๐Ÿ“– Rules 137

Ability Checks Ability Scores and Modifiers Actions in Combat Activating an Item Advantage and Disadvantage Adventuring Appendix Areas of Effect Attack Attack Rolls Attunement Being Prone Between Adventures Beyond the Material Breaking Up Your Move Cantrips Cast a Spell Casting a Spell Casting Time Charges Charisma Combat Combat Step by Step Combining Magical Effects Command Word Components Conflict Constitution Consumables Contests Controlling a Mount Cover Creating Sentient Magic Items Creature Size Curing Madness Damage and Healing Damage Resistance and Vulnerability Damage Rolls Dash Dexterity Difficult Terrain Diseases Disengage Dodge Downtime Activities Dropping to 0 Hit Points Duration Equipment Falling Fantasy-Historical Pantheons Flying Movement Food and Water Going Mad Healing Help Hide Hit Points Initiative Inner Planes Intelligence Interacting with Objects Interacting with Objects Around You Knocking a Creature Out Known and Prepared Spells Lifestyle Expenses Long Rest Madness Madness Effects Making an Attack Melee Attacks Mounted Combat Mounting and Dismounting Movement Movement and Position Moving Around Other Creatures Multiple Items of the Same Kind Objects Outer Planes Paired Items Passive Checks Planar Travel Poisons Proficiency Bonus Ranged Attacks Reactions Ready Resting Rituals Sample Diseases Sample Poisons Sample Traps Saving Throws Search Sentient Magic Items Short Rest Skills Special Types of Movement Speed Spell Attack Rolls Spell Level Spell Range Spell Saving Throws Spell Slots Spellcasting Spells Standard Exchange Rates Statistics for Objects Strength Suffocating Surprise Targets Temporary Hit Points The Celtic Pantheon The Egyptian Pantheon The Environment The Greek Pantheon The Material Plane The Norse Pantheon The Order of Combat The Planes of Existence The Schools of Magic Time Transitive Planes Traps Traps in Play Typical Difficulty Classes Underwater Combat Unseen Attackers and Targets Use an Object Using Ability Scores Using Each Ability Vision and Light Wearing and Wielding Items What Is a Spell? Wisdom Working Together Your Turn