Guide for players
How to Play
Dungeons & Dragons is a story you tell together. One person, the Dungeon Master, describes the world; everyone else plays one hero; and dice decide whether risky actions succeed. This guide covers the core rules from the official free Basic Rules (2024 edition). Advanced rules come at the end.
What D&D is and what you need
There is no board and no winner. Each player controls one hero (a "player character"), and together the group goes on an adventure the Dungeon Master (DM) runs. The game repeats three steps over and over:
- The DM describes where you are and what you see.
- The players say what their heroes do. Talk in plain words: "I sneak up to the door and listen."
- The DM says what happens. If the result is uncertain, the DM asks someone to roll a die first.
The official rules call the three kinds of things you do exploration, social interaction (talking to characters) and combat.
What you need
- One set of polyhedral dice per player (7 dice: d4, d6, d8, d10, d% or second d10, d12, d20). "d20" means a 20-sided die; "2d6" means roll two 6-sided dice and add them.
- A character sheet per player: the official 2024 sheet (PDF), or the free character builder on D&D Beyond.
- Pencils and scrap paper. A grid map and tokens or toy figures are nice but optional.
- The rules: the official Basic Rules are free on D&D Beyond (free account needed). A starter set includes ready-made characters, which is the easiest start.
Your character
A character is built from three choices: a class (what you do), a species (what you are) and a background (what you did before adventuring). Then you set six ability scores. Everyone starts at level 1.
The six abilities
| Ability | Short | What it covers |
|---|---|---|
| Strength | STR | Lifting, climbing, hitting with a sword |
| Dexterity | DEX | Balance, sneaking, dodging, shooting a bow |
| Constitution | CON | Toughness and health |
| Intelligence | INT | Memory, knowledge, figuring things out |
| Wisdom | WIS | Noticing things, common sense, gut feeling |
| Charisma | CHA | Charm, confidence, persuading people |
Scores and modifiers. Each ability has a score (usually 8 to 15 at level 1; 10 is average). What you actually add to rolls is the modifier: subtract 10 from the score, divide by 2, round down. So 8 = -1, 10 = +0, 12 = +1, 14 = +2, 16 = +3, 18 = +4, 20 = +5.
Making a character, step by step (official order)
- Pick a class. Fighter, Rogue, Cleric and Wizard are the simplest to learn. The 12 classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard.
- Pick an origin. A background (for example Soldier, Acolyte, Criminal, Sage) gives two skills, a tool and a starting feat. A species (Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, Tiefling) sets your size, speed and special traits. You speak Common plus two other languages.
- Set ability scores. Easiest method: assign the standard array 15, 14, 13, 12, 10, 8 in any order, putting the highest in your class's main ability. Then your background adds +2 to one listed ability and +1 to another (or +1 to all three).
- Pick an alignment (your general outlook, such as Lawful Good or Chaotic Neutral). Heroes are assumed not to be evil.
- Fill in the numbers: hit points, Armor Class, attacks and skills. Starting hit points = your class number + your Constitution modifier (Barbarian 12; Fighter, Paladin, Ranger 10; Sorcerer, Wizard 6; everyone else 8).
Proficiency bonus. Things your character is trained in (certain skills, weapons, saving throws) add a proficiency bonus. It is +2 at levels 1 to 4 and rises slowly after that.
Tip for a first game: give each player a pre-made character so you can start playing in minutes, and let them build their own once they know what they like.
The one core rule: the d20 test
Almost every roll works the same way: roll a d20, add your modifier (plus your proficiency bonus if you are trained), and if the total equals or beats the target number, you succeed. The official rules call this a D20 Test. There are three kinds:
| Roll | When | Target number |
|---|---|---|
| Ability check | You try something hard: climb a wall, pick a lock, convince a guard | A Difficulty Class (DC) the DM picks |
| Saving throw | Something bad happens to you: a trap, poison, a spell | A DC set by the trap, monster or spell |
| Attack roll | You swing a weapon or fire a spell at a target | The target's Armor Class (AC) |
Skills are specific uses of an ability. For example, Stealth is a Dexterity check, and Perception is a Wisdom check. If you are trained in the skill, add your proficiency bonus.
How hard is it? The DM picks the DC:
| Task | DC |
|---|---|
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
Advantage and disadvantage. When the situation helps you (you attack a sleeping goblin), you have advantage: roll two d20s and keep the higher. When it hurts you (you shoot in the dark), you have disadvantage: keep the lower. Having several sources of advantage still means only two dice. If you have both, they cancel and you roll one die.
