D&D Rules Quick Reference
Nearly every rule in D&D 5e comes back to one roll: a d20 plus a modifier against a target number, called a D20 Test in the 2024 rules. This hub collects plain-English guides to the rules that come up most at the table, from actions and conditions to falling damage, with 2014 and 2024 differences called out.
D&D has a lot of rules, but you need only a handful in a typical session. Attack rolls, ability checks and saving throws all use the same pattern: roll a d20, add a modifier and your proficiency bonus if it applies, and compare the total to an Armor Class or a DC. Advantage and disadvantage roll two dice instead of one, and that covers most of the math.
The guides below are short, rule-by-rule references written for play: what the rule says, the numbers, and the mistakes tables make with it. Each one uses the 2024 Player's Handbook (SRD 5.2) as the default and notes where the 2014 rules differ. For deeper reads on combat, see conditions, saving throws and initiative.
D&D rules guides at a glance
| Rule | In short |
|---|---|
| Alignment | 9 alignments on a law-chaos and good-evil grid; a roleplaying guide, not a rule |
| Actions in Combat | 12 actions in 2024; one action, one bonus action (if a feature grants it) and one reaction per round |
| Languages | Common plus 2 standard languages at level 1 (2024); 10 standard and 9 rare languages |
| Skills | 18 skills across 5 abilities (none for Constitution); bonus = ability mod + proficiency bonus |
| Grappled | Speed 0; 2024 adds disadvantage on attacks vs anyone but the grappler; escape DC = 8 + Str mod + PB |
| Prone | Disadvantage on your attacks; melee within 5 ft has advantage, ranged has disadvantage; stand up for half your Speed |
| Falling Damage | 1d6 bludgeoning per 10 ft fallen, max 20d6; land Prone |
| Spell Save DC | DC = 8 + proficiency bonus + spellcasting ability modifier |
| Jumping | Long jump = Str score in ft, high jump = 3 + Str mod ft; halved standing |
| Carrying Capacity | Carry Str x 15 lb (Medium/Small); push, drag or lift Str x 30 lb |
| Armor Class | 10 + Dex unarmored; armor sets the base; Shield +2; cover +2 or +5 |
What are the core rules of D&D combat?
Combat runs in rounds of about 6 seconds. Everyone rolls initiative to set the turn order, and on your turn you can move up to your speed and take one action, plus a bonus action if a feature or spell gives you one. You also get one reaction per round. Leaving an enemy's reach can provoke an opportunity attack, and walls or allies in the way give cover.
When an attack hits, you roll damage; a natural 20 is a critical hit that doubles the damage dice. At 0 hit points you start making death saving throws. Spellcasters who take damage must keep concentration. Track turns with the initiative tracker.
What rules come up outside combat?
Skill checks use the ability most suited to the task, plus proficiency if you have the skill. Your six ability scores set the modifiers for everything. Recovery runs on short and long rests, with Hit Dice spent to heal during a short rest. Long journeys and bad nights can bring exhaustion, and the DM can hand out Heroic Inspiration for great play.
What changed in the 2024 rules?
The 2024 revision kept the core d20 system but rewrote many details: surprise now means disadvantage on initiative instead of a lost turn, exhaustion is a flat −2 per level to d20 Tests, grappling uses a saving throw instead of a contested check, and weapons gained mastery properties. The full list is in D&D 2024 changes.
Rules FAQ
What is a D20 Test in D&D 2024?
It is the 2024 name for the three main rolls: ability checks, attack rolls and saving throws. Each one is a d20 plus modifiers compared against a target number, and advantage, disadvantage and Heroic Inspiration all apply to D20 Tests.
Do you need to know all the rules to play D&D?
No. The DM handles most rules. Players mainly need to know how to make a d20 roll, what they can do on their turn, and how their own class features work.
Should I use the 2014 or 2024 rules?
Either works, and many tables mix them. The 2024 rules are the current version and fix several confusing rules, so new groups usually start there. Agree on one set before the campaign starts.
Does a natural 20 automatically succeed?
Only on attack rolls. In both the 2014 and 2024 rules a natural 20 always hits and scores a critical hit, but it is not an automatic success on ability checks or saving throws. A natural 20 on a death saving throw brings you back with 1 hit point.
How many conditions are there in 5e?
There are 15 conditions in both editions, including grappled, prone, frightened and exhaustion. Each changes what a creature can do, often by giving advantage or disadvantage.
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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.