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5th Edition Rules Summary COMBAT DODGE: Imposes disadvantage on attackers,

advantage on DEX saves.


HELP: Helped creature (within 5 feet if
Time
THREE MAIN ROLLS attacking) gets advantage.
COMBAT ROUND: 6 seconds HIDE: To hide, DEX (Stealth) check, opposed
ATTACK ROLL: d20 + ability modifer + by passive WIS check of creature who might
weapon or magic profciency + situational Efects & Spell Efects
notice you, or active WIS check of creature actively
modifers. If the total of your roll plus modifers When an efect (e.g. spell) lasts for a round, it searching for you. Attack while hiding gives
equals or exceeds the targets Armor Class (AC), lasts from current turn to same turn next round. advantage, usually reveals position.
the attack hits.
READY: Sacrifce current action to have an
CHECKS: d20 + ability modifer + circumstantial Surprise automatic reaction to a specifed triggering event.
Modifers. DM determines who might be surprised. A SEARCH: Make a WIS (Perception) check or an
SAVING THROWS: d20 + ability modifer + creature can be surprised even if its allies arent. INT (Investigation) check.
profciency modifer (when applicable). Surprised creatures cannot move or take other USE AN OBJECT: Objects which require special
actions until after their frst turn in the battle. interaction such as a potion.
SKILLS Initiative Movement
18 Skills by Ability Type d20 + Dex Mod, TIES resolved by DM (if BREAKING UP MOVEMENT: You can break up
Strength Wisdom between players and monsters, or between movement (e.g. PC with speed 30 can move 10,
Athletics Animal monsters), by players (if tie is between players). attack, then move another 20).
Handling MOVING PAST FRIENDS AND FOES: You can
Dexterity Cover Rules
Insight move through friends. You can move through
Acrobatics 1/2 COVER: +2 AC, +2 Dex ST
Medicine hostile creatures space only if the creature is at
Sleight of Hand 3/4 COVER: +5 AC, +5 Dex ST.
Perception least two sizes larger or smaller than you
Stealth FULL COVER: Cant be targeted directly.
Survival (creatures space treated as difcult terrain).
Intelligence Moving beyond foe's reach provokes opportunity
Charisma Special Attack Rules
Arcana attack unless disengaging.
Deception RANGED ATTACKS: Can target something
History DIFFICULT TERRAIN: Traversing difcult
Intimidation outside attacks range. 1st number is normal
Investigation terrain increases movement cost by 1 foot per
Performance range, 2nd is long range you roll with
Nature each foot moved. If no other movement penalties
Persuasion disadvantage at long range.
Religion apply, this halves movement speed. If other
RANGED ATTACKS IN MELEE: When hostile conditions apply, the efects are cumulative, e.g.,
WIS is used for awareness and senses (e.g. creature is within 5 feet you get disadvantage on crawling through difcult terrain uses 3 feet of
Tarzan). INT is used for deductive investigation attack roll. movement per each 1 foot of distance traversed.
and interpretation (e.g. Sherlock Holmes). TWO WEAPON FIGHTING: If attacking with a FALLING: Take 1d6 bludgeoning damage per
light melee weapon that one hand, use a bonus 10 feet fallen, max 20d6. Land prone unless
action to attack with a diferent light melee damage is avoided.
KEY MECHANICS
weapon that in the other hand. Ability modifers PRONE: Dropping prone is a free action.
