0. Core Rules at a Glance
Welcome to Dungeons & Dragons! This section gives you the absolute essentials you need to start playing your first game.
The Core Mechanic
Almost everything in D&D is decided by a simple rule:
Roll a d20 + modifiers — try to meet or beat a target number (DC)
You’ll use this for attacks, skill checks, saving throws, and more.
Ability Scores
Every character has six core stats: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each gives you a modifier that affects how good you are at certain tasks.
Combat Flow
- Roll for Initiative (d20 + Dexterity) to determine turn order
- On your turn, you can Move, take 1 Action, maybe a Bonus Action, and 1 Reaction per round
- Attack by rolling a d20 + attack bonus vs the enemy’s AC
Magic Basics
Spellcasters use spell slots to cast spells. Some require saving throws (vs your Spell Save DC), others use spell attack rolls. You can cast as many spells as you have slots for — then you need to rest.
Damage, Healing, and Death
If you drop to 0 HP, you start making Death Saves. Heal up using potions, spells, or resting.
Quick Tips
- Ask the DM if you’re not sure what to roll
- Use your Advantage or Inspiration wisely
- Keep an eye on your AC, HP, and actions
- Describe what you do — the rules follow the story
That’s enough to get started — roll initiative and dive in!
Character Rules
1. Ability Scores and Modifiers
In Dungeons & Dragons, your character is built around six core Ability Scores that define their natural talents and potential. Each score represents a different aspect of their physical or mental prowess:
- Strength (STR) – Raw physical power, used for melee attacks and lifting heavy objects.
- Dexterity (DEX) – Agility and reflexes, affecting ranged attacks, stealth, and Armor Class (AC).
- Constitution (CON) – Endurance and health; influences Hit Points and resistance to fatigue or poison.
- Intelligence (INT) – Logic, reasoning, and memory; important for spellcasters like Wizards.
- Wisdom (WIS) – Perception and insight; used in survival, healing, and divine magic.
- Charisma (CHA) – Force of personality; influences persuasion, deception, and spells from Bards, Sorcerers, and Warlocks.
How Ability Scores Affect Gameplay
Each ability score has a related modifier, calculated with the formula:
Modifier = (Ability Score - 10) ÷ 2 (rounded down)
These modifiers are applied to nearly every d20 roll in the game, including:
- Attack Rolls – A Dexterity-based archer adds their DEX modifier to hit enemies.
- Skill Checks – A stealthy Rogue uses Dexterity for Stealth checks.
- Saving Throws – Resisting a poison might involve a Constitution save.
- Initiative – A higher Dexterity improves your chance of acting first in combat.
Typical Score Ranges
Score | Modifier | Notes |
---|---|---|
1–3 | –5 to –4 | Extremely weak or unskilled |
8–9 | –1 | Slightly below average |
10–11 | +0 | Average human ability |
14–15 | +2 | Above average adventurer |
18+ | +4 or more | Elite or magical potential |
Choosing Your Key Abilities
Different classes favor different scores:
- Fighters often prioritize Strength and Constitution.
- Rogues value Dexterity and Intelligence.
- Wizards require high Intelligence for spellcasting.
- Clerics rely on Wisdom.
- Bards need Charisma for social skills and spells.
Tip: Use the Standard Array (15, 14, 13, 12, 10, 8) or roll 4d6 and drop the lowest to generate scores.
2. Proficiency Bonus
The Proficiency Bonus represents your character’s training and experience in specific areas like weapon use, tools, saving throws, and skills. It applies to many key rolls and grows stronger as you gain levels.
🧮 How It Works
Every character starts with a proficiency bonus of +2 at level 1. This bonus increases as you level up:
Character Level | Proficiency Bonus |
---|---|
1–4 | +2 |
5–8 | +3 |
9–12 | +4 |
13–16 | +5 |
17–20 | +6 |
When Do You Add It?
You add your proficiency bonus when your character is trained in the thing they're doing. This includes:
- Attack rolls with weapons you're proficient in
- Saving throws you’re proficient with (based on your class)
- Skill checks using trained skills like Stealth or Persuasion
- Tool use (e.g. Thieves' Tools, herbalism kits)
- Spell save DC and spell attack rolls for casters
Why It Matters
As you level up, your proficiency bonus scales across all your trained abilities. That +1 bump may not sound big—but in a game where every point counts, it often makes the difference between success and failure.
A level 1 fighter with +2 proficiency and +3 Strength modifier makes a melee attack with a longsword: d20 + 5. By level 5, that becomes d20 + 6, even without raising Strength.
3. Ability Checks
Ability checks are used when your character attempts something that requires skill, intuition, or physical effort — but not combat. It’s the most common roll outside of battle and covers everything from climbing cliffs to deciphering riddles.
