I — Chronicle
Chronicle Your Campaigns
Gather your party, record every session, and keep the lore of your world in one bound volume. Invite players, set house rules, and track the plots that matter.
Chronicle your campaigns, forge your heroes, and command the battlefield. Every spell, every monster, every rule of the game — bound in a single grimoire for Dungeon Masters and players alike.
The Oracle's Table
Choose a polyhedral die, whisper a modifier, and tempt fate.
Modifier
Fortune
A natural 20 or a natural 1 on the d20 summons its own omen.
D — Omen
Select a die and cast it.
The bones tumble…
Chronicle
No omens yet.
From the first session to the final boss, the manager keeps the table moving and the story alive.
I — Chronicle
Gather your party, record every session, and keep the lore of your world in one bound volume. Invite players, set house rules, and track the plots that matter.
II — Forge
A nine-step forge that does the arithmetic for you — species, class, background, abilities, skills, spellbook and pack — from first level to legend.
III — Command
Track hit points, spell slots and resources live at the table. Short rests, long rests, experience and level-ups — all a single click away.
Every chapter of the official System Reference Document, illuminated and indexed — searchable, sortable, and ready at the table.
Tome I
Cantrips to ninth circle, by school, level, ritual and range.
Tome II
Full stat blocks, legendary actions and lair effects.
Tome III
Progressions, proficiencies, saving throws and subclasses.
Tome IV
Ancestral traits, languages and lineages.
Tome V
Where your hero came from: skills, tools, gear and an Origin feat.
Tome VI
Origin, general, fighting-style and epic boons.
Tome VII
Weapons, armour, tools and adventuring gear with cost and weight.
Tome VIII
Relics, wondrous items, attunement and rarity.
Tome IX
Conditions, damage types, actions, cover and languages.
Behind the Screen
NewA live session workbench: initiative, dice, monster stat blocks and a soundboard — arranged however you run your table.
Bestiary
Every creature of the SRD rendered as a proper stat block — abilities, saves, senses, legendary actions, lair effects and spellcasting — ready to drop into an encounter.
Gargantuan dragon, chaotic evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., climb 40 ft., fly 80 ft.
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much on a successful one.
Large fiend (devil), lawful evil
Armor Class 19 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 30 ft., fly 60 ft.
Damage Immunities fire, poison
Senses truesight 120 ft., passive Perception 14
Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Medium undead, any evil alignment
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 19
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute.
The Portal Stands Open
Build characters, run campaigns, write session recaps, and consult the whole System Reference Document — free, at your table, tonight.
No results found for ""
Try another keyword or category filter.
Type at least 2 characters to search the D&D 5E compendium
No rolls yet. Click any die above!