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 Difficulty | DC |
|---|---|
| Very Easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
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
- Determine Surprise - DM determines if anyone is surprised
- Establish Positions - DM establishes where characters and monsters are
- Roll Initiative - Everyone rolls d20 + Dex modifier
- Take Turns - Act in initiative order, highest to lowest
- 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
- Choose Target: Pick a target within range
- Determine Modifiers: Cover, advantage/disadvantage
- Resolve Attack: Roll d20 + ability modifier + proficiency bonus
- 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 Type | Base AC | Dex Modifier |
|---|---|---|
| None | 10 | Full |
| Light Armor | 11-12 | Full |
| Medium Armor | 13-15 | Max +2 |
| Heavy Armor | 16-18 | None |
| 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 Size | Base Speed |
|---|---|
| Small/Medium (most PCs) | 30 feet |
| Dwarf, Halfling | 25 feet |
| Elf (Wood) | 35 feet |
Travel Pace (Per Day)
| Pace | Distance | Effect |
|---|---|---|
| Fast | 30 miles | -5 to Perception |
| Normal | 24 miles | - |
| Slow | 18 miles | Can 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
| Level | XP Required | Proficiency Bonus |
|---|---|---|
| 1 | 0 | +2 |
| 2 | 300 | +2 |
| 3 | 900 | +2 |
| 4 | 2,700 | +2 |
| 5 | 6,500 | +3 |
| 6 | 14,000 | +3 |
| 7 | 23,000 | +3 |
| 8 | 34,000 | +3 |
| 9 | 48,000 | +4 |
| 10 | 64,000 | +4 |
Encounter Difficulty (for 4 characters)
| Level | Easy | Medium | Hard | Deadly |
|---|---|---|---|---|
| 1 | 100 | 200 | 300 | 400 |
| 2 | 200 | 400 | 600 | 800 |
| 3 | 300 | 600 | 900 | 1,200 |
| 4 | 500 | 1,000 | 1,500 | 2,000 |
| 5 | 750 | 1,500 | 2,250 | 3,000 |