SRD
5e
Abilities
Adventuring
Character
Classes
Combat
Equipment
GM Rules
Races
Rules
Spellcasting
Spellcasting rules
Spells by level
Abilities and their uses
Ability Checks
Typical Difficulty Classes
Contests
Skills
Passive Checks
Working Together
Saving Throws
Ability Scores
Ability Scores and Modifiers
Charisma
Charisma Checks
Spellcasting Ability
Constitution
Constitution Checks
Hit Points
Dexterity
Dexterity Checks
Attack Rolls and Damage
Armor Class
Initiative
Hiding
Intelligence
Intelligence Checks
Spellcasting Ability
Strength
Strength Checks
Attack Rolls and Damage
Lifting and Carrying
Variant: Encumbrance
Wisdom
Wisdom Checks
Spellcasting Ability
Classes and their descriptions
Barbarian
The Barbarian
Class Features
Path of the Berserker
Bard
The Bard
Class Features
College of Lore
Cleric
The Cleric
Class Features
Druid
The Druid
Class Features
Fighter
Class Table
Class Features
Martial Archetypes
Monk
The Monk
Class Features
Monastic Traditions
Paladin
The Paladin
Class Features
Sacred Oaths
Ranger
The Ranger
Class Features
Ranger Archetypes
Rogue
The Rogue
Class Features
Roguish Archetypes
Sorcerer
The Sorcerer
Class Features
Sorcerous Origins
Warlock
The Warlock
Class Features
Eldritch Invocations
Otherworldly Patrons
Wizard
The Wizard
Class Features
Arcane Traditions
Your Spellbook
Equipment and weapon rules
Adventuring Gear
Adventuring Gear Tables
Container Capacity
Armor
Light Armor
Medium Armor
Heavy Armor
Armor Table
Getting Into and Out of Armor
Coins
Equipment packs
Mounts and Vehicles
Mounts
Tack, Harness, and Drawn Vehicles
Saddles
Waterborne Vehicles
Selling Treasure
Tools
Tools Tables
Gaming set
Musical instrument
Other tools
Trade Goods
Trade Goods table
Weapons
Weapon Proficiency
Weapon Properties
Improvised Weapons
Silvered Weapons
Special Weapons
Weapons Table
Gamemaster rules
Diseases
Sample Diseases
Legendary Creatures
Legendary Actions
A Legendary Creature’s Lair
Regional Effects
Madness
Going Mad
Madness Effects
Curing Madness
Magic Items
Attunement
Wearing and Wielding
Activating an Item
Monsters
Size
Modifying Creatures
Type
Alignment
Armor Class
Hit Points
Speed
Ability Scores
Saving Throws
Skills
Armor, Weapon, and Tool Proficiencies
Vulnerabilities, Resistances, and Immunities
Senses
Languages
Challenge
Special Traits
Actions
Reactions
Limited Usage
Grapple Rules for Monsters
Equipment
Nonplayer Characters
Customizing NPCs
Objects
Statistics for Objects
Poisons
Sample Poisons
Sentient Magic Items
Creating Sentient Magic Items
Traps
Traps in Play
Sample Traps
Half-Dragon Template
General rules
Advantage and Disadvantage
Conditions
Blinded
Charmed
Deafened
Exhaustion
Frightened
Grappled
Incapacitated
Invisible
Paralyzed
Petrified
Poisoned
Prone
Restrained
Stunned
Unconscious
Expenses
Lifestyle Expenses
Food, Drink, and Lodging
Services
Spellcasting Services
Feats
Grappler
Inspiration
Gaining Inspiration
Using Inspiration
Leveling Up
Multiclassing
Prerequisites
Experience Points
Hit Points and Hit Dice
Proficiency Bonus
Proficiencies
Class Features
Proficiency Bonus
Races and their descriptions
Dragonborn
Dragonborn Traits
Draconic Ancestry
Dwarf
Dwarf Traits
Hill Dwarf
Elf
Elf Traits
High Elf
Gnome
Gnome Traits
Rock Gnome
Half-Elf
Half-Elf Traits
Half-Orc
Half-Orc Traits
Halfling
Halfling Traits
Lightfoot
Human
Human Traits
Tiefling
Tiefling Traits
Rules for adventuring
Between Adventures
Lifestyle Expenses
Downtime Activities
Movement
Speed
Special Types of Movement
The Planes of Existence
The Material Plane
Beyond the Material
Resting
Short Rest
Long Rest
The Environment
Falling
Suffocating
Vision and Light
Food and Water
Interacting with Objects
Time
Rules for character creation
Alignment
Alignment in the Multiverse
Backgrounds
Proficiencies
Languages
Equipment
Suggested Characteristics
Acolyte
Fantasy-Historical Pantheons
The Celtic Pantheon
The Greek Pantheon
The Egyptian Pantheon
The Norse Pantheon
Languages
Standard Languages
Exotic Languages
Rules governing combat
Actions in Combat
Attack
Cast a Spell
Dash
Disengage
Dodge
Help
Hide
Ready
Search
Use an Object
Cover
Damage and Healing
Hit Points
Damage Rolls
Damage Resistance and Vulnerability
Healing
Dropping to 0 Hit Points
Knocking a Creature Out
Temporary Hit Points
Making an Attack
Attack Rolls
Unseen Attackers and Targets
Ranged Attacks
Melee Attacks
Contests in Combat
Mounted Combat
Mounting and Dismounting
Controlling a Mount
Movement and Position
Breaking Up Your Move
Difficult Terrain
Being Prone
Interacting with Objects
Moving Around Other Creatures
Flying Movement
Creature Size
The Order of Combat
Combat Step by Step
Surprise
Initiative
Your Turn
Reactions
Underwater Combat
Spellcasting rules
Casting a Spell
Casting Time
Range
Components
Duration
Targets
Areas of Effect
Saving Throws
Attack Rolls
Combining Magical Effects
What Is a Spell?
Spell Level
Known and Prepared Spells
Spell Slots
Casting a Spell at a Higher Level
Casting in Armor
Cantrips
Rituals
Spells by name