Here you will find all of the rules necessary for playing a game of Dungeons & Dragons. For the most part the rules reproduced here are exactly the same rules as featured in the existing SRD, with expansion content provided by books like Xanathar's Guide to Everything and Tasha's Cauldron of Everything. However, in some places, the rules have modified or expounded upon using references to products like Level Up: Advnanced Fifth Edition, Tales of the Valiant, or Wizards of the Coast's own One D&D Playtest Documents.
This section covers the most basic rules of the game, including the method for making d20 Tests, Advantage and Disadvantage, the purpose of ability scores, and the Heroic Inspiration Mechanic.
Delving into an ancient tomb, slipping through the back alleys of a city, hacking a fresh trail through the thick jungles on a distant and mysterious island—these are the things that Dungeons & Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure.
This section covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction.
This section provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle.
Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.