📋 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?