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D&D 5.

0 COMBAT REFERENCE SHEET


Each round represents 6 seconds in the
game world. Anything a person could
reasonably do in 6 seconds, your
character can do in one round

Each round , during your


turn, you can move and
take one ac on.

MOVE

ACTION

You dont have to move

You dont have to take an ac on

Your total distance moved cannot exceed your


speed

You can a'empt to do anything that could be


accomplished in 6 seconds or less

You can move before or a"er you take an acon/or you can move rst, take an ac on, then
move again

The most common ac on taken in combat is the


a'ack ac on (Refer to Combat Ac ons on
back of this sheet.)

Your move can include jumping, climbing,


swinging or moving anyway that your character
is capable of

If your ac on permits mul ple a'acks, you can


move between a'acks if you have not exceeded
your speed

OTHER THINGS YOU MAY DO ON YOUR TURN


INTERACT WITH ONE OBJECT

DO OTHER SIMPLE ACTIVITIES

You can manipulate one object in an


uncomplicated way (i.e.):

Within reason, you can do other things that take li'le


or no me and dont interfere with your movement
(i.e.);

Draw or sheath a weapon


Transfer item from one hand to the
other

Drawing ammuni on for use with a ranged weapon (such as arrows, bolts, sling bullets or shuriken)

Load crossbow

Dropping an item to your feet or within 5 feet of


your current loca on

Retrieve or put away a stored item

Dropping to a prone posi on

Pick up an item

(standing up from prone, however, takes half of your


movement for that turn.)

Move an object
Open a chest

Speaking

Open a door

MAYBE A REACTION

Doing more than one of these things


requires the use of an ac on

A special ability, spell, etc might allow you to react


to a specic triggering event. You are only allowed
one reac on in a round. Your reac on does not
have to occur during your turn. If it occurs during
anothers turn, his turn is suspended un l your reacon is resolved (i.e.);

MAYBE A BONUS ACTION


A special ability, spell or other feature
of the game may allow you to take an
addi onal ac on called a bonus ac on.
You are only allowed one bonus ac on
in a round i.e.;
If you have a short sword in one hand
and dagger in the other, a"er using
your ac on to a'ack with the sword,
you can use a bonus ac on to a'ack
with the dagger (refer to the rules on
two-weapon gh ng

Wizards feather fall spell is triggered when


the Wizard falls

If an opponent a'empts to move past you/


or a'acks you then a'empts to move away
you get a free opportunity a'ack

If surprised, you lose your turn for the rst round or combat. This includes loosing use of any reac,on for one
round, measured from the beginning of combat un,l the start of your turn on round two.

COMBAT ACTIONS
During your turn in a combat round, you can
perform any one of the following ac,ons

ATTACK

CAST A SPELL

You can make one melee or ranged


a0ack. Some features may allow
you to make more than one a0ack
with this ac,on

You can cast any spell that you are


capable of cas,ng that has a listed
cas,ng ,me of one ac,on *

DISENGAGE

If you start the round within 5 feet


of opponent you can see, move
away from him without provoking
an opportunity a0ack

USE AN OBJECT
An object may require an ac,on for
you to use it, or you may need to
use this ac,on to interact with more
than one object in a round

DODGE

Un,l start of your next turn, you


have Adv on DEX saving throws and
if you can see the a0acker, a0acks
against you have Disad

HIDE

If you cant be seen, make a DEX


(stealth) check to hide. Your check
must beat your opponents WIS
(percep,on) check

DASH
You spend the en,re round moving.
This allows you to move twice as far
this round. It is eec,vely a double
move ac,on

HELP

Help ally a0ack opponent within 5


feet of you. His rst a0ack roll is
made with Adv or you can help him
(has Adv) with any other task

SEARCH

Use your ac,on to a0empt to nd


something. The DM might require
you to make a wisdom check or an
intelligence check

READIED ACTION
Instead of an ac on during your turn, wait for some specic event, then
take your ac on as a reac on. You can s ll move up to your speed, but
can take no other ac on this round.
1) Must say what the triggering event will be.
Can be anything you think might happen that you can observe. If the
event occurs before the start of your turn on the next round you can
perform your readied ac on at any me
2) Must say what ac,on you will take
This can be any of the combat ac ons.
(Note that this ac on will be a reac on and you can only have one reac on
per round. This means that if you take another reac on, you lose your

readied ac on. Conversely if you use your readied ac on you can have no
other reac ons this round).
If the triggering event occurs you can choose to not take your readied
ac on.
Dash: You can move up to your speed
Cast a spell: Cast the spell during your turn but hold o on releasing the
energy of the spell un l the triggering event. You must concentrate to
hold the spells energy. If something breaks your concentra on, the spell
is lost. If the triggering even doesnt occur this round, you can con nue to
hold the spell with the con nued concentra on into the following round,
or you can cast it as an ac on on your next turn, or you can lose it.

IMPROVISED ACTION
Anything not covered by any of the above ac ons.
1) You must explain the improvised ac on to the DM. The DM may rule
that what you want to do will require more than one round, or that it
is simply impossible. The DM may ask you to be more specic regarding the ac on you want to take and how the ac on will achieve the
results you want.
2)The improvised ac on can also include all or part of your move. Successfully jumping on a creature will give you advantage on the a'ack roll. A

failed a'empt results in your move stopping at the point where the a'ack
takes place and may grant your opponent Adv on his next a'ack against
you.
3)

To perform the improvised ac on the DM will normally have you


make an ability check. The DM will assign an appropriate diculty
class and will explain possible consequences if the a'empted ac on
fails. For example, if you a'empt to jump o the balcony onto the
monster in the centre of the room and miss you may end up prone.

Components: Retrieving a material (M) component is included in the spells ac on. If the spell also has a soma c (S)
component, you can perform required hand gestures while holding the material component in the same hand. If you
are holding two weapons you can sheath one weapon and then draw the material component and cast the spell all in
the same round. (A material component is not consumed with the cas ng of the spell, unless otherwise specied)

Any sugges ons or edits please contact me at paranoidorstoned@gmail.com

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