D&D 4th Edition Reference Sheet Condition Summary (PHB 277

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 You are unaware of your surroundings.  You don’t age. Prone  You grant combat advantage to enemies making melee attacks against you.  You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies.  You’re lying on the ground. (If you’re flying, you safely descend a distance equal to your fly speed. If you don’t reach the ground, you fall.)  You take a –2 penalty to attack rolls.  You can drop prone as a minor action. Restrained  You grant combat advantage.  You’re immobilized.  You can’t be forced to move by a pull, a push, or a slide.  You take a –2 penalty to attack rolls. Slowed  Your speed becomes 2. This speed applies to all your movement modes, but does not apply to teleportation or to a pull, a push, or a slide. You can’t increase your speed above 2, and your speed doesn’t increase if it was lower than 2. If you’re slowed while moving, stop moving if you have already moved 2 or more squares. Stunned  You grant combat advantage.  You can’t take actions.  You can’t flank an enemy. Surprised  You grant combat advantage.  You can’t take any actions.  You can’t flank an enemy. Unconscious  You’re helpless.  You take a –5 penalty to all defenses.  You can’t take actions.  You fall prone, if possible.  You can’t flank an enemy. Weakened  Your attacks deal half damage. Ongoing damage you deal is not affected.

-1Death and Healing (PHB 295)

Blinded  You grant combat advantage.  You can’t see any target (your targets have total concealment).  You take a –10 penalty to Perception checks.  You can’t flank an enemy. Dazed  You grant combat advantage.  You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can’t take immediate actions or opportunity actions.  You can’t flank an enemy. Deafened  You can’t hear anything.  You take a –10 penalty to Perception checks. Dominated  You’re dazed.  The dominating creature chooses your action. The only powers it can make you use are at-will powers. Dying  You’re unconscious.  You’re at 0 or negative hit points.  You make death saving throw every round. Helpless  You grant combat advantage.  You can be the target of a coup de grace.  Note: Usually you’re helpless because you’re unconscious. Immobilized  You can’t move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide. Marked  You take a –2 penalty to attack rolls for any attack that doesn’t target the creature that marked you. Petrified  You have been turned to stone.  You can’t take actions.  You gain resist 20 to all damage.

Death Saving Throw  Roll: 1-9 fail; 10-19 no change; 20 spend a healing surge and become conscious.  Failures reset only upon rest. Healing the Dying  Heal DC 15 check (standard action) will stabilize the dying; no further saving throws unless additional damage is taken.  Any healing starts at 0 hit points plus healing effect.  If healing effect requires use of healing surge and you have none, gain 1 hit point.

