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Moves
Difficult terrain: +1' cost per 1' moved.
Walk: Move your normal speed.
Climb, Crawl, Swim: +1' cost per 1' moved,
may require check if slippery, few
handholds or rough water.
Jump: Move 10' to jump Str score (long) or
3+Str mod (high) in feet. Standing jump
halves distance.
Drop prone: Costs no movement.
Stand up: Costs half your speed.
Falling: 1d6 bludgeoning per 10', 20d6
max, land prone if any damage taken.
Stealth: Dex(Stl) vs. passive Wis(Per).
Requires LOS cover or heavily obscured,
and stay quiet. Grants adv on first attack
when hidden.
Conditions
Useful Rules
Useful Equipment
Acid Vial: Ranged attack, 2d6 acid damage.
Alchemist Fire: Ranged, 1d4 fire/turn,
DC10 Dex to extinguish as an action.
Antitoxin: Adv on poison saves for 1 hour.
Ball Bearings: DC10 Dex save or fall prone.
Caltrops: DC15 Dex save or stop, take 1
damage and speed reduced by 10'.
Healer's Kit: 10 uses. 1 use as action to
stabilize the dying without a check.
Holy Water: 2d6 radiant to fiends, undead.
Hunting Trap: DC13 Dex save or 1d4
damage and stop. DC13 Str to break free,
failed Str save causes 1 damage.
Oil: +5 fire damage if splashed target takes
any fire damage. Or burn on ground, 5'
area, 2 rounds, 5 fire damage per round.
Potion of Healing: Action to heal 2d4+2.
Torch: Burns for 1 hour. Provides 20' bright
light, 40' dim light. Hits for 1 fire damage.
Based on the v0.1 Basic Rules available for download at DungeonsandDragons.com. D&D is 2014 Wizards of the Coast.