Playing the Game
Imagination is a key ingredient of Dungeons & Dragonsa cooperative game in which the characters that you roleplay embark on adventures together in fantasy worlds filled with monsters and magic.
In D&Dthe action takes place in the imaginations of the playersand it’s narrated by everyone together.
Player or DM?
To play D&Dyou need one person to be the Dungeon Master and other players (three to six are best) to play adventurers. Which role is right for you?
Being a Player
If you want to be one of the protagonists in your group’s adventuresconsider being a player. Here’s what players do:
Make a Character. Your character is your alter ego in the fantasy world of the game. After you read this chapteruse the rules in “Creating a Character” to create your character.
Team Up. Your character joins the other players’ characters to form an adventuring party. These adventurers are allies who face challenges and fantastical situations together. Each character brings distinctive capabilitieswhich ideally complement those of the other characters.
Venture Forth. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagineguided by the rules in this book. Although the DM controls all the monsters you encounterthe DM isn’t your adversary. The DM guides your party’s journey as your characters become more powerful.
Being the Dungeon Master
If you want to be the mastermind of the gameconsider being the DM. Here’s what DMs do:
Build Adventures. You prepare the adventures that the players experience.
Guide the Story. You narrate much of the action during playdescribing locations and creatures that the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions.
Adjudicate the Rules. You oversee how the group uses the game’s rulesmaking sure the rules serve the group’s fun. You’ll want to read the rest of this chapter to understand those rulesand you’ll find the Rules Glossary essential.
Rhythm of Play
The three main pillars of D&D play are social interactionexplorationand combat. Whichever one you’re experiencingthe game unfolds according to this basic pattern:
- The Dungeon Master Describes a Scene. The DM tells the players where their adventurers are and what’s around them (how many doors lead out of a roomwhat’s on a tableand so on).
- The Players Describe What Their Characters Do. Typicallythe characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combatthe DM ensures that every character has a chance to act and decides how to resolve their activity. In combatthe characters take turns.
- The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a doorthe DM might say the door opens and describe what lies beyond. But the door might be lockedthe floor might hide a trapor some other circumstance might make it challenging for an adventurer to complete a task. In those casesthe DM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision pointwhich brings the game back to step 1.
This pattern holds during every game session (each time you sit down to play D&D)whether the adventurers are talking to a nobleexploring a ruinor fighting a dragon. In certain situations—particularly combat—the action is more structuredand everyone takes turns.
An Ongoing Game
Sometimes a session of D&D is a complete game in itself (often called a “one-shot”)where you play a short adventure that lasts for just one session. More oftenthoughD&D sessions are connected in a longer adventure that takes several sessions to completeand adventures can be strung together into a larger narrative called a campaign.
A campaign is like a TV serieswhile an adventure is like a season of the series. And a game session is like a single episode—it might be self-containedbut it usually links to the larger plot if there is one.
Adventures
An adventure might be created by the Dungeon Master or purchased. In either casean adventure features a fantastic settingsuch as an underground dungeona wondrous wildernessor a magic-filled city. It includes a cast of nonplayer characters controlled by the DM. Often one of the NPCs is a villain whose agenda drives much of an adventure’s action.
During an adventurethe adventurers explore environmentseventsand creatures presented by the DM. Battlestrapsnegotiationsmysteriesand more arise during these explorations.
Adventures vary in length and complexity. A short adventure might present only a few challenges and take only one session to complete. A long adventure might involve many combatsinteractionsand other challenges and take dozens of sessions.
Campaigns
A campaign is a series of adventures with a consistent group of adventurers following the narrative.
Some campaigns are episodicwhere each adventure is its own tale and not much besides the player characters links it to the next one. Other campaigns involve long-running plotsa cast of recurring NPCsand themes that span multiple adventuresleading toward a climactic conclusion.
As with adventuresa DM might create a campaign from scratchassemble a campaign from published adventuresor mix homemade material with published material. And the campaign might take place in a world of the DM’s creation or in a published campaign setting.
Dice
Dice add randomness to the game. They help determine whether characters and monsters are successful at the things they attempt.
Dice Notation
The dice used in D&D are referred to by the letter d followed by the die’s number of sides: d4d6d8d10d12and d20. For instancea d6 is a six-sided die (the cube that many games use). The illustration on this page shows what each die looks like.
When you need to roll dicethe rules tell you how many dice to roll of a certain typealong with any numbers to add or subtract. For example“3d8 + 5” means you roll three eight-sided diceadd them togetherand add 5 to the total.
Percentile Dice
The rules sometimes refer to a d100. While such dice existthe common way to roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9known as percentile dice. One die—that you designate before rolling—gives the tens digitand the other gives the ones digit. If you roll a 7 for the tens digit and a 1 for the ones digitfor examplethe number rolled is 71. Two 0s represent 100.
Some ten-sided dice are numbered in tens (001020and so on)making it easier to distinguish the tens digit from the ones digit. In this casea roll of 70 and 1 is 71and 00 and 0 is 100.
D3
The same d notation appears in the expression “1d3,” even though it’s rare to find dice with only three sides. To simulate rolling 1d3roll 1d6 and divide the number rolled by 2 (round up).
What Are Dice For?
Here are the most common uses of dice in D&D.