helpless. Crawl: Move Action  When prone. Basic Ranged Attack. stunned. Run: Move Action  Move up to speed +2. On success. You have -5 to all attacks and grant combat advantage until you return to your normal space. After attack. automatic critical and if you deal more damage than target's bloodied value. May only be used once per encounter. but one chosen ally gets +2 bonus on next attack against target or +2 to all defenses against target's next attack against ally. make Athletics check vs. . unconscious. On hit.  Creatures know the location of invisible creatures. Walk: Move Action  Move your speed. Retrieve/stow item. Opportunity Attack: Opportunity Action  Triggered by movement out of a square adjacent to you. surprised. Grab is ended by an escape or any condition that would prevent an attack of opportunity (e. using any power (including basic attack). AC 10. Escape: Move Action  When grabbed. bonus expires at end of your next turn.  Concealment is lightly obscured or heavily obscured and adjacent. flanked. end grab and may shift 1 square. Also triggered by ranged adjacent ranged or area power. climbing. -2Attacking (PHB 279) +2 -2 -2 -2 -5 -2 -5 -2 +1 Aid Another Attack: Standard Action  Targeted melee basic attack vs. Other  Standard Actions: Administer potion. stunned. On hit. target is immobilized. Concealment. Strength check vs. Reflex within melee reach. Cannot shift into difficult terrain. blinded. Drink potion. Basic Melee Attack. On success. directly to nearest square where you can attack an enemy. Charge: Standard Action  Move at least 2 squares from starting position. 1 or 2 blocked is cover. Invisibility (PHB 281)  Invisibility grants total concealment. bonus expires at end of ally's next turn. 3 or 4 blocked is superior cover. Cover. Reflex. other creatures squeeze into smaller space. End as a free action. expanded by threatening reach. dazed. squeezing. no further actions on your turn (unless you spend an action point).  A perception check (minor action) can reveal the location of an invisible creature. Fortitude or Acrobatics check vs. unconscious) or moved via slide. Grab: Standard Action  Target enemy (up to one size smaller or larger). push target 1 square and shift into vacated square. prone (melee only). unaware of attacker. make a melee basic attack with +1 bonus on attack.  Total concealment is total obscurement/darkness or heavily obscured nonadjacent. Coup de Grace: Standard Action  Targeted attack. you may shift 1 square to an unoccupied square. Equip/stow shield. unless the invisible creature uses stealth.] Concealment (PHB 281)  -2 penalty on attacks (-5 for total concealment). You have -5 to all attacks and grant combat advantage to all enemies until start of your next turn. Sustain as a minor action. Strength attack vs.  Must be able to see target. Invisibility Cover (PHB 280)  -2 penalty on attacks (-5 for superior cover)  Area/Close attacks trace from origin. you can make interrupting melee basic attack against triggering enemy.D&D 4th Edition Reference Sheet Actions in Combat (PHB 286) push. Shift: Move Action  Move 1 square without provoking opportunity attacks. End as a free action. DC 10. On hit. target automatically killed. restrained. but not a shift. Fortitude.g. dazed. carrying grabbed target. helpless enemy. Open/close door or chest. running.  Granted when target is balancing.  Aid Another Skill/Ability Check: Standard Action  Skill or ability check vs. Pick up an item. one chosen ally gets +2 bonus on next same skill or ability check. When triggered. unable to see attacker. pull. move at half speed.  [Trace from one corner of attacker’s square to all corners of one of target’s square. Fortitude as a move action to move up to half speed.  Reach attacks affected by cover. Total Defense: Standard Action  +2 to all defenses until the start of your next turn. On success. push. Move half speed as part of squeeze. Bull Rush: Standard Action  Adjacent target within 1 size larger or smaller. No more than once per triggering enemy's turn. or teleport. deal no damage. Stand Up: Move Action  Stand up from prone. etc. slide. Strength attack vs. surprised. melee and ranged attacks only.  Move Actions:  Minor Actions: Draw/sheathe weapon. Squeeze: Move Action  Large and larger creatures reduce space by 1. against adjacent. At end of move. pull or Attack Modifiers (PHB 279) Combat Advantage against Target Attacker is Prone Attacker is Restrained Target has Cover Target has Superior Cover Target has Concealment* Target has Total Concealment* Long Range (Weapon attacks only) Charge Attack (Melee only) * Melee/Ranged only Combat Advantage  +2 bonus on attacks. Only if your space is occupied. Second Wind: Standard Action  Spend a healing surge to regain hit points and gain +2 to all defenses until the start of your next turn.

