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ATTACK You make a melee or ranged weapon attack Cast A SPELL You cast acantrp ora spel of Ist level or higher. Se the spel’ casting time Dash You gain tra movement equal to your speed (plus any modifiers) forthe curren ur, Disencace Your movement doesn't provoke opportunity attacks forthe rest ofthe tur, Dooce Unite start of your next urn any attack roll made agains you has disadvantage ifyou ‘an Se the attacker, and you make Dexterity Saving throws with advantage. You lose his benaftifyou ate incapacitated or your speed drops to, Hew You help one creature wth a task, giving that creature advantage onthe next ability check t makes for that ask, Oryou distract one crea ture within § feet ofyou, and the mest attack roll that anally of yours makes agnnst that creature has advantage. Whichever option you choose the advan tage goes away once used or when your nest Hive ‘You make a Dexterity (stealth checkin an attempt to become hidden—unseen and tinea "You walt for 2 particular circumstance before you act, which lets you ct using your reac: tion before the start of our next urn You must decide in advance (a) what percevable ‘ircomstance wil tigger your reaction and (6) the action you wil tke in response to that trigger Ifyou ready a spelt must have a casting time of action, and you must concentrate on ‘tut you release it SeaRcH You make a Wisdom (Perception) check or an Intligence (investigation) check ta find something. Use A Macic Irem You use a magic item that requires your action forits use Use an Onject You use an object, othethan 2 magic item, that requites your action forts use. Use a Speciat ABiuTY You use a class feature or other special ability that requires your action forts use. Lone Jump a ‘Move 10+ fet, and then jump a number of feet up to your Strength score. When you ‘make standing lng jump, you can leap only halftatcistance. Hic Jump. ‘Move 101 fet, and then jump a number of feet equal to 3+ your Strength modifi. When you make a standing high jump, you can jump ‘nly half that distance. CONCENTRATION Ifa spell mast be maintained with concentration it description specifies how long you can concentrate ont. You can tend concentration at any time (no ation equied), The following factors can break your concentration You start casting another spell that requires + You take damage Sueceed on a Constitution saving throw to maintain your concentration, swith 3 OC equal to 10 or half the damage you ‘ake, whichever numbers higher + You're incapacitated or killed + You're overwhelmed by an enormous distraction, such a= a wave crashing into you. Succeed on a DC 10 Constitution ‘saving throw to maintain your + Move up to your speed. + Take one ation + Communicate with speech, gestures, orboth + Interact with one objector feature of the environment as you move or tke your action, To interact witha second Object, take the Use an Object action. Bunoeo + blinded creature can't see and automaticaly fal any ality check that requires sight + Attack rolls against the creature have ad vantage, andthe ereature’s attack rolls have ieadvantage CHARMED. + Acharmed creature can't atack the charmer ortarget the charmer with harmful ables or magical effects + The charmer has advan: tage on any ability check to interact socially with the creature, Deareneo + Adeafened cresturecan'thear —{@ and automatically fais any ability check that requires hearing. FricHTeneD e | + Afrightened cesture has diadvantage | © on abiity checks and attack roll whl the source ofits fear i within line of sight + The creature can willingly move closer to the source ofits fer. Grarpteo + Agrappled creature's speed becomes 0, and it can't benef fom any bonus to its speed +The condition ends ifthe grappler i ncapac: itated (se the condition). + The condition azo ends fan effect removes tha grappled creature fom the reach ofthe sgrappler or grappling effect, suchas when a ‘creature is hurled away bythe thunderwave spel + Anincapacitated creture cant take actions Invisiote + An invisible creature is impossible to see without the ad of magic ora special sense | Forthe purpose of hiding, the creature is heavily obscured The creature's loction can be detected by any nose it makes oF any tracks it leaves, + Attack rolls against the creature have diss vantage, andthe creature's attack ols have advantage, ParatyzeD + Aparalyzed creature is incapacitated (ee the condition) and cart move or speak + The creature automatial falls Strength and Dexterity saving throws. + Atak els against the cate haveadvartage + Any attack thathits the creture fs erticalhit ifthe attackeris within feet ofthe creature. Perairied \ + Apetifid creature is q transformed, along with any nonmagical obec its \weating oreatying, into solid inanimate substance (usually stone). weight Increases by a facto of ter, and it ceases aging ‘The cretureis incapacitated (see the condition), can” move or speak, and is un wate of its surroundings _Aackroll aginst the creature have advantage, The creatute automatically falls Strength and Dexterity saving throws The creatute has resistance to all damage The creature is immune to poison and ds: cease, although a poison ordizeace already in its system is suspended, rot neutralized PoisoneD + A poisoned creature has dadvantage on attack rolls and ability checks, |_ + the creature has disadvantage on Dexterity SiS: ~ SZ Unconscious Prone + Aprone creature's only move ‘ment option iso craw, unless it stands up and thereby ends the condition “The creature has desdvantage on attack ol + An atakrol agsinat the erature has advantage ifthe attacker is within 5 fee ofthe creature (Otherwise the attack oll has cisadvantage RESTRAINED, + Arestained creature's speed becomes 0, and it ean’ benefit rom any bonus tot speed “Attack lls against the creature have a vantage, andthe ereature’s attack rolls have disadvantage. saving thaws. SruNNED pacitated (se the cond tion), can't move, and ean speak ony faltering. The erature automatically fails Strength and Dexterity saving throws Altackecls gains the ces turchave advantage. + An unconscious creature is incapacitated {Gee the condition), can't move or speak, and te unaware fits surroundings + The cesture drops whatever it’s holding and falls prone. ‘The cresture automaticaly fails Strength and Destrity saving throws. Astackrols against the cesture have advantage, Any attackthat isthe t creatureis arta! hit ifthe attacker's within S feet ofthe creature. —f Sertine a DC Neatly impossible 30 Level Setback ee to 510 7-20 Object Armor CLass Substance ac (Eloth paper rope Cyst, glass, ice 3 “Wood,bone 1s Stone v7 Opject Hit Points See iy (ote oy Sil (Chest, te) | Mediu (url. chandeli Large (10s 0 window SKILLS AND AssoctareD Agi sa ity Aerobatics Dexterity Avimal Hang wisdom “Arana Ineligence Athletics Strength | Deception Chacsma History Ineligence tesight Wisdom Intimidation Charisma Investigation intetigence Trackinc Des Ground Surface Soft surface such as snow Dirtorgrase Bare stone Each dy since the creature passed (Creature left rll such a blood DAMAGE By LeveL AND Severity Dangerous 2610) dio ‘030 vedio Substance Iron, tee! Mitral Adamantine Fragile 2044) 3 146) (148) 5 (1410) sui Deadly 410 odio saai0 2adi0 Resiant er) 10 (346) 18 48) 27 (5410) Medicine Nature Perception Performance Persuasion Religion Sleight of Hand Stealth Survival Riilty Wado Ineligence Wisdom Charisma Chari Ineligence Desterisy Dasteiy Widom 10 15 5 55 SS Foo, Drink, AND Lopcinc tem Ale Gallon Mug Banquet (per person) Brea, loaf (Cheeze, hunk Ii stay (ner day) Squalid Poe Modest Comfortable Wealthy Aristocratic Meal ger day) Saualié Poor Modest Comfortable Wealthy Priatocrate Meat, chunk Wine Common (pitchet) Fine (bot) > Services Sevice Coach cob Between towns within a ity ireling skied Uneaines Messenger Road o gate tall Ships passage Cost 2p 4ep op 209 1p Tep sp Sp 8p 2ap 4m. 36 Sep 3p Ss 859 2p asp 2% ep. Pay 3ep por mile 1p 2ap perday 25p per day 2p perme 1ep 1 sp perme TRAVEL Pace Pace Fast Normal Slow Distance Traveled per Minute Hour Day fect 400feet 4s 30 miles 5 penalty to passive Wis. dom (Perception scores 300 feet 3miles 26 miles — 200feet 2rriles TBrmiles Able to use steath OsscureD Areas Obscureness fact Ligh obscured Heavily obscured Examples Creatures have disadvantage Din light patchy fog, ‘on Wisdom (Perception) moderate foliage checks that rely on sight. Vision is blocked; eretures are effectively blinded Darkness, opaque fog, dense foliage ENCOUNTER Distance Tern Arctic, desert, farmland or grassland Forest, swamp, or woodland Hills or wastelands Jungle 266% 10 feet Mountains 4610 10 feet ‘Audible Distance “Toying to be quiet 246% S feet Normal noise eve! 266 10 fest Veryloud 26x 50 feet Visibity Outdoors lea day, no obstuctions 2s Rain Yale Foe 100 to 300 feet From a height x20 Encounter Distance 646% 10 fest 2d) 10 feet 2610 10 fest ee Cover fact Half cover +2 bonus to AC and Dexterity savig throws against attacks and eects that originate on the oppasite side ofthe cover Three-quarters 45 Bonus to AC and Dexterity saving throws cover against attacks and effects that originate on the opposite side ofthe cover “otal cover Can't be targeted Licht Source Bright Light Dim Light Candle sh +5 Lamp 15, 2308 Lantern, bulleye— 6OFcone 60. Lantern, hooded 30 +30, Lowered hood = +58, Torch 204, +208, tly by an ataceora spl Duration hour hours Shouse hours hour DUNGEONS FPL T Nelo

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