The Basic Formula
Ability Check = d20 + Ability Modifier + Proficiency (if applicable)
The Dungeon Master (DM) assigns a Difficulty Class (DC), typically ranging from 10 (easy) to 20+ (very hard). If your roll meets or beats the DC, you succeed.
🧠 Which Abilities Are Checked?
Each check is tied to one of the six core abilities. Here’s what they often measure:
- Strength – Lifting, forcing open doors, jumping
- Dexterity – Stealth, sleight of hand, balancing
- Constitution – Rare (holding breath, resisting fatigue)
- Intelligence – Investigating, recalling knowledge
- Wisdom – Perception, insight, animal handling
- Charisma – Persuading, intimidating, deceiving
Skills: The Trained Edge
Skills are specific areas of expertise tied to abilities. If you’re proficient in a skill, you add your proficiency bonus to the check.
Skill | Related Ability |
---|---|
Athletics | Strength |
Stealth, Acrobatics | Dexterity |
Arcana, History, Investigation | Intelligence |
Perception, Survival, Insight | Wisdom |
Deception, Intimidation, Persuasion | Charisma |
Example
Lirien the rogue wants to sneak past two guards. The DM sets the Stealth DC to 13.
Lirien rolls d20 (12) + 4 Dexterity + 2 Proficiency = 18. Success!
Ability checks bring your character’s stats and skills to life in storytelling. When in doubt, ask your DM: “Can I make a check for that?”
4. Saving Throws
Saving throws represent your character’s last-ditch effort to resist a harmful effect — like dodging a fireball, shaking off poison, or resisting a charm spell. They’re reactive defenses, called for by the Dungeon Master (DM) when something dangerous targets you directly.
When Do You Make a Save?
The DM will ask for a saving throw when something attempts to affect your body, mind, or soul — such as:
- Breathing in poisonous gas (Constitution save)
- Evading a trap’s explosion (Dexterity save)
- Resisting a fear effect (Wisdom save)
Sometimes spells, traps, or monster abilities will specify the type of save you must make.
How It Works
Saving Throw = d20 + Ability Modifier + Proficiency (if proficient)
If your total equals or exceeds the DC (Difficulty Class) of the effect, you succeed. Success may mean you take no damage, half damage, or avoid a condition entirely — depending on the source.
Proficient Saving Throws
Each class grants proficiency in two saving throws. Here’s a sample:
Class | Saving Throw Proficiencies |
---|---|
Fighter | Strength, Constitution |
Wizard | Intelligence, Wisdom |
Rogue | Dexterity, Intelligence |
Cleric | Wisdom, Charisma |
You can gain additional proficiencies from feats, magic items, or class features.
Example
A fireball explodes! Each creature in the area must make a Dexterity saving throw against a DC of 15.
Tarn the rogue rolls d20 (12) + 3 Dex mod + 2 proficiency = 17 — Success! He takes only half damage.
Saving throws keep your character alive. Know your proficiencies and stay alert — danger comes quickly in D&D.
5. Spell Save DC and Spellcasting
Spellcasting in Dungeons & Dragons allows your character to shape reality — whether by hurling fire, summoning divine aid, or charming a foe. Two mechanics govern how spells affect others: spell save DC and spell attack rolls.
🪄 What Is a Spell Save DC?
Some spells force your enemies to make a saving throw to resist your magic — such as avoiding a fireball or resisting a hold person spell. The target must roll a d20 and beat your Spell Save DC, or suffer the effects.
Spell Save DC = 8 + Proficiency Bonus + Spellcasting Ability Modifier
The spellcasting ability depends on your class:
- Charisma – Bard, Sorcerer, Warlock
- Wisdom – Cleric, Druid, Ranger
- Intelligence – Wizard, Artificer
What Is a Spell Attack Roll?
Other spells require a ranged or melee spell attack, similar to weapon attacks. You roll a d20 and add:
Spell Attack Bonus = Proficiency Bonus + Spellcasting Ability Modifier
If your attack roll equals or beats the target’s Armor Class, the spell hits and deals damage or applies effects.
Examples
- Fire Bolt (cantrip): Requires a spell attack roll
- Hold Person: Forces a Wisdom saving throw against your spell save DC
- Burning Hands: Each creature in the area makes a Dexterity saving throw
🧠 Managing Your Spellcasting
Spellcasters have limited spell slots per long rest. Higher-level spells cost higher-level slots, and some spells scale when cast with more powerful slots.
