Master the fundamentals of tabletop roleplaying with our interactive step-by-step tutorial
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Sections
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Adventures
1
Journey
1
What is D&D?
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Dungeons & Dragons is a tabletop roleplaying game where you and your friends collaborate to tell an epic story together. One person, the Dungeon Master, describes the world and controls monsters and NPCs. The other players control heroic characters, deciding their actions and rolling dice to determine outcomes. It's collaborative storytelling mixed with strategy and chance—anything is possible.
Interactive Scenario
You're in a tavern in the town of Millhaven. A hooded figure approaches your table and whispers urgently: "I need adventurers willing to explore the forgotten temple to the north. Treasure awaits, but so do dangers. Will you help?"
You accept eagerly! Your enthusiasm impresses the figure. They reveal themselves as an archaeologist seeking an ancient artifact. You'll meet them at the temple entrance tomorrow at dawn. Your adventure begins!
A clever approach. The figure respects your caution. They explain the temple once held a wizard's tower—rumors suggest a powerful grimoire remains hidden within. They're willing to share 30% of the treasure. This is your decision to make as a group.
A mercenary's heart. The figure nods appreciatively. They offer 50 gold pieces now, with the promise of 200 more if you return with proof of entering the temple's inner chamber. Your character knows how to value their skills.
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The Core Mechanic: Rolling Dice
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At the heart of D&D 5e is the d20 (20-sided die). When your character attempts something with uncertain outcome—attacking an enemy, persuading a guard, climbing a cliff—you roll a d20 and add your relevant modifier. If the result meets or exceeds the Difficulty Class (DC), you succeed. It's that simple, yet endlessly variable.
Roll the d20
Click the die to roll
All Polyhedral Dice
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d4
4-sided pyramid, lowest damage
⬢
d6
6-sided cube, most common
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d8
8-sided, used for weapons
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d10
10-sided, 0-9
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d12
12-sided greatsword die
★
d20
The d20, king of dice
%
d100
Percentile die (d10×10)
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Creating Your Character
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Your character is defined by six core ability scores. Click each to learn what it governs and see examples of how it impacts your adventure.
Combat in D&D follows a structured turn order. Everyone rolls initiative (a d20 + DEX modifier), and the highest roll goes first. Each turn, a character can take an action, a bonus action, movement, and a reaction. Let's see how a round of combat unfolds.
Initiative & Turn Order
Everyone rolls a d20 + DEX modifier. The highest rolls act first. When it's your turn, you get:
1 Action
Attack, cast a spell, dash, dodge, disengage, or use an object
1 Bonus Action
Many spells and abilities grant this (optional)
Movement
Usually 30 feet, split before/after your action
1 Reaction
Once per round, triggered by an event (attack of opportunity, shield spell, etc.)
Combat Scenario
Your party encounters three goblins! Initiative is rolled:
~ Combat begins ~
Goblin 1 rolled initiative: 12
You rolled initiative: 16
Goblin 2 rolled initiative: 8
Goblin 3 rolled initiative: 14
Turn order: You → Goblin 3 → Goblin 1 → Goblin 2
~ Your turn begins ~
You move 30 feet toward Goblin 1 (using your movement)
You attack with your sword (using your action)
Attack roll: 18 + 2 = 20! HIT!
Damage roll: 1d8 + 2 = 7 damage
Goblin 1 is wounded but still standing!
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Magic & Spellcasting
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Spellcasters use spell slots to cast spells. Each spell slot is consumed when you cast a spell of that level. At each long rest, all spell slots are restored. Spells are organized into eight schools of magic, each with its own theme and effects.
The Dungeon Master is the storyteller, referee, and world-builder. They describe scenes, control all non-player characters and monsters, and adjudicate the rules. A great DM balances challenge with fun, improvises when players go off the beaten path, and makes everyone at the table feel heroic.
What a DM Does
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Builds Worlds
Creates settings rich with history, mystery, and adventure
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Plays NPCs
Voices merchants, kings, villains, and commoners
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Runs Combat
Controls monsters and manages turn order
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Tells Stories
Weaves player actions into an epic narrative
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Adjudicates Rules
Makes final calls when rules are ambiguous
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Improvises
Adapts when players surprise them
Tips for New DMs
Know the basics, improvise the rest. You don't need to memorize every rule—your rulings are what matter.
Ask "yes, and..." before "no." When players suggest something creative, find ways to make it work rather than shut it down.
Your job is to facilitate fun, not win. The party should feel challenged, not crushed.
Listen to your players. They'll tell you what kind of game they want through their choices and reactions.
Don't be afraid of mistakes. Everyone makes them. Laugh, move on, and remember it for next time.