"Level zero" represents a D&D character who does not have a character class. They're a henchman or commoner, or a hero before hearing the call to adventure. 5th edition is not alone among editions of D&D that do not have "level zero" rules.
For first time players I always start at level one and I make it clear that, if after a few sessions, they don't like their chosen race/class/character, they are welcome to change once, no questions asked. This prevents analysis-paralysis and the fear of not liking the class they chose.
A level 0 character has 6 + their Constitution modifier for hit points, 1d6 hit dice, and no proficiency bonus. Weapon and armor proficiencies may be granted by race and background; those are fine!
The Commoner level 0 character class is unlike any other class, illustrating the rise of an adventurer from humble origins, giving meaning to one's struggle against impossible odds. You will never find great power as a commoner, only a way to transcend your common roots and become the hero you need to be.
While some DMs continue to start their D&D campaign at level one, others prefer to start their players at level two or three to have more durability and skills for combat, but it still allows them to get a feel for the play style of their characters.
“In the last eight years, as we have looked at player data, we have found that for as beloved as the Druid is from a sentiment standpoint, in actual play the Druid is the least played class in Fifth Edition of the classes that are in the player's handbook,” Crawford reveals.
If you have 0 strength, you don't have the strength to expand your chest to draw in breath or beat your heart, you have complete muscular failure - you die.
There is no damage minimum in the rules, so it is possible to deal 0 damage with an attack, a spell, or another effect.
Zero level spells are small, useful tricks that every magic user knows from first level on, and can perform at-will. The number of usages is limited to one per level, i.e. a 3rd level Divine Spellcaster can use 3 zero level spells per day.
By rules, the only effect of rolling a 1 is that it's an automatic miss on an attack roll. There are no other effects on attacks, and a 1 isn't necessarily a fail on anything other than an attack roll.
Note that while you can walk into a dungeon at any level, we recommend you reach level 10 before starting dungeon content.
Yes, you can absolutely play D&D by yourself. A solo D&D game can allow for great exploration and be personally rewarding. It can also make you a better player and a Dungeon Master if and when you join a full D&D game.
At level 20, D&D characters become nearly godlike, but some classes boast stronger high-level features than others. Level 20 is a rare threshold in Dungeons & Dragons, where players pretty much turn into gods.
If a creature with deathtouch has zero power, it can't deal damage and thus cannot destroy an attacking or blocking creature. Spells that reduce a creature's power to zero or turn it into a creature with zero power can be effective answers to deathtouch.
Charisma 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.
20 strength = 300 lbs. Every 1 points above 20 = +15 lbs carrying. In real life, the Olympic Record for lifting is 264 kg, or about 584 lbs.
One character point increases an ability score by 1, so putting one character point into Strength, for example, raises it from 10 to 11. Remember a score of 10 is average, 13-14 is a fair amount of talent or natural ability, 15-17 is exceptional, 18-19 is extraordinary, and so forth.
1. Aasimar. The Aasimar is the least-played race according to DnD Beyond stats.
1 Paladins
The paladin is perhaps the most powerful combatant of all of D&D 5e's classes. It combines the best aspects of the fighter and cleric into a single character. Paladins get a fighter's weapons, spellcasting like a cleric, and several unique features.