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.