D&D 5e Rules Summary

January 25, 2017 | Author: Marlene Burke | Category: N/A
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D&D 5e Rules Summary...

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Dungeons & Dragons 5E Rules Summary CONDITIONS Blinded Charmed Deafened Frightened Grappled Incapacitated Invisible

Attacks have disadvantage. Attacks against have advantage. Fails sight ability checks. Charmer has advantage on social challenges. Can’t attack or target charmer with harmful abilities or magical effects. Fails hearing ability checks. Disadvantage on ability checks and attacks while source of fear is within line of sight. Can’t willing move closer to source of fear. Speed 0. Can’t take actions or reactions. Attacks have advantage. Attacks against have disadvantage. Can’t see without aid or magic or special sense. Considered heavily obscured for hiding. Location may be detected by noise or tracks left.

ACTIONS IN COMBAT Bonus Action Dash Disengage Dodge Help Hide Move

Reaction Ready Search Others

Only one per turn. Spend action to move speed again. Movement doesn’t provoke opportunity attacks. Attacks against have disadvantage. DEX saves have advantage. Creature you aid gains advantage on ability check. Aid creature within 5 feet on attack and gives advantage. DEX (Stealth) check to hide versus WIS (Perception). Include cover; ½ cover +2, ¾ cover +5, total cover can’t be seen. Can move and take actions in any order including move, take action, move remaining. Can interact with one object or feature of the environment for free, during move or action. Only one allowed per turn, dependent on certain special abilities, spells and situations (i.e. opportunity attack) Act later in a round on a reaction, includes spells INT (Investigation) or WIS (Perception) check. Attack, Spell, Use an Object

Paralyzed

Petrified

Poisoned Prone

Considered incapacitated. Attacks against have advantage. Attacks against within 5 feet are critical hits. Fails STR and DEX saves. Can’t move or speak. Considered incapacitated. Attacks against have advantage. Fails STR and DEX saves. Resistance to all damage. Immune to poison and disease. Transformed, along with any non-magical items wearing or carrying, into stone. Weights 10x and does not age. Can’t move or speak. Unaware of surroundings. Attacks and ability checks have disadvantage. Attacks have disadvantage. Attacks against within 5 feet have advantage, over 5 feet have disadvantage. Half movement ends. Crawling costs 2x move, triple through difficult terrain.

Restrained Stunned Surprised Unconscious

Attacks and DEX saves have disadvantage. Attacks against have advantage. Speed 0. Considered incapacitated. Attacks against have advantage. Fails STR and DEX saves. Can’t move and can speak falteringly. No move or action on 1st turn. No reactions until turn ends. Members of group can be surprised even if others aren’t. Considered incapacitated. Drops prone. Attacks against have advantage. Attacks against within 5 feet are critical hits. Fails STR and DEX saves. Can’t move or speak. Unaware of surroundings.

EVERYTHING ELSE… Cover Critical Hit Difficulty Checks (DC)

Difficult Terrain Grappling

Opportunity Attack Range Ranged Attacks in Close Combat

½ Cover - +2 AC and DEX saves. ¾ Cover - +5 AC and DEX saves. Total Cover – Can’t be targeted. Double the attack’s damage dice, i.e. 1D8+2 -> 2D8+2, 2D6+1 -> 4D6+1 Very Easy 5 Easy 10 Medium 15 Hard 20 Very Hard 25 Near Impossible 30 Doubles costs of movement. STR (Athletics) versus contested STR (Athletics) or DEX (Acrobatics). Grappled creature can use its action to escape, STR (Athletics) or DEX (Acrobatics) versus STR (Athletics). Can drag or carry at ½ speed. Reaction to make one melee attack on creature that moves out of reach. Interrupts movement. Only on target that is moving not being moved. Attack has disadvantage at long range. Within 5 feet, disadvantage on attacks.

Compiled by Lance Larsen | [email protected] | www.lancelarsen.com | @lancelarsen

Resistance Rest, Long Rest, Short Shoving Squeezing

Two Weapon Fighting

Vulnerability

Half the damage. 8+ hrs. Max 2 hrs. light activity (on watch). Max 1 hr. strenuous (being attacked). Regains all HP. Regain HD up to half level. 1+ hrs. Nothing strenuous. Can spend up to max Hit Dice (HD) to heal, +CON per HD. STR (Athletics) versus contested STR (Athletics) or DEX (Acrobatics). If successful, either knock “Prone” or push 5 feet. Moving through space that is large enough for a creature one size smaller. Movement cost doubled, disadvantage on attacks and DEX saves. Attack rolls against the creature have advantage. When attacking with a light melee weapon held in one hand, use bonus action to attack with off-hand light melee weapon. Don’t add ability modifier to the damage of the bonus attack, unless negative. Can use two light thrown weapons in this manner. Double damage.

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