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What’s Inside?
Preface
Introduction
Worlds of Adventure
Using this Book
How to Play
Adventures
Part 1
Chapter 1: Step-by-Step Characters
Beyond 1st Level
Chapter 2: Races
Choosing a Race
Dwarf
Elf
Halfling
Human
Dragonborn
Gnome
Half-Elf
Half-Orc
Tiefling
Chapter 3: Classes
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
Chapter 4: Personality and Background
Character Details
Inspiration
Backgrounds
Chapter 5: Equipment
Starting Equipment
Wealth
Armor and Shields
Weapons
Adventuring Gear
Tools
Mounts and Vehicles
Trade Goods
Expenses
Trinkets
Chapter 6: Customization Options
Multiclassing
Feats
Part 2
Chapter 7: Using Ability Scores
Ability Scores and Modifiers
Advantage and Disadvantage
Proficiency Bonus
Ability Checks
Using Each Ability
Saving Throws
Chapter 8: Adventuring
Time
Movement
Social Interaction
Resting
Between Adventures
Chapter 9: Combat
The Order of Combat
Movement and Position
Actions in Combat
Making an Attack
Cover
Damage and Healing
Mounted Combat
Underwater Combat
Part 3
Chapter 10: Spellcasting
What is a Spell?
Casting a Spell
Chapter 11: Spells
Spell Lists
Spell Descriptions
Appendix A: Conditions
Appendix B: Gods of the Multiverse
Appendix C: The Planes of Existence
The Material Plane
Beyond the Material