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ATTACK: Make a melee or ranged attack. HALF COVER: Pace Hour Day Effects HIDING: Stealth vs. Perception
+2 to AC and Fast 4 30 miles -5 penalty to passive (if searching) or Passive
CAST A SPELL: Spell must have a casting time of miles Perception Perception (if not searching).
Dexterity
1 action. Normal 3 24 miles ———— Cannot hide while engaged in
saves.
CLIMB ONTO BIGGER CREATURE: Athletics or miles melee.
3/4 COVER: Slow 2 18 miles Able to use Stealth
Acrobatics vs. Acrobatics. If successful, LIGHTLY OBSCURED: Disadvantage
+5 to AC and miles
you climb on and treat target’s space as on Perception check.
Dexterity FORCED MARCH: At the end of each hour, a
difficult terrain. Target may take an action HEAVILY OBSCURED: See Blinded.
saves. character must make a Constitution save with a DC
to make an Athletics check against your
Athletics or Acrobatics to dislodge you. TOTAL COVER: of 10 + the number of hours over 8 they have
Cannot be traveled that day. Failure gains them a level of
DASH: Move extra distance equal to your directly exhaustion. Exhaustion
current speed. targeted. Level Effect
SHORT REST: 1 hour. Spend hit dice to regain HP.
DISARM: Attack roll vs. target’s Athletics or LONG REST: 8 hours. Regain full HP and half of 1 Disadvantage on ability
Acrobatics. No damage on success, but target your maximum hit dice. checks
drops held item. Attack has disadvantage if 2 Speed halved
target item is being held in both hands. 3 Disadvantage on attack
DISENGAGE: Your movement this turn does not
Conditions rolls and saving throws
BLINDED: Automatically fail sight-dependent checks, disadvantage to 4 Hit Point maximum halved
provoke attacks of opportunity. 5 Speed reduced to 0
your attacks, advantage to hostile attacks.
DODGE: Attacks made against you have 6 Death
disadvantage and you have advantage on CHARMED: Cannot hurt or attack the charmer. Charmer has advantage
Dexterity saving throws until the start of on social ability checks.
your next turn. No longer applies if your
speed drops to 0 or you are incapacitated.
DEAFENED: Automatically fail all hearing-dependent checks.
Donning & Doffing
FRIGHTENED: Disadvantage on checks and attacks while source of
ESCAPE GRAPPLE: Athletics or Acrobatics vs.
Athletics.
fear is in line of sight. Cannot deliberately move closer to Armor
source of fear. Category Don Doff
FIRST AID: DC 10 Medicine to stabilize dying GRAPPLED: Speed reduced to 0, no bonuses apply. Ends when grappler Light 1 min. 1 min.
creature. is incapacitated, you escape, or you are forcibly separated. Medium 5 min. 1 min.
GRAPPLE: Replaces one attack. Athletics vs. Grappler can move with you at half speed. Heavy 10 min. 5 min.
Athletics or Acrobatics. On success, target INCAPACITATED: Cannot take actions or reactions. Shield 1 action 1 action
becomes Grappled. Cannot be used on
creatures more than one size larger than INVISIBLE: Heavily obscured while hiding; you still make noise and
you. tracks. Advantage while attacking, hostiles have disadvantage.
Advancement
HELP: Give target advantage on next ability PARALYZED: Incapacitated, cannot move or speak. Auto-fail Level XP Proficiency
check they make before the start of your Strength and Dexterity saves. Hostiles have advantage. Attacks 1 0 +2
next turn, or on an attack against a that hit you from within 5 feet are automatic critical hits. 2 300 +2
creature within 5 feet of you before the PETRIFIED: Your weight increases tenfold. You are incapacitated and 3 900 +2
start of your next turn. unaware of your surroundings. Hostiles have advantage. Auto-fail 4 2,700 +2
Strength and Dexterity saves. Resist all damage, poison, and 5 6,500 +3
HIDE: Make a stealth check to become hidden. 6 14,000 +3
disease.
MARK: Can mark target in addition to melee 7 23,000 +3
attack. Your opportunity attacks against POISONED: You have disadvantage on attack rolls and ability 8 34,000 +3
marked target have advantage until start of checks. 9 48,000 +4
your next turn and do not use your reaction. PRONE: Can only crawl at half speed until you stand up. Attacks 10 64,000 +4
You are still limited to 1 per turn. have disadvantage. Hostiles have advantage within 5 feet and 11 85,000 +4
OVERRUN: Athletics vs. Athletics to move disadvantage over 5 feet. Standing up uses half of your base 12 100,000 +4
through an opponent’s space. Advantage if movement. 13 120,000 +5
larger than target, disadvantage if smaller. 14 140,000 +5
RESTRAINED: Speed reduced to 0. Your attacks and Dexterity saves
15 165,000 +5
READY: Ready an action to use later when a have disadvantage. Hostiles have advantage.
16 195,000 +5
certain trigger occurs. Using this is a STUNNED: Incapacitated, cannot move, and speaks haltingly and in 17 225,000 +6
reaction and does not interrupt the trigger. fragments. Auto-fail Strength and Dexterity saves. Hostiles have 18 265,000 +6
Spells require concentration until they go advantage. 19 305,000 +6
off. 20 355,000 +6
UNCONSCIOUS: Incapacitated, prone, cannot move or speak, and
SHOVE: As Grapple, but can choose to push 5 unaware of surroundings. Auto-fail Strength and Dexterity saves.
feet away or knock prone. Can try to shove Hostiles have advantage. Attacks that hit you from within 5 feet
aside to another space within 5 feet of you, are automatic critical hits.
but roll at disadvantage.
TUMBLE: Acrobatics vs. Acrobatics to move
through an opponent’s space.
Targets in Area of Effect Death & Dying
Cone Size 10 (round up) INSTANT DEATH: If you drop to 0 HP and
Cube or Square Size 5 (round up) there is damage remaining that exceeds
Cylinder Radius 5 (round your maximum HP, you die instantly.
up)
DEATH SAVING THROWS: If you start
Line Length 30 (round your turn with 0 HP, roll a d20. On a
up) 10 or higher, you succeed; on a 9 or
Sphere or Cicle Radius 5 (round up lower, you fail. At three successes,
you are stabilized; at three failures,
Things that Break you are dead. A natural 20 counts as 2
successes, a natural 1 counts as 2
Concentration failures.
CASTING ANOTHER SPELL THAT REQUIRES DAMAGE WHILE DYING: You suffer a
CONCENTRATION: You cannot concentrate on saving throw failure if you take
two spells at once. You can, however, damage while dying.
cast spells that do not require STABILIZING: Stable creatures do not
concentration while concentrating on a make death saving throws and regain 1
different spell. HP after 1d4 hours.
TAKING DAMAGE or OVERWHELMING
DISTRACTION: Make a Constitution save
with a DC of 10 or half the damage you
took, whichever is higher. If you fail Vision
the saving throw, your concentration
BLINDSIGHT: A creature with Blindsight
ends. Make a separate saving throw for can perceive its surroundings without
each source of damage. seeing them, within a specific
BEING INCAPACITATED or KILLED: Duh. radius.