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How to Play

Introduction

Dungeons & Dragons is a storytelling role-playing game in worlds of fantasy, akin to imaginative childhood games. It's driven by picturing fantastical scenes and how adventurers react to challenges. Unlike make-believe, D&D provides structured rules and dice rolls to determine the outcomes of actions, adding probability to possibilities like successful attacks, climbing cliffs, or evading magical threats.

Each player creates a character and joins friends to explore diverse settings such as dungeons, ruins, castles, or caverns. Adventurers solve puzzles, interact with others, fight monsters, and find magical items and treasure. One player, the Dungeon Master (DM), narrates and referees, creating adventures. The DM describes scenarios, and players decide their characters' actions. The DM then determines the results, allowing for flexible and unexpected outcomes.

The game is open-ended; one quest leads to another in an ongoing campaign, often lasting months or years. Characters grow in power as they overcome challenges and find treasure, reflected in their level. D&D has no definitive win or loss. Instead, the DM and players collaboratively craft exciting stories. Even if a character dies, they might be revived magically, or players can create new characters to continue the shared adventure. Ultimately, enjoyment and memorable stories define success for everyone.

Worlds of Adventure

The Dungeons & Dragons game features many worlds filled with magic, monsters, brave warriors, and spectacular adventures. Rooted in medieval fantasy, these worlds incorporate unique creatures, places, and magic. All D&D worlds exist within a vast multiverse, connected in mysterious ways to other planes like the Elemental Plane of Fire and the Infinite Depths of the Abyss. This multiverse contains a variety of worlds, including official settings, along with countless others created by players. You can even design your own world.

While these worlds share common traits, each has its own history, cultures, monsters, and geography. Races may have unique traits; for example, halflings in Dark Sun are jungle-dwelling cannibals, while Eberron features warforged—living soldiers created for war. Your Dungeon Master (DM) may choose a published world for the campaign or create one themselves. Due to the diversity among D&D worlds, check with your DM regarding any house rules that may affect your gameplay. Ultimately, the DM is the authority on the campaign and its setting.

Adventuring

The Dungeons & Dragons game consists of a group of characters embarking on an adventure presented by the Dungeon Master (DM). Each character brings unique capabilities to the adventure, including ability scores, skills, class features, racial traits, equipment, and magic items. Every character is different, with various strengths and weaknesses, making a balanced party essential for overcoming challenges. Cooperation among adventurers is crucial for successfully completing the adventure.

An adventure features a fantastic setting—such as an underground dungeon, crumbling castle, wilderness, or bustling city—and includes a rich cast of characters, both player-controlled adventurers and nonplayer characters (NPCs). NPCs may serve as patrons, allies, enemies, or background figures, with one often acting as a villain whose agenda drives much of the action.

Throughout their journey, characters encounter various creatures, objects, and situations. They may engage in combat, converse with creatures or magical objects, or solve puzzles and obstacles. Adventurers also explore the world, making decisions about their path and actions.

Adventures vary in length and complexity. A short adventure might take a single session to complete, while a long one can involve numerous challenges across multiple sessions. Typically, the end of an adventure is marked by the adventurers returning to civilization to rest and enjoy their rewards. Each adventure can be seen as an episode in a larger campaign, which consists of a series of interconnected adventures followed by the same group of characters.

The Three Pillars of Adventure

Adventurers can pursue various activities, generally categorized into three pillars: exploration, social interaction, and combat.

Exploration: This encompasses both the movement through the world and interaction with objects or situations requiring attention. It involves players describing their characters’ actions while the DM narrates the outcomes, whether the characters are crossing a landscape or interacting with a specific item.

Social Interaction: This includes conversations between adventurers and other characters or creatures. Scenarios may involve demanding information from a captured scout, negotiating with an orc chieftain, or persuading a magical mirror to reveal distant locations.

Combat: The focus of combat is on characters and creatures engaging in battle through weapons, spells, and tactical maneuvers to defeat opponents. Combat is structured, allowing each participant to take turns, ensuring everyone has a chance to act. Even in intense battles, adventurers can attempt creative stunts or interact with their surroundings and other characters.

Using This Book

This book is divided into seven chapters.

