Player's Handbook · Chapter 1

Welcome to the Table

This is Dungeons & Dragons, fifth edition, in its 2024 revision — the same game the world has played for a decade, with a decade of lessons folded back in. You play an adventurer in a world of monsters, magic, and buried history; the Game Master describes that world, you say what you do, and a twenty-sided die settles what neither of you can.

How a session runs

Play moves in a simple loop: the GM describes the environment, you describe what you want to do, and the GM narrates the result — dice come out only when the outcome is uncertain. The full statement of that loop is in @Missing file. Three modes share the table: exploration, social interaction, and combat. The rules weigh combat heaviest, but nothing says a session needs any.

What to expect

  • One roll to learn. Nearly everything is a D20 Test — the 2024 revision's name for the family of ability checks, saving throws, and attack rolls. One die, one modifier, one target number; it's next chapter, and it's short.
  • Your build is a promise. Species, class, and background decide what you're proficient at, what resources you spend, and what comes back when you rest. This revision sharpens the martial classes especially — every weapon in your hands has a mastery property waiting for the right class to unlock it.
  • Death is real but negotiable. Hit points fall fast at low levels. At zero you're dying, not dead — death saves, a healer's word, or plain luck can pull you back. Caution and a lit torch remain the best armor ever printed.

Where things live

The complete rules sit in the Rules folder — @Missing file compresses the core into one page, the Core Rules chapters go deep, and the 139-entry Glossary answers questions alphabetically. Everything you can play — every class, species, spell, monster, and mace — exists as a record in this project, ready to drop onto a sheet. Character creation is next, and this project will walk you through it.

Manual updated Jul 29, 2026.