1 Movement (PHB, 190) IMPROVISE: Do something not covered by the
BREAKING UP MOVEMENT: You can break rules. up movement (e.g. PC with speed 30’ can move THREE MAIN ROLLS 10’, attack, then move another 20’). Reactions (1 per round) ATTACK ROLL: d20 + ability modifier + MOVING PAST FRIENDS AND FOES: You OPPORTUNITY ATTACK: Provoked when a weapon or magic proficiency + situational can move through friends. You can move through hostile creature moves out of your reach. It modifiers. If the total of your roll plus modifiers hostile creature’s space only if the creature is at resolves before movement. equals or exceeds the target’s Armor Class (AC), least two sizes larger or smaller than you the attack hits. (creature’s space treated as difficult terrain). Bonus Actions (1 per round) CHECKS: d20 + ability modifier + Moving beyond foe's reach provokes opportunity Provided by some actions, powers or spells. See circumstantial Modifiers. attack unless disengaging. Two Weapon Fighting. SAVING THROWS: d20 + ability modifier + DIFFICULT TERRAIN: Traversing difficult proficiency modifier (when applicable). terrain increases movement cost by 1 foot per Grappling (Special Action) each foot moved. If no other movement penalties Use an Attack action to grapple. The target of KEY MECHANICS apply, this halves movement speed. If other your grapple must be no more than one size larger DIS/ADVANTAGE: For Advantage, roll 2d20, conditions apply, the effects are cumulative, e.g., than you, and it must be within your reach. Using take better roll. For Disadvantage, take worse. crawling through difficult terrain uses 3 feet of at least one free hand, seize the target by making a FRACTIONS: Round all fractions down. movement per each 1 foot of distance traversed. STR (Athletics) check contested by the target’s INSPIRATION: The DM may award a player an CLIMB AND SWIM: Increases movement cost STR (Athletics) or DEX (Acrobatics) check inspiration bonus when they role-play their by 1 foot per each foot moved. May require check (chosen by the target). If you succeed, you subject character, as defined by its personality traits, if slippery, few handholds or rough water. the target to the grappled condition. You can ideals, bonds and flaws. Inspiration which grants JUMP: Move 10' to jump Str score (long) or release the target whenever you like (no action advantage to one roll. You can never have more 3+Str mod (high) in feet. Standing jump halves required). than one Inspiration. Players can give their distance. ESCAPING A GRAPPLE. A grappled creature Inspiration to others. FALLING: Take 1d6 bludgeoning damage per 10 can use its action to escape. By succeeding on a GROUP CHECKS: Everyone attempting the feet fallen, max 20d6. Land prone unless damage STR (Athletics) or DEX (Acrobatics) check same action rolls. If at least half the group beats is avoided. contested by your STR (Athletics) check. the DC, the effort succeeds. PRONE: Dropping prone is a free action. MOVING A GRAPPLED CREATURE. When PASSIVE CHECKS: 10 + Modifiers + STAND UP: Standing from prone costs half you move, you can drag or carry the grappled Advantage (+5) or Disadvantage (-5). movement speed. creature, but your speed is halved unless the CONTESTS: Both parties to the contest roll as MOVEMENT WHILE PRONE: Crawling costs creature is two or more sizes smaller than you. normal, but success is compared to the opposing an extra feet of speed per foot moved (1 foot party's roll rather than a DC number. If there is a movement costs 2 feet). Crawling through Shoving (Special Action) tie, the situation remains unchanged (e.g., one difficult terrain costs an additional foot of speed SHOVING A CREATURE: Special melee attack attempting to force open a door, and the other (1 foot movement costs 3 feet). to shove a creature which either knocks it prone or attempting to force it open), or neither party SQUEEZING: A creature or player can move pushs it away. The target must be no more than succeed (both attempting to grab the same item). through spaces one size class lower, but may only one size larger and it must be within your reach. FREE ACTIONS: Drawing a sword, pulling out move up to half their speed and suffer You make a STR (Athletics) check contested by a potion, etc. don’t require an action. disadvantage on attack rolls and Dexterity saves. the target’s STR(Athletics) or DEX (Acrobatics) REACTIONS: Take max one reaction per round; Attacks against a squeezed entity have advantage. check (the target chooses the ability to use). If you you can't take another one until the start of your STEALTH: DEX(Stealth) vs. passive win the contest, you either knock the target prone next turn. WIS(Perception). Requires LOS cover or heavily or push it 5 feet away from you. obscured, and stay quiet. Grants advantage on first COMBAT attack when hidden. Special Attack Rules Time and Spaces RANGED ATTACKS: Can target something COMBAT ROUND: 6 seconds Actions in Combat outside attack’s range. 