Chapter 1 details basic rules for D&D. It also provides guidance you will need to make the character you’ll play in the game.

Chapter 2 is a detailed list of all the races you can choose from while creating your character. This will include subraces, which are permutations on a general race design, and even some sub-subraces!

Chapter 3 is a deep dive into the many classes that you can play as during your adventure. Each has a detailed description of each subclass which will add even more variety to your gameplay.

Chapter 4 describes all of the backgrounds your character can come from.

Chapter 5 talks about everything to do with equipment such as weapons, armor, and adventuring gear. You will look at this more often than you think.

Chapter 6 goes over all of the rulings that will be used when playing a campaign with this book. You should read through this as it goes into detail about how things work specifically. It takes the best ideas and decisions from all D&D content. You’re welcome.

Chapter 7 will describe Spellcasting and the rules surrounding it. You will also have access to a full spell list.

Basic Rules

How to Play

The play of the Dungeons & Dragons game unfolds according to this basic pattern:

The DM Describes the Environment The Dungeon Master (DM) tells the players where their adventurers are and what’s around them, presenting the basic scope of options available (such as how many doors lead out of a room, what’s on a table, who’s in the tavern, etc.).

The Players Describe Their Actions Players then describe what they want to do. Sometimes one player speaks for the whole party, saying something like, “We’ll take the east door.” Other times, different adventurers might engage in separate actions: one might search a treasure chest while another examines an esoteric symbol on a wall, and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions. Sometimes, resolving a task is straightforward. If an adventurer wants to walk across a room and open a door, the DM might simply say that the door opens and describe what lies beyond. However, the door could be locked, the floor might conceal a deadly trap, or some other circumstance might complicate the task. In those cases, the DM determines what happens, often relying on the roll of a die to decide the outcome of an action.

The DM Narrates the Results After the players take action, the DM narrates the results. This description often leads to another decision point, bringing the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, conversing with a devious prince, or engaged in mortal combat against a mighty dragon. In certain situations, particularly during combat, the action is more structured, and players (and the DM) take turns choosing and resolving actions. However, most of the time, play is fluid and flexible, adapting to the circumstances of the adventure. Much of the adventure takes place in the imagination of the players and the DM, relying on the DM’s verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to enhance the mood, and many players and DMs adopt different voices for the various adventurers, monsters, and characters they portray. Occasionally, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene, helping players keep track of their positions.

Game Dice

The game uses polyhedral dice with different numbers of sides, which can be found in game stores and many bookstores. The different dice are referred to by the letter "d" followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube used in many games). Percentile dice, or d100, work differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) provides the tens digit, while the other provides the ones digit. For example, rolling a 7 and a 1 results in a total of 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, etc.), making it easier to distinguish between the tens and ones digits. In this case, a roll of 70 and 1 gives 71, while 00 and 0 gives 100.

When you need to roll dice, the rules specify how many dice of a certain type to roll and what modifiers to add. For example, “3d8 + 5” means you roll three eight-sided dice, add the results together, and then add 5 to the total. The same notation applies to expressions like “1d3” and “1d2.” To simulate a roll of 1d3, roll a d6 and divide the number rolled by 2 (rounding up). To simulate a roll of 1d2, roll any die and assign a 1 or 2 to the result depending on whether it was odd or even. Alternatively, if the number rolled exceeds half the number of sides on the die, it counts as a 2.

The D20

Does an adventurer’s sword swing hurt a dragon, or does it just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or do they take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, or d20, to determine success or failure.

Every character and monster in the game has capabilities defined by six ability scores: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). These scores typically range from 3 to 18 for most adventurers, although monsters might have scores as low as 1 or as high as 30. These ability scores, along with the ability modifiers derived from them, form the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.

Ability checks, attack rolls, and saving throws are the three main types of d20 rolls, forming the core of the game’s rules. All three follow these simple steps:

Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill.

Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might provide a bonus or penalty to the check.

Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure. The DM usually determines target numbers and informs players whether their ability checks, attack rolls, and saving throws succeed or fail.

