Rules reference
Combat in Dungeons & Dragons 5th Edition
Turn flow, actions, and common combat rules. Dungeons & Dragons 5th Edition is the world's most popular tabletop roleplaying game, where players create heroic adventurers and explore fantastical worlds filled with magic, monsters, and mystery. Using a d20-based system, players roll a twenty-sided die plus modifiers to determine the outcome of attacks, skill checks, and saving throws.
Key points
Combat rules matter most when they keep scenes moving. This page focuses on decision points and the system’s core resolution loop.
- 12 classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
- 9 races (SRD): Human, Elf, Dwarf, Halfling, Dragonborn, Gnome, Half-Elf, Half-Orc, Tiefling
- 6 ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
- d20 system: Roll d20 + modifier vs. Difficulty Class (DC) or Armor Class (AC)
- Proficiency bonus: Scales from +2 to +6 across levels 1-20
- Advantage/disadvantage: Roll 2d20 and take higher or lower instead of flat modifiers
D&D 5e resolves rolls with a d20: roll 1d20, add your ability modifier and proficiency bonus if it applies, and meet or beat a Difficulty Class (or the target's Armor Class for attacks). Advantage and disadvantage have you roll two d20s and keep the better or worse.
- Pick the check: ability, skill, attack, or saving throw.
- Roll 1d20 (two with advantage/disadvantage), add your modifiers.
- Meet or beat the DC (or AC) to succeed; a natural 20 on attacks is a critical hit.
Instead of “I attack,” state the goal: “I push them back from the door” or “I buy time for the escape.” This makes outcomes clearer.
Once the winner is clear, wrap it. Don’t grind out the last 10% if it doesn’t change the story.
- Mistake: Unclear turns and slow decisions. Fix: State intent, pick one action, resolve fast, and move on.
- Mistake: Grinding after the outcome is obvious. Fix: End scenes early and narrate the final advantage.