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

Movement

Up to your speed

Action

Attack, cast spell, etc.

Bonus Action

If available

Free Interaction

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)

TypeEffectExample
ResistanceDamage / 2 (round down)Tiefling vs fire damage
VulnerabilityDamage x 2Undead vs radiant damage
Immunity0 damageGolem 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

Successes
Failures

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

CoverAC BonusDEX Save BonusExamples
Half (+2)+2+2Low wall, furniture, another creature
Three-Quarters (+5)+5+5Portcullis, arrow slit
FullCan't be targetedN/AComplete 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.

Blinded

Can't see, auto-fails sight checks

Charmed

Can't attack the charmer

Deafened

Can't hear, auto-fails hearing checks

Frightened

Disadvantage while source of fear is visible

Grappled

Speed becomes 0

Incapacitated

Can't take actions or reactions

Invisible

Impossible to see without magic/special sense

Paralyzed

Incapacitated, auto-fails STR & DEX saves

Petrified

Transformed into solid substance

Poisoned

Disadvantage on attack rolls & ability checks

Prone

Disadvantage on attacks; melee attacks have advantage

Restrained

Speed 0, disadvantage on attacks & DEX saves

Stunned

Incapacitated, auto-fails STR & DEX saves

Unconscious

Incapacitated, drops everything, unaware

Exhaustion

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

ComponentAbbreviationRequires
VerbalVSpeaking mystic words aloud
SomaticSGestures with a free hand
MaterialMSpecific items (or arcane focus / component pouch)

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