The Dungeons & Dragons 5e Guide

Dungeons & Dragons from Wizards of the Coast is the world's best-known tabletop roleplaying game: a group of friends, a Dungeon Master, and a d20 that decides what happens next. This 10-part guide follows the 5th Edition rules (the 2014 Player's Handbook) and takes you from your first character to running your own table, or playing on your own.

The core rolladvantage: roll 2, keep the best

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

Play the Game

Run the Game

Tools

Use these at the table or while you build characters.