The target number for an ability check or a saving throw is called a Difficulty Class (DC), while the target number for an attack roll is called an Armor Class (AC). This simple rule governs the resolution of most tasks in D&D play. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

Advantage and Disadvantage

Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when making the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage.

For example, if you have disadvantage and roll a 17 and a 5, you would use the 5. If you have advantage and roll those numbers, you would use the 17.

What are the Different Types of Dice Rolls?

There are three types of dice rolls we have talked about using a d20 in this chapter; Ability Checks, Attack rolls, and Saving throws. This section will explain what all of those are, how they work, and what to add to them. Ability Checks, Attack Rolls, and Saving Throws all fall under the umbrella term: D20 test.

Ability Checks

An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a ground, or deciphering a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result.

An example would be your character telling the guard at the entrance to a party being thrown at the royal palace that you left your invitation at home and to let you in anyways. The DM would then ask for either a Persuasion or Deception check depending on how true your statement is. You would then roll for the asked for check and see if the guard believes you or not.

On your character sheet you should see modifiers for each type of check you can make. Whether that check is for a general ability score like STR or CHA, or a specific type like Stealth or Persuasion, the process is the same. When asked to make a check, you will look at your sheet and see what number is associated with that score. After making your dice roll, add that number to your roll and that is the result you report. This number is calculated in the same way Proficiency is calculated, which is explained in another section. When creating your character, you will choose skills you are proficient in and those skills will get an additional boost equal to your proficiency modifier.

So to wrap that all up, the DM asks for an ability check. You respond by rolling a d20, adding the associated ability score, then reporting that number to the DM. The DM then tells you what happens in response to your number.

Attack Rolls

An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s Armor Class (AC). Attack rolls usually occur in battle, but the DM might also ask for an attack roll in other situations, such as an archery competition.

When making attack rolls, you add a certain ability modifier depending on the weapon type. For Melee attacks or Unarmed attacks use STR, for Ranged attacks with a weapon use DEX, and for Spells the Ability will depend on the Spellcaster’s spellcasting ability. Some features let you use other abilities modifiers. For example, weapons with the Finesse property allow you to use DEX or STR.

In addition to your ability modifier, if you are using a weapon that you are proficient with, you will add your proficiency modifier to your roll. Some weapons will also have a modifier for the weapon that will add an additional bonus to your roll. Such as a weapon adding +1 to your attack.

There is one more fun thing to keep in mind. When rolling a 20, that is considered an automatic success, and rolling a 1 is considered an automatic failure. This is in lue of any bonuses or ability scores. Rolling a 20 is also considered a “Critical Hit”. When you roll a 20 or 1, you will report to the DM that you have rolled a “Natural 20” or “Natural 1” (which is often shortened to “Nat 20” or “Nat 1”). If you roll a dice and get a 15, then add a +5 with your ability score and proficiency bonus, you would report that as a “Dirty 20”. This is because you got a 20, but not on the dice roll so it doesn’t count as a critical hit.

Saving Throws

A saving throw, also called a save, represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character is at risk. A save’s result is detailed in the effect that caused it. If you don’t want to resist the effect, you can choose to fail the save without rolling.

Saving throws are named for the ability modifiers they use: a CON saving throw, a WIS saving throw etc. Different saving throws are used to resist different kinds of effects. The DM will tell you which kind of throw to perform. When making a saving throw, you will add the associated saving throw modifier found on your character sheet.

Step-By-Step Characters

The first step in playing an adventurer in Dungeons & Dragons is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also define your character’s personality, appearance, and backstory. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.

Before you begin, think about the type of adventurer you want to play. You might envision a courageous fighter, a stealthy rogue, a devoted cleric, or an eccentric wizard. Alternatively, you could create an unconventional character, like a brawny rogue who favors hand-to-hand combat or a sharpshooter who picks off enemies from a distance. If you enjoy fantasy fiction featuring dwarves or elves, consider building a character from one of those races. If you want your character to be the toughest at the table, classes like barbarian or paladin might suit you. You can also look at the illustrations in this book for inspiration.

