Professional Documents
Culture Documents
Moves
Difficult terrain: +1' cost per 1' moved.
Walk: Move your normal speed.
Climb, Crawl, Swim: +1' cost per 1' moved,
may require check if slippery, few
handholds or rough water.
Jump: Move 10' to jump Str score (long) or
3+Str mod (high) in feet. Standing jump
halves distance.
Drop prone: Costs no movement.
Stand up: Costs half your speed.
Falling: 1d6 bludgeoning per 10', 20d6
max, land prone if any damage taken.
Stealth: Dex(Stl) vs. passive Wis(Per).
Requires LOS cover or heavily obscured,
and stay quiet. Grants adv on first attack
when hidden.
Conditions
Useful Rules
Useful Equipment
Based on the v0.1 Basic Rules available for download at DungeonsandDragons.com. D&D is 2014 Wizards of the Coast.