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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