Player's Handbook

Your guide to the world of Dungeons & Dragons 5th Edition

Quick Reference

Ability Check

d20 + Ability Modifier + Proficiency Bonus (if proficient)

Attack Roll

d20 + Ability Modifier + Proficiency Bonus

Damage Roll

Weapon die + Ability Modifier

Saving Throw

d20 + Ability Modifier + Proficiency Bonus (if proficient)

Ability Scores

Strength (STR)

Measures physical power. Used for melee attacks, jumping, climbing, and carrying capacity.

Dexterity (DEX)

Measures agility and reflexes. Used for ranged attacks, initiative, stealth, and AC.

Constitution (CON)

Measures health and stamina. Affects hit points and concentration saves.

Intelligence (INT)

Measures reasoning and memory. Used for investigation, history, and wizard spells.

Wisdom (WIS)

Measures awareness and intuition. Used for perception, survival, and cleric spells.

Charisma (CHA)

Measures force of personality. Used for persuasion, deception, and sorcerer spells.

Proficiency Bonus

Level Proficiency Bonus
1-4+2
5-8+3
9-12+4
13-16+5
17-20+6

Difficulty Classes

Task DifficultyDC
Very Easy5
Easy10
Medium15
Hard20
Very Hard25
Nearly Impossible30

Skills

Strength

  • Athletics (STR)

Dexterity

  • Acrobatics (DEX)
  • Sleight of Hand (DEX)
  • Stealth (DEX)

Intelligence

  • Arcana (INT)
  • History (INT)
  • Investigation (INT)
  • Nature (INT)
  • Religion (INT)

Wisdom

  • Animal Handling (WIS)
  • Insight (WIS)
  • Medicine (WIS)
  • Perception (WIS)
  • Survival (WIS)

Charisma

  • Deception (CHA)
  • Intimidation (CHA)
  • Performance (CHA)
  • Persuasion (CHA)

Advantage/Disadvantage

Advantage: Roll 2d20, take the higher

Disadvantage: Roll 2d20, take the lower

Note: Advantage and disadvantage cancel each other out

Combat Sequence

  1. Determine Surprise - DM determines if anyone is surprised
  2. Establish Positions - DM establishes where characters and monsters are
  3. Roll Initiative - Everyone rolls d20 + Dex modifier
  4. Take Turns - Act in initiative order, highest to lowest
  5. Begin Next Round - When everyone has taken a turn

Actions in Combat

Action

  • Attack
  • Cast a Spell
  • Dash (double movement)
  • Disengage (avoid opportunity attacks)
  • Dodge (attackers have disadvantage)
  • Help (give ally advantage)
  • Hide
  • Ready (prepare action for trigger)
  • Search
  • Use an Object

Bonus Action

  • Specific spells/abilities only
  • Two-weapon fighting off-hand attack
  • Class features that specify bonus action

Reaction

  • Opportunity Attack
  • Specific spells (e.g., Counterspell)
  • Class features that specify reaction

Free Actions

  • Move up to your speed
  • Draw/sheathe weapon
  • Open a door
  • Short communication

Attack & Damage

Making an Attack

  1. Choose Target: Pick a target within range
  2. Determine Modifiers: Cover, advantage/disadvantage
  3. Resolve Attack: Roll d20 + ability modifier + proficiency bonus
  4. Compare to AC: If attack equals or exceeds AC, it hits

Critical Hits

Natural 20 on attack roll = critical hit. Roll all damage dice twice.

Cover

  • Half Cover: +2 AC
  • Three-Quarters Cover: +5 AC
  • Total Cover: Can't be targeted

Damage & Healing

Damage: Roll weapon/spell damage dice + ability modifier

Healing: Regain hit points, cannot exceed maximum

Death & Dying

  • 0 HP: Unconscious and making death saves
  • Death Saves: Roll d20 each turn
  • 10+: Success (need 3 to stabilize)
  • 1-9: Failure (3 failures = death)
  • Natural 1: Counts as 2 failures
  • Natural 20: Regain 1 HP immediately

Spellcasting Basics

Spell Attack Rolls

d20 + spellcasting ability modifier + proficiency bonus

Spell Save DC

8 + spellcasting ability modifier + proficiency bonus

Spellcasting Ability

  • Bard, Paladin, Sorcerer, Warlock: Charisma
  • Cleric, Druid, Ranger: Wisdom
  • Wizard, Eldritch Knight, Arcane Trickster: Intelligence

Concentration

Some spells require concentration. You lose concentration if:

  • You cast another concentration spell
  • You take damage and fail a Constitution save (DC 10 or half damage, whichever is higher)
  • You're incapacitated or die
  • The DM determines environmental factors break it

Spell Components

Verbal (V)

Incantations, words of power. Must be able to speak clearly.

Somatic (S)

Hand gestures and movements. Need at least one free hand.

Material (M)

Physical components. Can use:

  • Spellcasting focus (wand, crystal, etc.)
  • Component pouch
  • Actual material components

Costly Materials

Some spells require materials with a specific cost. These are consumed unless the spell says otherwise.