D20 Test
The 20-sided die (d20) is the most important die you’ll use in the game. It’s central to the core mechanic—called D20 Tests—the game uses to determine whether creatures succeed or fail at the things they attempt during the game (see “D20 Tests” later in this chapter). You roll a d20 whenever your character tries to do something that the DM decides has a chance of both success and failure. The higher your rollthe more likely it is that you succeed.
Damage
The most common use for dice other than the d20 is to determine damage. When you make a successful attack roll (one kind of D20 Test)you roll damage to see how effective the attack is. When you cast a spellyou might also roll damage. Different weapons and spells use different dice for damage. For examplea Dagger uses 1d4a Greataxe uses 1d12and a Fireball spell uses 8d6.
Random Tables
Occasionallyyou’ll see a table that uses a die roll to generate a random result. On these tablesyou’ll see a die expressionsuch as d10 or d100in the header of the leftmost column. Roll that dieand find the number you rolled (or a range containing that number) in that column. Read across that row for the result. For examplethe Trinkets table in “Creating a Character” uses a d100.
Percentage Chances
Sometimes you might see a rule describing a percentage chance of something happening. For examplea rule might say there is a 5 percent chance of something happening. You can determine whether that thing happens by rolling percentile dice; if the roll is equal to or less than the percentage chance (a 01 to 05in this example)it happens.
The Six Abilities
All creatures—characters and monsters—have six abilities that measure physical and mental characteristicsas shown on the Ability Descriptions table.
| Ability | Score Measures... |
|---|---|
| Strength | Physical might |
| Dexterity | Agilityreflexesand balance |
| Constitution | Health and stamina |
| Intelligence | Reasoning and memory |
| Wisdom | Perceptiveness and mental fortitude |
| Charisma | Confidencepoiseand charm |
Ability Scores
Each ability has a score from 1 to 20although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean.
| Score | Meaning |
|---|---|
| 1 | This is the lowest a score can normally go. If an effect reduces a score to 0that effect explains what happens. |
| 2–9 | This represents a weak capability. |
| 10–11 | This represents the human average. |
| 12–19 | This represents a strong capability. |
| 20 | This is the highest an adventurer’s score can go unless a feature says otherwise. |
| 21–29 | This represents an extraordinary capability. |
| 30 | This is the highest a score can go. |
Ability Modifiers
Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in “D20 Tests”). An ability modifier is derived from its scoreas shown in the Ability Modifiers table.
| Score | Modifier |
|---|---|
| 1 | −5 |
| 2–3 | −4 |
| 4–5 | −3 |
| 6–7 | −2 |
| 8–9 | −1 |
| 10–11 | +0 |
| 12–13 | +1 |
| 14–15 | +2 |
| 16–17 | +3 |
| 18–19 | +4 |
| 20–21 | +5 |
| 22–23 | +6 |
| 24–25 | +7 |
| 26–27 | +8 |
| 28–29 | +9 |
| 30 | +10 |
D20 Tests
When the outcome of an action is uncertainthe game uses a d20 roll to determine success or failure. These rolls are called D20 Testsand they come in three kinds: ability checkssaving throwsand attack rolls. They follow these steps:
- Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later in this chapter)you roll two d20sbut you use the number from only one of them—the higher one if you have Advantage or the lower one if you have Disadvantage.
- Add Modifiers. Add these modifiers to the number rolled on the d20:
- The Relevant Ability Modifier. This chapter and the Rules Glossary explain which ability modifiers to use for various D20 Tests.
- Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonusa number added when making a D20 Test that uses somethingsuch as a skillin which the creature has proficiency. See “Proficiency” later in this chapter.
- Circumstantial Bonuses and Penalties. A class featurea spellor another rule might give a bonus or penalty to the die roll.
- Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target numberthe D20 Test succeeds. Otherwiseit fails. The Dungeon Master determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC)which appears on a character sheet or in a stat block (see the Rules Glossary).
Ability Checks
An ability check represents a creature using talent and training to try to overcome a challengesuch as forcing open a stuck doorpicking a lockentertaining a crowdor deciphering a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interestingthe dice determine the result.
Ability Modifier
An ability check is named for the ability modifier it uses: a Strength checkan Intelligence checkand so on. Different ability checks are called for in different situationsdepending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use.
| Ability | Make a Check To... |
|---|---|
| Strength | Liftpushpullor break something |
| Dexterity | Move nimblyquicklyor quietly |
| Constitution | Push your body beyond normal limits |
| Intelligence | Reason or remember |
| Wisdom | Notice things in the environment or in creatures’ behavior |
| Charisma | Influenceentertainor deceive |
Proficiency Bonus
Add your Proficiency Bonus to an ability check when the DM determines that a skill or tool proficiency is relevant to the check and you have that proficiency. For exampleif a rule refers to a Strength (Acrobatics or Athletics) checkyou can add your Proficiency Bonus to the check if you have proficiency in the Acrobatics or Athletics skill. See “Proficiency” later in this chapter for more information about skill and tool proficiencies.
