RPG Secret Lessons

ArKademy · ARCADERS

How to Play RPGs

The Complete 105-Lesson Path

From your first roll of the d20 to running a dragon at the table. Every rule in the SRD 5.2.1, taught in order, one lesson at a time — free, and open to anyone.

106 Lessons14 BooksSRD 5.2.1Start Anywhere
Book I

First Principles

Lessons 0–2

Where every adventure begins: what this course is, what the SRD lets you build, and the rules beneath the rules.

0

Welcome to the Course

What 5E is, what the SRD 5.2.1 covers, and how this whole course is built.

Begin Lesson 0
1

The SRD Licence

CC BY 4.0, attribution, and what “5E compatible” legally means for your own content.

Begin Lesson 1
2

Fundamental Rules

General rules, specific exceptions, rounding, and the rhythm of play at the table.

Begin Lesson 2
Book II

The Core Mechanics

Lessons 3–11

The d20 and everything hanging from it — abilities, checks, saves, attacks, proficiency and the actions of a turn.

3

The Six Abilities

Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma — and their modifiers.

Begin Lesson 3
4

D20 Tests

The core mechanic of the game: roll, add, compare. Everything else is built on this.

Begin Lesson 4
5

Checks, Skills & DCs

Resolving uncertain actions, when to call for a roll, and how Difficulty Classes are set.

Begin Lesson 5
6

Saving Throws

Resisting threats, hazards and effects when danger comes looking for you.

Begin Lesson 6
7

Attack Rolls & Armor Class

How a strike lands, what AC really represents, and natural 20s and natural 1s.

Begin Lesson 7
8

Advantage & Disadvantage

Two dice instead of one, rerolls, and how Heroic Inspiration changes a moment.

Begin Lesson 8
9

Proficiency & Expertise

The proficiency bonus, where it applies, and what Expertise doubles.

Begin Lesson 9
10

The Actions

Attack, Dash, Disengage, Dodge, Help, Hide, Influence, Magic, Ready, Search, Study, Utilize.

Begin Lesson 10
11

Bonus Actions & Reactions

The other half of a turn: triggers, timing, and what fits where.

Begin Lesson 11
Book III

Exploration & the World

Lessons 12–17

Talking, travelling, searching and seeing. How the game handles everything that isn't a fight.

12

Social Interaction

Roleplaying, creature attitudes, influence, and when a social check is called for.

Begin Lesson 12
13

Exploration

Moving through the world, interacting with it, and the pacing of an adventuring day.

Begin Lesson 13
14

Vision & Darkness

Light, obscured areas, special senses, and the rules that govern hiding.

Begin Lesson 14
15

Objects

Interacting, searching, carrying, breaking, and finding what was hidden.

Begin Lesson 15
16

Travel & Hazards

Marching order, travel pace, mounts, vehicles, and the dangers of the road.

Begin Lesson 16
17

Playing on a Grid

Miniatures, tokens, squares, distances and positioning at the table.

Begin Lesson 17
Book IV

The Art of Combat

Lessons 18–27

Initiative to death saves: movement, attacks, cover, damage types and what happens when you hit zero.

18

Starting Combat

Encounters, rounds, turns and initiative — how a fight gets going.

Begin Lesson 18
19

Movement & Position

Speed, difficult terrain, spaces, and moving through other creatures.

Begin Lesson 19
20

Making an Attack

Choosing targets, applying modifiers, and resolving the roll step by step.

Begin Lesson 20
21

Ranged Attacks & Cover

Range, long range, and how cover changes what you can hit.

Begin Lesson 21
22

Melee, Grappling & Opportunity

Unarmed strikes, grapples, shoves, and attacks of opportunity.

Begin Lesson 22
23

Mounted & Underwater Combat

Fighting from the saddle and fighting beneath the surface.

Begin Lesson 23
24

Hit Points & Damage

Damage rolls, critical hits, and saving throws made against damage.

Begin Lesson 24
25

Every Damage Type

All damage types in the SRD and how each one actually behaves.

Begin Lesson 25
26

Resistance & Immunity

Resistance, vulnerability and immunity — and the order they apply in.

Begin Lesson 26
27

Dying and Coming Back

Healing, dropping to 0, death saving throws, stabilizing, and temporary hit points.

Begin Lesson 27
Book V

Forging a Character

Lessons 28–39

From a blank sheet to a finished hero — class, scores, equipment, levelling and multiclassing.

28

The Character Sheet

Every box on the sheet, and the complete character creation process end to end.

Begin Lesson 28
29

Choosing a Class

Primary ability, hit die, proficiencies and starting features across all twelve classes.

Begin Lesson 29
30

Choosing a Class II

A second pass through the twelve classes and what each one feels like to play.