Once you have a character in mind, follow the steps in order, making decisions that reflect your vision. Your conception of your character may evolve with each choice, but what matters is that you arrive with a character you're excited to play. Throughout this chapter, the term "character sheet" refers to whatever you use to track your character, whether it’s a formal character sheet, a digital record, or a piece of notebook paper. A custom digital character sheet will be provided with this book and we highly recommend you use it, as it does most of the necessary Ability Score calculations for you!

Choose a Race

Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans, with some races having subraces, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races, as well as the less widespread dragonborn, gnomes, half-elves, half-orcs, tieflings and much, much more.

The race you choose significantly contributes to your character’s identity by establishing a general appearance and granting natural talents from culture and ancestry. Each race provides specific racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to cast minor spells. These traits often align with certain class capabilities (see step 2). For example, the traits of lightfoot halflings make them exceptional rogues, while high elves tend to excel as powerful wizards. However, playing against type can also be enjoyable—half-orc paladins and mountain dwarf wizards, for instance, can create memorable characters.

Additionally, your race increases one or more of your ability scores, which you will determine in step 3. Be sure to note these increases and apply them later. Record the traits granted by your race on your character sheet, including your starting languages and base speed.

Choose a Class

Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.

Your character receives a number of benefits from your choice of class. Many of these benefits are class features—capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level.

For classes other than Melee types, go to the following link:

Player's Handbook Classes

Level

A character starts at 1st level and advances in level by adventuring and gaining experience. You will level up using a merit system. This means after completing something substantial in your journey the DM will tell you it’s time to level up.

A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before. Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures. Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st.

Hit Points and Hit Dice

Your character's hit points determine how tough they are in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).

At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, + your CON modifier. This is also your hit point maximum.

Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points

Ability Score Measurement Important For
STRNatural athleticism, bodily powerBarbarian, Fighter, Paladin
DEXPhysical agility, reflexes, balance, poiseMonk, Ranger, Rogue
CONHealth, stamina, vital forceAll Classes
INTMental acuity, information recall, analytical skillWizard
WISAwareness, intuition, insightCleric, Druid
CHAConfidence, eloquence, leadershipBard, Sorcerer, Warlock

Proficiency Bonus

Your proficiency bonus is a number that you add to certain rolls. It's a measure of your character's overall competence. At 1st level, your proficiency bonus is +2.

Your proficiency bonus applies to:

Attack rolls: When you attack with a weapon you're proficient with or cast a spell.

Ability checks: When you make an ability check using a skill or tool you're proficient in.

Saving throws: When you make a saving throw that you're proficient in.

Spellcasting: When determining the save DC for spells you cast (for spellcasting classes).

Your class, race, and background determine which weapons, skills, tools, and saving throws you're proficient in. Be sure to record all of these proficiencies and your proficiency bonus on your character sheet. Your proficiency bonus can only be applied once to a single roll, even if multiple circumstances might seem to apply.

Determine Ability Scores

Much of what your character does in the game depends on their six abilities: STR, DEX, CON, INT, WIS, and CHA. Each ability has a score, a number you record on your character sheet.

To generate your character's six ability scores, roll four six-sided dice (d6), discard the lowest roll, and add the total of the remaining three dice. Repeat this process five more times to generate six numbers. If you prefer not to roll or want to save time, you can use the standard set of scores: 15, 14, 13, 12, 10, 8. Assign these six numbers to your character’s abilities—STR, DEX, CON, INT, WIS, and CHA—based on what best suits the character you have in mind. Afterward, adjust your scores based on the bonuses provided by your chosen race.

Once your scores are final, determine each ability’s modifier using the following table. Alternatively, calculate the modifier by subtracting 10 from the score and dividing by 2 (rounding down). Record the modifiers alongside the corresponding ability scores on your character sheet.

Score Modifier Score Modifier
1-516–17+3
2–3-418–19+4
4–5-320–21+5
6–7-222–23+6
8–9-124–25+7
10–11+026–27+8
12–13+128–29+9
14–15+230+10

Another Way

You can use a variant method to determine your ability scores, allowing you to build a character with scores of your choosing.