Difficulty Class
The Difficulty Class of an ability check represents the task’s difficulty. The more difficult the taskthe higher its DC. The rules provide DCs for certain checksbut the DM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks.
| Task Difficulty | DC |
|---|---|
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
Saving Throws
A saving throw—also called a save—represents an attempt to evade or resist a threatsuch as a fiery explosiona blast of poisonous gasor a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the DM) is at risk. A save’s result is detailed in the effect that caused it.
If you don’t want to resist the effectyou can choose to fail the save without rolling.
Ability Modifier
Saving throws are named for the ability modifiers they use: a Constitution saving throwa Wisdom saving throwand so on. Different saving throws are used to resist different kinds of effectsas shown on the Saving Throw Examples table.
| Ability | Make a Save To... |
|---|---|
| Strength | Physically resist direct force |
| Dexterity | Dodge out of harm’s way |
| Constitution | Endure a toxic hazard |
| Intelligence | Recognize an illusion as fake |
| Wisdom | Resist a mental assault |
| Charisma | Assert your identity |
Proficiency Bonus
You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in this chapter.
Difficulty Class
The Difficulty Class for a saving throw is determined by the effect that causes it or by the DM. For exampleif a spell forces you to make a savethe DC is determined by the caster’s spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC.
Attack Rolls
An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s Armor Class. Attack rolls usually occur in battledescribed in “Combat” later in this chapterbut the DM might also ask for an attack roll in other situationssuch as an archery competition.
Ability Modifier
The Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls.
| Ability | Attack Type |
|---|---|
| Strength | Melee attack with a weapon or an Unarmed Strike (see the Rules Glossary) |
| Dexterity | Ranged attack with a weapon |
| Varies | Spell attack (the ability used is determined by the spellcaster’s spellcasting featureas explained in chapter 7) |
Some features let you use different ability modifiers from those listed. For examplethe Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property.
Proficiency Bonus
You add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency withas well as when you attack with a spell. See “Proficiency” later in this chapter for more information about weapon proficiencies.
Armor Class
A creature’s Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see chapter 2)whereas the AC of a monster appears in its stat block.
Calculating AC. All creatures start with the same base AC calculation:
Base AC = 10 + the creature’s Dexterity modifier
A creature’s AC can then be modified by armormagic itemsspellsand more.
Only One Base AC. Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature.
Rolling 20 or 1
If you roll a 20 on the d20 (called a “natural 20”) for an attack rollthe attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in this chapter).
If you roll a 1 on the d20 (a “natural 1”) for an attack rollthe attack misses regardless of any modifiers or the target’s AC.
Advantage/Disadvantage
Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 rollwhile Disadvantage reflects negative circumstances.
You usually acquire Advantage or Disadvantage through the use of special abilities and actions. The DM can also decide that circumstances grant Advantage or impose Disadvantage.
Roll Two D20s
When a roll has either Advantage or Disadvantageroll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantageand use the lower roll if you have Disadvantage. For exampleif you have Disadvantage and roll an 18 and a 3use the 3. If you instead have Advantage and roll those numbersuse the 18.
They Don’t Stack
If multiple situations affect a roll and they all grant Advantage on ityou still roll only two d20s. Similarlyif multiple situations impose Disadvantage on a rollyou roll only two d20s.
If circumstances cause a roll to have both Advantage and Disadvantagethe roll has neither of themand you roll one d20. This is true even if multiple circumstances impose Disadvantage and only one grants Advantage or vice versa. In such a situationyou have neither Advantage nor Disadvantage.
Interactions with Rerolls
When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20you can reroll or replace only one dienot both. You choose which one.
For exampleif you have Heroic Inspiration (see the sidebar) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantageyou could expend your Heroic Inspiration to reroll one of those dicenot both of them.
Proficiency
Characters and monsters are good at various things. Some are skilled with many weaponswhile others can use only a few. Some are better at understanding people’s motivesand others are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonuswhich reflects the impact that training has on the creature’s capabilities. A character’s Proficiency Bonus increases as the character gains levels (described in “Creating a Character”). A monster’s Proficiency Bonus is based on its Challenge Rating (see the 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 skillin a saving throwor 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.
| Level or CR | Bonus |
|---|---|
| Up to 4 | +2 |
| 5–8 | +3 |
| 9–12 | +4 |
| 13–16 | +5 |
| 17–20 | +6 |
| 21–24 | +7 |
| 25–28 | +8 |
| 29–30 | +9 |
The Bonus Doesn’t Stack
Your Proficiency Bonus can’t be added to a die roll or another number more than once. For exampleif a rule allows you to make a Charisma (Deception or Persuasion) checkyou add your Proficiency Bonus if you’re proficient in either skillbut you don’t add it twice if you’re proficient in both skills.
Occasionallya Proficiency Bonus might be multiplied or divided (doubled or halvedfor example) before being added. For examplethe Expertise feature (see the Rules Glossary) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is usedit can be multiplied only once and divided only once.
Skill Proficiencies
Most ability checks involve using a skillwhich represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later in this chapter) specify which skill applies if you make an ability check for that actionand many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is relevant in a situation.
If a creature is proficient in a skillthe creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skilla creature can still make ability checks involving that skill but doesn’t add its Proficiency Bonus. For exampleif a character tries to climb a cliffthe DM might ask for a Strength (Athletics) check. If the character has Athletics proficiencythe character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiencythey make the check without adding their Proficiency Bonus.