You also need the right components to cast spells:
- V: Verbal (speaking words of power)
- S: Somatic (gestures)
- M: Material (items like a twig or a gem)
Example
Feyla the wizard casts Hold Person. Her Spell Save DC is:
8 + 3 Proficiency + 4 Intelligence = 15
A bandit must roll a Wisdom saving throw against DC 15 or be paralyzed.
Knowing when to use spell saves versus attacks — and how to boost your spellcasting ability — is key to mastering magic.
6. Dice Rolls and Core Mechanics
Dungeons & Dragons relies on rolling dice to resolve most challenges. The most common — and most iconic — is the d20, a twenty-sided die used for attacks, skill checks, and saving throws. Together, the dice form the core mechanics that drive the game forward.
The d20 System
Whenever your character attempts something uncertain, the DM may ask for a roll:
d20 + Relevant Ability Modifier + Proficiency (if applicable)
If the total equals or exceeds a set Difficulty Class (DC), you succeed. If it falls short, you fail — or suffer consequences.
- Attack Rolls – Attempting to hit a creature
- Saving Throws – Resisting a harmful effect
- Ability Checks – Performing non-combat actions
Other Dice Used in D&D
D&D uses several other polyhedral dice for damage, healing, and effects:
- d4 – Four-sided die
- d6 – Six-sided die (standard cube)
- d8 – Eight-sided die
- d10 – Ten-sided die
- d12 – Twelve-sided die
- d100 – Percentile rolls (two d10s, one for tens and one for units)
These dice are usually rolled when determining damage, potion effects, random treasure, or wild magic results.
Critical Hits and Fumbles
- Natural 20 (Critical Hit): On an attack roll, this automatically hits and deals extra damage (usually doubling your damage dice).
- Natural 1 (Critical Fail): On an attack roll, this is an automatic miss — and may cause a mishap if the DM rules it so.
Example
Thorn the ranger fires an arrow using a longbow. He rolls a d20 (15), adds +3 Dexterity, and +2 Proficiency = 20 total vs the target's AC. The arrow strikes true!
Dice rolls are the heartbeat of the game. Let fate, luck, and your modifiers determine your destiny!
7. Combat Structure
Combat in Dungeons & Dragons is where tactics, timing, and teamwork collide. When swords clash and spells fly, time slows into rounds and each action matters. Combat is turn-based, allowing each participant to act in a structured way.
Combat Rounds & Turns
Combat is broken into rounds. Each round represents about 6 seconds in the game world. During that time, every creature in the fight gets one turn to act.
- On your turn, you can move and take actions, bonus actions, and possibly reactions.
- Once all participants have taken a turn, a new round begins.
🧭 Order of Battle: Initiative
At the start of combat, everyone rolls initiative (a d20 + Dexterity modifier) to determine turn order. Highest result goes first. This order stays the same throughout the encounter unless affected by magic or abilities.
🔁 On Your Turn
You can do all of the following in any order:
- Movement – Move up to your speed (e.g., 30 feet)
- One Action – Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Use Object, or Ready
- Bonus Action – Only if granted by a class, spell, or feature (e.g., a Rogue's Cunning Action)
- Free Interactions – Draw a weapon, open a door, speak briefly
⚡ Reactions
You get one reaction per round, used outside your turn in response to a trigger (e.g., an enemy leaving your reach triggers an opportunity attack).
Hit Points & Damage
Combat continues until one side is defeated, flees, surrenders, or retreats. A creature at 0 HP falls unconscious and begins death saving throws unless healed or stabilized.
Example
Zara the cleric wins initiative and goes first. She moves 25 feet, uses her Action to cast Guiding Bolt, then prepares her Bonus Action for a healing spell next turn. Her ally follows with an attack.
Combat is fast-paced, strategic, and deadly. Know your actions, work with your team, and watch for openings.
Combat Rules
8. Initiative
Initiative determines who acts first in combat. It sets the pace of battle and can mean the difference between landing the first blow — or taking one.
What Is Initiative?
When combat begins, the Dungeon Master calls for initiative rolls. Each participant rolls a d20 and adds their Dexterity modifier:
Initiative = d20 + Dexterity Modifier
After everyone rolls, the DM organizes all creatures from highest to lowest roll. This creates the turn order, which is followed each round of combat.
High Dexterity Advantage
A character with high Dexterity is more likely to act early — which is especially helpful for:
- Striking enemies before they can act
- Dodging or repositioning defensively
- Applying control effects (like spells) early
Tiebreakers
If two or more creatures roll the same initiative, the one with the higher Dexterity score goes first. If still tied, the DM can decide randomly or use house rules.
Readied Actions & Surprises
- Readying an Action: You can delay part of your turn by specifying a trigger and response (e.g., “I’ll shoot if he runs”).
