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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.
Run: Move Action Move up to speed +2. one chosen ally gets +2 bonus on next same skill or ability check. No more than once per triggering enemy's turn. Walk: Move Action Move your speed. Opportunity Attack: Opportunity Action Triggered by movement out of a square adjacent to you. Equip/stow shield. A perception check (minor action) can reveal the location of an invisible creature. unable to see attacker. you can make interrupting melee basic attack against triggering enemy. Fortitude as a move action to move up to half speed. against adjacent. Strength attack vs. May only be used once per encounter. automatic critical and if you deal more damage than target's bloodied value.] Concealment (PHB 281) -2 penalty on attacks (-5 for total concealment). Pick up an item. 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. Invisibility Cover (PHB 280) -2 penalty on attacks (-5 for superior cover) Area/Close attacks trace from origin. climbing. End as a free action. blinded. On success. surprised. 1 or 2 blocked is cover. directly to nearest square where you can attack an enemy. When triggered. On success. You have -5 to all attacks and grant combat advantage until you return to your normal space. Squeeze: Move Action Large and larger creatures reduce space by 1. Stand Up: Move Action Stand up from prone. Open/close door or chest. -2Attacking (PHB 279) +2 -2 -2 -2 -5 -2 -5 -2 +1 Aid Another Attack: Standard Action Targeted melee basic attack vs. bonus expires at end of ally's next turn. Move half speed as part of squeeze. unconscious. expanded by threatening reach. Creatures know the location of invisible creatures. Strength check vs. slide. unless the invisible creature uses stealth. Reflex. After attack. Escape: Move Action When grabbed. target automatically killed. [Trace from one corner of attacker’s square to all corners of one of target’s square. Must be able to see target. Shift: Move Action Move 1 square without provoking opportunity attacks. End as a free action. running. Aid Another Skill/Ability Check: Standard Action Skill or ability check vs. bonus expires at end of your next turn. Only if your space is occupied. Total Defense: Standard Action +2 to all defenses until the start of your next turn. Cannot shift into difficult terrain. Crawl: Move Action When prone. surprised. squeezing.g. restrained. Also triggered by ranged adjacent ranged or area power. using any power (including basic attack). but not a shift. no further actions on your turn (unless you spend an action point). DC 10. AC 10. other creatures squeeze into smaller space. unaware of attacker. Basic Ranged Attack. 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. make Athletics check vs. On hit. Strength attack vs. Grab is ended by an escape or any condition that would prevent an attack of opportunity (e. . make a melee basic attack with +1 bonus on attack. Drink potion. target is immobilized. Total concealment is total obscurement/darkness or heavily obscured nonadjacent. carrying grabbed target. prone (melee only). Coup de Grace: Standard Action Targeted attack. push. Reflex within melee reach. push target 1 square and shift into vacated square.D&D 4th Edition Reference Sheet Actions in Combat (PHB 286) push. At end of move. dazed. Fortitude. On hit. stunned. Move Actions: Minor Actions: Draw/sheathe weapon. Concealment is lightly obscured or heavily obscured and adjacent. Concealment. Retrieve/stow item. but one chosen ally gets +2 bonus on next attack against target or +2 to all defenses against target's next attack against ally. You have -5 to all attacks and grant combat advantage to all enemies until start of your next turn. Reach attacks affected by cover. etc. 3 or 4 blocked is superior cover. move at half speed. stunned. unconscious) or moved via slide. On hit. Grab: Standard Action Target enemy (up to one size smaller or larger). pull. Sustain as a minor action. Other Standard Actions: Administer potion. helpless. On success. dazed. Fortitude or Acrobatics check vs. deal no damage. melee and ranged attacks only. Charge: Standard Action Move at least 2 squares from starting position. Invisibility (PHB 281) Invisibility grants total concealment. Cover. end grab and may shift 1 square. Basic Melee Attack. or teleport. Granted when target is balancing. flanked. helpless enemy. Bull Rush: Standard Action Adjacent target within 1 size larger or smaller. you may shift 1 square to an unoccupied square.
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. Pitcher Wine. Feast Drink Ale.) Break through masonry wall (1 ft. Common Meal.) 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 .) Break through hewn stone wall (3 ft. Drink and Lodging Food Meal. 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.
Monster Knowledge elemental. the fey. 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). Bluff (Charisma) Bluff (standard action in combat) o Opposed by Insight.D&D 4th Edition Reference Sheet Skills * Trained only Knowledge Skills Arcana. o Failure by less: lose rest of move. Monster Knowledge aberrant origin. 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). o Failure by less: lose rest of move. 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. somersault. o Failure by 5+: fall and lose rest of move. 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. . o Must make new check if take 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). subtlety and social grace. 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. o 1 per encounter. granting combat advantage. 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. or the shadow origin. History. Add 133% of height for maximum reach. Vertical distance is ¼ horizontal distance. 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). such as swing. and Religion General Common Expert Master Paragon Tier Epic Tier Monster Knowledge Name. o 1 per encounter. etc. Dungeoneering. keywords Powers Resistances. o Failure by 5+: sink 1 square and risk drowning. or is a construct. o Failure by less: lose rest of move. Nature. o Failure by 5+: fall and lose rest of move. vulnerabilities Paragon tier creature Epic tier creature Arcana (Intelligence) Arcana Knowledge magic-related (any DC) or far realms (minimum DC 25). o Diversion (standard action in combat) o Create diversion allowing you to use Stealth to hide. type. o Must make new check if take damage (at +5 DC if damage makes you bloodied). or move action if jumping down) Reduce damage by ½ check result. Diplomacy (Charisma) Diplomacy influence others with tact. Dungeoneering (Wisdom) Dungeoneering Knowledge underground environment. granting combat advantage. slide. hazards or clues (any DC). o Feint (standard action in combat) o Gain combat advantage until the end of your next turn.
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). theology. or cow target into some other action. weather. teach trick or otherwise handle a natural beast. Monster Knowledge immortal or undead. Stabilize Dying (standard action) o 15 Adjacent dying character can stop making dying saving throws. you can make a Stealth check only if you have superior cover or total concealment. plants. minor action for active. climate. and don’t attack. 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. loose dirt. religious traditions and ceremonies. Monster Knowledge natural origin. rumors. divine effects. Forage (1 hour) For 1 person 15 For 5 persons 25 Adjustments ±5 Handle Animal Calm. keep quiet. Adjacent character can make an immediate saving throw or gain +2 bonus on saving throw on his turn. keep still. etc in a settlement. o You can remain hidden as long as you keep out of sight. o Failure by less: no effect. or there is no line of sight. Sleight of Hand (standard action) Base 20 30 35 -2 -5 20 30 35 -2 15 . get a target to reveal secrets against its will. 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. weather. plants or seasons (any DC). 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. o In combat. 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. Treat Disease (part of treated character’s extended rest) o Heal check can replace Endurance check for disease effects. +10 if you run). Nature (Wisdom) Nature Knowledge natural world. terrain. Stealth (Dexterity) Hide (at end of move action) o Opposed by Perception (all enemies present) (+5 if you move more than 2 squares. 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. -5- Perception (Wisdom) Perception (no action if passive. holy symbols. Streetwise (Charisma) Streetwise (1 hour) collect useful information. o Failure by less: no effect. 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. (any DC). 1 minute to search a square) o May be opposed by Stealth. +5 if target is unfriendly). o Force a bloodied target to surrender.