You have 27 points to spend on your ability scores. The cost of each score is shown in the Ability Score Point Cost table below. For example, a score of 14 costs 7 points. Using this method, 15 is the highest score you can select before applying racial bonuses, and no score can be lower than 8. This method lets you create a variety of character profiles, such as one with three high scores and three low ones (e.g., 15, 15, 15, 8, 8, 8), a balanced set of slightly above-average scores (e.g., 13, 13, 13, 12, 12, 12), or any combination in between.

This method provides greater flexibility in tailoring your character's abilities to match your concept. View Chapter 6 for more details on Ability Scores and their uses.

Ability Score Point Cost
80
91
102
113
124
135
147
159

Describe Your Character

Once you know the basic game aspects of your character, it’s time to flesh them out as a person. Your character needs a name. Spend a few minutes thinking about what they look like and how they behave in general terms.

Using the information in Chapter 4, you can flesh out your character’s physical appearance and personality traits. Choose your character’s alignment (the moral compass that guides their decisions) and ideals. Chapter 4 also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine them.

Your character’s background describes where they came from, their original occupation, and their place in the D&D world. A background gives your character a feature (a general benefit), proficiency in two skills, and may also grant additional languages or tool proficiencies. Record this information, along with the personality details you develop, on your character sheet.

Your Character’s Abilities

Take your character’s ability scores and race into account as you develop their appearance and personality. A very strong character with low INT might think and behave differently from a very smart character with low STR.

STR: High strength often correlates with a burly or athletic body, while low STR might suggest a scrawny or plump figure.

DEX: High dexterity implies a lithe and nimble physique, while low DEX might suggest clumsiness or thick-fingered awkwardness.

CON: High constitution often indicates good health and energy, while low CON may suggest frailty or poor health.

INT: High intelligence suggests curiosity and sharp thinking, while low INT might manifest as simple speech or forgetfulness.

WIS: High wisdom reflects good judgment and awareness, while low WIS might result in absent-minded or reckless behavior.

CHA: High charisma exudes confidence and presence, while low CHA might suggest timidity, abrasiveness, or awkwardness.

These traits help define your character as a distinct and memorable individual in the D&D world

Choose Your Alignment

There are many ways to play a character, choosing an alignment helps you make decisions in many situations that come up. Dungeons and Dragons as a whole leans towards mostly good heroes but feel free to discuss with your Dungeon Master if another alignment is suitable for the adventure.

Alignments broadly describe ethical attitudes and ideals. It is a combination of the morality (Good, Evil, or Neutral) and the attitude towards order (Lawful, Chaotic, or Neutral) that all sentient beings have in Dungeons and Dragons.

Races all have an innate alignment that should be thoughtfully considered when putting together a character.

Lawful Good (LG): They try to do the right thing as expected by society. They fight for justice and protect the innocent without hesitation.

Neutral Good (NG): They do the best they can. They work within the rules but are not bound by them. They are kind and help others.

Chaotic Good (CG): They act as their conscious directs with little regard for the expectations of others. They are a rebel who uses their means to fulfill the greatest good they can.

Lawful Neutral (LN): They act in accordance to law, tradition, or personal codes. They are someone who follows a disciplined way of life and isn’t swayed by the demands of others whether it be to help or be tempted into acts of evil.

Neutral (N): They prefer to avoid moral questions and they do not take sides and simply do what they think is best at the time.

Chaotic Neutral (CN): They follow their whims and value their personal freedom above all else. They prefer to live on their own wits and merits.

Lawful Evil (LE): They methodically take what they want within the limits of their traditions, codes, or order.

Neutral Evil (NE): They are untroubled by the harm they cause as they pursue their desires.

Chaotic Evil (CE): They act with arbitrary violence, spurred with their hatred or bloodlust.

Choose Equipment

Your class and background determine your character's starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in Chapter 5.

Instead of using the gear provided by your class and background, you can purchase your starting equipment. Your class determines the amount of gold pieces (gp) you have to spend, as shown in Chapter 5. That chapter also includes extensive equipment lists with prices. If you like, you can also choose one trinket at no cost (see the trinket table at the end of Chapter 5).

Armor Class

Your Armor Class (AC) represents how well your character avoids being wounded in battle. Factors affecting AC include the armor you wear, the shield you carry, and your DEX modifier. Not all characters wear armor or carry shields:

Without armor or a shield, your AC equals 10 + your DEX modifier.

