Welcome to the Course
What 5E is, what the SRD 5.2.1 covers, and how this whole course is built.
Begin Lesson 0ArKademy · ARCADERS
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.
Where every adventure begins: what this course is, what the SRD lets you build, and the rules beneath the rules.
What 5E is, what the SRD 5.2.1 covers, and how this whole course is built.
Begin Lesson 0CC BY 4.0, attribution, and what “5E compatible” legally means for your own content.
Begin Lesson 1General rules, specific exceptions, rounding, and the rhythm of play at the table.
Begin Lesson 2The d20 and everything hanging from it — abilities, checks, saves, attacks, proficiency and the actions of a turn.
Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma — and their modifiers.
Begin Lesson 3The core mechanic of the game: roll, add, compare. Everything else is built on this.
Begin Lesson 4Resolving uncertain actions, when to call for a roll, and how Difficulty Classes are set.
Begin Lesson 5Resisting threats, hazards and effects when danger comes looking for you.
Begin Lesson 6How a strike lands, what AC really represents, and natural 20s and natural 1s.
Begin Lesson 7Two dice instead of one, rerolls, and how Heroic Inspiration changes a moment.
Begin Lesson 8The proficiency bonus, where it applies, and what Expertise doubles.
Begin Lesson 9Attack, Dash, Disengage, Dodge, Help, Hide, Influence, Magic, Ready, Search, Study, Utilize.
Begin Lesson 10The other half of a turn: triggers, timing, and what fits where.
Begin Lesson 11Talking, travelling, searching and seeing. How the game handles everything that isn't a fight.
Roleplaying, creature attitudes, influence, and when a social check is called for.
Begin Lesson 12Moving through the world, interacting with it, and the pacing of an adventuring day.
Begin Lesson 13Light, obscured areas, special senses, and the rules that govern hiding.
Begin Lesson 14Interacting, searching, carrying, breaking, and finding what was hidden.
Begin Lesson 15Marching order, travel pace, mounts, vehicles, and the dangers of the road.
Begin Lesson 16Miniatures, tokens, squares, distances and positioning at the table.
Begin Lesson 17Initiative to death saves: movement, attacks, cover, damage types and what happens when you hit zero.
Encounters, rounds, turns and initiative — how a fight gets going.
Begin Lesson 18Speed, difficult terrain, spaces, and moving through other creatures.
Begin Lesson 19Choosing targets, applying modifiers, and resolving the roll step by step.
Begin Lesson 20Range, long range, and how cover changes what you can hit.
Begin Lesson 21Unarmed strikes, grapples, shoves, and attacks of opportunity.
Begin Lesson 22Fighting from the saddle and fighting beneath the surface.
Begin Lesson 23Damage rolls, critical hits, and saving throws made against damage.
Begin Lesson 24All damage types in the SRD and how each one actually behaves.
Begin Lesson 25Resistance, vulnerability and immunity — and the order they apply in.
Begin Lesson 26Healing, dropping to 0, death saving throws, stabilizing, and temporary hit points.
Begin Lesson 27From a blank sheet to a finished hero — class, scores, equipment, levelling and multiclassing.
Every box on the sheet, and the complete character creation process end to end.
Begin Lesson 28Primary ability, hit die, proficiencies and starting features across all twelve classes.
Begin Lesson 29A second pass through the twelve classes and what each one feels like to play.
Begin Lesson 30Generating, assigning and increasing scores, and calculating every modifier.
Begin Lesson 31Alignment, traits, ideals, bonds, flaws, and the details that make a character real.
Begin Lesson 32The remaining numbers on your sheet and what each of them governs.
Begin Lesson 33Your opening kit, plus calculating attacks, defences, skills and saving throws.
Begin Lesson 34Experience points, level advancement, and what you gain at each step.
Begin Lesson 35Building a character who begins beyond level 1, without missing a thing.
Begin Lesson 36Requirements, proficiencies, class features and how spell slots combine.
Begin Lesson 37The trinket table and the last passes that complete your character.
Begin Lesson 38A final walkthrough of the sheet, with the mistakes most new players make.
Begin Lesson 39Every class in the SRD with its spell list and its first subclass, one lesson at a time.
The Bard, the Bard spell list, and the College of Lore.
Begin Lesson 40The Cleric, the Cleric spell list, and the Life Domain.
Begin Lesson 41The Druid, the Druid spell list, and the Circle of the Land.
Begin Lesson 42The Fighter and the Champion subclass.
Begin Lesson 43The Monk and the Warrior of the Open Hand.
Begin Lesson 44The Paladin, the Paladin spell list, and the Oath of Devotion.
Begin Lesson 45The Ranger, the Ranger spell list, and the Hunter.
Begin Lesson 46The Rogue and the Thief subclass.
Begin Lesson 47The Sorcerer, Metamagic options, the spell list, and Draconic Sorcery.
Begin Lesson 48The Warlock, Eldritch Invocations, the spell list, and the Fiend patron.
Begin Lesson 49The Wizard, the Wizard spell list, and the Evoker.
Begin Lesson 50Who your hero was before page one, where they come from, and the feats that set them apart.