- Surprise Rounds: If your party ambushes unaware enemies, they skip their turn in the first round. You still roll initiative normally.
Example
Initiative Rolls:
– Kora the rogue rolls d20 (16) + 4 Dexterity = 20
– A goblin rolls 18 + 2 = 20
Kora and the goblin tie — but Kora’s Dexterity score is 18 vs the goblin’s 14, so Kora goes first.
Initiative isn’t just the start of combat — it’s the spark that sets the battlefield in motion.
9. Movement and Positioning
Movement in combat is more than just walking around — it’s about strategy, space, and survival. Knowing where to move and when can give you a massive tactical edge.
How Far Can You Move?
Each creature has a speed, usually measured in feet. A typical adventurer moves 30 feet per turn. On your turn, you can move up to your speed in any direction (even split it up before and after actions).
- Example: A rogue can move 15 feet, attack, then move 15 more feet.
Types of Movement
- Walking: Standard horizontal movement
- Climbing/Swimming: Usually costs double movement unless you have a special ability
- Flying: Some creatures have flight speeds — but wings often require space
- Crawling: Half speed when prone
Difficult terrain (rubble, thorns, ice) doubles the movement cost for each foot you move through it.
Positioning Matters
Good positioning can:
- Place you behind cover to avoid damage
- Put you in melee range to threaten enemies
- Let you flank with allies (if your table uses flanking rules)
- Get you out of a spell’s area-of-effect
Opportunity Attacks
If you leave an enemy’s reach (usually 5 feet) without using the Disengage action, they may make a free opportunity attack against you.
Kael runs from a bugbear. The bugbear gets an opportunity attack as Kael leaves its melee range — unless Kael Disengaged first.
Tactical Tips
- Block narrow passages with your tank
- Break line of sight from spellcasters
- Use high ground (if your DM applies verticality)
- Protect wounded allies by standing between them and enemies
Combat isn’t just about what you do — it’s about where you do it. Control the battlefield to control the fight.
10. Actions in Combat
On your turn in combat, your character can take a variety of actions. These actions define how your turn unfolds — whether you’re attacking, helping an ally, or dodging an enemy's blade.
The Action Economy
Each turn, you can typically do the following:
- 1 Action
- 1 Bonus Action (if granted)
- 1 Movement (up to your speed)
- 1 Reaction (outside your turn, once per round)
Common Actions
Action | Description |
---|---|
Attack | Make a melee or ranged weapon attack |
Cast a Spell | Cast a spell with a casting time of 1 action |
Dash | Move again — double your speed this turn |
Disengage | Avoid opportunity attacks when moving |
Dodge | Enemies have disadvantage on attacks vs you |
Help | Grant an ally advantage on their next check/attack |
Hide | Attempt to become unseen |
Ready | Prepare a trigger and action (e.g., “I shoot if he charges”) |
Use an Object | Interact with a potion, lever, or item |
Bonus Actions
You can only take a bonus action if an ability, feature, or spell gives it to you (e.g., a Rogue’s Cunning Action or the spell Misty Step).
Reactions
Reactions are actions taken outside your turn, usually in response to a trigger. Examples:
- Making an opportunity attack when an enemy runs away
- Using Shield to block an incoming attack
- Ready actions (triggered during another creature’s turn)
Example
Dain the dwarf charges a goblin. He uses his Action to attack with his warhammer, then spends his Bonus Action to activate Second Wind (fighter ability), regaining HP. When the goblin flees, Dain makes a Reaction attack.
Combat is more than just swinging a sword — it’s knowing when to strike, when to dodge, and when to prepare.
11. Making an Attack
Attacking is one of the most common actions in combat. Whether with a sword, bow, or spell, your character makes an attack roll to determine if the strike hits the target.
The Attack Roll
To make an attack, roll a d20 and add modifiers:
Attack Roll = d20 + Ability Modifier + Proficiency Bonus (if proficient)
If the total meets or exceeds the target's Armor Class (AC), the attack hits. Otherwise, it misses.
- Melee Attacks: Usually use Strength (or Dexterity for finesse weapons)
- Ranged Attacks: Usually use Dexterity
- Spell Attacks: Use your spellcasting ability (INT, WIS, or CHA)
Types of Attacks
- Melee Weapon Attack: Close-range with a weapon like a sword or axe
- Ranged Weapon Attack: Long-range with a bow, crossbow, or thrown weapon
- Spell Attack: Magical attack rolls using spellcasting stats
Damage Rolls
If the attack hits, roll the weapon’s or spell’s damage dice, then add the relevant modifier:
Damage = Damage Dice + Ability Modifier
For example, a longsword might deal 1d8 + Strength modifier on a hit.