DIS/ADVANTAGE: For Advantage, roll 2d20, are not added to the damage of the bonus attack, Standing from prone costs half movement speed.
take better roll. For Disadvantage, take worse. unless that modifer is negative. If either weapon MOVEMENT WHILE PRONE: Crawling costs an
FRACTIONS: Round all fractions down. has the thrown property, it may be thrown extra feet of speed per foot moved (1 foot
INSPIRATION: The DM may award a player an instead of making a melee attack. movement costs 2 feet). Crawling through difcult
inspiration bonus when they role-play their GROUP DAMAGE ROLLS: If spell of efect terrain costs an additional foot of speed (1 foot
character, as defned by its personality traits, deals damage to more than one target at same movement costs 3 feet).
ideals, bonds and faws. Inspiration which grants time, roll damage once for all targets. SQUEEZING: A creature or player can move
advantage to one roll. You can never have more IMPROVISED WEAPONS: Do 1d4 damage. through spaces one size class lower, but may only
than one Inspiration. Players can give their NONLETHAL DAMAGE: PC declares theyre move up to half their speed and sufer
Inspiration to others. dealing nonlethal damage. Deal damage as disadvantage on attack rolls and Dexterity saves.
GROUP CHECKS: Everyone attempting the normal, if reduce target to 0 HP or fewer, target Attacks against a squeezed entity have advantage.
same action rolls. If at least half the group beats simply has 0 HP and falls unconscious.
the DC, the efort succeeds. CRITICAL HITS/FAILURES: Natural 1 = Auto Grappling
PASSIVE CHECKS: 10 + Modifers + Advantage Fail, 20 = Roll all of the attack's damage dice twice Use an Attack action to grapple. The target of
(+5) or Disadvantage (-5). and add them together. Then add any relevant your grapple must be no more than one size
CONTESTS: Both parties to the contest roll as modifers as normal. Spells with attack rolls can larger than you, and it must be within your reach.
normal, but success is compared to the opposing also have a critical hit or failure. Using at least one free hand, seize the target by
party's roll rather than a DC number. If there is a RESISTANCE: If target has resistance to that making a STR (Athletics) check contested by the
tie, the situation remains unchanged (e.g., one type of damage, damage halved. targets STR (Athletics) or DEX (Acrobatics) check
attempting to force open a door, and the other VULNERABILITY: If target has vulnerability to (chosen by the target). If you succeed, you subject
attempting to force it open), or neither party that type of damage, damage doubled. the target to the grappled condition.. You can
succeed (both attempting to grab the same item). release the target whenever you like (no action
Actions in Combat
FREE ACTIONS: Drawing a sword, pulling out a required).
potion, etc. dont require an action. ATTACK: Using attack rules. ESCAPING A GRAPPLE. A grappled creature
REACTIONS: Take max one reaction per CAST A SPELL: Using magic rules. can use its action to escape. By succeeding on a
round; you can't take another one until the start DASH: Move your speed as an action in STR (Athletics) or DEX (Acrobatics) check
of your next turn. addition to your normal move. contested by your STR (Athletics) check.
DISENGAGE: Disengage as your action and MOVING A GRAPPLED CREATURE. When you
your movement doesnt provoke an opportunity move, you can drag or carry the grappled
attack. creature, but your speed is halved unless the
creature is two or more sizes smaller than you.
Shoving level for which they have spell slots and if they maximum number of Hit Dice.
can spare the time to decipher and copy it. Not in rules but clarifed by the designers:
SHOVING A CREATURE: Special melee attack Elves cannot use their Trance to get the beneft
to shove a creature which either knocks it prone
or pushs it away. The target must be no more
HEALING & DEATH of long rest in 4 hours instead of 8; they still need
8 hours rest (they simply spend only 4 of it zonked
than one size larger and it must be within your out.).
reach. You make a STR (Athletics) check contested Hit Points
At 1st level, if you take a long rest, you regain 1
by the targets STR(Athletics) or DEX (Acrobatics) At less than half HP, show signs of wear (cuts HD back (despite rounding down of .5 = 0).
check (the target chooses the ability to use). If you and bruises).
win the contest, you either knock the target prone INSTANT DEATH: If reduced to 0 HP and
or push it 5 feet away from you.
