Rules Reference
Browse D&D 5e (2024) SRD chapters, character-building guidance, and table-ready rules pages without dragging Pathfinder structure into the wrong system.
Ability Scores
What the six scores actually do, how modifiers work, and why ability priorities decide whether a build feels coherent at the table.
- modifier-first reading
- class score priorities
- defenses, saves, and gear fit
Character Creation
The 2024 build flow: class, background, species, origin feat, and starting equipment in the order they actually matter.
- class first, then background
- origin feat context
- species and score fit
Backgrounds
How SRD backgrounds shape level 1 characters through proficiencies, gear, ability direction, and feat expectations.
- Acolyte, Criminal, Sage, Soldier
- build support, not just flavor
- ties into origin feats
Skills
How ability checks, proficiency, passive use, and DCs work so the skill compendium reads like a play aid instead of a glossary.
- when checks are worth rolling
- proficiency and passive use
- cross-links to all 18 skills
Proficiency & Tools
Where training applies, how Proficiency Bonus scales, and why tools matter as real rules objects instead of dead inventory.
Proficiency & ToolsSaving Throws
The other half of defense: how creatures resist spells, hazards, forced movement, and hostile effects that are not ordinary attack rolls.
Saving ThrowsCombat & Conditions
Turn order, action economy, movement pressure, and the status effects that turn a fight from math into tactics.
- initiative and turn flow
- conditions as combat language
- movement, range, and pressure
Damage, Healing, & Dying
Hit point loss, healing, temporary hit points, dropping to 0, and the rules that turn ordinary danger into an actual recovery crisis.
Damage, Healing, & DyingResting & Recovery
Short rests, long rests, Hit Dice, death saves, and the recovery rules that decide whether the party can keep pushing.
- short-rest versus long-rest pacing
- Hit Dice and recovery planning
- death saves and stabilization
Spellcasting & Equipment
Slots, concentration, components, weapons, armor, and gear in the same place so class pages and item pages have usable rules support.
- spell slots and concentration
- weapons, armor, and tools
- starter loadout logic
Adventuring & Vision
Travel pace, observation, marching order, Bright Light, Dim Light, Darkness, and the exploration rules that shape the world between fights.
Classes
The rules-side view of class chassis: hit points, proficiencies, spell lanes, and when subclasses actually enter the build.
ClassesSpecies
Movement, senses, and foundational traits, plus how species should support the class and background plan instead of replacing it.
SpeciesFeats
Origin feats, general feats, fighting style feats, and the logic for reading feats as real build decisions rather than flavor garnish.
FeatsUsing Magic Items
Attunement, rarity, activation, and how to read treasure like a rules object instead of a loose narrative reward.
Using Magic Items