Skill List
The skills are shown on the Skills tablewhich notes example uses for each skill proficiency as well as the ability check the skill most often applies to.
| Skill | Ability | Example Uses |
|---|---|---|
| Acrobatics | Dexterity | Stay on your feet in a tricky situationor perform an acrobatic stunt. |
| Animal Handling | Wisdom | Calm or train an animalor get an animal to behave in a certain way. |
| Arcana | Intelligence | Recall lore about spellsmagic itemsand the planes of existence. |
| Athletics | Strength | Jump farther than normalstay afloat in rough wateror break something. |
| Deception | Charisma | Tell a convincing lieor wear a disguise convincingly. |
| History | Intelligence | Recall lore about historical eventspeoplenationsand cultures. |
| Insight | Wisdom | Discern a person’s mood and intentions. |
| Intimidation | Charisma | Awe or threaten someone into doing what you want. |
| Investigation | Intelligence | Find obscure information in booksor deduce how something works. |
| Medicine | Wisdom | Diagnose an illnessor determine what killed the recently slain. |
| Nature | Intelligence | Recall lore about terrainplantsanimalsand weather. |
| Perception | Wisdom | Using a combination of sensesnotice something that’s easy to miss. |
| Performance | Charisma | Acttell a storyperform musicor dance. |
| Persuasion | Charisma | Honestly and graciously convince someone of something. |
| Religion | Intelligence | Recall lore about godsreligious ritualsand holy symbols. |
| Sleight of Hand | Dexterity | Pick a pocketconceal a handheld objector perform legerdemain. |
| Stealth | Dexterity | Escape notice by moving quietly and hiding behind things. |
| Survival | Wisdom | Follow tracksforagefind a trailor avoid natural hazards. |
Determining Skills
A character’s starting skill proficiencies are determined at character creationand a monster’s skill proficiencies appear in its stat block.
Saving Throw Proficiencies
Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For exampleproficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficienciesas noted in their stat blocks.
Each class gives proficiency in at least two saving throwsrepresenting that class’s training in evading or resisting certain threats. Wizardsfor exampleare proficient in Intelligence and Wisdom saves; they train to resist mental assault.
Equipment Proficiencies
A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency:
Weapons. Anyone can wield a weaponbut proficiency makes you better at wielding it. If you have proficiency with a weaponyou add your Proficiency Bonus to attack rolls you make with it.
Tools. If you have proficiency with a toolyou can add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in the skill that’s also used with that checkyou have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check.
Actions
When you do something other than moving or communicatingyou typically take an action. The Action table lists the game’s main actionswhich are defined in more detail in the Rules Glossary.
| Action | Summary |
|---|---|
| Attack | Attack with a weapon or an Unarmed Strike. |
| Dash | For the rest of the turngive yourself extra movement equal to your Speed. |
| Disengage | Your movement doesn’t provoke Opportunity Attack for the rest of the turn. |
| Dodge | Until the start of your next turnattack rolls against you have Disadvantageand you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0. |
| Help | Help another creature’s ability check or attack rollor administer first aid. |
| Hide | Make a Dexterity (Stealth) check. |
| Influence | Make a Charisma (DeceptionIntimidationPerformanceor Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude. |
| Magic | Cast a spelluse a magic itemor use a magical feature. |
| Ready | Prepare to take an action in response to a trigger you define. |
| Search | Make a Wisdom (InsightMedicinePerceptionor Survival) check. |
| Study | Make an Intelligence (ArcanaHistoryInvestigationNatureor Religion) check. |
| Utilize | Use a nonmagical object. |
Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action optionsand you can improvise other actions. When you describe an action not detailed elsewhere in the rulesthe Dungeon Master tells you whether that action is possible and what kind of D20 Test you need to makeif any.
One Thing at a Time
The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principle is most important in combatas explained in “Combat” later in this chapter.
Actions can come up in other situationstoo: in a social interactionyou can try to Influence a creature or use the Search action to read the creature’s body languagebut you can’t do both at the same time. And when you’re exploring a dungeonyou can’t simultaneously use the Search action to look for traps and use the Help action to aid another character who’s trying to open a stuck door (with the Utilize action).
Bonus Actions
Various class featuresspellsand other abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action featurefor exampleallows a Rogue to take a Bonus Action. You can take a Bonus Action only when a special abilitya spellor another feature of the game states that you can do something as a Bonus Action. You otherwise don’t have a Bonus Action to take.
You can take only one Bonus Action on your turnso you must choose which Bonus Action to use if you have more than one available.
You choose when to take a Bonus Action during your turn unless the Bonus Action’s timing is specified. Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action.
Reactions
Certain special abilitiesspellsand situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kindwhich can occur on your turn or on someone else’s. The Opportunity Attackdescribed later in this chapteris the most common type of Reaction.
When you take a Reactionyou can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turnthat creature can continue its turn right after the Reaction.
In terms of timinga Reaction takes place immediately after its trigger unless the Reaction’s description says otherwise.
Social Interaction
During their adventuresplayer characters meet many different people and face some monsters that would rather talk than fight. In those situationsit’s time for social interactionwhich takes many forms. For exampleyou might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Dungeon Master assumes the roles of any nonplayer characters who are participating.
An NPC’s attitude toward your character is FriendlyIndifferentor Hostileas defined in the Rules Glossary. Friendly NPCs are predisposed to helpand Hostile ones are inclined to hinder.
Social interactions progress in two ways: through roleplaying and ability checks.
Roleplaying
Roleplaying isliterallythe act of playing out a role. In this caseit’s you as a player determining how your character thinksactsand talks. Roleplaying is part of every aspect of the gameand it comes to the fore during social interactions.
As you roleplayconsider whether you prefer an active approach or a descriptive approach.
The DM uses an NPC’s personality and your character’s actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery.
When interacting with an NPCpay attention to the DM’s portrayal of the NPC’s personality. You might be able to learn an NPC’s goals and then use that information to influence the NPC.
If you offer NPCs something they want or play on their sympathiesfearsor goalsyou can form friendshipsward off violenceor learn a key piece of information. On the other handif you insult a proud warrior or speak ill of a noble’s alliesyour efforts to convince or deceive will likely fail.
Ability Checks
Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC’s attitudebut there might still be an element of chance if the DM wants dice to play a role in determining an NPC’s response to you. In such situationsthe DM will typically ask you to take the Influence action.
Pay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For exampleif the group needs to trick a guard into letting them into a castlethe Rogue who is proficient in Deception should lead the discussion.
Exploration
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.
Adventuring Equipment
As adventurers exploretheir equipment can help them in many ways. For examplethey can reach out-of-the-way places with a Ladderperceive things they wouldn’t otherwise notice with a Torch or another light sourcebypass locked doors and containers with Thieves’ Toolsand create obstacles for pursuers with Caltrops.
See “Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstafffor exampleto push a sinister-looking button that you’re reluctant to touch.
Vision and Light
Some adventuring tasks—such as noticing dangerhitting an enemyand targeting certain spells—are affected by sightso effects that obscure vision can hinder youas explained below.
Obscured Areas
An area might be Lightly or Heavily Obscured. In a Lightly Obscured area—such as an area with Dim Lightpatchy fogor moderate foliage—you have Disadvantage on Wisdom (Perception) checks that rely on sight.
A Heavily Obscured area—such as an area with Darknessheavy fogor dense foliage—is opaque. You have the Blinded condition (see the Rules Glossary) when trying to see something there.
Light
The presence or absence of light determines the category of illumination in an areaas defined below.
Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Lightas do torcheslanternsfiresand other sources of illumination within a specific radius.
Dim Light. Dim Lightalso called shadowscreates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light.
Darkness. Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights)within the confines of an unlit dungeonor in an area of magical Darkness.
Special Senses
Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses:
Hiding
Adventurers and monsters often hidewhether to spy on one anothersneak past a guardianor set an ambush. The Dungeon Master decides when circumstances are appropriate for hiding. When you try to hideyou take the Hide action.
Interacting with Objects
Interacting with objects is often simple to resolve. The player tells the DM that their character is doing somethingsuch as moving a lever or opening a doorand the DM describes what happens. Sometimeshoweverrules govern what you can do with an objectas detailed in the following sections.
What Is an Object?
For the purpose of the rulesan object is a discreteinanimate item like a windowdoorswordbooktablechairor stone. It isn’t a building or a vehiclewhich are composed of many objects.
Time-Limited Object Interactions
When time is shortsuch as in combatinteractions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize actionas explained in “Combat” later in this chapter.
Finding Hidden Objects
When your character searches for hidden thingssuch as a secret door or a trapthe DM typically asks you to make a Wisdom (Perception) checkprovided you describe the character searching in the hidden object’s vicinity. On a successyou find the objectother important detailsor both.
If you describe your character searching nowhere near a hidden objecta Wisdom (Perception) check won’t reveal the objectno matter the check’s total.
Carrying Objects
You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objectsthe DM might require you to abide by the rules for carrying capacity in the Rules Glossary.
Breaking Objects
As an actionyou can automatically break or otherwise destroy a fragilenonmagical objectsuch as a glass container or a piece of paper. If you try to damage something more resilientthe DM might use the rules on breaking objects in the Rules Glossary.
Hazards
Monsters are the main perils characters facebut other dangers await. The rules glossary defines the following hazards:
Travel
During an adventurethe characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel timesor the DM might have you use the travel pace rules below.
If you need to know how fast you can move when every second matterssee the movement rules in “Combat” later in this chapter.
Travel Pace
While traveling outside combata group can move at a FastNormalor Slow paceas shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mountsthe group can move twice that distance for 1 hourafter which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mounts for sale). The “DM’s Toolbox” has rules that affect which pace you can choose in certain types of terrain.
| Distance Traveled Per... | |||
|---|---|---|---|
| Pace | Minute | Hour | Day |
| Fast | 400 feet | 4 miles | 30 miles |
| Normal | 300 feet | 3 miles | 24 miles |
| Slow | 200 feet | 2 miles | 18 miles |
Each travel pace has a game effectas defined below.
Fast. Traveling at a Fast pace imposes Disadvantage on a traveler’s Wisdom (Perception or Survival) and Dexterity (Stealth) checks.
Normal. Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks.
Slow. Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks.
Vehicles
Travelers in wagonscarriagesor other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vesseland they don’t choose a travel pace. Depending on the vessel and the size of the crewships might be able to travel for up to 24 hours per day. “Equipment” includes vehicles for sale.
