Actions
When you do something other than moving or communicating, you typically take an action. The Action table lists the game’s main actions, which are defined in more detail in “Rules Glossary.”
When you do something other than moving or communicating, you typically take an action. The Action table lists the game’s main actions, which are defined in more detail in “Rules Glossary.”
Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out.
When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds
Injury and death are frequent threats, as detailed in the following rules.
Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places.
Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people’s motives, and others are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature’s capabilities. A character’s Proficiency Bonus increases as the character gains levels (described in “Character Creation”). A monster’s Proficiency Bonus is based on its Challenge Rating (see “Rules Glossary”). The Proficiency Bonus table shows how the bonus is determined. This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for spells.
The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern:
During their adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it’s time for social interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Game Master assumes the roles of any nonplayer characters who are participating. An NPC’s attitude toward your character is Friendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social interactions progress in two ways: through roleplaying and ability checks.
All creatures—characters and monsters—have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table.