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Introduction
Character Creation
Classes
Adventuring
Spellcasting
Monsters
Legal
Ability Scores
Backgrounds
Combat
Environment
NPCs
Heritages
Equipment
Gamemastering
Magic Items
Appendices
Character Creation
Determine Ability Scores
Choose a Heritage
Choose a Class
Detail Your Character
Choose Equipment
Form Your Party
Chapter 1
Ability Scores
Ability Scores Overview
Ability Checks
Using Each Ability
Saving Throws
Chapter 2
Heritages
Building a Heritage
Description
Features
Size Category
Multiple Heritages
Quick-Build
Chapter 3
Classes
Building a Class
Concept
Saving Throws
Starting Features
Progressive Features
Quick Build
Chapter 4
Backgrounds
Building a Background
Languages
Ability Score Increase
Skill Proficiencies
Tool Proficiencies
Starting Gear
Chapter 5
Equipment
Armor and Shields
Weapons
Adventuring Gear
Tools
Potions
Poisons
Trinkets
Chapter 6
Gamemastering
Broken Bones
Conditions
Diseases
Lair Actions
Legendary Actions
Character Progression
Madness and Insanity
Objects
Proficiency Bonus
Traps
Chapter 9
Spellcasting
What is a Spell
Known and Prepared Spells
Spell Slots
Spell Pools
Psionics
Rituals
Casting a Spell
Creating Spells
Chapter 10
Environment
Enviroments
-Boats and At Sea
-Castles and Keeps
-Dungeons
-Space
-Underwater
-Urban
-Wilderness
Environmental Hazards
Weather
Chapter 11
Magic Items
Coming Soon
Chapter 12
Monsters
Coming Soon
Chapter 13
NPCs
Coming Soon
Chapter 14
Appendices
A: Character Sheet
Credits
Legal
5E OGL