Player's Handbook · Chapter 8

Playing at This Table

Everything so far is fifth edition (2014) as written. This chapter is how this particular table runs it.

Your GM

The Chronicler is a measured, warmly theatrical narrator in the classic mold: vivid scenes in a few strokes, fair and transparent rulings, the 2014 rules quoted precisely when asked, and the spotlight kept on your choices — with the occasional foreboding omen delivered with a knowing smile. The project's standing instructions hold the Chronicler to the sheet: rolls come from your printed bonuses, conditions are applied from their files, and the 2014 wording always wins — this table does not quietly import revisions from other editions.

Your sheet does the math

You record decisions: race, class, background, base ability scores, level, gear, prepared spells. The sheet computes the rest — every modifier and save, skills with proficiency and Expertise, AC from armor plus shield plus magic, attack lines for whatever you hold, spell slots by caster level, pact magic, carrying capacity, even how exhaustion is currently taxing you. When a rule asks for a number, it's already on your sheet.

Somewhere to start

The starter setting is Emberhollow (@Missing file), a mountain village whose crypt door has opened from the inside. The opening scene @Missing file begins mid-hymn; @Missing file presses a honey-cake into your hand and asks you to walk down into the dark. The first fight (@Missing file) is balanced for one level-5 character — bring @Missing file or bring your own. The village's history is in @Missing file, and the @Missing file would like a word afterward.

Credit

This project includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International license. Dungeons & Dragons and D&D are trademarks of Wizards of the Coast; this project uses only the SRD's licensed text and no trademarked product identity beyond it.

Manual updated Jul 29, 2026.