Critical Hits
If you roll a natural 20 on the d20, you score a critical hit and roll all damage dice twice.
Example
Elandra swings her longsword at a hobgoblin. She rolls a d20 (13), adds +3 Strength and +2 Proficiency = 18. The hobgoblin's AC is 16 — she hits! She rolls 1d8 (5) + 3 Strength = 8 damage.
Mastering the attack roll is key to surviving and thriving in battle. When in doubt — swing for it!
12. Armor Class (AC)
Armor Class (AC) represents how hard it is to hit a creature. It’s the target number an attacker must meet or exceed on an attack roll to successfully land a blow.
What Affects AC?
A creature’s AC is calculated from a mix of armor, agility, and magic. The most common sources include:
- Armor – Light, medium, or heavy armor types
- Dexterity modifier – Adds agility to defense (except in heavy armor)
- Shields – Grant a +2 bonus to AC when wielded
- Spells & magic – Effects like Shield of Faith, Mage Armor, or magical gear
Armor Types
Armor Type | Base AC | Dex Bonus? |
---|---|---|
Light (e.g., Leather) | 11 | Yes (full) |
Medium (e.g., Scale Mail) | 14 | Yes (max +2) |
Heavy (e.g., Chain Mail) | 16 | No |
Example: A rogue in studded leather (12 base) with a Dexterity modifier of +3 has an AC of 15.
Magical Enhancements
Armor, shields, or spells may boost your AC. Examples:
- Shield of Faith: +2 AC
- Ring of Protection: +1 AC
- Mage Armor: Base AC becomes 13 + Dexterity modifier
🧠 Calculating Unarmored AC
Characters not wearing armor may still have an AC:
- Default Unarmored: 10 + Dexterity modifier
- Barbarian: 10 + Dex mod + Con mod
- Monk: 10 + Dex mod + Wis mod
Why AC Matters
The higher your AC, the harder it is to hit you. This makes you more likely to survive melee attacks, arrows, and spell effects that require an attack roll.
A knight in plate armor (AC 18) stands firm against a horde of goblins. Most of their blows simply bounce off his shield and steel.
Whether you’re nimble, armored, or magically protected — your Armor Class is your first line of defense.
13. Cover
Cover is a battlefield advantage — using walls, trees, or obstacles to shield yourself from attacks and spells. In a game where every point of Armor Class matters, cover can mean the difference between life and death.
What Is Cover?
When an obstacle is between you and a threat, it might provide cover. Cover improves your Armor Class (AC) and sometimes Dexterity saving throws.
🧱 Types of Cover
Type | Effect | Example |
---|---|---|
Half Cover | +2 to AC and Dex saves | Low wall, overturned table |
Three-Quarters Cover | +5 to AC and Dex saves | Arrow slit, thick pillar |
Total Cover | Cannot be targeted directly | Behind a solid wall, inside a closed door |
Cover and Line of Sight
You must be able to see a creature to target it with most attacks or spells. If they’re behind total cover, they’re safe — unless your spell has an area-of-effect that wraps around corners (e.g., Fireball).
Dynamic Combat
Cover encourages smart movement and tactical positioning:
- Archers duck behind boulders to shoot from safety
- Casters peek around corners to launch spells
- Fighters block narrow corridors with shield and steel
Roran crouches behind a crumbled statue. With three-quarters cover, his AC jumps to 20. The goblin’s arrow pings harmlessly off the stone.
Use the world around you — cover isn’t just scenery, it’s survival.
14. Damage and Healing
Damage and healing are at the heart of D&D's risk and reward. Hit Points (HP) track your vitality — when they drop, danger looms. When they rise, you live to fight another day.
What Are Hit Points?
Hit Points represent your character’s stamina, durability, and will to keep going. Damage lowers your HP. When you hit 0 HP, you fall unconscious and risk death.
- Maximum HP is determined by your class, level, and Constitution modifier
- At level up, you either roll your class’s hit die or take the average, then add your Constitution modifier
Types of Damage
Different sources deal different types of damage. Some creatures resist or are vulnerable to certain kinds.
Damage Type | Examples |
---|---|
Bludgeoning | Clubs, fists, falling rocks |
Slashing | Swords, axes, claws |
Piercing | Arrows, spears, bites |
Fire, Cold, Lightning | Spells and elemental attacks |
Necrotic, Radiant | Divine and death magic |
Resistance halves damage. Vulnerability doubles it.
Dropping to 0 HP
When a creature hits 0 hit points, they fall unconscious and begin making death saving throws on their turn:
- Roll a d20: 10 or higher = 1 success, 9 or lower = 1 failure
- 3 successes = Stabilized
- 3 failures = Death
- A natural 20 = Immediate recovery to 1 HP
- A natural 1 = Counts as 2 failures
Taking damage while unconscious causes failures or immediate death if damage exceeds your max HP.
