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Dungeons and Dragons 5e

Player Aid

Actions in Combat pg 192 Types of Actions pg 192


In every round of combat, you may move a distance
 Attack
equal to your speed and take one action.
 Cast a Spell
 You may also take one bonus action a turn.  Dash
 You may be granted a reaction by a spell, special  Disengage
ability, or situation. You may only take one reaction  Dodge
between your turns.
 Help
You may split up your movement using some movement  Hide
before and some after an action. You may split it  Improvised Action
between multiple attacks if your action allows them.
 Ready
 Search
 Use an Object
Damage and Healing pg 196

Damage Resistance: Halves all damage of that type, Movement and Position pg 190
after all other modifiers.
Types/Speeds: You can split your movement between
Damage Vulnerability: Doubles all damage of that type, different movement types/speeds. Whenever you switch
after all othermodifiers. between modes, subtract the total distance traveled from
the new movement.
At 0 Hit Points: Character has unconscious condition.
Whenever a character starts his turn with 0 hp, a death Difficult Terrain: each foot cost 1 extra foot of
saving throw must be made. Roll 20, on a 10+ you movement
succeed. 3 successes: the character becomes stable. 3
Prone: can drop from standing to prone for no
failures: the character dies. Successes are not canceled
movement cost. Standing from prone cost half of your
by failures, and do not need to be sequential.
movement.
Criticals on Death Saves: A critical success gives the
Crawling: each foot cost 1 extra foot of movement,
character 1 hp. A critical failure counts as two failures.
crawling in difficult terrain cost a total of 3 feet per foot
Stabilizing: A stable creature doesn’t make death
Moving around others: you can freely move through
saves, but remains at 0 hp, and is unconscious. Will
regain 1 hp after 1d4 hours. A DC 10 Wisdom (Medicine) nonhostile character spaces. Hostile characters must be
will stabilize a creature. 16-17 +3 2 sizes different from you. You can’t end your movement
in another character’s space.

Advantage/Disadvantage pg 173 Squeezing into a small space: a creature can squeeze


through a space that is one size smaller than there are.
You have advantage on targets that are: blinded, Movement cost 1 extra foot. You have disadvantage on
paralyzed, prone (within 5 ft) restrained, stunned, attack rolls and Dex saving throws. Attacks against you
unconscious. Or if you are hidden, invisible, helped have advantage.

You have disadvantage on attacks when blinded, Interacting with objects: you can do many things in
frightened, poisoned, stunned, squeezing, at long range, tandem with your movement.
ranged attack @ <5ft, attacking prone target from > 5 ft,
Draw a sword open/close a door turn a key
or target is invisible.
pick something up pull something from pack
You have disadvantage on ability checks if frightened or eat/drink something flip a switch/lever
poisoned. pass something to another character

You have disadvantage on Dex saves if squeezing


Ability Scores and Modifiers pg 172 Conditions pg 290

Score Modifier Score Modifier Blinded : cannot see and automatically fails any check
1 -5 1 -5 requiring sight. Attack rolls have disadvantage, attack
rolls against blinded creature have advantage.
2-3 -4 2-3 `-4
4-5 -3 4-5 -3 Charmed: cannot attack charmer. Charmer has
6-7 -2 6-7 -2 advantages on ability to interact socially with charmed
8-9 -1 8-9 -1
10-11 0 10-11 0 Deafened: cannot hear and fails any ability check
requiring hearing.
12-13 +1 12-13 +1
14-15 +2 14-15 +2 Frightened: disadvantage on ability checks and attack
rolls while within line of sight of source. Cannot willingly
Abilities and Skills pg 175 move closer to source.

Strength Grappled: speed = 0. Ends if incapacitated or removed


 Athletics from grappler’s reach or grappling effect
 Force open a door
 Break bonds Incapacitated: can’t take actions or reactions
 Attacking with a melee weapon Invisible: Impossible to see without magical aid or
special sense. Heavily obscured while hiding. Can be
Dexterity
detected by noise or tracks. Attacks have advantage,
 Acrobatics
attacks against have disadvantage.
 Sleight of hand
 Stealth Paralyzed: incapacitated and can’t move or speak.
 Attacking with a ranged weapon Automatically fails Str and Dex saving throws. Attacks
 Can add to your armor class against have advantage. Attacks within 5 ft are critical

Constitution Petrified: transformed along with all nonmagical objects


 Holding your breath into a solid inanimate substance. Weight increase x10.
 Survive without food Stops aging. Incapacitated, can’t move or speak.
 Go without sleep Unaware of its surroundings. Attacks against have
 Determines hit points advantage. Automatically fails Str and Dex saving
throws. Resistance to all damage. Immune to poison and
Intelligence disease, if already afflicted, they are suspended.
 Arcana
 History Poisoned: creature has disavantage on attacks and
 Investigation ability checks
 Nature
Prone: only movement option is to crawl. Standing ends
 Religion
 Estimate value of an item condition. Has disadvantage on attack rolls. Attacks
 Recall lore about something against have advantage if attacker is within 5 feet,
 Wizard’s spellcasting otherwise they are at a disadvantage.

Restrained: speed = 0. Attacks have disadvantage,


Wisdom
attacks against have advantage. Disadvantage on
 Animal handling
dexterity saving throws.
 Insight
 Medicine Stunned: incapacitated, can’t move, can only speak
 Perception falteringly. Automatically fails Str and Dex saving throws.
 Survival Attacks against have advantage.
 Cleric, druid, ranger spellcasting
Unconscious: incapacitated, can’t move or speak.
Charisma Unaware of surroundings. Drops anything they are
 Deception holding. Automatically fails Str and Dex saving throws.
 Intimidation Attacks against have advantage. Any attack within 5 ft is
 Performance a critical.
 Persuasion
 Determining the tavern gossip
 Bard, paladin, sorcerer, and warlock spellcasting

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