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Wednesday, April 9, 2025

D&D 5e (2014) Most all of the tricky but basic rules

 Thanks to https://www.flapkan.com/

D&D 5e (2014) Most of the tricky rules

 

COMBAT ACTIONS (PHB 192)

DODGE (action) Attack rolls from attackers you can see have disadvantage and you have advantage on Dex saving throws until the start of your next turn, until you become incapacitated or your speed drops to 0.

ESCAPE (action) Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check vs. grappler’s Str (Athletics) check.

HELP (action) Give an ally advantage on next ability check or attack roll vs. an opponent within 5 ft of you, if done before the start of your next turn.

HIDE (action) Hide from those that can’t perceive you. Your Dex (Stealth) check is the DC for anybody’s Wis (Perception) check to discover you.

OVERRUN (action or bonus action) (DMG 272) Move through hostile’s space once by winning opposing Str (Athletics) check. Advantage if you are larger or disadvantage if you are smaller than the opponent.

READY (action) Choose an action that you will take in response to a set trigger. Taking the action uses your reaction. Readying a spell requires concentration and expends the spell slot.

SEARCH (action) Search for something, possibly with a Wis (Perception) or Int (Investigation) check.

TUMBLE (action or bonus action) (DMG 272) Move through hostile’s space once by winning opposing Dex (Acrobatics) check.

USE OBJECT (action) You can interact with an object once per turn for free. A second interaction and special cases take an action to complete (e.g. draw a second weapon, equip a shield, drink a potion, retrieve an item from a backpack).

 

 

COVER (PHB 196)

HALF +2 AC and Dex saving throws 3/4 +5 AC and Dex saving throws

TOTAL Can’t be targeted directly by attack or spell (well, kinda).

 

 

 

ATTACK ACTIONS (PHB 195)

MELEE ATTACK (one attack) Normal attack on target within 5 ft. If attacking with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in other hand as a bonus action, see ‘TwoWeapon Fighting’. If either weapon has the thrown property, it may be thrown as part of this action.

RANGED ATTACK (one attack) Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number). Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker.

TWO-WEAPON FIGHTING (bonus action with attack action) If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the weapon has the thrown property, it may be thrown as part of this action.

DISARM (instead of one attack) (DMG 271) Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have advantage and smaller have disadvantage.

GRAPPLE (instead of one attack) With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.

MARK (with melee attack) (DMG 271) With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target before the end of your next turn has advantage and doesn’t cost you your reaction.

SHOVE (instead of one attack) Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the opponent to a side rather than to directly away from you.  

 

CONDITIONS  (PHB 290)

BLINDED Fail checks involving sight. Attacks have disadvantage. Enemy attacks have advantage.

CHARMED Can’t harm/attack charmer. Charmer has advantage on ability checks to interact socially.

DEAFENED Fail checks involving hearing.

FRIGHTENED Disadvantage to checks/attacks while the source of fear is in sight. Can’t willingly move closer to the source of fear.

GRAPPLED Speed 0, regardless of bonus. Ends when grappler is incapacitated or when moved out of grappler’s reach by an effect.

INCAPACITATED Can’t take actions or reactions.

INVISIBLE Can’t be seen (normally), but still make noise and tracks. Attacks have advantage. Enemy attacks have disadvantage.

PARALYZED Incapacitated. Can’t move or speak. Fail Str and Dex saving throws. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

PETRIFIED Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance to all damage. Immune to poison / disease. Fail Str and Dex saving throws. Enemy attacks have advantage. Stop aging. Weight increases by factor 10.

POISONED Disadvantage on attack rolls and ability checks.

PRONE Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage. Enemy attacks have advantage within 5 ft and disadvantage if further away.

RESTRAINED Speed 0, regardless of bonus. Disadvantage on Dex saving throws. Attacks have disadvantage. Enemy attacks have advantage.

STUNNED Incapacitated. Can’t move. Can speak only falteringly. Fail Str and Dex saving throws. Enemy attacks have advantage.

UNCONSCIOUS Incapacitated. Can’t move or speak. Unaware of surroundings. Drop everything. Fail Str and Dex saving throws. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits

 

LIGHT & VISION  (PHB 183)

LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks

HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)

BLINDSIGHT Out to range, perceive without sight.

DARKVISION Out to range, treat dim light as bright light. Can’t see colors.

TRUESIGHT Out to range, perceive everything regardless of (magical) darkness, invisibility, illusions, shapechanging, or etherealness.

 

EXHAUSTION (PHB 291)

1 Disadvantage on ability checks ,2 Speed halved ,3 Disadvantage on attacks / saves ,4 Hit Point maximum halved ,5 Speed reduced to 0 ,  6 Death

 

MOVEMENT (PHB 182)

MOVE (limited by movement speed) You can move your movement speed every turn. You can break up your movement between actions. You can switch back and forth between different types (e.g. from flying to walking), by subtracting the distance already moved from the new speed. You can freely move through a nonhostile’s space, and through a hostile’s space if it is two sizes larger or smaller than you. Another creature’s space counts as difficult terrain.

CLIMB / SWIM (at ½ speed) May involve a Str (Athletics) check if the climb / swim is difficult.

CRAWL (at ½ speed) Crawl while prone (see conditions). Dropping prone costs no movement speed.

DIFFICULT TERRAIN (at ½ speed) Moving through difficult terrain costs twice as much speed. Another creature’s space counts as difficult terrain.

JUMP After moving at least 10 feet on foot, you can jump your Str score in feet straight forward, or 3 + your Str modifier in feet up. The jump distance is halved when performing a standing jump.

STAND UP (costs ½ speed) Standing up from being prone costs half your movement speed for this turn

 

ENVIRONMENT (PHB 183)

FORCED MARCH Marching more than 8 hours per day requires a Con saving throw at DC 10 + 1 per additional hour, at the end of each additional hour. If failed, suffer one level of exhaustion (see conditions). FOOD (one pound per day) Go without food for 3 + Con modifier of consecutive days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions). WATER (one gallon per day) If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).

FALLING 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

SUFFOCATING Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in rounds, after which drop to 0 hit points and dying.

SHORT REST A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.

LONG REST A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.

 

TRAVEL PACE (PHB 182)

PACE MINUTE [HOUR] DAY               EFFECT

Fast 400 feet      [4 miles] 30 miles          -5 passive Perception

Normal 300 feet [3 miles] 24 miles         –No Effect–

Slow 200 feet     [2 miles] 18 miles         Able to use stealth


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