Natural 20 and natural 1. On an attack roll, rolling a 20 on the die always hits and is a critical hit. Rolling a 1 always misses.
Heroic Inspiration. The DM can reward great or brave play with Heroic Inspiration. Spend it to reroll any one die right after you roll it (you must keep the new roll). You can hold only one at a time.
How play flows: exploring, talking, fighting
Outside combat there are no turns. Players just talk, and the DM makes sure everyone gets a chance to act.
- Exploring. Say what you look at, touch or try. "I check the chest for traps" is better than "I roll Perception." The DM decides if a roll is needed. Your Passive Perception (10 + your Wisdom (Perception) bonus) is how alert you are without trying; the DM uses it to see if you notice hidden things.
- Talking. Speak as your character or describe what they say. Being polite, offering help or making a good argument can work without any roll. If a character is unsure, the DM may ask for a Charisma check such as Persuasion, Deception or Intimidation.
- Fighting. When a fight starts, the game switches to turns. See the next section.
Good habits at the table: one person talks at a time, describe actions instead of naming dice, and remember that the heroes are a team.
Combat step by step
Combat happens in rounds. One round is about 6 seconds of game time, and everyone gets one turn per round.
- Roll initiative. Everyone rolls a d20 + Dexterity modifier. The DM writes the order from highest to lowest. Anyone caught by surprise rolls with disadvantage.
- Take turns in that order. When the last creature has gone, a new round starts at the top.
- Repeat until the fight ends: one side is defeated, runs away or gives up.
On your turn you can:
- Move up to your speed (usually 30 feet, which is 6 squares on a grid). You can split movement before and after your action.
- Take one action (list below).
- Interact with one object for free, such as drawing a sword or opening a door.
- Speak a few words for free.
- Take a bonus action, but only if a class feature or spell gives you one.
You also get one reaction per round, a quick response on someone else's turn. The most common is an opportunity attack: when an enemy you can see walks out of your reach, you can make one melee attack against it.
The actions
| Action | What it does |
|---|---|
| Attack | Make a weapon attack (or an unarmed strike) |
| Magic | Cast a spell or use a magic item |
| Dash | Move your speed again this turn |
| Disengage | Move away without provoking opportunity attacks |
| Dodge | Attacks against you have disadvantage until your next turn |
| Help | Give an ally advantage on their next check, or on their next attack against an enemy next to you |
| Hide | Try to become hidden (DC 15 Dexterity (Stealth), out of sight) |
| Ready | Choose a trigger and an action to take when it happens ("I shoot if the door opens") |
| Search / Study | Look for something, or recall what you know about it |
| Influence | Try to persuade or scare a creature |
| Utilize | Use an object that takes effort, such as pulling a lever |
Making an attack
- Roll a d20 + your attack bonus (ability modifier + proficiency bonus). Melee weapons usually use Strength; bows and finesse weapons such as daggers can use Dexterity.
- If the total equals or beats the target's Armor Class, you hit.
- Roll the weapon's damage die and add the same ability modifier. Subtract it from the target's hit points.
- On a critical hit (a natural 20), roll the damage dice twice and add the modifier once.
Cover. Hiding behind something gives +2 AC (half cover, such as a low wall) or +5 AC (three-quarters cover, such as an arrow slit).
Hit points, dropping to 0, and resting
Hit points (HP) measure how much more punishment you can take. Damage lowers them; healing raises them, but never above your maximum. At half HP or less you are Bloodied.
At 0 HP you fall unconscious (you only die instantly if the leftover damage equals or beats your maximum HP, which is rare). Then, at the start of each of your turns, make a death saving throw: roll a d20 with no modifiers.
- 10 or higher = a success. 9 or lower = a failure.
- 3 successes: you are stable (alive, still unconscious). 3 failures: your character dies.
- A natural 1 counts as 2 failures. A natural 20 means you wake up with 1 HP.
- Taking damage while at 0 HP counts as a failure.
- Any healing at all wakes you up. A friend can also stabilize you with the Help action and a DC 10 Wisdom (Medicine) check.
Resting
| Rest | How long | What you get back |
|---|---|---|
| Short rest | 1 hour | Spend Hit Point Dice: roll each, add your Constitution modifier, heal that much. Some class features recharge. |
| Long rest | 8 hours (sleep) | All lost HP, all spent Hit Point Dice, and all spell slots. |
You have one Hit Point Die per level; its size depends on your class (for example, a d10 for a Fighter).
