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

All content from the 5th edition SRD is provided by Wizards of the Coast under the Open Gaming License 1.0a