CONDITIONS
damage remains, you die if remaining damage >=
your HP maximum. BLINDED: Character automatically fails any
Weapon Rules
0 HP: If damage reduces you to 0 HP but fails ability requiring sight. Attack rolls against creature
ARMOR PROFICIENCY: Wearing armor to kill you, you fall unconscious and must make have advantage. Creature has disadvantage
without profciency prevents spellcasting, and Death Saving Throws. attacking.
results in disadvantage on ability checks, saving DAMAGE AT 0 HIT POINTS: Each time a CHARMED: Cant attack or target charmer.
throws, and attack rolls that use STR or DEX. creature with 0 hit points takes damage, it sufers Charmer has advantage on any social interaction
ARMOR REQUIREMENTS: Heavy armors have a death roll failure and is no longer stable. If the with target.
a strength requirement, which if not met, results damage equals the creatures hit point maximum, DEAFENED: Character automatically fails all
in a 10 foot speed penalty. it dies. ability checks requiring sound.
FINESSE WEAPONS: Choose either STR or DEX DEATH ROLLS: Roll a d20. If roll is 10 or FRIGHTENED: Disadvantage on attacks while
for the attack and damage rolls. Must use the higher, you succeed. Otherwise, you fail. On your source of fear is visible. Target cant willingly move
same stat for both rolls. third success, you become stable (see below). On closer to source of fear.
WEAPONS WITH REACH PROPERTY: Add 5 your third failure, you die. On a natural 1, saving GRAPPLED: Speed=0, regardless of bonuses.
feet to characters melee attack range. throw counts as 2 failures. On a natural 20, regain Condition ends when grappler is incapacitated, or
WEAPONS WITH THROWN PROPERTY: May 1 hit point. when an efect removes grappler from reach.
use these for melee or ranged attacks. Both INCAPACITATED: Cant take actions, or
ranged and melee use same abilities. Healing reactions.
WEAPONS WITH VERSATILE PROPERTY: Can FIRST AID: DC 10 Wisdom (Medicine) check to INVISIBLE: Cant be seen without special
be used one or two-handed. The number in use frst aid to stabilize without healers kit. sense or aid of magic. Is considered heavily
parentheses indicates two-handed attack MEDICINE SKILL: A dying creature or player obscured when hiding. Attacks against have
damage. can be stabilized with a DC 10 medicine check. disadvantage, attack rolls have advantage.
SILVERING A WEAPON: Costs 100gp per [P76] PARALYZED: Creature is Incapacitated, and
weapon or 10 pieces of ammunition. Provides STABILIZED: If stabilized, creature is cant move or speak. Auto fail ST and Dex saving
bonus damage to creatures with resistance to or unconscious but no longer makes death saving throws. Attacks against have advantage. Any
immunity from non-magic weapons. throws. If not healed, will remain unconscious attacks from within 5 automatically crit on a hit.
RECOVERING AMMUNITION: After battles, until regain 1 HP after 1d4 hours have passed (at PETRIFIED: Target is transformed (along with
you can recover of your expended ammunition. which point you regain 1 HP). all non-magic objects carried or worn) into a solid,
STABILIZING A CREATURE: You can use your inanimate substance. Target is Incapacitated, cant
MAGIC action to administer frst aid to an unconscious move or speak, and is unaware of its
creature and attempt to stabilize it, which surroundings. Attacks against have advantage.
SPELL SAVE DC: DC to resist a spell is 8 + requires a successful DC 10 Wisdom (Medicine) Character automatically fails STR and DEX saves.
magic ability mod + profciency bonus. check. Resistance to all damage. Immune to poison and
SPELL ATTACK MODIFIER: Profciency Bonus SPENDING HD WHILE STABILIZED: Not in the disease (current afictions are suspended).
