← Tutorial

📖 D&D Basics

7 notes

1 Ability Scores & Modifiers basics stats

Every character has six ability scores that define what they're capable of:

Ability Covers
Strength Physical power, melee attacks, carrying capacity
Dexterity Speed, agility, ranged attacks, stealth, AC (light armour)
Constitution Endurance, hit points, concentration checks
Intelligence Memory, reasoning, Arcana, History, Investigation
Wisdom Awareness, insight, Perception, Medicine, Survival
Charisma Presence, persuasion, deception, performance

Converting scores to modifiers

Your modifier is what you actually add to dice rolls:

Score Modifier
1 −5
2–3 −4
4–5 −3
6–7 −2
8–9 −1
10–11 +0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20–21 +5

Formula: (score − 10) ÷ 2, rounded down.

So a score of 14 gives +2, a score of 8 gives −1.

2 Rolling Dice basics dice

D&D uses several types of dice, named by their number of sides: d4, d6, d8, d10, d12, d20, d100.

The d20 drives almost everything.

Basic roll: Roll a d20 + relevant modifier. Meet or beat the target number (the DC, or Difficulty Class) to succeed.

Advantage Roll two d20s, take the higher result. Granted when circumstances strongly favour you.

Disadvantage Roll two d20s, take the lower result. Imposed when circumstances work against you.

Advantage and disadvantage cancel each other out — no matter how many sources you have of each, you only ever roll two dice.

Critical Hit A natural 20 on an attack roll is a critical hit — roll all damage dice twice and add modifiers once.

Critical Miss A natural 1 on an attack roll automatically misses, regardless of modifiers.

Proficiency Bonus At levels 1–4 your proficiency bonus is +2. Add it to rolls for attack rolls, saving throws, and skill checks where you're proficient. Your character sheet marks what you're proficient in.

3 Skill Checks & Saving Throws basics skills

Skill checks

When you attempt something uncertain where the outcome matters, the GM calls for a skill check:

Roll d20 + ability modifier + proficiency bonus (if proficient) vs. a DC set by the GM

Common DCs:

Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30

Passive checks For things your character is always doing (like watching for danger), the GM uses your Passive score: 10 + modifier + proficiency bonus (if applicable). You don't roll — the GM compares your passive score to the DC silently.

Important: Don't call for your own checks. The GM decides when a roll is needed. Offering to roll doesn't force one.


Saving throws

Saving throws are reactive — triggered by a trap, a spell, or a hazard:

Roll d20 + the relevant ability modifier + proficiency bonus (if proficient in that save)

Each class has two saving throw proficiencies listed in its description. Meeting or beating the DC means you resist the effect (fully or partially, depending on the source).

4 Combat basics combat

Combat is turn-based. Each round represents roughly 6 seconds of in-game time.

Initiative At the start of combat everyone rolls d20 + Dexterity modifier. Turns proceed highest to lowest.

On your turn you get:

  • One Action — attack, cast a spell, Dash, Disengage, Dodge, Help, Hide, Ready, Use Object
  • One Bonus Action — only if a feature or spell specifically grants one
  • Movement up to your speed — you can split this before and after your action

Reactions happen outside your turn, triggered by a specific condition. You get one per round.

Attacking: Roll d20 + attack modifier vs. the target's Armour Class (AC). On a hit, roll your damage dice.

Opportunity Attacks: If a creature moves out of your melee reach without using the Disengage action, you can use your Reaction to make one melee attack against them.

Concentration: Some spells require Concentration. You can only Concentrate on one spell at a time. When you take damage, you must make a Constitution saving throw (DC = 10 or half the damage taken, whichever is higher). Fail and the spell ends.

Cover:

  • Half cover (a low wall, a creature): +2 to AC and Dex saves
  • Three-quarters cover (a portcullis, arrow slit): +5 to AC and Dex saves
  • Full cover: can't be targeted directly
5 Hit Points & Death basics combat death

Hit Points (HP) Your HP is how much punishment you can take. At 0 HP you fall Unconscious and start making death saving throws.

Death Saving Throws At the start of each of your turns while at 0 HP, roll a d20 (no modifiers):

  • 10 or higher → success
  • 9 or lower → failure

Three successes → you stabilise (stop dying, remain unconscious). Three failures → you die.

Successes and failures don't need to be consecutive — they accumulate until you hit three of either, or until something changes your HP.

Special cases:

  • Natural 20 → regain 1 HP and wake up
  • Natural 1 → counts as two failures
  • Taking any damage at 0 HP → one failure (a critical hit at 0 HP counts as two)

Instant death: If you take damage equal to your maximum HP in a single hit while already at 0 HP, you die instantly — no saving throws.

Getting back up: Any healing while at 0 HP brings you back to consciousness with that many HP and resets your death save tally.

Stabilising without healing: A creature can use their action to administer first aid (DC 10 Medicine check) to stabilise you at 0 HP.

6 Conditions basics conditions reference

Conditions impose specific mechanical effects. These are the ones you'll encounter most often:

Condition Key effect
Blinded Attacks against you have Advantage; your attacks have Disadvantage
Charmed Can't attack the charmer; they have Advantage on social checks against you
Deafened Can't hear; fails checks that require hearing
Exhaustion Six levels, each adding stacking penalties (level 6 = death)
Frightened Disadvantage on checks while source of fear is visible; can't move closer to it
Grappled Speed becomes 0; only the grappler or you can end it
Incapacitated Can't take Actions or Reactions
Invisible Can't be seen normally; your attacks have Advantage; attacks against you have Disadvantage
Paralysed Incapacitated + can't move or speak; auto-fail Str/Dex saves; attacks within 5ft are critical hits
Petrified Transformed to stone; Incapacitated; Resistance to all damage; immune to poison/disease
Poisoned Disadvantage on attack rolls and ability checks
Prone Disadvantage on your attack rolls; melee attacks against you have Advantage, ranged Disadvantage; costs half movement to stand
Restrained Speed 0; Disadvantage on attacks and Dex saves; attacks against you have Advantage
Stunned Incapacitated; can't move; auto-fail Str/Dex saves; attacks against you have Advantage
Unconscious Incapacitated + prone; auto-fail Str/Dex saves; attacks within 5ft are critical hits

Conditions usually end when the source ends, when a specified action is taken, or at the end of your turn — check the specific spell or effect that applied it.

7 Resting & Recovery basics resting

Short Rest (1 hour of light activity)

  • Spend one or more Hit Dice: roll the die + Constitution modifier, regain that many HP
  • Some class features recharge on a short rest (check your class)
  • You can take up to two short rests per long rest period

Long Rest (8 hours, at least 6 of which are sleep)

  • Regain all HP
  • Regain all expended spell slots
  • Regain half your maximum Hit Dice (rounded down, minimum 1) — you spend these during short rests
  • Most class features recharge on a long rest

When you can rest: The GM controls when rests are available. You can't declare a long rest in the middle of an active dungeon or an ongoing chase — the fiction needs to support it. If you're in a safe location with time to spare, ask your GM if a rest is possible.

Interruptions: If your long rest is interrupted by more than 1 hour of strenuous activity, you don't gain the benefits. You'd need to start a new 8-hour rest.