Introduction Worlds of Adventure Using this Book How to Play Game Dice The D20 Advantage and Disadvantage Specific Beats General Round Down Adventures The Three Pillars of Adventure The Wonders of Magic
Step-by-Step Characters 1. Choose a Race Building Bruenor, Step 1 2. Choose a Class Level Quick Build Hit Points and Hit Dice Proficiency Bonus Building Bruenor, Step 2 3. Determine Ability Scores Ability Score Summary Ability Score Summary Ability Score Summary Ability Score Summary Ability Score Summary Ability Score Summary Building Bruenor, Step 3 Variant: Customizing Ability Scores 4. Describe Your Character Your Character’s Abilities Building Bruenor, Step 4 5. Choose Equipment Armor Class Weapons Building Bruenor, Step 5 6. Come Together Beyond 1st Level Tiers of Play
Personality and Background Character Details Name Sex Height and Weight Other Physical Characteristics Alignment Languages Personal Characteristics Inspiration Gaining Inspiration Using Inspiration Backgrounds Proficiencies Languages Equipment Suggested Characteristics Customizing a Background Tika and Artemis: Backgrounds
Equipment Starting Equipment Starting Wealth by Class Wealth Coinage Selling Treasure Armor and Shields Armor Variant: Equipment Sizes Light Armor Medium Armor Heavy Armor Getting Into and Out of Armor Weapons Weapons Weapon Proficiency Weapon Properties Adventuring Gear Adventuring Gear Container Capacity Equipment Packs Tools Mounts and Vehicles Mounts and Other Animals Tack, Harness, and Drawn Vehicles Waterborne Vehicles Trade Goods Expenses Lifestyle Expenses Food, Drink, and Lodging Services Spellcasting Services Trinkets
Customization Options Multiclassing Prerequisites Experience Points Hit Points and Hit Dice Proficiency Bonus Proficiencies Class Features Feats
Using Ability Scores Ability Scores and Modifiers Ability Scores and Modifiers Advantage and Disadvantage Proficiency Bonus Ability Checks Typical Difficulty Classes Contests Skills Passive Checks Working Together Using Each Ability Strength Dexterity Constitution Intelligence Wisdom Charisma Saving Throws
Adventuring Time Movement Speed Special Types of Movement Activity While Traveling The Environment Social Interaction Resting Between Adventures
Combat Combat Step by Step The Order of Combat Surprise Initiative Your Turn Reactions Movement and Position Breaking Up Your Move Difficult Terrain Being Prone Moving around Other Creatures Flying Movement Creature Size Variant: Playing on a Grid Actions in Combat Making an Attack Attack Rolls Unseen Attackers and Targets Ranged Attacks Melee Attacks Opportunity Attacks Two-Weapon Fighting Contests in Combat Grappling Shoving a Creature Cover Damage and Healing Hit Points Damage Rolls Damage Resistance and Vulnerability Healing Dropping to 0 Hit Points Knocking a Creature Out Temporary Hit Points Mounted Combat Mounting and Dismounting Controlling a Mount Underwater Combat
Spellcasting What is a Spell? Casting a Spell Casting in Armor Casting Time Range Components Duration Targets The Schools of Magic Areas of Effect Combining Magical Effects The Weave of Magic
Spells Bard Spells Cleric Spells Druid Spells Paladin Spells Ranger Spells Sorcerer Spells Warlock Spells Wizard Spells Spell Descriptions
The Planes of Existence The Material Plane Material Echoes Positive and Negative Planes Beyond the Material Planar Travel Transitive Planes Inner Planes Outer Planes Other Planes