Begin Lesson 30
31

Ability Scores

Generating, assigning and increasing scores, and calculating every modifier.

Begin Lesson 31
32

Alignment & Personality

Alignment, traits, ideals, bonds, flaws, and the details that make a character real.

Begin Lesson 32
33

Size, Speed & Statistics

The remaining numbers on your sheet and what each of them governs.

Begin Lesson 33
34

Starting Equipment

Your opening kit, plus calculating attacks, defences, skills and saving throws.

Begin Lesson 34
35

Levelling Up

Experience points, level advancement, and what you gain at each step.

Begin Lesson 35
36

Starting at Higher Levels

Building a character who begins beyond level 1, without missing a thing.

Begin Lesson 36
37

Multiclassing

Requirements, proficiencies, class features and how spell slots combine.

Begin Lesson 37
38

Trinkets & Final Touches

The trinket table and the last passes that complete your character.

Begin Lesson 38
39

Completing Your Character

A final walkthrough of the sheet, with the mistakes most new players make.

Begin Lesson 39
Book VI

The Twelve Classes

Lessons 40–50

Every class in the SRD with its spell list and its first subclass, one lesson at a time.

40

Bard

The Bard, the Bard spell list, and the College of Lore.

Begin Lesson 40
41

Cleric

The Cleric, the Cleric spell list, and the Life Domain.

Begin Lesson 41
42

Druid

The Druid, the Druid spell list, and the Circle of the Land.

Begin Lesson 42
45

Paladin

The Paladin, the Paladin spell list, and the Oath of Devotion.

Begin Lesson 45
46

Ranger

The Ranger, the Ranger spell list, and the Hunter.

Begin Lesson 46
48

Sorcerer

The Sorcerer, Metamagic options, the spell list, and Draconic Sorcery.

Begin Lesson 48
49

Warlock

The Warlock, Eldritch Invocations, the spell list, and the Fiend patron.

Begin Lesson 49
50

Wizard

The Wizard, the Wizard spell list, and the Evoker.

Begin Lesson 50
Book VII

Species, Backgrounds & Feats

Lessons 51–59

Who your hero was before page one, where they come from, and the feats that set them apart.

51

Backgrounds

Acolyte, Criminal, Sage and Soldier — and what a background gives you.

Begin Lesson 51
52

Character Species

How species work in 5E and the general rules that apply to all of them.

Begin Lesson 52
53

Dragonborn, Dwarf & Elf

Three species, their traits, and how each one plays.

Begin Lesson 53
54

Gnome, Goliath & Halfling

Three more species and the traits that define them.

Begin Lesson 54
55

Human, Orc & Tiefling

The last three species, plus the languages of the world.

Begin Lesson 55
56

Feats

Rules, categories, prerequisites, benefits, and which feats can be taken twice.

Begin Lesson 56
57

Origin Feats

Alert, Magic Initiate, Savage Attacker and Skilled — every origin feat.

Begin Lesson 57
58

General Feats

Ability Score Improvement, Grappler, and the rest of the general feats.

Begin Lesson 58
59

Fighting Styles & Epic Boons

Every fighting style feat and every epic boon in the SRD.

Begin Lesson 59
Book VIII

Gold, Steel & Gear

Lessons 60–70

The economy, every weapon and property, armour, tools, gear, mounts, vehicles and crafting.

60

Coins & the Economy

Currency, selling equipment, and how money actually works in 5E.

Begin Lesson 60
61

Every Weapon

Simple, martial, melee and ranged — the full weapon table explained.

Begin Lesson 61
62

Weapon Properties

Ammunition, finesse, heavy, light, loading, range, reach, thrown, two-handed, versatile.

Begin Lesson 62
63

Weapon Mastery

Cleave, Graze, Nick, Push, Sap, Slow, Topple and Vex.

Begin Lesson 63
64

Armor & Shields

Armor Class, training, Strength requirements, stealth, and donning or doffing.

Begin Lesson 64
65

Tools

Artisan's tools, gaming sets, instruments, kits, and the checks they unlock.

Begin Lesson 65
66

Adventuring Gear

The equipment that solves problems, controls the battlefield and keeps you alive.

Begin Lesson 66
67

Mounts & Vehicles

Riding, cargo, barding, saddles, ships, airships, crew, passengers and repairs.

Begin Lesson 67
68

Lifestyle & Services

Food, drink, lodging, hirelings, messengers and paying for spellcasting.

Begin Lesson 68
69

Casting Equipment

Spellcasting focuses, casting in armor, and the basic rules for magic items.

Begin Lesson 69
70

Crafting

Making nonmagical items, brewing potions of healing, and scribing spell scrolls.

Begin Lesson 70
Book IX

The Laws of Magic

Lessons 71–78

How spellcasting actually works: slots, casting times, components, ranges, concentration and resolution.

