5e SRD:System Reference Document
Gaining a Level
- Dex:Acrobatics, Sleight of Hand, Stealth
- Con: N/A
- Int:Arcana, History, Investigation, Nature, Religion
- Wis:Animal Handling, Insight, Medicine, Perception, Survival
- Cha:Deception, Intimidation, Performance, Persuasion
- Spells by class list
- Exploration and Environment
- Madness, optional rule
The Systems Reference Document (SRD) contains guidelines for publishing content under the Open-Gaming License (OGL). The Dungeon Masters Guild also provides self-publishing opportunities for individuals and groups.
The OGL and Dungeon Masters Guild offer different kinds of publishing opportunities. Below is an overview of the programs.
Download the V5.1 Systems Reference Document (including the OGL) here.
Last updated on 05-04-16. See below for a list of updates and the FAQ.
I want to design content using the fifth edition rules for D&D
I want to publish my original campaign world using fifth edition rules
I want to publish content using the Forgotten Realms
I want to print and sell my fifth edition D&D product on my own
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SRD 5.1 Update
In response to feedback from the D&D community, we've updated the 5th edition SRD. Here's a summary of the changes:
- Various key spells used by classes, magic items, and monsters have been added to the spells section. For example, the eldritch blast cantrip is essential for many warlock abilities, and is now part of the SRD.
- References to any archetypes (and similar choice-based class features like cleric domains) that aren’t in the SRD (like wild magic for sorcerers) have been removed from the text to avoid confusion.
- References to “chapters” are gone, as the SRD isn't organized by chapters.
- Bookmarks have been added for the most important and frequently-referenced topics.
- A few text corrections have been made (such as a few references to "DM" instead of "GM," some typographical errors from importing the text from its original source, and incorporating errata from the Player's Handbook, Dungeon Master's Guide, and Monster Manual).
- All appendices have been moved to the end of the document. For example, the Conditions appendix from the Player's Handbook used to appear in the middle of the SRD, but now it's at the end. To avoid confusion between appendices taken from the Player's Handbook and the Monster Manual, the appendices now have a PH- or MM- prefix as appropriate.
- Rules for magic item attunement, activating items, and wearing and wielding items are now in the SRD.
SRD 5.1 FAQ
Why does the SRD only have one background and one feat? Why do the PC races not include all of the subraces? The goal of the SRD is to allow users to create new content, not to replicate the text of the whole . We encourage players, DMs, and publishers to come up with their own backgrounds and feats.
Why is the SRD missing some spells, magic items, and monsters? In general, the criteria for what went into the SRD is if it (1) was in the 3E SRD, (2) has an equivalent in 5th edition D&D, and (3) is vital to how a class, magic item, or monster works. For example, the 3E SRD has the delay poison spell, but in 5th edition that's handled by the protection from poison spell, so protection from poison is in the SRD.
Why do the bookmarks not have spaces in them?
The SRD is built in Microsoft Word and converted to a PDF. The bookmarks are created in Word and translated into the PDF (which means we don't have to manually add all the bookmarks into the PDF every time). Word's bookmark function doesn't allow spaces, so the bookmarks in the PDF don't have spaces.
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System Reference Document
Set or subset of role-playing mechanics available under an open license
In the open gaming movement, a System Reference Document (SRD) is a reference for a role-playing game's mechanics licensed under the Open Game License (OGL) to allow other publishers to make material compatible with that game.
The first SRD was published in 2000 by Wizards of the Coast (WotC) and is based on the third edition of Dungeons & Dragons; it was revised following the release of D&D version 3.5 in 2003. That SRD allowed for third-party publishers to freely produce material compatible with D&D. It also formed the basis for independent role-playing games from other publishers, such as Mutants & Masterminds and the Pathfinder Roleplaying Game, among others.
The 4th edition of D&D, released in 2008, was not licensed under the OGL, but under the more restrictive Game System License. Subsequently, the 4e System Reference Document is quite different. Instead of the full texts of the OGL-licensed rules, the 4e SRD presents only lists of concepts and tables from the 4e rulebooks that may be used in a compatible product.
The 5th edition of D&D was released in 2014. A new OGL-licensed SRD based on 5th edition was released in January 2016, and updated to version 5.1 in May 2016.
Some other game systems, such as FATE, the Mongoose Publishing editions of RuneQuest, Traveller, and Zweihänder Grim & Perilous RPG have also released their own mechanics under distinct OGL-licensed "System Reference Documents".
What is a Spell?
A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds.
Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore life to the dead.
Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips—simple but powerful spells that characters can cast almost by rote—are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell.
Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.
Known and Prepared Spells
Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.
In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level.
Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-level spells are even more so. Thus, each spellcasting class’s description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.
When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size—small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.
Finishing a long rest restores any expended spell slots.
Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.
Casting a Spell at a Higher Level
When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into.
Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description.
|Casting in Armor|
Because of the mental focus and precise gestures required
A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0.
Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level. To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does.
5e d20 srd
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