Magic basics
Only some classes cast spells (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, and later Paladin and Ranger). If nobody picks one, you can skip this section.
- Cantrips are small spells you can cast as often as you like, such as a fire bolt or a light.
- Leveled spells (level 1 to 9) are stronger. Each one uses a spell slot. Your class table says how many slots you have; a level 1 caster has only 2. A long rest restores all of them.
- Casting a spell usually takes your action (the Magic action).
- Spell attacks: roll d20 + your spellcasting modifier + proficiency bonus against the target's AC.
- Spells that force a save: the target rolls a saving throw against your spell save DC = 8 + spellcasting modifier + proficiency bonus.
- Concentration: some spells last as long as you focus. You can concentrate on only one spell at a time. If you take damage, make a Constitution save (DC 10, or half the damage if higher) or the spell ends.
- Components: V means you must speak, S means you need a free hand to gesture, M means you need a material item (a spellcasting focus like a wand or holy symbol usually covers it).
Printed spell cards (sold separately, or included in some starter boxes) make this much easier for new players.
Leveling up
Characters grow stronger by gaining levels, from 1 up to 20. The DM decides when: either by counting experience points (XP) from defeated monsters and finished quests, or simply by saying "you level up" at the end of a big moment (called milestone leveling, which is simpler for a new group).
| Level | XP needed | Proficiency bonus |
|---|---|---|
| 1 | 0 | +2 |
| 2 | 300 | +2 |
| 3 | 900 | +2 |
| 4 | 2,700 | +2 |
| 5 | 6,500 | +3 |
When you level up:
- Add hit points: roll your Hit Point Die (or take the fixed number your class lists) and add your Constitution modifier.
- Gain the new features listed for that level in your class table. At level 3 you choose a subclass, a specialty within your class.
- If your proficiency bonus went up, update every number that uses it.
Quick glossary
| Word | Meaning |
|---|---|
| AC (Armor Class) | How hard you are to hit. Attacks must equal or beat it. |
| Bonus action | A small extra action, only when a feature or spell grants one |
| Campaign | A series of adventures with the same characters |
| Check | A d20 roll to see if you succeed at a task |
| Condition | A status like Prone, Poisoned or Frightened that changes what you can do |
| d4, d6, d8, d10, d12, d20 | Dice with that many sides; 3d6 = roll three six-sided dice and add them |
| DC (Difficulty Class) | The target number for a check or saving throw |
| DM (Dungeon Master) | The person who runs the world and the story |
| HP (Hit Points) | Health. At 0 you fall unconscious. |
| Initiative | The roll that sets turn order in combat |
| Modifier | The number you add to a d20 roll, from an ability score |
| Natural 20 / natural 1 | The die itself shows 20 or 1, before adding anything |
| NPC | Non-player character: anyone the DM plays |
| One-shot | An adventure finished in one session |
| Party | The group of player characters |
| Proficiency bonus | Extra bonus for things you are trained in (+2 at level 1) |
| Reaction | One quick response per round, even on others' turns |
| Saving throw (save) | A roll to resist danger |
| Session | One sitting of play, usually 2 to 4 hours |
| Spell slot | A use of a leveled spell; refilled by a long rest |
Advanced rules (add these later)
None of these are needed for a first game. The DM can handle them when they come up, or you can learn them after a few sessions.
- Conditions. There are 15: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious. Two common ones:
- Prone (knocked down): your attacks have disadvantage; attacks from enemies next to you have advantage. Standing up costs half your movement.
- Grappled (held): your speed is 0. Escape with an action and a Strength (Athletics) or Dexterity (Acrobatics) check.
- Exhaustion. Each level gives -2 per level to every d20 roll and -5 feet of speed per level. Level 6 is death. A long rest removes one level.
- Damage types, resistance and vulnerability. Damage has a type (fire, cold, slashing and so on). Resistance halves damage of that type, vulnerability doubles it, immunity ignores it.
- Temporary hit points. A buffer lost before real HP. They don't add together, and healing can't restore them.
- Feats. Special talents. You get one from your background at level 1 and can pick more as you level.
- Multiclassing. Taking levels in a second class.
- Ability score methods. Instead of the standard array, use point buy (27 points to spend) or roll 4d6 and drop the lowest die, six times.
- Reading the full rules. The Rules Glossary in the free Basic Rules defines every term exactly. The Player's Handbook (2024) adds more subclasses, feats, spells and backgrounds.
Sources
All rules here follow the official 2024 rules (sometimes labeled "5.5e" on D&D Beyond).