D&D 4th Edition Reference Sheet Difficulty Class and Damage By Level Level 1-3 4-6 7-9 10-12 13-15 16-18 19-21 22-24 25-27 28-30 Easy 5 7 8 10 11 13 14 16 17 19 DC Values Moderate 10 12 14 16 18 20 22 24 26 28 Hard 15 17 19 21 23 25 27 29 31 33 Low 1d6+3 1d6+4 1d8+5 1d8+5 1d10+6 1d10+7 2d6+7 2d6+8 2d8+9 2d8+10 Normal Damage Medium 1d10+3 1d10+4 2d6+5 2d6+5 2d8+6 2d8+7 3d6+8 3d6+8 3d8+9 3d8+10 High 2d6+3 2d8+4 2d8+5 3d6+5 3d6+5 3d8+7 3d8+7 4d6+8 4d6+9 4d8+10 (PHB 222) Low 3d6+3 3d6+4 3d8+5 3d8+5 3d10+6 3d10+6 4d8+7 4d8+8 4d10+9 4d10+9 Price 2 sp 5 gp 2 sp 5 gp 5 sp 2 gp 5 gp 50 gp Bright Dim Bright Bright Bright Bright Dim Bright Time 1 hour 1 hour 8 hours/pint 8 hours 4 hours 8 hours Limited Damage Medium 2d10+3 3d8+4 3d10+5 4d8+5 4d8+6 4d10+7 4d10+7 4d12+8 5d10+9 5d10+9 High 3d8+3 3d10+4 4d8+5 4d10+5 4d10+5 4d12+7 4d12+7 5d10+8 5d12+9 5d12+9 -3(DMG 42) DCs to Break or Burst (PHB 262) Doors Break down wooden door Break down barred door Break down iron door Break down adamantine door Portcullis Force open wooden portcullis Force open iron portcullis Force open adamantine portcullis Walls Break through wooden wall (6 in.) Break through masonry wall (1 ft. Bottle Inn Stay (per day) Typical Room Luxury Room Rations Trail Rations (10 days) Journeybread (10 days) Light Sources Candle Torch Lantern Campfire Sunrod Phosph.) Other Burst rope bonds Burst iron chains Burst admantine chains Smash wooden chest Smash iron chest Smash adamantine box 16 20 25 29 23 28 33 26 35 43 26 30 34 19 26 32 Food. Fungi Brazier … Rad 2 5 10 10 20 10 10 . Drink and Lodging Food Meal. Common Meal.) Break through hewn stone wall (3 ft. Feast Drink Ale. Pitcher Wine.

 Monster Knowledge aberrant origin. subtlety and social grace.  Escape from Grab see Grab  High Jump (part of a move action) o Vertical distance cleared (in feet) is check result divided by 10 (5 with 2 square running start). keywords Powers Resistances. o Failure by 5+: fall and lose rest of move. o 1 per encounter. type. o Free action to catch hold and self-arrest if you fall while climbing with DC at +5 (plus damage if fall results from damage).  Long Jump (part of a move action) o Horizontal distance cleared (in squares) is check result divided by 10 (5 with 2 square running start). o Failure by less: lose rest of move. Vertical distance is ¼ horizontal distance. or is a construct. Dungeoneering (Wisdom)  Dungeoneering Knowledge underground environment. or move action if jumping down) Reduce damage by ½ check result. slide. o 1 per encounter. Add 133% of height for maximum reach. the fey. o Must make new check if take damage. History. o Must make new check if take damage (at +5 DC if damage makes you bloodied). vulnerabilities Paragon tier creature Epic tier creature Arcana (Intelligence)  Arcana Knowledge magic-related (any DC) or far realms (minimum DC 25). granting combat advantage. Dungeoneering.  Detect Magic* Identify conjuration or zone 15 + ½ power level (minor action) Identify ritual (standard action) Identify magical effect (standard action) Sense presence of magic within 5 + your level squares (1 minute) 20 + ½ ritual’s level 15 + ½ effect’s level 20 + ½ level of magic phenomenon -4 Swim (part of a move action) Calm water 10 Rough water 15 Stormy water 20 o Swim at half speed (or tread water). o Failure by 5+: sink 1 square and risk drowning. hazards or clues (any DC). o Failure by less: lose rest of move.D&D 4th Edition Reference Sheet Skills * Trained only Knowledge Skills Arcana. granting combat advantage. Nature. . or the shadow origin. o Failure by less: lose rest of move. o Failure by 5+: fall and lose rest of move. Diplomacy (Charisma) Diplomacy influence others with tact.  Escape from Grab see Grab  Escape from Restraints (5 minutes) Base ~20 As a standard action +10 Narrow and unstable +5  Reduce Falling Damage* (free action if falling. Athletics (Strength)  Climb (part of a move action) For 1 person 15 For 5 persons 25 Adjustments ±5 For 1 person 15 For 5 persons 25 Adjustments ±5 For 1 person 15 o Climb at half speed. etc. Base 15  Balance (part of a move action) Narrow (12 inches) or unstable 20 Very narrow (6 inches) +5 Narrow and unstable +5 o Move half speed over surface. Bluff (Charisma)  Bluff (standard action in combat) o Opposed by Insight. o Diversion (standard action in combat) o Create diversion allowing you to use Stealth to hide.  Monster Knowledge elemental. o Feint (standard action in combat) o Gain combat advantage until the end of your next turn. and Religion General Common Expert Master Paragon Tier Epic Tier Monster Knowledge Name. somersault.  Forage (1 hour) For 1 person 15 For 5 persons 25 Adjustments ±5 Endurance (Constitution) Endure extreme weather Resist disease Ignore hunger (after 3 weeks) Ignore thirst (after 3 days) Hold breath (each round after 3 minutes) Hold breath (maintain after damage) Swim or tread water after 1 hour ~15 ? 20 + 5/day 20 + 5/day 20 + 5/round 20 15 + 2/hour 10 20 25 +5 +10 15 20 25 +10 +15 Acrobatics (Dexterity)  Acrobatic Stunt. such as swing.

