D&D BASIC RULES

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This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at 
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The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at 
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HOW TO PLAY 5E ROLE-PLAYING GAMES

20 EXPRESS LESSONS FOR BEGINNERS

1. THE BASIC LOOP

The Game Master (GM) describes the situation. You say what your character wants to do. The GM tells you what happens—or asks you to roll a die if the outcome is uncertain. Then the story continues.

That simple loop powers social interaction, exploration, and combat, the three main parts of the game.

2. SPECIFIC RULES BEAT GENERAL RULES

Learn the basic rules, but remember this: if a spell, class feature, weapon, feat, or other ability specifically says it works differently, follow that specific rule.

Specific beats general.

3. KNOW YOUR CHARACTER SHEET

For your first game, find these things on your sheet:

HP = how much damage you can take.
AC = how hard you are to hit.
Speed = how far you can move.
Ability Modifiers = numbers added to rolls.
Proficiency Bonus = extra bonus for things you are trained to do.

Don't try to memorise the entire sheet.

4. KNOW THE SIX ABILITIES

Almost everything your character does connects to one of six abilities:

Strength — physical power.
Dexterity — agility and reflexes.
Constitution — health and stamina.
Intelligence — reasoning and memory.
Wisdom — perception and intuition.
Charisma — confidence and influence.

5. THE D20 IS YOUR MAIN DIE

When success is uncertain, you usually roll:

1d20 + Ability Modifier + Proficiency Bonus (if applicable)

Compare the total with a target number.

Equal or higher = success.

For checks and saving throws, the target is usually a DC (Difficulty Class). For attacks, it is usually the target's AC (Armor Class).

6. PROFICIENCY MEANS “I'M TRAINED”

If your character is proficient in the weapon, skill, saving throw, or other thing being used, add your Proficiency Bonus.

At levels 1–4, that bonus is +2.

If you aren't proficient, you can often still try—you simply don't add the bonus.

7. ABILITY CHECKS = TRYING SOMETHING

Want to climb a wall, sneak past a guard, investigate a room, persuade someone, or remember ancient lore?

The GM may ask for an Ability Check.

Example:

d20 + Dexterity modifier + Stealth proficiency

if you're trying to sneak and you're proficient in Stealth.

8. SAVING THROWS = RESISTING SOMETHING

A Saving Throw happens when something is happening to you and you try to resist or avoid it.

Dodging an explosion? Dexterity save.
Resisting poison? Constitution save.
Resisting mind control? Wisdom save.

Roll the d20, add the relevant modifier, and add your Proficiency Bonus if you're proficient in that save.

9. ADVANTAGE AND DISADVANTAGE

Advantage: roll 2d20 and use the higher result.

Disadvantage: roll 2d20 and use the lower result.

Several Advantages don't stack—you still roll only two dice. Advantage and Disadvantage together cancel each other.

10. HOW TO ATTACK

Make an Attack Roll:

d20 + Ability Modifier + Proficiency Bonus

If the result equals or beats the enemy's AC, you hit.

Melee weapons normally use Strength.
Ranged weapons normally use Dexterity.
Some weapons, spells, and abilities work differently.

11. NATURAL 20 = CRITICAL HIT

On an Attack Roll:

Natural 20 = automatic hit + Critical Hit.
Natural 1 = automatic miss.

On a Critical Hit, roll the attack's damage dice twice, then add modifiers normally.

So 1d8 + 3 becomes 2d8 + 3, not 2d8 + 6.

12. ROLL INITIATIVE!

When combat starts, everyone rolls Initiative, normally a Dexterity check.

Highest result acts first, then everyone follows in order.

A combat round represents about 6 seconds, and everyone normally gets one turn during that round.

13. YOUR TURN = MOVE + ACTION

On your turn you normally get:

Movement up to your Speed + 1 Action

You can move first, act first, or split your movement around your action.

You can also communicate briefly and normally interact with one object for free during your move or action.

14. KNOW YOUR MAIN ACTIONS

Your most useful Actions are:

Attack — attack something.
Dash — gain extra movement.
Disengage — move away safely.
Dodge — become harder to hit.
Help — assist someone.
Hide — try to hide.
Influence — persuade, deceive, intimidate, etc.
Magic — cast certain spells or use magic.
Ready — prepare an action for a trigger.
Search / Study — look for or investigate something.
Utilize — use an object.

And you can always describe something creative; the GM decides how to resolve it.

15. BONUS ACTIONS AND REACTIONS ARE EXTRA

A Bonus Action isn't automatically available. You can use one only when a spell, class feature, or ability specifically gives you something to do as a Bonus Action.

You can normally take only one Bonus Action on your turn.

A Reaction is an instant response to a trigger and can happen during your turn or someone else's. After using one, you normally can't use another until the start of your next turn.

16. MOVE CAREFULLY

You can move up to your Speed each turn.

If you're using a square grid:

1 square = 5 feet.

So a Speed of 30 feet = 6 squares.

And be careful when leaving an enemy's reach: they may use their Reaction to make an Opportunity Attack. Taking the Disengage action prevents this.

17. DAMAGE REDUCES HIT POINTS

When an attack hits, roll its damage dice.

With most weapons, add the same ability modifier you used for the attack.

Subtract the final damage from the target's Hit Points (HP).

You fight normally while you still have HP—even if you're badly hurt.

18. AT 0 HP, DEATH SAVES BEGIN

If you reach 0 HP and don't die instantly, you fall Unconscious.

At the start of each of your turns, roll a Death Saving Throw:

10+ = success
9 or less = failure

3 successes = Stable.
3 failures = Dead.

Natural 20 = regain 1 HP.
Natural 1 = two failures.

19. REST TO RECOVER

A Short Rest lasts 1 hour. You can spend Hit Point Dice and add your Constitution modifier to regain HP.

A Long Rest lasts at least 8 hours. Under SRD 5.2.1, completing it restores all lost HP and all spent Hit Point Dice, as well as recharging many abilities.

20. MAGIC: READ THE SPELL

Every spell tells you what you need:

Casting Time — Range — Components — Duration — Effect

Cantrips don't use spell slots. Most level 1+ spells require a spell slot. On a turn, you can expend only one spell slot to cast a spell.

Some spells make an Attack Roll; others force the enemy to make a Saving Throw. Your spell attack and spell save DC are calculated from your spellcasting ability and Proficiency Bonus.

If a spell says Concentration, you can concentrate on only one such effect at a time. Taking damage may force a Constitution saving throw to keep it active.