Combat
Adventurers encounter many dangerous monsters and nefarious villains. In those momentscombat often breaks out.
The Order of Combat
A typical combat encounter is a clash between two sides: a flurry of weapon swingsfeintsparriesfootworkand spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a roundeach participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turnthe fight continues to the next round if neither side is defeated.
Combat Step by Step
Combat unfolds in these steps:
- Establish Positions. The Dungeon Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other locationthe DM figures out where the adversaries are—how far away and in what direction.
- Roll Initiative. Everyone involved in the combat encounter rolls Initiativedetermining the order of combatants’ turns.
- Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turnthe round ends. Repeat this step until the fighting stops.
Initiative
Initiative determines the order of turns during combat. When combat startsevery participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters. For a group of identical creaturesthe DM makes a single rollso each member of the group has the same Initiative.
Surprise. If a combatant is surprised by combat startingthat combatant has Disadvantage on their Initiative roll. For exampleif an ambusher starts combat while hidden from a foe who is unaware that combat is startingthat foe is surprised.
Initiative Order. A combatant’s check total is called their Initiative countor Initiative for short. The DM ranks the combatantsfrom highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.
Ties. If a tie occursthe DM decides the order among tied monstersand the players decide the order among tied characters. The DM decides the order if the tie is between a monster and a player character.
Your Turn
On your turnyou can move a distance up to your Speed and take one action. You decide whether to move first or take your action first.
The main actions you can take are listed in “Actions” earlier in this chapter. A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in this chapter gives the rules for movement.
Communicating. You can communicate however you are able—through brief utterances and gestures—as you take your turn. Doing so uses neither your action nor your move.
Extended communicationsuch as a detailed explanation of something or an attempt to persuade a foerequires an action. The Influence action is the main way you try to influence a monster.
Interacting with Things. You can interact with one object or feature of the environment for freeduring either your move or action. For exampleyou could open a door during your move as you stride toward a foe.
If you want to interact with a second objectyou need to take the Utilize action. Some magic items and other special objects always require an action to useas stated in their descriptions.
The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instancethe DM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge.
Doing Nothing on Your Turn. You can forgo movingtaking an actionor doing anything at all on your turn. If you can’t decide what to doconsider taking the defensive Dodge action or the Ready action to delay acting.
Ending Combat
Combat ends when one side or the other is defeatedwhich can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.
Movement and Position
On your turnyou can move a distance equal to your Speed or less. Or you can decide not to move.
Your movement can include climbingcrawlingjumpingand swimming (each explained in the Rules Glossary). These different modes of movement can be combined with your regular movementor they can constitute your entire move.
However you’re moving with your Speedyou deduct the distance of each part of your move from it until it is used up or until you are done movingwhichever comes first.
A character’s Speed is determined during character creation. A monster’s Speed is noted in the monster’s stat block. See the Rules Glossary for more about Speed as well as about special speedssuch as a Climb SpeedFly Speedor Swim Speed.
Difficult Terrain
Combatants are often slowed down by Difficult Terrain. Low furniturerubbleundergrowthsteep stairssnowand shallow bogs are examples of Difficult Terrain.
Every foot of movement in Difficult Terrain costs 1 extra footeven if multiple things in a space count as Difficult Terrain.
Breaking Up Your Move
You can break up your moveusing some of its movement before and after any actionBonus Actionor Reaction you take on the same turn. For exampleif you have a Speed of 30 feetyou could go 10 feettake an actionand then go 20 feet.
Dropping Prone
On your turnyou can give yourself the Prone condition (see the Rules Glossary) without using an action or any of your Speedbut you can’t do so if your Speed is 0.
Creature Size
A creature belongs to a size categorywhich determines the width of the square space the creature occupies on a mapas shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature’s space is the area that it effectively controls in combat and the area it needs to fight effectively.
A character’s size is determined by speciesand a monster’s size is specified in the monster’s stat block.
| Size | Space (Feet) | Space (Squares) |
|---|---|---|
| Tiny | 2½ by 2½ feet | 4 per square |
| Small | 5 by 5 feet | 1 square |
| Medium | 5 by 5 feet | 1 square |
| Large | 10 by 10 feet | 4 squares (2 by 2) |
| Huge | 15 by 15 feet | 9 squares (3 by 3) |
| Gargantuan | 20 by 20 feet | 16 squares (4 by 4) |
Moving around Other Creatures
During your moveyou can pass through the space of an allya creature that has the Incapacitated condition (see the Rules Glossary)a Tiny creatureor a creature that is two sizes larger or smaller than you.
Another creature’s space is Difficult Terrain for you unless that creature is Tiny or your ally.
You can’t willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creatureyou have the Prone condition (see the Rules Glossary) unless you are Tiny or are of a larger size than the other creature.
Making an Attack
When you take the Attack actionyou make an attack. Some other actionsBonus Actionsand Reactions also let you make an attack. Whether you strike with a Melee weaponfire a Ranged weaponor make an attack roll as part of a spellan attack has the following structure:
- Choose a Target. Pick a target within your attack’s range: a creaturean objector a location.