1st number is normal ONE SPACE: 5 ft. x 5 ft. ATTACK: Using attack rules. range, 2nd is long range — you roll with CAST A SPELL: Using magic rules. disadvantage at long range. Effects & Spell Effects DASH: Move your speed as an action in addition RANGED ATTACKS IN MELEE: When When an effect (e.g. spell) lasts for a round, it to your normal move. hostile creature is within 5 feet you get lasts from current turn to same turn next round. DISENGAGE: Disengage as your action and disadvantage on attack roll. your movement doesn’t provoke an opportunity TWO WEAPON FIGHTING: If attacking with Surprise (PHB, 189) attack. a light melee weapon that one hand, use a bonus DM determines who might be surprised. A DODGE: Imposes disadvantage on attackers, action to attack with a different light melee creature can be surprised even if its allies aren’t. advantage on DEX saves. weapon that in the other hand. Ability modifiers Surprised creatures cannot move or take other HELP: Helped creature (within 5 feet if are not added to the damage of the bonus attack, actions until after their first turn in the battle. attacking) gets advantage. unless that modifier is negative. If either weapon HIDE: To hide, DEX (Stealth) check, opposed by has the thrown property, it may be thrown instead Initiative (PHB, 189) passive WIS check of creature who might notice of making a melee attack. d20 + DEX Mod, TIES resolved by DM (if you, or active WIS check of creature actively GROUP DAMAGE ROLLS: If spell of effect between players and monsters, or between searching for you. Attack while hiding gives deals damage to more than one target at same monsters), by players (if tie is between players). advantage, usually reveals position. time, roll damage once for all targets. READY: Sacrifice current action to have an IMPROVISED WEAPONS: Do 1d4 damage. Cover Rules automatic reaction to a specified triggering event. KNOCKOUT: PC declares they’re dealing 1/2 COVER: +2 AC, +2 DEX Saves SEARCH: Make a WIS(Perception) check or an nonlethal damage. Deal damage as normal, if 3/4 COVER: +5 AC, +5 DEX Saves INT(Investigation) check. reduce target to 0 HP or fewer, target simply has 0 FULL COVER: Can’t be targeted directly. USE AN OBJECT: Objects which require special HP and falls unconscious. interaction such as a potion. CRITICAL HITS/FAILURES: Natural 1 always COPYING A SPELL INTO A SPELLBOOK: HEALING: While HP is less than 0, healing first Fail, 20 = Roll all of the attack's damage dice When you find a wizard spell of 1st level or brings HP to 0, then adds HP as normal (e.g. twice and add them together. Then add any higher, a wizard can add it to their spellbook if it you’re at -5 HP, cure light wounds grants 8 HP, relevant modifiers as normal. Spells with attack is of a level for which they have spell slots and if you now have 8 HP). rolls can also have a critical hit or failure. they can spare the time to decipher and copy it. RESISTANCE: If target has resistance to that CONDITIONS type of damage, damage halved. HEALTH & DEATH BLINDED: Character automatically fails any VULNERABILITY: If target has vulnerability to Hit Points ability requiring sight. Attack rolls against that type of damage, damage doubled. At less than half HP, show signs of wear (cuts and creature have advantage. Creature has UNARMED ATTACKS: (PHB, 195, 149) bruises). disadvantage attacking. Simple Weapon attacks and characters without CHARMED: Can’t attack or target charmer. proficiency do not add their Proficiency Bonus. Resting Charmer has advantage on any social interaction Does 1 point of Bludgeoning Damage. SHORT REST (1+ Hours): A character can with target. spend one or more Hit Dice at the end of a Short DEAFENED: Character automatically fails all Weapon Rules Rest. For each HD spent, the player rolls the die ability checks requiring sound. ARMOR PROFICIENCY: Wearing armor and adds is CON Mod applying the total to their FRIGHTENED: Disadvantage on attacks while without proficiency prevents spellcasting, and current HP. The player can decide to spend an source of fear is visible. Target can’t willingly results in disadvantage on ability checks, saving extra Hit Die after each roll. Once HD spent, a move closer to source of fear. throws, and attack rolls that use STR or DEX. long rest is required to regain them. GRAPPLED: Speed=0, regardless of bonuses. ARMOR REQUIREMENTS: Heavy armors LONG REST (8 Hours) : Around 8 hours, no Condition ends when grappler is incapacitated, or have a strength requirement, which if not met, more than 2 hours on watch. It need at least 1 HP when an effect removes grappler from reach. results in a 10 foot speed penalty. to take long rest. Only once per 24 hours. At end INCAPACITATED: Can’t take actions, or FINESSE WEAPONS: Choose either STR or of rest, regain all hit points and half of your reactions. DEX for the attack and damage rolls. Must use maximum number of HD. Elves cannot use