Use this one for starters.

Use this one, for starters.

The twenty-sided die, or d20, is the one you'll be rolling to determine the outcome of just about everything. Cast a spell? Roll a d20. Search for clues? Roll a d20. Shiv a goblin with your dagger? Roll a d20 for that too.

Most of the time, you'll also be adding something to what you roll. This is called a modifier, & it's based on an ability score (like your Strength, Dexterity, etc.) & often another number called your proficiency bonus. Proficiency gets added to your attack rolls, some of your skill rolls, & some of your saving throws as well.




To make an attack, decide whether you are making a melee or ranged attack, and note which weapon you are using. Roll a d20 and add your attack bonus, then compare the total to your target's armor class. If your total meets or exceeds their armor, you hit! If you do hit, you'll roll to deal damage, the specific damage dice being based on the weapon you used in the attack.

Cast a spell

If you have spells to use, go ahead! The specific spell you cast will describe whether it is used as an attack, if the target makes a saving throw, or if the spell simply comes into being when cast. Any roll you make to successfully cast the spell will use the d20. Spellcasting typically requires a full action to complete, sometimes more (as in ritual casting) and sometimes less (as in spells that are cast with reactions or bonus actions).


With a dash, you get to make an additional movement, up to your speed. In essence, this doubles your speed and lets you move twice as far as normal.


Enemies can often use their reaction to make a free melee attack on you if you move away from them without taking the effort to defend yourself. If you spend your action to disengage, however, you will not be the target of any opportunity attacks on your turn!


After your use your action to dodge, any enemy that attacks you has disadvantage — meaning, they must roll their attack twice and keep the lower of the two results.


You can lend your aid to another character on an attack or skill check they are about to try, such that when they roll to attempt it, they have advantage — meaning they can roll two d20s and keep the better of the two results!


Depending on the situation, you may be able to try a Dexterity (Stealth) check to hide from any observers. Usually, you'll need to be obscured or have some cover to hide in, behind, etc. This could be shadows, bushes, fog, a larger creature, etc. Roll a d20, add your Dexterity (Stealth) modifier, and this will set the number for any creatures that attempt to spot you with Wisdom (Perception) rolls of their own.


If you are waiting for the perfect moment to act, you can use the ready action like a trigger to spring into motion when the time is right. Specify what will trigger your action ("When one of the goblins comes into the clearing..."), and what you intend to do ("...I'll fire a bolt from my crossbow at them!").


To hunt for something in the midst of combat or other events, you can use your action to actively search and make an ability check. As usual, you'll roll a d20 and add your Wisdom (Perception) modifier to determine how successful you are.

Use object

The ability to interact with an object is included to free as part of your normal movement, but you can spend your turn using an object if you've already interacted with something else this turn, or if the object is tricky or complicated to operate. Some magic items require a full action to use.


You're not limited by these options if you have other ideas. By all means, put your creativity to use! The only limits are your imagination and your ability scores. Describe what you want to try, and the DM & other players will figure out if it makes sense & how to do it.



Every creature and character has a listed speed, which is how far they can move on their turn. The standard is 30 feet, but some characters are a little slower (dwarves, halflings) and others are a little faster (wood elves). Once you reached the maximum distance indicated by your speed, you're done moving for that round.

Interact with the environment

Your movement also includes minor things you do to make use of what you're carrying, what's nearby, and so on. This doesn't affect your movement speed or how far you can move, though in a single move you are generally limited to one or two such interactions.

Some examples of what you can include freely with movement:

draw or sheathe a sword
 open or close a door
 withdraw a potion from your backpack
 pick up a dropped axe
 take a bauble from a table
 remove a ring from your finger
 stuff some food into your mouth
 plant a banner in the ground
 fish a few coins from your belt pouch
 drink all the ale in a flagon
 throw a lever or a switch
 pull a torch from a sconce
 take a book from a shelf you can reach
 extinguish a small flame
 don a mask
 pull the hood of your cloak up and over your head
 put your ear to a door
 kick a small stone
 turn a key in a lock
 tap the floor with a 10-foot pole
 hand an item to another character

Stand up

If you've been knocked down or are otherwise down on the ground, you can stand up by using an amount of movement equal to half of your speed to do so. Once you're up, you can use the remainder of your speed to move as normal.

Drop prone

You can drop to the ground for free, spending none of your movement to do so. If you are prone, your only movement options are to crawl or stand up. While you are prone, you have disadvantage for any attacks you make, but enemies more than 5 feet away also have disadvantage to attack you. Enemies within 5 feet, however, can hit you more easily than normal while you are prone, and thus get advantage on attacks against you.


When you move while prone, you are crawling and each foot you move costs one extra foot from your speed. For example, if you crawled 10 feet, this would require 20 feet of your movement.

Difficult terrain

Sometimes the environment interferes with your usual speed: snow, mud, thick jungle, sharp rocks and so on. When you are moving through difficult terrain, each foot you move through it requires an extra foot of movement. Crossing over 10 feet of mud would require 20 feet of movement. (Note that this does add to the extra movement penalty of crawling: crawling through 10 feet of mud would require 30 feet of movement in total.)

Sharing space

You can move through any friendly creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you. Whether a creature is a friend or an enemy, you can’t willingly end your move in its space. If you leave a hostile creature’s reach during your move, you provoke an opportunity attack.


A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.

Overland travel

Journeying a great distance uses its own system of movement, based on the walking speed of the characters and creatures involved and how many hours they travel. There are three options of pace when traveling on foot: fast, normal, and slow. With a fast pace, more distance is covered but the travelers are less perceptive. A normal pace is average, no bonuses or penalties to anything. A slow pace does not cover as much ground, but allows the characters to have the benefit of stealth while they move. The usual travel day includes 8 hours of journeying, though characters can exceed this with a forced march


Bonus Action


Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.




Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s.

The most common type of reaction is an opportunity attack, which is triggered when a hostile creature leaves your reach. You can use your reaction in this case to make one melee attack against them, interrupting their movement to make the attack just before they leave your reach.

When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.