Healing
Healing restores HP but cannot exceed your maximum. You can heal through:
- Spells: Cure Wounds, Healing Word, Mass Healing Word
- Potions: Healing potions restore a set amount (e.g., 2d4+2)
- Class Features: Like a Paladin’s Lay on Hands
- Resting: Short and long rests allow HP recovery
🧪 Example
Mira the cleric takes 12 fire damage, dropping to 0 HP. She collapses. On her next turn, she rolls a death save — a 16. One success. Her ally later casts Healing Word, restoring 6 HP and reviving her mid-battle.
Know when to strike — but also when to save a friend. The line between life and death in D&D is just a few dice away.
Magic & Spells
15. The Rules of Magic
Magic in Dungeons & Dragons is a force of wonder, chaos, and divine power. Whether you're a studious wizard, a devoted cleric, or a wild sorcerer, spellcasting is a key tool in your adventuring arsenal — governed by structure and limits.
Spellcasting Basics
To cast a spell, you must:
- Have the spell prepared or known
- Spend a spell slot of the appropriate level
- Perform the required components (verbal, somatic, material)
Spells have many traits: level, range, duration, casting time, components, and effect.
Spell Slots
Each spell level (1–9) uses a spell slot. When you cast a spell, you expend a slot of that level or higher. The number of available slots increases as you gain levels in your class.
- Cantrips: Level 0 spells — do not use slots and can be cast freely
- Level 1+: Use slots and scale in power
Once used, spell slots are recovered by resting (short or long rest, depending on class).
Concentration
Some spells require concentration — maintaining focus to keep them active. You can only concentrate on one spell at a time.
- If you cast another concentration spell, the first ends
- If you take damage, you must succeed a Constitution saving throw or lose concentration
Examples of concentration spells: Shield of Faith, Hold Person, Invisibility.
🧠 Spell Preparation vs Known Spells
Some classes prepare spells daily, others know a fixed list.
Preparation Classes | Known Spell Classes |
---|---|
Cleric, Druid, Paladin, Wizard | Sorcerer, Bard, Warlock, Ranger |
Prepared casters can swap spells daily from a large list. Known casters must choose wisely — they cannot change spells except when leveling up.
Example
Nyx the sorcerer casts Burning Hands using a level 1 spell slot. Later, she casts Misty Step (a bonus action spell) with her last 2nd-level slot. After a long rest, all her spell slots refresh.
Magic brings flexibility, flavor, and force to any party. Master your spell list — and bend the weave to your will.
16. Spell Types and Spell Saves
Spells in D&D come in many shapes — fireballs, illusions, divine blessings — and their mechanics vary depending on their type. Some require attack rolls. Others force enemies to make saving throws. Understanding the difference is key to mastering magic.
Two Core Types of Spells
- Attack Roll Spells – You roll a d20 + spell attack bonus to hit a target’s AC
- Saving Throw Spells – The target rolls a saving throw against your Spell Save DC
You’ll find the type listed in each spell’s description. Let’s break them down.
🪄 Spell Attack Rolls
Spells like Fire Bolt or Inflict Wounds require you to roll to hit:
Spell Attack Roll = d20 + Proficiency Bonus + Spellcasting Ability Modifier
- If you meet or beat the target’s AC — it hits!
- Damage is rolled based on the spell (e.g., 2d10 fire)
Spellcasting Ability by Class:
- Charisma: Bard, Sorcerer, Warlock
- Wisdom: Cleric, Druid, Ranger
- Intelligence: Wizard, Artificer
🧠 Spell Save DC
Other spells force targets to resist with a saving throw. Example: Hold Person or Fireball.
Spell Save DC = 8 + Proficiency Bonus + Spellcasting Ability Modifier
The target rolls a d20 and adds the appropriate ability modifier. If they meet or exceed your DC, they resist. If they fail, they suffer full effects.
- Dexterity Saves: Avoid explosions or area spells (e.g., Fireball)
- Wisdom Saves: Resist enchantments or fear (e.g., Hold Person)
- Constitution Saves: Resist poison, disease, or internal effects
- Charisma/Intelligence: Rare — mostly mental or planar effects
Cantrips vs Leveled Spells
- Cantrips: Level 0 spells you can cast infinitely; some scale with level (e.g., 2d10 at level 5)
- Leveled Spells: Consume spell slots and often allow you to “upcast” for more power
Example
Arwyn the bard casts Dissonant Whispers (Wisdom save). The enemy rolls a 12 against her Spell Save DC of 15 — it fails, taking 3d6 psychic damage and fleeing.