- Determine Modifiers. The DM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In additionspellsspecial abilitiesand other effects can apply penalties or bonuses to your attack roll.
- Resolve the Attack. Make the attack rollas detailed earlier in this chapter. On a hityou roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Cover
Wallstreescreaturesand other obstacles can provide covermaking a target more difficult to harm. As detailed in the Cover tablethere are three degrees of covereach of which gives a different benefit to a target.
A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of coveronly the most protective degree of cover applies; the degrees aren’t added together. For exampleif a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Coverthe target has Three-Quarters Cover.
| Degree | Benefit to Target | Offered By... |
|---|---|---|
| Half | +2 bonus to AC and Dexterity saving throws | Another creature or an object that covers at least half of the target |
| Three-Quarters | +5 bonus to AC and Dexterity saving throws | An object that covers at least three-quarters of the target |
| Total | Can’t be targeted directly | An object that covers the whole target |
Ranged Attacks
When you make a ranged attackyou fire a bowhurl an axeor otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack.
Range
You can make ranged attacks only against targets within a specified range. If a ranged attacksuch as one made with a spellhas a single rangeyou can’t attack a target beyond this range.
Some ranged attackssuch as those made with a Longbowhave two ranges. The smaller number is the normal rangeand the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal rangeand you can’t attack a target beyond long range.
Ranged Attacks in Close Combat
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapona spellor some other meansyou have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn’t have the Incapacitated condition (see the Rules Glossary).
Melee Attacks
A melee attack allows you to attack a target within your reach. A melee attack typically uses a handheld weapon or an Unarmed Strike. Many monsters make melee attacks with clawsteethor other body parts. A few spells also involve melee attacks.
Reach
A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feetas noted in their descriptions.
Opportunity Attacks
Combatants watch for enemies to drop their guard. If you move heedlessly past your foesyou put yourself in danger by provoking an Opportunity Attack.
Avoiding Opportunity Attacks. You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don’t provoke an Opportunity Attack when you teleport or when you are moved without using your movementactionBonus Actionor Reaction. For exampleyou don’t provoke an Opportunity Attack if an explosion hurls you out of a foe’s reach or if you fall past an enemy.
Making an Opportunity Attack. You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attacktake a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach.
Mounted Combat
A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mountusing the following rules.
Mounting and Dismounting
During your moveyou can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For exampleif your Speed is 30 feetyou spend 15 feet of movement to mount a horse.
Controlling a Mount
You can control a mount only if it has been trained to accept a rider. Domesticated horsesmulesand similar creatures have such training.
The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct itand it has only three action options during that turn: DashDisengageand Dodge. A controlled mount can move and act even on the turn that you mount it.
In contrastan independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order and moves and acts as it likes.
Falling Off
If an effect is about to move your mount against its will while you’re on ityou must succeed on a DC 10 Dexterity saving throw or fall offlanding with the Prone condition (see the Rules Glossary) in an unoccupied space within 5 feet of the mount.
While mountedyou must make the same save if you’re knocked Prone or the mount is.
Underwater Combat
A fight underwater follows these rules.
Impeded Weapons
When making a melee attack roll with a weapon underwatera creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage.
A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon’s normal rangeand the attack roll has Disadvantage against a target within normal range.
Fire Resistance
Anything underwater has Resistance to Fire damage (explained in “Damage and Healing”).
Damage and Healing
Injury and death are frequent threats in D&Das detailed in the following rules.
Hit Points
Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down to 0which is the lowest Hit Points can go.
Whenever you take damagesubtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points.
If you have half your Hit Points or feweryou’re Bloodiedwhich has no game effect on its own but which might trigger other game effects.
Damage Rolls
Each weaponspelland damaging monster ability specifies the damage it deals. You roll the damage diceadd any modifiersand deal the damage to your target. If there’s a penalty to the damageit’s possible to deal 0 damage but not negative damage.
When attacking with a weaponyou add your ability modifier—the same modifier used for the attack roll—to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwiseyou don’t add your ability modifier to a fixed damage amount that doesn’t use a rollsuch as the damage of a Blowgun. See “Equipment” for weapons’ damage dice and “Spells” for spells’ damage dice.
Critical Hits
When you score a Critical Hityou deal extra damage. Roll the attack’s damage dice twiceadd them togetherand add any relevant modifiers as normal. For exampleif you score a Critical Hit with a Daggerroll 2d4 for the damage rather than 1d4and add your relevant ability modifier. If the attack involves other damage dicesuch as from the Rogue’s Sneak Attack featureyou also roll those dice twice.
Saving Throws and Damage
Damage dealt via saving throws uses these rules.
Damage against Multiple Targets
When you create a damaging effect that forces two or more targets to make saving throws against it at the same timeroll the damage once for all the targets. For examplewhen a wizard casts Fireballthe spell’s damage is rolled once for all creatures caught in the blast.
Half Damage
Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save.
Damage Types
Each instance of damage has a typelike Fire or Slashing. Damage types are listed in the Rules Glossary and have no rules of their ownbut other rulessuch as Resistancerely on damage types.
Resistance and Vulnerability
Some creatures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage typedamage of that type is halved against you (round down). If you have Vulnerability to a damage typedamage of that type is doubled against you. For exampleif you have Resistance to Cold damagesuch damage is halved against youand if you have Vulnerability to Fire damagesuch damage is doubled against you.
