The Adventurers' Guild

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.

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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:

  1. The DM describes where you are and what you see.
  2. The players say what their heroes do. Talk in plain words: "I sneak up to the door and listen."
  3. 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

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)

  1. 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.
  2. 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.
  3. 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).
  4. Pick an alignment (your general outlook, such as Lawful Good or Chaotic Neutral). Heroes are assumed not to be evil.
  5. 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.

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.

  1. Roll initiative. Everyone rolls a d20 + Dexterity modifier. The DM writes the order from highest to lowest. Anyone caught by surprise rolls with disadvantage.
  2. Take turns in that order. When the last creature has gone, a new round starts at the top.
  3. Repeat until the fight ends: one side is defeated, runs away or gives up.

On your turn you can:

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

  1. 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.
  2. If the total equals or beats the target's Armor Class, you hit.
  3. Roll the weapon's damage die and add the same ability modifier. Subtract it from the target's hit points.
  4. 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.

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.

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:

  1. Add hit points: roll your Hit Point Die (or take the fixed number your class lists) and add your Constitution modifier.
  2. Gain the new features listed for that level in your class table. At level 3 you choose a subclass, a specialty within your class.
  3. 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.

Sources

All rules here follow the official 2024 rules (sometimes labeled "5.5e" on D&D Beyond).