Core 5e Rules, Explained
Plain-English summaries of the D&D 5th-edition rules you look up most — combat, spellcasting, conditions, resting, and more. Free SRD-based reference.
- Combat Basics
Surprise, initiative, rounds, turns, and movement — the skeleton of every 5e fight.
- Actions in Combat
Attack, Dash, Disengage, Dodge, Help, Hide, Ready, Search — what each 5e combat action actually does.
- Attack Rolls
d20 vs. Armor Class, critical hits, and how cover protects you — the math of hitting in 5e.
- Advantage & Disadvantage
Roll two d20s, take the higher or lower — the one mechanic that replaces most fiddly modifiers.
- Spellcasting
Spell slots, V/S/M components, concentration checks, and ritual casting — the 5e magic system.
- Conditions
The complete 5e conditions reference — blinded through exhaustion, with exact effects.
- Ability Checks & Saving Throws
d20 + modifier vs. DC — how 5e resolves everything you're not sure about, plus saving throws.
- Resting
How 5e characters recover: Hit Dice on a short rest, full healing on a long rest.
- Damage, Healing & Death
Damage types, death saves, and massive damage — the rules that decide who lives.
- Travel & Exploration
Travel pace, light and darkness, rations, and forced marches — 5e exploration rules.