Rules edition: This overview separates the 2014 fifth-edition rules from the revised 2024 rules. The basic concepts are familiar across both, but terms, character options, and some spell and class features changed. Use one complete version at your table unless the Dungeon Master has approved a specific conversion.
Checks, attacks, and saves
In the 2014 rules, an ability check, attack roll, or saving throw generally uses a d20 plus the relevant ability modifier; add proficiency when the character is proficient and the rule calls for it. Compare the result with the Difficulty Class or Armor Class specified by the rule. The 2024 rules group attack rolls, ability checks, and saving throws under the term D20 Test. Use the 2024 Rules Glossary for its terms and exceptions.
Advantage and disadvantage use two d20s: keep the higher result with advantage and the lower with disadvantage. Multiple sources of the same type do not add extra dice, and having both usually cancels them. Optional procedures such as flanking apply only if the campaign adopts them.
Turns and combat
A creature uses the actions, movement, bonus actions, and reactions made available by its rules. A bonus action is not a second action that every creature receives; a feature or other rule must grant permission to use one. A reaction is spent when used and normally becomes available again at the start of the creature’s next turn. Use the action names and object-interaction rules printed for the relevant edition.
In both versions, attack rolls target Armor Class, while many spells and features ask the target to make a saving throw against a stated DC. Under the 2014 rules, a natural 20 is a critical hit on an attack roll; it does not turn an ability check or saving throw into a critical success. For a specific turn, read the complete feature or spell wording, including its range, target, action, and resource cost.
Character options and spellcasting
Ability-score creation, species or race traits, backgrounds, feats, and class features depend on the edition and source. The spellcasting ability is set by the character’s class or feature, not by a general rule that all spellcasters use Intelligence or Wisdom. Check the spell’s level, casting time, components, range, duration, and any concentration requirement before planning a turn.
Multiclassing follows the prerequisites and slot calculations in the rules version the character uses. Under the 2014 multiclass rules, a character with Spellcasting and Pact Magic tracks those slot pools separately; the rules permit eligible spells to be cast using slots from the other pool, but slots do not grant spells known or prepared. Use the class levels and tables specified in the multiclass rules rather than estimating slots from total character level.
Concentration, readied spells, and optional rules
Concentration and spell timing depend on the exact spell and edition. When damage or another effect calls for a concentration check, follow the matching rule text. A spell prepared with the Ready action has specific timing and resource consequences; do not assume it is held without cost. Spell names can remain the same while their text changes between the 2014 and 2024 books, so keep each spell’s wording with the edition label.
House rules and homebrew options are table choices, not universal D&D rules. Label them as optional, explain how they change the printed procedure, and agree on them before they affect a character.
Related guides
- 2014 ability-score generation and the standard array.
- Grappler feat guide — check its labeled rules version.
Official rules sources
- 2014 Basic Rules: Using Ability Scores — checks, saving throws, attack rolls, advantage, and proficiency.
- 2014 Basic Rules: Combat.
- 2014 Basic Rules: Customization Options — multiclassing.
- 2024 Basic Rules: Playing the Game.
- 2024 Basic Rules: Rules Glossary — current terms including D20 Tests.
This is a navigation overview. For adjudication, use the complete feature, spell, and rules text for the version your group plays.