71

Gaining Spells

Spell lists, prepared and always-prepared spells, cantrips, and how each class differs.

Begin Lesson 71
72

Spell Levels & Slots

Levels, cantrips, prepared spells, and how spell slots are spent and regained.

Begin Lesson 72
73

Casting Time

The Magic action, bonus action spells, reactions, long casts and rituals.

Begin Lesson 73
74

Range, Targets & Areas

Touch, self, clear paths, cones, cubes, cylinders, emanations, lines and spheres.

Begin Lesson 74
75

Spell Components

Verbal, somatic and material — what a caster must physically do.

Begin Lesson 75
76

Focuses & Materials

Spellcasting focuses, component pouches, costly and consumed materials, and free hands.

Begin Lesson 76
77

Duration & Concentration

Instantaneous magic, timed effects, holding concentration, and how it breaks.

Begin Lesson 77
78

Resolving Spells

Spell saves, spell attacks, invalid targets, and combining overlapping effects.

Begin Lesson 78
Book X

The Spell Compendium

Lessons 79–85

Every spell in the SRD, walked through from A to Z.

79

Spell Compendium A–B

Every spell from Acid Splash through Burning Hands.

Begin Lesson 79
80

Spell Compendium C–D

Every spell from Calm Emotions through Dream.

Begin Lesson 80
81

Spell Compendium E–G

Every spell from Earthquake through Guidance.

Begin Lesson 81
82

Spell Compendium H–L

Every spell from Hallow through Locate Object.

Begin Lesson 82
83

Spell Compendium M–P

Every spell from Mage Armor through Prismatic Spray.

Begin Lesson 83
84

Spell Compendium R–S

Every spell from Raise Dead through Symbol.

Begin Lesson 84
85

Spell Compendium T–Z

Every spell from Telekinesis through Zone of Truth.

Begin Lesson 85
Book XI

The Rules Glossary

Lessons 86–90

Every defined term in the game, explained and cross-referenced.

86

Rules Glossary A–C

Every defined term from Ability Check to Cover.

Begin Lesson 86
87

Rules Glossary D–H

Every defined term from Damage to Hit Points.

Begin Lesson 87
88

Rules Glossary I–M

Every defined term from Illusion to Movement.

Begin Lesson 88
89

Rules Glossary N–R

Every defined term from Necrotic to Rituals.

Begin Lesson 89
90

Rules Glossary S–Z

Every defined term from Saving Throw to Zone.

Begin Lesson 90
Book XII

The Gameplay Toolbox

Lessons 91–98

The GM's chest: travel, curses, weather, fear, poison, traps and building encounters that land.

91

Advanced Travel

Long journeys, the environment, and turning a road into an adventure.

Begin Lesson 91
92

Custom Backgrounds

Building a background from scratch that fits your table and your story.

Begin Lesson 92
93

Curses & Contagions

Curses, magical diseases, and how they take hold and are lifted.

Begin Lesson 93
94

Environmental Effects

Weather, terrain, extremes, and the world fighting back.

Begin Lesson 94
95

Fear & Mental Stress

Frightened creatures, madness, and pressure that isn't measured in hit points.

Begin Lesson 95
96

Poison

Poison damage versus the Poisoned condition, buying, harvesting and using poisons.

Begin Lesson 96
97

Traps

Designing traps that feel fair: detection, escape, level range, and the classic mistakes.

Begin Lesson 97
98

Building Encounters

Challenge Rating, encounter budgets, and fights that land the way you intended.

Begin Lesson 98
Book XIII

Treasure & Magic Items

Lessons 99–103

How magic items work, how they are made, and the full compendium from A to Z.

99

Magic Item Basics

Categories, rarity, attunement, and the general rules behind every magic item.

Begin Lesson 99
100

Crafting & Sentient Items

Making magic items, and running items that have a will of their own.

Begin Lesson 100
101

Magic Items A–H

The compendium from Adamantine Armor through Horn of Valhalla.

Begin Lesson 101
102

Magic Items I–R

The compendium from Immovable Rod through Rope of Climbing.

Begin Lesson 102
103

Magic Items S–Z

The compendium from Scarab of Protection through Wings of Flying.

Begin Lesson 103
Book XIV

Monsters & Beasts

Lessons 104–105

Reading a stat block, running a monster well, and the complete creature compendium.

104

Reading a Stat Block

Understanding monster stat blocks and running creatures well at the table.

Begin Lesson 104
105

Monster Compendium A–Z

The complete monster and animal compendium, front to back.

Begin Lesson 105

A Word Before You Roll

ARCADERS is an independent, unofficial educational resource built on the System Reference Document 5.2.1, used under CC BY 4.0. Take the lessons in order for a full course, or jump straight to the rule you need.