Spell Schools

Abjuration

Protective spells, wards, and barriers

Conjuration

Summoning creatures and objects, teleportation

Divination

Information gathering, scrying, detection

Enchantment

Mind control, charm effects, compulsions

Evocation

Destructive energy, elemental damage

Illusion

Deception, misdirection, invisibility

Necromancy

Death, undeath, life force manipulation

Transmutation

Transformation, alteration of properties

Common Conditions

Blinded

  • Cannot see, automatically fails sight-based checks
  • Attack rolls have disadvantage
  • Attack rolls against you have advantage

Charmed

  • Cannot attack the charmer or target with harmful abilities/spells
  • Charmer has advantage on social interactions

Deafened

  • Cannot hear, automatically fails hearing-based checks

Frightened

  • Disadvantage on ability checks and attack rolls while source is in sight
  • Cannot willingly move closer to source

Grappled

  • Speed becomes 0, cannot benefit from speed bonuses
  • Ends if grappler is incapacitated or moved away

Incapacitated

  • Cannot take actions or reactions

Severe Conditions

Invisible

  • Impossible to see without magic or special senses
  • Attack rolls have advantage
  • Attack rolls against you have disadvantage

Paralyzed

  • Incapacitated and cannot move or speak
  • Automatically fails Strength and Dexterity saves
  • Attack rolls have advantage, hits within 5 feet are critical

Petrified

  • Transformed to solid inanimate substance
  • Incapacitated, cannot move or speak
  • Resistance to all damage
  • Immune to poison and disease

Poisoned

  • Disadvantage on attack rolls and ability checks

Prone

  • Can only crawl or stand up (costs half movement)
  • Disadvantage on attack rolls
  • Melee attacks have advantage, ranged have disadvantage

Restrained

  • Speed becomes 0
  • Disadvantage on attack rolls and Dexterity saves
  • Attack rolls against you have advantage

Stunned

  • Incapacitated, cannot move
  • Can speak only falteringly
  • Automatically fails Strength and Dexterity saves
  • Attack rolls against you have advantage

Unconscious

  • Incapacitated, cannot move or speak
  • Unaware of surroundings
  • Drops what it's holding and falls prone
  • Automatically fails Strength and Dexterity saves
  • Attack rolls have advantage, hits within 5 feet are critical

Armor Class

Armor TypeBase ACDex Modifier
None10Full
Light Armor11-12Full
Medium Armor13-15Max +2
Heavy Armor16-18None
Shield+2-

Weapon Properties

Ammunition

Requires ammunition to make ranged attacks

Finesse

Use Strength or Dexterity for attack and damage

Heavy

Small creatures have disadvantage on attacks

Light

Can be used for two-weapon fighting

Loading

Can only fire one piece of ammunition per action

Range

Normal range/long range (disadvantage beyond normal)

Reach

Adds 5 feet to reach when attacking

Thrown

Can be thrown for ranged attack (normal/long range)

Two-Handed

Requires two hands to use

Versatile

Can be used one or two-handed (different damage dice)

Adventuring Gear

Exploration

  • Rope (50 feet): 10 gp
  • Torch: 1 gp
  • Lantern, hooded: 5 gp
  • Oil (1 vial): 1 gp
  • Tinderbox: 1 gp
  • Grappling hook: 2 gp
  • Crowbar: 2 gp
  • Hammer: 1 gp
  • Pitons (10): 1 gp

Survival

  • Bedroll: 1 gp
  • Blanket: 1 gp
  • Rations (1 day): 1 gp
  • Waterskin: 1 gp
  • Backpack: 2 gp
  • Tent, two-person: 2 gp
  • Fishing tackle: 1 gp
  • Hunting trap: 5 gp

Tools & Kits

  • Thieves' tools: 25 gp
  • Healer's kit: 5 gp
  • Disguise kit: 25 gp
  • Forgery kit: 15 gp
  • Herbalism kit: 5 gp
  • Poisoner's kit: 50 gp
  • Artisan tools: 5-50 gp
  • Musical instrument: 2-35 gp

Movement & Travel

Movement Speeds

Creature SizeBase Speed
Small/Medium (most PCs)30 feet
Dwarf, Halfling25 feet
Elf (Wood)35 feet

Travel Pace (Per Day)

PaceDistanceEffect
Fast30 miles-5 to Perception
Normal24 miles-
Slow18 milesCan use stealth

Environment

Light

  • Bright Light: Normal vision
  • Dim Light: Lightly obscured (disadvantage on Perception)
  • Darkness: Heavily obscured (effectively blinded)

Vision Types

  • Darkvision: See in darkness as dim light (usually 60 feet)
  • Blindsight: Perceive surroundings without sight
  • Truesight: See all forms of deception

Cover

  • Half Cover: +2 AC and Dex saves
  • Three-Quarters: +5 AC and Dex saves
  • Total Cover: Cannot be targeted directly

Experience & Leveling

Experience Points by Level

LevelXP RequiredProficiency Bonus
10+2
2300+2
3900+2
42,700+2
56,500+3
614,000+3
723,000+3
834,000+3
948,000+4
1064,000+4

Encounter Difficulty (for 4 characters)

LevelEasyMediumHardDeadly
1100200300400
2200400600800
33006009001,200
45001,0001,5002,000
57501,5002,2503,000