If wearing armor or carrying a shield, calculate AC using the rules in Chapter 5.

Record your AC on your character sheet. Keep in mind that your character must be proficient with armor and shields to use them effectively. Your class determines these proficiencies. Lacking the required proficiency results in penalties, as detailed in Chapter 5.

Certain spells and class features may provide alternate ways to calculate your AC. If multiple features apply, you choose which one to use.

Weapons

For each weapon your character wields, calculate the modifier used for attack rolls and the damage dealt on a hit:

Melee Weapons: Use your STR modifier for attack and damage rolls, unless the weapon has the finesse property (e.g., rapier), which allows you to use your DEX modifier instead.

Ranged Weapons: Use your DEX modifier for attack and damage rolls. For thrown weapons (e.g., handaxe), you may use your STR modifier instead.

When you make an attack with a weapon, roll a d20 and add your proficiency bonus (if proficient with the weapon) along with the appropriate ability modifier.

Come Together

Most D&D characters don’t work alone. Each character plays a role within a party, a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party’s chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake.

Beyond 1st Level

As your character goes on adventures and overcomes challenges, they show their merit and experience. When the DM determines that merit has reached a threshold, perhaps after completing the first major part of a quest, your character advances in capability. This advancement is called gaining a level. When your character gains a level, their class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores—either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. Additionally, every character’s proficiency bonus increases at certain levels.

Each time you gain a level, you gain one additional Hit Die. Roll that Hit Die, add your CON modifier to the roll, and add that total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your CON modifier increases by 1, your hit point maximum increases by 1 for each level you have attained.

Tiers of Play The following illustrates the four tiers of play. These tiers don’t have specific rules associated with them but provide a general description of how the play experience changes as characters gain levels.

First Tier (Levels 1–4): Characters are apprentice adventurers, learning the features that define their classes, including major choices such as a wizard’s Arcane Tradition or a fighter’s Martial Archetype. They face relatively minor threats, often endangering local farmsteads or villages. Some DMs joke that this is the survival horror portion of your adventuring life as you are quite weak at this point, but don’t listen to them.

Second Tier (Levels 5–10): Characters come into their own. Spellcasters gain access to 3rd-level spells like fireball and lightning bolt, crossing a new threshold of magical power. Weapon users gain the ability to make multiple attacks in one round. These adventurers face dangers threatening cities and kingdoms. These levels are where adventures tend to spend a lot of their time.

Third Tier (Levels 11–16): Characters achieve power that sets them above the ordinary populace. At 11th level, spellcasters gain access to 6th-level spells with previously impossible effects. Other classes gain features that make them even more formidable. These heroes often confront threats to entire regions or continents. This is approaching upper tier play and many DMs will keep players in this range and it makes for more fun and engaging play.

Fourth Tier (Levels 17–20): Characters reach the pinnacle of their class features, becoming heroic (or villainous) archetypes. Their adventures might decide the fate of the world or the multiverse. These levels can often be tedious as there is so much you have to keep track of, so they are generally kept for players who have some experience under their belt.

Proficiency Bonus Table

Chapter 2:

Level Proficiency Bonus Level Proficiency Bonus
1+211+4
2+212+4
3+213+5
4+214+5
5+315+5
6+316+5
7+317+6
8+318+6
9+419+6
10+420+6

Spellcasting

Casting in Armor

You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting.

Spell Level

Every spell has a level from 0 to 9, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is. Cantrips—simple spells that can be cast almost by rote—are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels.

Spell Slots

Spellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster’s magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots.

When you cast a spell, you expend a slot of that spell’s level or higher, effectively “filling” a slot with the spell. Imagine a spell slot is a groove of a certain size—small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits only into a slot that’s at least level 2. So when a level 3 Wizard casts Magic Missile, a level 1 spell, that Wizard spends one of four level 1 slots and has three remaining.

Finishing a Long Rest restores any expended spell slots.

Casting without Slots

There are several ways to cast a spell without expending a spell slot:

Cantrips. A cantrip is cast without a spell slot.

Rituals. Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal, but it doesn’t expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared.

