Contents
Legal Information
Beyond 1st Level
Races
Dwarf
Elf
Halfling
Human
Dragonborn
Gnome
Half-Elf
Half-Orc
Tiefling
Classes
Barbarian
Features
Primal Paths
Bard
Features
Bard Colleges
Cleric
Features
Divine Domains
Druid
Features
Druid Circles
Fighter
Features
Martial Archetypes
Monk
Features
Monastic Traditions
Paladin
Features
Sacred Oaths
Ranger
Features
Ranger Archetypes
Rogue
Features
Roguish Archetypes
Sorcerer
Features
Sorcerous Origins
Warlock
Features
Eldritch Invocations
Otherworldly Patrons
Wizard
Features
Arcane Traditions
Equipment
Selling Treasure
Armor
Weapons
Adventuring Gear
Tools
Mounts and Vehicles
Trade Goods
Expenses
Character Options
Backgrounds
Feats
Multiclassing
Using Ability Scores
Ability Scores and Modifiers
Advantage and Disadvantage
Proficiency Bonus
Ability Checks
Using Each Ability
Saving Throws
Adventuring
Time
Movement
The Environment
Resting
Between Adventures
Combat
The Order of Combat
Movement and Position
Actions in Combat
Making an Attack
Cover
Damage and Healing
Mounted Combat
Underwater Combat
Spellcasting
What Is a Spell?
Casting a Spell
Spells
Bard Spells
Cleric Spells
Druid Spells
Paladin Spells
Ranger Spells
Sorcerer Spells
Warlock Spells
Wizard Spells
Spell Descriptions
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
Appendix A: Conditions
Appendix B: Deities
Fantasy-Historical Pantheons
Appendix C: Planes of Existence
The Material Plane
Beyond the Material
Hazards
Traps
Diseases
Madness
Objects
Poisons
Treasure
Magic Items
Sentient Magic Items
Artifacts