📋 Rule Sections 33

Ability Checks Ability Scores and Modifiers Actions in Combat Activating an Item Advantage and Disadvantage Attunement Between Adventures Casting a Spell Cover Damage and Healing Diseases Fantasy-Historical Pantheons Madness Making an Attack Mounted Combat Movement Movement and Position Objects Poisons Proficiency Bonus Resting Saving Throws Sentient Magic Items Standard Exchange Rates The Environment The Order of Combat The Planes of Existence Time Traps Underwater Combat Using Each Ability Wearing and Wielding Items What Is a Spell?