+ Ability Modifer. rules but clarifed by the designers: a stabilized PC POISONED: Disadvantage on attack rolls, and
SPELLCASTING IN ARMOR: Requires (i.e. at 0 hp) can spend HD (if he has any ability checks.
profciency in that armor. Wearing armor without remaining) after a 1 hour short rest even though PRONE: Only movement option is crawl.
profciency prevents spellcasting. the PC will regain 1HP after 1d4 hours. Disadvantage on attack rolls. Attacks against
CONCENTRATION: Taking damage while HEALERS KIT: Has 10 uses. You can expend within 5 have advantage.
casting a spell forces a CON saving throw of the one use of the kit, as an action, to stabilize a RESTRAINED: Speed=0, regardless of bonuses.
higher of DC 10 or half the damage received. creature that has 0 hit points without doing a Attacks against have advantage, targets attacks
Failing the save interrupts the spell. Normal Wisdom (Medicine) check. have disadvantage. Disadvantage on DEX saves.
movement and attacking does not interfere with HEALING: While HP < 0, healing frst brings STUNNED: Target is incapacitated, cant move,
concentration. Casting another spell which HP to 0, then adds HP as normal (e.g. youre at -5 and can only speak falteringly. Auto fail ST and
requires concentration, being incapacitated, or HP, cure light wounds grants 8 HP, you now have DEX saves. Attacks against have advantage
being killed breaks concentration. 8 HP). UNCONSCIOUS: Target is Incapacitated, cant
STACKING: Spell efects stack except same move, speak, and is unaware of its surroundings.
spell cast multiple times (which takes highest
bonus).
RESTING Drops everything, and falls Prone. Auto fail ST and
DEX saves. Attacks against have advantage. Any
RITUALS: Advantage is id doesn't consume a SHORT REST (1+ Hours): With a short rest (1+ attacks within 5 automatically crit on a hit.
spell slot, but it takes longer and consumes hour), spend 1 or more HD, roll die, add Con
magical components. modifer. After the roll, you can optionally spend 2014 Stan Shinn. Created as a free fan work. Visit
SPELL COMPONENTS: Typically, spells require more HD, up to your max HD. Regain HP equal to www.swshinn.com for this and other cool stuf. Last updated
mystic words (verbal component) and intricate total. Once HD spent, long rest required to regain 2014-11-19.
hand motions with at least one hand (somatic them.
components). LONG REST (8 Hours) : Around 8 hours, no
COPYING A SPELL INTO A SPELLBOOK: more than 2 hours on watch. Need at least 1 HP
When you fnd a wizard spell of 1st level or higher, to take long rest. Only once per 24 hours. At end
a wizard can add it to their spellbook if it is of a of rest, regain all hit points and half of your
5th Edition GM Reference DCs ATTUNING: Some magic items require user to
attune to them before properties can be used.
DC Shortcut: Is it easy, medium or hard? = Requires an uninterrupted short rest with
CHARACTER STATS 10, 15 and 20. Add +5's up to 30 if need be. concentration (subsequent to short rest to ID it),
in the form or prayers, weapon practice or
ARMOR CLASS: If you arent wearing armor, DIFFICULTY DC
meditation. Item can be attuned to only one
AC =10 + DEX modifer. Otherwise, AC = numbers Very Easy (DC 5) character at a time, and you can attune to no
given for your armor and/or shield. Shield = +2 Easy (DC 10) more than three diferent items.
AC. Attunement ends after items has been 100+
Medium (DC 15)
ABILITY SCORES BONUS: (Ability -10)/2, feet away for 24+ hours, or when you die, or you
round down). Hard (DC 20)
can voluntarily end attunement with an additional
PROFICIENCY SKILL BONUS: Characters need Very Hard (DC 25)
short rest.
not be profcient in a skill to attempt tasks (or Nearly Impossible (DC 30) COPYING SPELL SCROLLS: Copying a spell
make checks) associated with a skill. Profciency scroll into a Wizard's spellbook will consume the
allows a character to add a profciency bonus to a
check relevant to that skill.
FALLING scroll (not in rules; clarifed by game designers).