Special Abilities. Some characters and monsters have special abilities that allow them to cast specific spells without a spell slot. This casting is usually limited in another way, such as being able to cast the spell a limited number of times per day.

Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a spell slot. The description of such an item specifies how many times a spell can be cast from it.

Using a Higher-Level Spell Slot

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell takes on the higher level for that casting. For instance, if a Wizard casts Magic Missile using a level 2 slot, that Magic Missile is level 2. Effectively, the spell expands to fill the slot it is put into.

Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description.

School of Magic

Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them.

Class Spell Lists

If a spell is on a class’s spell list, the class’s name appears in parentheses after the spell’s school of magic. Some features add a spell to a character’s spell list even if the character isn’t a member of a class in the parentheses.

Casting Time

Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required.

One Spell with a Spell Slot per Turn

On a turn, you can expend only one spell slot to cast a spell. This rule means you can’t, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn.

Reaction and Bonus Action Triggers

A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell.

Longer Casting Times

Certain spells—including a spell cast as a Ritual—require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration (see the rules glossary) while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. To cast the spell again, you must start over.

Range

A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range.

A range usually takes one of the following forms:

Distance. The range is expressed in feet.

Touch. The spell’s effect originates on something the spellcaster must touch, as defined in the spell.

Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell.

If a spell has movable effects, they aren’t restricted by its range unless the spell’s description says otherwise.

Components

A spell’s components are physical requirements the spellcaster must meet to cast the spell. Each spell’s description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can’t provide one or more of a spell’s components, the spellcaster can’t cast the spell.

Verbal (V)

A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can’t cast a spell with a Verbal component.

Somatic (S)

A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements.

Material (M)

A Material component is a particular material used in a spell’s casting, as specified in parentheses in the Components entry. These materials aren’t consumed by the spell unless the spell’s description states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any.

If a spell doesn’t consume its materials and doesn’t specify a cost for them, a spellcaster can use a Component Pouch (see "Equipment") instead of providing the materials specified in the spell, or the spellcaster can substitute a Spellcasting Focus if the caster has a feature that allows that substitution. To use a Component Pouch, you must have a hand free to reach into it, and to use a Spellcasting Focus, you must hold it unless its description says otherwise (see "Equipment" for descriptions).

Duration

A spell’s duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms:

Concentration. A duration that requires Concentration follows the Concentration rules (see "Rules Glossary").

Instantaneous. An instantaneous duration means the spell’s magic appears only for a moment and then disappears.

Time Span. A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have the Incapacitated condition.

Identifying an Ongoing Spell

You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study action and succeed on a DC 15 + the spell’s level Arcana check. If the spell cast is in the same class of spells you know, the check has advantage.

Identifying a Caster at Work

Normally you are unable to know when a spell is cast unless the spell produces a notable effect. If someone is casting a spell in your presence, you may be able to identify it. The spell must have perceivable verbal, somatic, and/or material components. The type of component does not matter only the presence of a material component, spellcasting focus, or component pouch for the purpose of identifying the spell. If the need for a spell’s component has been removed such as by a Sorcerer’s Subtle Spell feature, identifying the spell is impossible.

Effects

The effects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the DM’s purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below.

Targets

A typical spell requires the caster to pick one or more targets to be affected by the spell’s magic. A spell’s description says whether the spell targets creatures, objects, or something else.

A Clear Path to the Target. To target something with a spell, a caster must have a clear path to it, so it can’t be behind Total Cover.

Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself unless the creature must be Hostile or specifically a creature other than you.

Areas of Effect. Some spells, such as Thunderwave, cover an area called an area of effect, which is defined in the rules glossary. The area determines what the spell targets. The description of a spell specifies whether it has an area of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere.

Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn’t know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell’s description says otherwise.

Invalid Targets. If you cast a spell on someone or something that can’t be affected by it, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended.

If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn’t attempt one (giving no hint that the creature is an invalid target). Otherwise, you perceive that the spell did nothing to the target.

