Dungeon Master skips to the next scene
Module 5 Module 5: Spellcasting and Magic Basics

Spellcasting and Magic Basics

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. In Dungeons and Dragons, what resource do most spellcasters expend to cast a spell of 1st level or higher?
  • A. Hit points
  • B. Spell slots ✓
  • C. Gold pieces
  • D. Inspiration points

Why: Most spellcasters have a limited number of spell slots at each spell level, and casting a spell uses up one slot of that level or higher. Slots are regained during a long rest.

Q2. What is a cantrip in D&D?
  • A. A spell that can be cast only once per day
  • B. A spell that requires a material component worth at least 50 gold
  • C. A 0-level spell that can be cast at will without using a spell slot ✓
  • D. A spell that summons a familiar

Why: Cantrips are 0-level spells that do not consume spell slots, so a spellcaster can cast them repeatedly as needed.

Q3. Which ability score is typically used by wizards to determine their spellcasting ability?
  • A. Strength
  • B. Constitution
  • C. Intelligence ✓
  • D. Charisma

Why: Wizards use Intelligence as their spellcasting ability, which affects their spell attack bonus, spell save DC, and number of prepared spells.

Q4. What is a spell's 'components' in D&D?
  • A. The dice used to determine spell damage
  • B. The verbal, somatic, and material requirements needed to cast it ✓
  • C. The list of creatures the spell can target
  • D. The character's level required to learn the spell

Why: Spell components are the verbal (spoken words), somatic (hand gestures), and material (physical objects) requirements a caster must meet to cast the spell.

Q5. What does a spell's 'concentration' requirement mean?
  • A. The caster must stay still while casting
  • B. The spell can only be cast in quiet environments
  • C. The caster must maintain focus, and the spell ends if concentration is broken ✓
  • D. The spell gains extra power the longer the caster focuses before casting

Why: A concentration spell lasts only as long as the caster maintains focus on it. Taking damage or casting another concentration spell can end it, requiring a Constitution saving throw to keep it going.

Module 6 Module 6: Exploration, Roleplay, and the Dungeon Master's Role

Exploration, Roleplay, and the Dungeon Master's Role

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. What is the primary role of the Dungeon Master in a Dungeons and Dragons game?
  • A. To win the game against the players
  • B. To describe the world, control non-player characters, and adjudicate the rules ✓
  • C. To roll dice for each player's character
  • D. To write the players' character backstories alone

Why: The Dungeon Master acts as the narrator and referee, describing the setting, voicing NPCs, and deciding how the rules apply, but is not an opponent trying to defeat the players.

Q2. During exploration, what is a common way a Dungeon Master tells players what their characters can see in a room?
  • A. By reading only the monster stat blocks aloud
  • B. By giving a vivid description of the environment and key details ✓
  • C. By asking players to describe the room themselves without any guidance
  • D. By skipping descriptions to save time

Why: Vivid, sensory descriptions help players picture the environment and make informed decisions about how to explore, interact, and respond.

Q3. What does roleplay mean in the context of Dungeons and Dragons?
  • A. Memorizing the rulebook word for word
  • B. Speaking and acting in character to portray a personality and make decisions as that character would ✓
  • C. Only rolling dice to determine outcomes
  • D. Reading a script written by the Dungeon Master

Why: Roleplay involves embodying your character's personality, motivations, and voice, making choices based on who the character is rather than only on what is mechanically optimal.

Q4. Why might a Dungeon Master ask for an ability check when players try to climb a steep cliff?
  • A. To punish players for choosing that route
  • B. To add uncertainty and let the dice determine whether the attempt succeeds, especially when failure has meaningful consequences ✓
  • C. Because ability checks are required for every single action
  • D. To make the session last longer

Why: Ability checks introduce meaningful uncertainty for actions where success is not guaranteed, letting the outcome depend on both the character's abilities and chance.

Q5. What is a good practice for a Dungeon Master when players take an unexpected approach to a problem?
  • A. Refuse the idea because it was not in the adventure notes
  • B. Stop the game until the players return to the planned path
  • C. Consider the creative idea fairly and adjudicate it based on the world and the rules ✓
  • D. Always let the players win automatically

Why: Good Dungeon Masters reward creativity by evaluating unexpected ideas on their merits, adapting the story, and applying consistent rulings rather than rigidly forcing a predetermined path.

Module 7 Module 7: Campaign Building and Storytelling

Campaign Building and Storytelling

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. In Dungeons and Dragons, what is the primary purpose of a campaign setting document?
  • A. To list every monster statistic block used in the adventure
  • B. To describe the world's geography, history, factions, and tone so the Dungeon Master and players share a common understanding ✓
  • C. To replace the player character sheets with pre-generated characters
  • D. To set the exact dice rolls that will determine every outcome in the game

Why: A campaign setting document gives the DM and players a shared picture of the world, including its geography, history, factions, and overall tone, which helps guide decisions and makes the story feel consistent.

Q2. What does the term 'hook' mean when building a D&D adventure?
  • A. A special magic item that grants flight to the party
  • B. A piece of the story or situation that grabs the players' interest and gives them a reason to get involved ✓
  • C. The rule that determines when a character can take an opportunity attack
  • D. A physical prop the DM uses to mark the edges of the battle map

Why: A hook is an element that draws players into an adventure, such as a rumor, a request for help, or a personal connection, giving them a motivation to pursue the story.

Q3. Why is it useful for a DM to create NPCs with clear goals and motivations?
  • A. NPCs with goals are required by the official rulebook for every encounter
  • B. Goals let NPCs act believably and respond to the players' choices, making the world feel alive and reactive ✓
  • C. It allows the DM to skip writing dialogue entirely
  • D. It guarantees that every NPC will eventually join the party

Why: NPCs with defined goals and motivations behave consistently and react to player actions in meaningful ways, which makes the world feel dynamic and gives players interesting people to engage with.

Q4. What is a common storytelling technique for raising stakes in a D&D campaign?
  • A. Reducing the number of encounters so the game moves faster
  • B. Connecting the villain's plan to something the players personally care about, such as a family member or a home town ✓
  • C. Giving every character identical starting equipment
  • D. Ending each session immediately after the first combat

Why: Personal connections make threats feel urgent, because players become invested in outcomes that affect characters or places they care about.

Q5. What is the main benefit of planning a campaign in arcs or chapters rather than one session at a time?
  • A. It removes the need for the players to make any decisions
  • B. It gives the story a satisfying structure with rising tension, climaxes, and resolutions while still allowing flexibility ✓
  • C. It forces every session to use the same dungeon layout
  • D. It ensures the players will never deviate from the plan

Why: Organizing a campaign into arcs provides narrative structure and pacing, while still leaving room for player choices to shape where the story goes.

Stay in the loop on this course.

We’ll email you when new modules or related material drops. No spam.

Built with Fragment Language. Sovereign architecture — no third-party trackers.
FragRun.mfgAFImemoryFGOwnership: B-Systems.ee