D&D 5e at a Glance
Four ideas carry most of the game. Each part of the guide builds on them.
One Die to Rule Them
Roll a d20, add a modifier, and meet or beat a Difficulty Class (DC) or Armor Class (AC). Easy is DC 10, medium 15, hard 20.
Advantage
Good circumstances give advantage: roll two d20s and keep the higher. Bad ones give disadvantage: keep the lower. They never stack.
Proficiency
Things your character is trained in add a proficiency bonus that grows from +2 at 1st level to +6 at 17th.
Your Turn
Move, take one action, and maybe a bonus action, plus one reaction each round, like an opportunity attack.
The 10 Parts
Players come first, then the rules in play, then running the game. Read in order or jump to what you need.
Heroes
Welcome to D&D 5e
What the game is, how a session flows and who does what at the table.
Character Creation
Race, class, background and ability scores, step by step.
Character Examples
Worked heroes and the adventuring parties they fit into.
Party Dynamics
Roles, synergy and building a party that works together.
Play the Game
Core Mechanics
The d20 system, DCs, advantage, proficiency and the odds behind every roll.
Combat
Initiative, actions and bonus actions, opportunity attacks, cover and tactics.
Magic & Spellcasting
Spell slots, cantrips, concentration and casting at higher levels.
Roleplaying & Character Development
Personality, bonds and flaws, and growing your character through the story.
Run the Game
Tools
Use these at the table or while you build characters.
Dice Roller
Attacks, checks and saves with advantage and exact odds, plus damage, death saves and ability scores.
Character Sheets
A three-page sheet to fill in, save and print: main sheet with the maths done for you, details and backstory, and spellcasting.
Sample Characters
420 ready-made heroes: 20 solo characters and 100 parties of two to six, all legal under the 2014 rules.
150 Character Names
Names for every race and setting, with tips for choosing one.