Dungeons & Dragons 5th Edition Combat Guide

February 16, 2018 | Author: Shaun Hazard | Category: Dungeons & Dragons, Gaming, Leisure
Share Embed Donate


Short Description

Descripción: Combat guide for players and dungeon masters for 5th edition dungeons and dragons. Includes combat options ...

Description

Move •

COMBAT

(phb 189)







Move a distance up to your speed (You can break up your movement on your turn, using some of your speed before and after your action Every foot of movement in difficult terrain costs 1 extra foot Moving out of a creature’s reach may provoke an opportunity attack as their reaction You can move through a non-hostile creature's space. You can move through a hostile creature's space (as difficult terrain) if the creature is at least two sizes larger or smaller than you.

Action • • • •





• • • •

Attack Dash (gain an extra Move) Cast a spell (based on casting time of spell) Disengage (movement does no provoke opportunity attacks) Dodge (attack rolls against you have disadvantage if you can see the attacker, and you make Dex saving throws with advantage) Help (advantage on the next ability check made to perform the task you are helping with before your next turn) Hide ( make a Dex-Stealth check in an attempt to hide) Ready (act later in the round using your reaction) Search Use a second object

Bonus Reaction Other •



You may only take one Bonus Action per turn Only if available from a feature or spell or ability









You may only take one Reaction per turn. Either Opportunity attack as creature moves out of your reach Or Your readied action (after trigger occurs) Or another reaction granted by a feature, spell or ability





Communicate however you are able, through brief utterances and gestures Interact with one object or feature of the environment (some objects always require an action to use)

Stand from prone: Half your movement Grappling/Shoving: Replaces your attack with a StrAthletics vs. Str-Athletics or DexAcrobatics (target’s choice) Escape Grapple: Use action for Str-Athletics or DexAcrobatics vs Str-Athletics

(phb 290)

CONDITIONS

BLINDED Can't see and automatically fails any ability check that requires sight. Attack rolls against have advantage, and the creature's attack rolls have disadvantage CHARMED Can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. DEAFENED Can't hear and automatically fails any ability check that requires hearing, FRIGHTENED Has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. Can't willingly move closer to the source of its fear. GRAPPLED Speed becomes 0, and can't benefit from any bonus to speed. The condition ends if the grappler is incapacitated (see the condition), The condition also ends if an effect removes the grappled from the reach of the grappler or grappling effect such as when a creature is hurled away by the thunderwave spell. INCAPACITATED Can't take actions or reactions. INVISIBLE Is impossible to see without the aid of magic or a special sense. For the purpose of hiding, is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. Attack rolls against have disadvantage, and the creature's attack rolls have advantage. PARALYZED Is incapacitated (see the condition) and can't move or speak. Automatically fails Strength and Dexterity saving throws. Attack rolls against have advantage. Any attack that hits is a critical hit if the attacker is within 5 feet of the creature. PETRIFIED Is transformed, along with any non-magical object worn or carried, into a solid inanimate substance (usually stone). Weight increases by a factor of ten, and ceases aging. Is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. Attack rolls against have advantage. Automatically fails Strength and Dexterity saving throws. Has resistance to all damage. Is immune to poison and disease, although a poison or disease already in system is suspended, not neutralized. POISONED Has disadvantage on attack rolls and ability checks. PRONE Only movement option is to crawl, unless stands up and thereby ends the condition. Has disadvantage on attack rolls. An attack roll against has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. RESTRAINED Speed becomes 0, and can't benefit from any bonus to its speed. Attack rolls against have advantage, and the creature's attack rolls have disadvantage. Has disadvantage on Dexterity saving throws. STUNNED Is incapacitated (see the condition), can't move, and can speak only falteringly. Automatically fails Strength and Dexterity saving throws. Attack rolls against have advantage. UNCONSCIOUS Is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings Drops whatever it's holding and falls prone. Automatically fails Strength and Dexterity saving throws. Attack rolls against have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet.

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF