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Player Aid
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.
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
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.