D&D 5e Rules Reference
Essential rules from the SRD 5.1 for your table
All content from the Systems Reference Document 5.1, licensed under CC-BY-4.0.
Initiative
At the start of combat, every participant makes a Dexterity check to determine turn order. This sets the order for the round.
Initiative Check = d20 + Dexterity modifier
Your Turn Structure
Up to your speed
Attack, cast spell, etc.
If available
Open door, draw weapon
Up to your speed
Attack, cast spell, etc.
If available
Open door, draw weapon
Your Turn
- ▶Movement: Move up to your speed (in any direction). Can be split before and after your action.
- ▶Action: Attack, Cast a Spell, Dash, Dodge, Disengage, Help, Hide, Ready, Search, or Use an Object.
- ▶Bonus Action: Only if a class feature, spell, or other ability says you can. Only one per turn.
- ▶Object Interaction: One free interaction per turn (draw a sword, open a door). Additional interactions require the Use an Object action.
Reactions
You get one reaction per round. It resets at the start of your next turn.
- • Opportunity Attack: When a hostile creature moves out of your reach
- • Readied Action: Trigger defined during your Ready action
- • Specific Spells: Shield, counterspell, feather fall, etc.
Attack Roll
d20 + ability modifier + proficiency bonus vs AC
If the total equals or exceeds the target's AC (Armor Class), the attack hits.
Melee Attacks
- • Standard reach: 5 ft.
- • Uses Strength (or Dexterity with finesse weapons)
- • Unarmed strike: 1 + Strength mod
Ranged Attacks
- • Normal range / long range (disadvantage)
- • Uses Dexterity
- • Disadvantage if hostile enemy within 5 ft.
Two-Weapon Fighting
- • Both weapons must have the Light property
- • Extra attack as a bonus action
- • Don't add ability modifier to damage of the second attack (unless negative)
Grappling
Replaces one of your attacks. Target must be no more than one size larger.
Your Athletics vs target's Athletics or Acrobatics
Success: target's speed becomes 0
Shoving
Replaces one of your attacks. Target at most one size larger.
Your Athletics vs target's Athletics or Acrobatics
Success: knock Prone or push 5 ft. away
Critical Hit
Natural 20 on the d20
Double all the attack's damage dice (not modifiers).
Always hits, regardless of AC.
Critical Miss
Natural 1 on the d20
The attack automatically misses, regardless of any modifiers or the target's AC.
Damage Rolls
Weapon die + ability modifier
Spell damage: as described in the spell (usually no modifier added)
| Type | Effect | Example |
|---|---|---|
| Resistance | Damage / 2 (round down) | Tiefling vs fire damage |
| Vulnerability | Damage x 2 | Undead vs radiant damage |
| Immunity | 0 damage | Golem vs poison |
Healing
Healing can never exceed a creature's hit point maximum. A dead creature can't regain hit points.
Dropping to 0 Hit Points
If damage reduces you to 0 HP, you fall unconscious and begin making death saving throws.
Death Saving Throws
- • Roll d20 at the start of each turn (no modifiers)
- • 10+ = success, 9- = failure
- • 3 successes = stabilized
- • 3 failures = death
- • Natural 20 = regain 1 HP and wake up
- • Natural 1 = counts as 2 failures
Death Saving Throw Tracker
Instant Death
If remaining damage after reaching 0 HP equals or exceeds the creature's hit point maximum, it dies instantly.
Example: a character with 12 HP (max 20 HP) who takes 32 damage dies instantly (20 remaining after reaching 0, which equals the max of 20).
Walls, trees, creatures, and other obstacles can provide cover during combat, making targets harder to hit.
Half Cover
+2 AC, +2 DEX saves
Low wall, creature
Three-Quarters Cover
+5 AC, +5 DEX saves
Portcullis, arrow slit
Full Cover
Can't be targeted
Complete wall
| Cover | AC Bonus | DEX Save Bonus | Examples |
|---|---|---|---|
| Half (+2) | +2 | +2 | Low wall, furniture, another creature |
| Three-Quarters (+5) | +5 | +5 | Portcullis, arrow slit |
| Full | Can't be targeted | N/A | Complete wall, wide pillar |
A target with full cover can't be targeted directly by an attack or spell, although some spells can reach a target by including it in an area of effect.
Short Rest
1+ hour of downtime
- • Spend Hit Dice to regain HP
- • Per die spent: die + CON mod
- • Some class features recharge
Long Rest
8+ hours (6 sleep + 2 light activity)
- • Regain all hit points
- • Regain spent Hit Dice (up to half your total)
- • Spell slots are restored
- • Max 1 long rest per 24 hours
The 15 conditions from SRD 5.1. Click to see the full reference.
Can't see, auto-fails sight checks
Can't attack the charmer
Can't hear, auto-fails hearing checks
Disadvantage while source of fear is visible
Speed becomes 0
Can't take actions or reactions
Impossible to see without magic/special sense
Incapacitated, auto-fails STR & DEX saves
Transformed into solid substance
Disadvantage on attack rolls & ability checks
Disadvantage on attacks; melee attacks have advantage
Speed 0, disadvantage on attacks & DEX saves
Incapacitated, auto-fails STR & DEX saves
Incapacitated, drops everything, unaware
6 levels, cumulative effects, death at level 6
Spell Slots
Casting a spell of 1st level or higher expends a spell slot of the spell's level (or higher). Expended slots are regained after a long rest.
Cantrips
Level 0 spells. Can be cast at will without expending spell slots. Mastered and always available.
Concentration
- • Only one concentration spell active at a time
- • When you take damage, make a CON save:
- DC = the greater of 10 or half the damage
- • Failure = the spell ends immediately
- • Being incapacitated or killed also ends concentration
Ritual Casting
If a spell has the ritual tag, it can be cast without expending a spell slot by adding 10 extra minutes to the casting time.
The spell can't be cast at a higher level when using ritual casting.
Components
| Component | Abbreviation | Requires |
|---|---|---|
| Verbal | V | Speaking mystic words aloud |
| Somatic | S | Gestures with a free hand |
| Material | M | Specific items (or arcane focus / component pouch) |
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