๐ 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