No Stacking
Multiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For exampleif you have Resistance to Necrotic damage as well as Resistance to all damageNecrotic damage is reduced by half against you.
Order of Application
Modifiers to damage are applied in the following order: adjustments such as bonusespenaltiesor multipliers are applied first; Resistance is applied second; and Vulnerability is applied third.
For examplea creature has Resistance to all damage and Vulnerability to Fire damageand it’s within a magical aura that reduces all damage by 5. If it takes 28 Fire damagethe damage is first reduced by 5 (to 23)then halved for the creature’s Resistance (and rounded down to 11)then doubled for its Vulnerability (to 22).
Immunity
Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don’t take damage of that typeand Immunity to a condition means you aren’t affected by it.
Healing
Hit Points can be restored by magicsuch as the Cure Wounds spell or a Potion of Healingor by a Short or Long Rest (see the Rules Glossary).
When you receive healingadd the restored Hit Points to your current Hit Points. Your Hit Points can’t exceed your Hit Point maximumso any Hit Points regained in excess of the maximum are lost. For exampleif you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20you regain 6 Hit Pointsnot 8.
Dropping to 0 Hit Points
When a creature drops to 0 Hit Pointsit either dies outright or falls unconsciousas explained below.
Instant Death
Here are the main ways a creature can die instantly.
Monster Death. A monster dies the instant it drops to 0 Hit Pointsalthough a Dungeon Master can ignore this rule for an individual monster and treat it like a character.
Hit Point Maximum of 0. A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energyreducing a creature’s Hit Point maximum.
Massive Damage. When damage reduces a character to 0 Hit Points and damage remainsthe character dies if the remainder equals or exceeds their Hit Point maximum. For exampleif your character has a Hit Point maximum of 12currently has 6 Hit Pointsand takes 18 damagethe character drops to 0 Hit Pointsbut 12 damage remains. The character then diessince 12 equals their Hit Point maximum.
Character Demise
If your character diesothers might find a magical way to revive your charactersuch as with the Raise Dead spell. Or talk with the DM about making a new character to join the group. The Rules Glossary has more information on being dead.
Falling Unconscious
If you reach 0 Hit Points and don’t die instantlyyou have the Unconscious condition (see the Rules Glossary) until you regain any Hit Pointsand you now face making Death Saving Throws (see below).
Death Saving Throws
Whenever you start your turn with 0 Hit Pointsyou must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throwsthis one isn’t tied to an ability score. You’re in the hands of fate now.
Three Successes/Failures. Roll 1d20. If the roll is 10 or higheryou succeed. Otherwiseyou fail. A success or failure has no effect by itself. On your third successyou become Stable (see “Stabilizing a Character” below). On your third failureyou die.
The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable.
Rolling a 1 or 20. When you roll a 1 on the d20 for a Death Saving Throwyou suffer two failures. If you roll a 20 on the d20you regain 1 Hit Point.
Damage at 0 Hit Points. If you take any damage while you have 0 Hit Pointsyou suffer a Death Saving Throw failure. If the damage is from a Critical Hityou suffer two failures instead. If the damage equals or exceeds your Hit Point maximumyou die.
Stabilizing a Character
You can take the Help action to try to stabilize a creature with 0 Hit Pointswhich requires a successful DC 10 Wisdom (Medicine) check.
A Stable creature doesn’t make Death Saving Throws even though it has 0 Hit Pointsbut it still has the Unconscious condition. If the creature takes damageit stops being Stable and starts making Death Saving Throws again. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.
Temporary Hit Points
Some spells and other effects confer Temporary Hit Pointswhich are a buffer against losing actual Hit Pointsas explained below.
Lose Temporary Hit Points First
If you have Temporary Hit Points and take damagethose points are lost firstand any leftover damage carries over to your Hit Points. For exampleif you have 5 Temporary Hit Points and take 7 damageyou lose those points and then lose 2 Hit Points.
Duration
Temporary Hit Points last until they’re depleted or you finish a Long Rest (see the Rules Glossary).
Temporary Hit Points Don’t Stack
Temporary Hit Points can’t be added together. If you have Temporary Hit Points and receive more of themyou decide whether to keep the ones you have or to gain the new ones. For exampleif a spell grants you 12 Temporary Hit Points when you already have 10you can have 12 or 10not 22.
They’re Not Hit Points or Healing
Temporary Hit Points can’t be added to your Hit Pointshealing can’t restore themand receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Pointsa creature can be at full Hit Points and receive Temporary Hit Points.
If you have 0 Hit Pointsreceiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.
Conditions
Many effects impose a conditiona temporary state that alters the recipient’s capabilities. The following conditions are defined in the Rules Glossary:
The definition of a condition specifies what happens to its recipient while affected by itand some conditions apply other conditions.
Duration
A condition lasts either for a duration specified by the effect that imposed the condition or until the condition is countered (the Prone condition is countered by standing upfor example).
Conditions Don’t Stack
If multiple effects impose the same condition on youeach instance of the condition has its own durationbut the condition’s effects don’t get worse. Either you have a condition or you don’t. The Exhaustion condition is an exception; its effects get worse if you have the condition and receive it again.