Take 1d6 bludgeoning damage per 10 feet TRAPS


MONEY fallen, max 20d6. Land prone unless damage is
avoided. Determine the DCs to 1) notice (WIS), 2) search
Standard Exchange Rates and fnd (INT) and 3) disable the trap (DEX). List
any Saving Throws to defend against damage or
SUFFOCATING
COIN CP SP EP GP PP entrapment. Successful saves often give half
Copper (cp) 1 1/10 1/50 1/100 1/1,000 Creature can hold breath equal to minutes = 1 damage, failed saves full damage. When
+ CON modifer (minimum 30 seconds). At start of attempting to disarm a trap, a bungled check
Silver (sp) 10 1 1/5 1/10 1/100
next turn after this time elapsed, drop to 0 HP often causes the trap to trigger.
Electrum (ep) 50 5 1 1/2 1/20
and dying. DCs to Disarm Traps
Gold (gp) 100 10 2 1 1/10
Platinum (pp) 1,000 100 50 10 1 EXHAUSTION DC ACTION
DC 10 Keep triggered pit trap from opening
SELLING LOOT: Equipment in good condition Exhaustion DC 15 Keep scything blade trap from triggering
generally sells for half value. Monster weapons
and armor is rarely in good enough condition to LVL EFFECT DC 20 Prevent springing of poison needle trap
sell. Gems, jewelry and art, as well as trade goods, 1 Disadvantage on ability checks DC 25 Disarm an intricate trap
sell for full value. Magic items vary by type; the 2 Speed halved DC 30 Disarm a magic trap
more wondrous, the less readily a buyer can be
3 Disadvantage on attack rolls & STs Example Traps
found.
4 HP max halved BRONZE BELL ALARM TRAP (DC 15 Wisdom
check to notice, DC 10 Intelligence check to search
LIGHT 5 Speed reduced to 0
and fnd, three successive DC 10 Dexterity checks to
6 Death
In dim light and other lightly obscured areas, disable) Disabling allows character to cut the lines
creatures have disadvantage on WIS (Perception) to the bronze bells. Jumping over trigger requires
Finishing a long rest reduces exhaustion by 1,
checks that rely on sight. DC 15 DEX check to sneak as part of the jump.
assuming ingested food and drink.
FALLING CEILING TRAP (DC 15 Intelligence
Situations check to locate and a DC 15 DEX check to disable) A
LIGHTLY OBSCURED (dim light, moderate TRAVEL TIMES creature that enters trapped area triggers it. Any
foliage): Disadvantage on Wis checks requiring in area when the trap is triggered must make a
Party takes 10 hours to travel 24 miles a day
sight. DC 11 DEX saving throw against falling debris and
(additional 8 hours for rest and 6 hours to
HEAVILY OBSCURED (dense foliage, take 9 (1d10 + 4) bludgeoning damage on a failed
make/break camp, prepare meals, forage, and
darkness): Blinded. save, half damage on a successful one. When the
hunt as time permits). Difcult terrain halves your
trap is triggered, it is destroyed and area becomes
Light speed.
difcult terrain due to rubble.
Travel Pace
SOURCE BRIGHT LIGHT DIM LIGHT
2014 Stan Shinn. Created as a free fan work. Visit
Lantern, bullseye 60 foot cone additional 60 PACE HOUR DAY EFFECT www.swshinn.com for this and other cool stuf. Last
Lantern, hooded 30 foot radius additional 30 Fast 4 miles 30 miles -5 passive WIS (perc.) updated 2014-11-19.
Torch or Light spell 20' radius additional 20 Normal 3 miles 24 miles

Vision Abilities Slow 2 miles 18 miles Able to use stealth

BLINDSIGHT: Perceive surroundings without


relying on sight. MAGIC ITEMS
DARKVISION: See in darkness as if the IDENTIFYING MAGIC ITEMS: Handling an
darkness were dim light, cannot see colors. item will give you a sense that it is extraordinary.
TRUESIGHT: See in normal and magical Identify spell reveals its properties. With a short
darkness, see invisible creatures and objects, rest with concentration and physical contact, at
automatically detect visual illusions and succeed end of rest character learns its properties.
on saving throws against them, perceive original POTIONS: A little taste will tell taster its
form of shapechanger or creature transformed by properties.
magic, and see into the Ethereal Plane.

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