Saving Throws

Many spells specify that a target makes a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. Here’s how to calculate the DC for your spells:

Spell save DC = 8 + your spellcasting ability modifier + your Proficiency Bonus

Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here’s how to calculate the attack modifier for your spells:

Spell attack modifier = your spellcasting ability modifier + your Proficiency Bonus

Combining Spell Effects

The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don’t combine. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. The most recent effect applies if the castings are equally potent and their durations overlap. For example, if two Clerics cast Bless on the same target, that target gains the spell’s benefit only once; the target doesn’t receive two bonus dice. But if the durations of the spells overlap, the effect continues until the duration of the second Bless ends.

Circle Magic

A special technique in which many spellcasters working together can cast spells beyond the limits of an individual. A spell cast this way can be enhanced and augmented.

Eligible Spells

Any spell with a casting time of an action or 1 minute or longer and is cast using a spell slot can be used as a Circle Spell. The spell still follows the usual rule for spellcasting.

Casting a Circle Spell

A Circle Spell has a primary caster. The spell’s primary caster determines the spell’s targets, maintains concentration, provides the spell’s components, expends the spell slot for the spell, and decides any other options noted in the spell’s descriptions. The spell originates from the primary caster.

Initiating a Circle Spell

To cast a Circle Spell the primary caster takes the Magic action. When they do so they choose which Circle casting options they are using for the casting and must meet any requirements described in the option. Until the Circle Spell’s casting is complete, the primary caster must maintain concentration on the spell.

Any reaction to the casting of a spell such as the casting of the spell Counterspell also triggers at this time.

Secondary Casters

Casting a Circle Spell requires two or more casters. Secondary spellcasters must have the Spellcasting feature or Pact Magic feature. After initiating the spell, each secondary spellcaster takes a Magic action. Secondary casters take this action before the start of the primary caster’s next turn and must be within 30 ft of the primary caster.

Completing the Casting

If the spell has a casting time of an action, the Circle Spell’s effects occur immediately after the secondary casters take the required action. The primary caster chooses the order of the secondary casters.

If the spell has a casting time of one minute or more, the primary and secondary casters must take the Magic action on each of their turns for the entire casting time and the primary caster must maintain concentration for the entire duration.

Spell Failure

If a Circle Spell fails, nothing happens. The spell slot is not expended, and any material components are not consumed. The entire process must be started over.

Circle Casting Options

You can use one Circle casting option at a time. If a spell has a “Casting as a Circle Spell” option, you can choose that option instead.

Augment

When you cast a spell with a range of at least 5 ft, you can increase the range of the spell by up to 1,000 ft per secondary caster up to a distance of one mile.

Distribute

When you cast a spell that requires Concentration, you can disturbed the mental load among the primary and secondary casters. Once the casting is complete, all casters that participated maintain Concentration on the spell. As long as one of the participants is maintaining Concentration on the spell, the spell’s effects remain active.

Expand

When you cast a spell with an area of effect, you can increase the dimension of the spell’s area by 10 ft per secondary caster. For example, if the spell’s area of effect is a 20 ft radius sphere with two secondary casters the radius of the sphere is increased to 40 ft. A spell that creates a line that is 5 ft wide and 300 ft long with two secondary casters is either 25 ft wide or 320 ft long.

Each secondary spellcaster must expand a spell spell (No action required). If the spell fails, these spell slots are not expended.

Prolong

When you cast a spell with a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters.

Each secondary spellcaster must expand a spell spell (No action required). If the spell fails, these spell slots are not expended.

Secondary Casters Duration Increase
1-31 Hour
4-68 Hours
7+24 Hours

Safeguard

When you cast a spell with an area of effect, you carve out a safe zone within the area of effect that is unaffected by the spell for the spell’s duration. This safe zone is a number of 5x5 ft cubes equal to the primary caster’s spellcasting ability modifier + the number of secondary spellcasters. You can arrange the cubes as you like, but each cube must be contiguous with at least one other cube.

If the spell’s area of effect can be moved, the safe zone moves along with it.

Supplant

When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 gp per secondary spellcaster. For example, casting Revivify with two secondary spellcasters would reduce the Material component to 200 gp.

Each secondary spellcaster must expand a spell spell greater than or equal to the spell’s level (No action required). If the spell fails, these spell slots are not expended.