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The SRD 5.2 Compendium
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31 rules available

Rules & Reference

Core mechanics, status conditions, damage types, and languages from D&D 5E

πŸ“œ Rules ⚑ Conditions πŸ”₯ Damage Types πŸ—£οΈ Languages πŸ“– World Lore

Ability Scores

rules
The six core abilities that define a character's capabilities.
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Advantage and Disadvantage

rules
Roll two d20s and use the higher (Advantage) or lower (Disadvantage) result.
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Armor Class

rules
Represents how hard it is to hit a creature.
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Attack Action

rules
Make one or more attacks with weapons or unarmed strikes.
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Blinded

rules
A creature can't see and automatically fails ability checks that require sight.
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Charmed

rules
A creature can't attack the charmer or target them with harmful abilities.
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Concentration

rules
Some spells require concentration to maintain their effects.
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Critical Hits

rules
Rolling a natural 20 on an attack roll results in a critical hit.
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D20 Test

rules
The fundamental mechanic for determining success or failure in D&D.
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Dash Action

rules
Gain extra movement equal to your speed.
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Dodge Action

rules
Focus on avoiding attacks.
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Exhaustion

rules
Represents extreme fatigue with cumulative levels.
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D&D 5E Campaign Manager D&D 5E Campaign Manager

Every spell, monster and rule of the game, bound in one grimoire for Dungeon Masters and players alike.

Compendium

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  • Feats
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Tools

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  • Tabletop Tactics

© 2026 D&D 5E Campaign Manager. All rights reserved.

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License.

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