Later, she casts Vicious Mockery (a cantrip), rolling a d20 + CHA + Proficiency to hit with psychic insult.
Know which spells test your foe’s strength, and which ones test your aim. The arcane battlefield rewards both wit and precision.
17. Advantage and Disadvantage
Advantage and Disadvantage are powerful mechanics that reflect luck, circumstance, or strategic positioning. They affect your chances of success by changing how you roll a d20.
How It Works
- Advantage: Roll two d20s and take the higher result
- Disadvantage: Roll two d20s and take the lower result
This applies to attack rolls, ability checks, and saving throws.
Thorne tries to pick a lock while a guard watches. The DM says: “Roll with disadvantage.” He rolls a 15 and a 7 — the 7 counts. He fails.
When to Use It
Advantage or disadvantage can come from many sources:
Advantage | Disadvantage |
---|---|
Flanking an enemy (if rule is used) | Attacking while blinded |
Invisible attacker vs unaware target | Attacking an invisible or hidden foe |
Help action from an ally | Poisoned or restrained |
Using Inspiration | Exhaustion (level 1+) |
🧠 Do They Stack?
No. If you have multiple sources of advantage or disadvantage, you still roll just two d20s. If you have both, they cancel each other out — and you roll normally.
Even if you have five reasons for advantage and one for disadvantage, the result is a single normal roll.
Special Abilities
Some class features or spells automatically grant advantage or impose disadvantage. Examples:
- Reckless Attack (Barbarian): Gives you advantage — but enemies get it against you too
- Greater Invisibility: Grants advantage on attacks
- Faerie Fire: Causes enemies to grant advantage when hit
Example
Seraphine attacks from the shadows with advantage. She rolls a 9 and a 17 — she uses the 17, hits, and adds sneak attack damage.
Advantage makes success sweeter. Disadvantage makes every victory hard-earned. Both shape the drama of your dice rolls.
18. Equipment and Inventory
Equipment defines your character’s tools for survival — from armor and weapons to rope, torches, and rations. It’s not just flavor — it’s function, often determining how you fight, solve problems, or support your party.
🎒 Starting Gear
Your class and background provide starting gear. You may also roll for gold and buy your own.
- Class Packages – Offer weapons, armor, and adventuring kits
- Backgrounds – Provide flavor items and tools (e.g., a sailor’s navigational chart)
A ranger might begin with a longbow, leather armor, 50 feet of rope, and a hunting trap — all useful tools of their trade.
💰 Managing Your Inventory
Inventory typically includes:
- Weapons
- Armor
- Tools
- Magic items
- Consumables (potions, scrolls)
- Coins and gems
- Miscellaneous items (torches, bedrolls, rope)
You can carry gear up to a reasonable amount. Some DMs use encumbrance rules to track weight, while others keep it loose and narrative.
Packs and Kits
Many classes offer starter kits:
- Dungeoneer’s Pack: Rations, torches, rope, crowbar, etc.
- Explorer’s Pack: Bedroll, mess kit, water skin, tinderbox
- Scholar’s Pack: Books, ink, paper, etc.
⚙️ Magic Items
Over time, you'll find magic weapons, armor, rings, cloaks, and more. These may:
- Require attunement — bonding over a short rest
- Grant bonuses to AC, attacks, saves, or spell DCs
- Provide unique abilities like flight, invisibility, or teleportation
Characters may only be attuned to 3 items at a time.
🔑 Roleplay and Utility
Don't underestimate mundane gear:
- Ball bearings can hinder pursuers
- Chalk helps map dark tunnels
- Fishing tackle can feed a party without cost
The right item, used creatively, can change the course of a quest.
Equipment & Items
19. Weapons and Tools
Weapons and tools are a hero’s craft — whether it’s a warhammer wielded by a paladin, or a set of thieves’ tools in a rogue’s kit. Each item is tailored for the battlefield, the dungeon, or the journey ahead.
Weapon Proficiencies
Each class has proficiencies with certain weapons. If you’re proficient, you add your Proficiency Bonus to your attack rolls with that weapon.
- Martial Weapons: Longswords, greatswords, longbows, etc.
- Simple Weapons: Daggers, clubs, spears, handaxes
Fighters and paladins are proficient in nearly all weapons, while wizards are limited to simple ones like daggers and quarterstaffs.
🔪 Weapon Properties
Each weapon has unique traits:
Property | Effect |
---|---|
Finesse | Use Strength or Dexterity (e.g., rapier) |
Heavy | Small creatures have disadvantage |
Light | Ideal for dual wielding |
Reach | Extra 5 feet range (e.g., whip, halberd) |
Thrown | Can be thrown (e.g., javelin, dagger) |
Two-Handed | Must be used with both hands |
Versatile | Can be used one- or two-handed (e.g., longsword) |
🧰 Tool Proficiencies
Tools represent specialized training in non-combat tasks. Proficiency allows you to add your bonus to related ability checks.