their INVISIBLE: Can’t be seen without special sense the same stat for both rolls. Trance to get the benefit of long rest in 4 hours or aid of magic. Is considered heavily obscured WEAPONS WITH REACH PROPERTY: Add instead of 8; they still need 8 hours rest (they when hiding. Attacks against have disadvantage, 5 feet to character’s melee attack range. simply spend only 4 of it zonked out.). At 1st level, attack rolls have advantage. WEAPONS WITH THROWN PROPERTY: if you take a long rest, you regain 1 HD back PARALYZED: Creature is Incapacitated, and May use these for melee or ranged attacks. Both (despite rounding down of .5 = 0). can’t move or speak. Auto fail STR and DEX ranged and melee use same abilities. saving throws. Attacks against have advantage. WEAPONS WITH VERSATILE PROPERTY: Death Any attacks from within 5’ automatically CRIT. Can be used one or two-handed. The number in INSTANT DEATH: If reduced to 0 HP and on a hit. parentheses indicates two-handed attack damage. damage remains, you die if remaining damage is PETRIFIED: Target is transformed (along with SILVERING A WEAPON: Costs 100gp per higher or equal to your HP maximum. all non-magic objects carried or worn) into a weapon or 10 pieces of ammunition. Provides 0 HP: If damage reduces you to 0 HP but fails to solid, inanimate substance. Target is bonus damage to creatures with resistance to or kill you, you fall unconscious and must make Incapacitated, can’t move or speak, and is immunity from non-magic weapons. Death Saving Throws. unaware of its surroundings. Attacks against have RECOVERING AMMUNITION: After battles, DAMAGE AT 0 HIT POINTS: Each time a advantage. Character automatically fails STR and you can recover 1⁄2 of your expended creature with 0 hit points takes damage, it suffers DEX saves. Resistance to all damage, immune to ammunition. a death roll failure and is no longer stable. If the poison and disease (current afflictions are damage equals the creature’s hit point maximum, suspended). MAGIC it dies. POISONED: Disadvantage on attack rolls, and SPELL SAVE DC: DC to resist a spell is 8 + DEATH SAVES: Roll a d20. If roll is 10 or ability checks. magic ability mod + proficiency bonus. higher, you succeed. Otherwise, you fail. On your PRONE: Only movement option is crawl. SPELL ATTACK MODIFIER: Proficiency third success, you become stable (see below). On Disadvantage on attack rolls. Attacks against Bonus + Ability Modifier. your third failure, you die. On a natural 1, saving within 5’ have advantage. SPELLCASTING IN ARMOR: Requires throw counts as 2 failures. On a natural 20, regain RESTRAINED: Speed=0, regardless of bonuses. proficiency in that armor. Wearing armor without 1 hit point. Attacks against have advantage, targets attacks proficiency prevents spellcasting. have disadvantage. Disadvantage on DEX saves. CONCENTRATION: Taking damage while Stabilizing STUNNED: Target is incapacitated, can’t move, casting a spell forces a CON saving throw of the STABILIZING: You can use your action to and can only speak falteringly. Auto fail STR and higher of DC 10 or half the damage received. administer first aid to an unconscious creature and DEX saves. Attacks against have advantage Failing the save interrupts the spell. Normal attempt to stabilize it, which requires a successful UNCONSCIOUS: Target is Incapacitated, can’t movement and attacking does not interfere with DC 10 Wisdom (Medicine) check. move, speak, and is unaware of its surroundings. concentration. Casting another spell which STABILIZED: If stabilized, creature is Drops everything, and falls Prone. Auto fail STR requires concentration, being incapacitated, or unconscious but no longer makes death saving and DEX saves. Attacks against have advantage. being killed breaks concentration. throws. If not healed, will remain unconscious Any attacks within 5’ automatically CRIT on a hit. STACKING: Spell effects stack except same until regain 1 HP after 1d4 hours have passed (at EXHAUSTION: spell cast multiple times (which takes highest which point you regain 1 HP). 1. Disadvantage on all Ability Checks bonus). SPENDING HD WHILE STABILIZED: A 2. Speed halved RITUALS: Doesn't expend a spell slot, but it stabilized PC (i.e. at 0 hp) can spend HD (if he 3. Disadvantage on Saves and Attack rolls. takes 10 minutes longer and consumes magical has any remaining) after a 1 hour short rest even 4. Hit point maximum halved components. Spell must be prepared. though the PC will regain 1HP after 1d4 hours. 5. Speed reduced to 0 SPELL COMPONENTS: Typically, spells HEALERS KIT: Has 10 uses. You can expend 6. Death require mystic words (verbal component) and one use of the kit, as an action, to stabilize a Finishing a Long Rest reduces a creature’s intricate hand motions with at least one hand creature that has 0 hit points without doing a exhaustion level by 1, so long as that creature has (somatic components). WIS(Medicine) check. ingested some food and water.