get a target to reveal secrets against its will. 1 minute to search a square) o May be opposed by Stealth. religious traditions and ceremonies. o Failure by less: no effect. rumors. or cow target into some other action.  Monster Knowledge natural origin. minor action for active. terrain. o Force a bloodied target to surrender. Adjacent character can make an immediate saving throw or gain +2 bonus on saving throw on his turn. +5 if target is unfriendly). etc in a settlement. or there is no line of sight.  Treat Disease (part of treated character’s extended rest) o Heal check can replace Endurance check for disease effects. divine effects. holy symbols. and don’t attack.  Forage (1 hour) For 1 person 15 For 5 persons 25 Adjustments ±5  Handle Animal Calm. Streetwise (Charisma)  Streetwise (1 hour) collect useful information. History (Intelligence)  Knowledge Insight (Wisdom)  Sense (minor action in combat) Sense motives/attitudes 10 + ½ creature’s level Sense outside influence 25 + ½ effect’s level Recognize illusory effect 15 + ½ effect’s level Intimidate (Charisma)  Intimidate (minor action in combat) o Opposed by Will (+10 if target is hostile. plants or seasons (any DC). weather. you can make a Stealth check only if you have superior cover or total concealment. plants.  Listen Battle 0 Normal conversation 10 Whispers 20 Through a door +5 Through a wall +1 More than 10 squares away +2  Spot/Search Barely hidden 10 Well hidden 25 More than 10 squares away +2  Find Tracks Soft ground (snow. theology. climate. -5- Perception (Wisdom)  Perception (no action if passive. mud) 15 Hard ground (wood or stone) 25 Rain or snow since traces were made +10 Each day since tracks were made +2 Quarry obscured tracks +5 Huge or larger creature -5 Group of ten or more -5 Religion (Wisdom)  Religion Knowledge gods. weather. (any DC).  Open Lock (standard action) Heroic tier Paragon tier Epic tier Using tools  Pick Pocket (standard action) Base 20 + ½ target’s level o Failure by 5+: target notices. keep still.  Monster Knowledge immortal or undead.  Stabilize Dying (standard action) o 15 Adjacent dying character can stop making dying saving throws.  Sleight of Hand (standard action) Base 20 30 35 -2 -5 20 30 35 -2 15 . o In combat. keep quiet. o You can remain hidden as long as you keep out of sight.D&D 4th Edition Reference Sheet Heal (Wisdom)  Use Second Wind (standard action) o 10 Adjacent character can use second wind to regain hit points (but not defense bonus). Stealth (Dexterity)  Hide (at end of move action) o Opposed by Perception (all enemies present) (+5 if you move more than 2 squares. o Failure by less: no effect. Typical settlement 15 Hostile settlement 20 Totally alien settlement 30 Information is readily available -2 Information is hard to come by +5 Information is secret or guarded +10 Thievery (Dexterity)  Disable Trap (standard action) Heroic tier Paragon tier Epic tier Using tools Delay (instead of disable) o Failure by 5+: trigger trap. +10 if you run). teach trick or otherwise handle a natural beast. loose dirt.  Grant Saving Throw (standard action) o 15 Adjacent character can make an immediate saving throw or gain +2 bonus on saving throw on his turn. Nature (Wisdom)  Nature Knowledge natural world.

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