- Thieves’ Tools – Pick locks and disarm traps
- Disguise Kit – Create false identities or appearances
- Herbalism Kit – Craft potions and antidotes
- Smith’s Tools – Repair and forge weapons and armor
Backgrounds often grant tool proficiencies. A sailor might know navigational tools; a guild artisan knows craft tools.
Example
Rolen the ranger uses a longsword (versatile, 1d8) in one hand and keeps a longbow (ranged, 1d8) slung on his back. Meanwhile, Tikka the rogue uses thieves’ tools to disarm a trap in the dungeon’s stone corridor.
Whether it’s a blade in your grip or a lockpick in your hand, tools and weapons help shape your role in the world of adventure.
20. Resting and Recovery
Resting allows adventurers to recover health, spell slots, and strength. Between battles and dungeon crawls, rests are the rhythm of recovery in D&D — and timing them wisely can mean the difference between triumph and total party wipeout.
🛌 Two Types of Rests
Rest Type | Duration | What You Regain |
---|---|---|
Short Rest | At least 1 hour | Spend Hit Dice to heal, some class abilities |
Long Rest | At least 8 hours | Full HP, all spell slots, abilities reset |
Short Rest in Detail
A short rest is a brief downtime where characters catch their breath and patch wounds.
- Each character can spend Hit Dice (1 per level) to heal
- Add Constitution modifier to each die spent
- Some class features (e.g., Warlock spell slots, Bardic Inspiration) reset on short rests
Jin the monk takes a short rest and rolls 2d8 + 2 (Con mod) to regain HP before the next fight.
🌙 Long Rest in Detail
A long rest is a full night of sleep or calm downtime — vital for spellcasters and anyone who’s been worn down.
- Regain all HP and expended spell slots
- Reset limited-use abilities (like Rage, Wild Shape, Action Surge)
- Regain up to half of your maximum Hit Dice
Interrupted long rests (e.g., ambush, fewer than 6 hours of sleep) may not grant full recovery.
🧠 Resting Strategy
- Take short rests to preserve spell slots
- Coordinate rests with your party’s resources
- Don’t wait too long — retreating can save lives
Resting is not weakness — it’s the calm between storms. Use it wisely.
21. Rule
This section will be filled with detailed content about rule @(i).
Essentials
23. Death, Dying, and Resurrection
When your character hits 0 HP, they fall unconscious and start making Death Saving Throws. This is the line between life and death in D&D — and it’s tense.
Death Saves
- Roll a d20 at the start of each turn
- 10 or higher = 1 success
- 9 or lower = 1 failure
- 3 successes = Stabilized
- 3 failures = Dead
- Natural 20 = Wake up with 1 HP
- Natural 1 = 2 failures
Taking damage while unconscious causes failures. If damage exceeds max HP, you die instantly.
Resurrection
Powerful spells can bring characters back from death:
- Revivify – Within 1 minute of death
- Raise Dead – Up to 10 days
- Resurrection – Up to 100 years
- True Resurrection – Even if body is gone (200 years)
Resurrection isn’t guaranteed — some DMs may require a soul’s willingness or a ritual challenge.
24. When You Gain Advantage or Disadvantage
Advantage and Disadvantage are common — but when do you get them? Here’s a breakdown of classic triggers:
Common Causes of Advantage
- Attacking an unaware or surprised target
- Using the Help action
- Having higher ground (if DM uses it)
- Being invisible to the enemy
- Flanking (optional rule)
- Using Inspiration
Common Causes of Disadvantage
- Attacking a prone target at range
- Being blinded, poisoned, or restrained
- Making ranged attacks in melee range
- Exhaustion (level 1+)
Note: If you have both advantage and disadvantage, they cancel — no matter how many sources.
25. Your Turn in Combat – Cheat Sheet
Combat turns follow a tight structure. Here's your quick reference for what you can do every round.
On Your Turn
- Movement – Up to your speed (e.g. 30 ft.)
- 1 Action – Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Use Object
- 1 Bonus Action – Only if a class/spell/feature allows it
- 1 Reaction – Used outside your turn (e.g. opportunity attack)
- Free Interactions – Draw weapon, open door, speak
Example
Lira the rogue moves 15 ft., uses her Action to attack, then her Bonus Action to Hide using Cunning Action. When the enemy flees, she uses her Reaction to take an opportunity attack.
Master the flow of a turn and you’ll act faster, smarter, and deadlier.