Acolyte, Criminal, Sage and Soldier — and what a background gives you.
Begin Lesson 51How species work in 5E and the general rules that apply to all of them.
Begin Lesson 52Three species, their traits, and how each one plays.
Begin Lesson 53Three more species and the traits that define them.
Begin Lesson 54The last three species, plus the languages of the world.
Begin Lesson 55Rules, categories, prerequisites, benefits, and which feats can be taken twice.
Begin Lesson 56Alert, Magic Initiate, Savage Attacker and Skilled — every origin feat.
Begin Lesson 57Ability Score Improvement, Grappler, and the rest of the general feats.
Begin Lesson 58Every fighting style feat and every epic boon in the SRD.
Begin Lesson 59The economy, every weapon and property, armour, tools, gear, mounts, vehicles and crafting.
Currency, selling equipment, and how money actually works in 5E.
Begin Lesson 60Simple, martial, melee and ranged — the full weapon table explained.
Begin Lesson 61Ammunition, finesse, heavy, light, loading, range, reach, thrown, two-handed, versatile.
Begin Lesson 62Cleave, Graze, Nick, Push, Sap, Slow, Topple and Vex.
Begin Lesson 63Armor Class, training, Strength requirements, stealth, and donning or doffing.
Begin Lesson 64Artisan's tools, gaming sets, instruments, kits, and the checks they unlock.
Begin Lesson 65The equipment that solves problems, controls the battlefield and keeps you alive.
Begin Lesson 66Riding, cargo, barding, saddles, ships, airships, crew, passengers and repairs.
Begin Lesson 67Food, drink, lodging, hirelings, messengers and paying for spellcasting.
Begin Lesson 68Spellcasting focuses, casting in armor, and the basic rules for magic items.
Begin Lesson 69Making nonmagical items, brewing potions of healing, and scribing spell scrolls.
Begin Lesson 70How spellcasting actually works: slots, casting times, components, ranges, concentration and resolution.
Spell lists, prepared and always-prepared spells, cantrips, and how each class differs.
Begin Lesson 71Levels, cantrips, prepared spells, and how spell slots are spent and regained.
Begin Lesson 72The Magic action, bonus action spells, reactions, long casts and rituals.
Begin Lesson 73Touch, self, clear paths, cones, cubes, cylinders, emanations, lines and spheres.
Begin Lesson 74Verbal, somatic and material — what a caster must physically do.
Begin Lesson 75Spellcasting focuses, component pouches, costly and consumed materials, and free hands.
Begin Lesson 76Instantaneous magic, timed effects, holding concentration, and how it breaks.
Begin Lesson 77Spell saves, spell attacks, invalid targets, and combining overlapping effects.
Begin Lesson 78Every spell in the SRD, walked through from A to Z.
Every spell from Acid Splash through Burning Hands.
Begin Lesson 79Every spell from Calm Emotions through Dream.
Begin Lesson 80Every spell from Earthquake through Guidance.
Begin Lesson 81Every spell from Hallow through Locate Object.
Begin Lesson 82Every spell from Mage Armor through Prismatic Spray.
Begin Lesson 83Every spell from Raise Dead through Symbol.
Begin Lesson 84Every spell from Telekinesis through Zone of Truth.
Begin Lesson 85Every defined term in the game, explained and cross-referenced.
Every defined term from Ability Check to Cover.
Begin Lesson 86Every defined term from Damage to Hit Points.
Begin Lesson 87Every defined term from Illusion to Movement.
Begin Lesson 88Every defined term from Necrotic to Rituals.
Begin Lesson 89Every defined term from Saving Throw to Zone.
Begin Lesson 90The GM's chest: travel, curses, weather, fear, poison, traps and building encounters that land.
Long journeys, the environment, and turning a road into an adventure.
Begin Lesson 91Building a background from scratch that fits your table and your story.
Begin Lesson 92Curses, magical diseases, and how they take hold and are lifted.
Begin Lesson 93Weather, terrain, extremes, and the world fighting back.
Begin Lesson 94Frightened creatures, madness, and pressure that isn't measured in hit points.
Begin Lesson 95Poison damage versus the Poisoned condition, buying, harvesting and using poisons.
Begin Lesson 96Designing traps that feel fair: detection, escape, level range, and the classic mistakes.
Begin Lesson 97Challenge Rating, encounter budgets, and fights that land the way you intended.
Begin Lesson 98How magic items work, how they are made, and the full compendium from A to Z.
Categories, rarity, attunement, and the general rules behind every magic item.
Begin Lesson 99Making magic items, and running items that have a will of their own.
Begin Lesson 100The compendium from Adamantine Armor through Horn of Valhalla.
Begin Lesson 101The compendium from Immovable Rod through Rope of Climbing.
Begin Lesson 102The compendium from Scarab of Protection through Wings of Flying.
Begin Lesson 103Reading a stat block, running a monster well, and the complete creature compendium.
Understanding monster stat blocks and running creatures well at the table.
Begin Lesson 104The complete monster and animal compendium, front to back.
Begin Lesson 105A 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.
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