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Movement Light & Vision Session notes to remember


- Lightly obscured area. Dim light,
Pace Min Hr Day patchy fog or moderate foliage –
Fast 400 4 30 −5 disadvantage on sight based
passive Perception checks.
Perc. - Heavily obscured area. Darkness,
Norm 300 3 24 — opaque fog, or dense foliage –
Slow 200 2 18 Able to blocks vision entirely. A creature in
use this area suffers from the blinded
stealth condition.
Forced march: Make a Con save - Bright light. Daylight, torches,
each hour at DC10+1 for each lanterns, fires, and other sources of
additional hour beyond 8 hours. illumination – See normally
Suffer 1 level of exhaustion for a - Dim light. Shadows, twilight/dawn,
failure. moonlight, edge boundary of
torchlight.
- Darkness. Unlit Hiding
Climbing, swimming, crawling and Dex (Stealth) vs Wis (Perception) to
difficult terrain each add 1 foot of dungeon/underground, moonless
hide. If a creature can see you, you
movement per foot of movement night, magical darkness.
cannot hide from it. Noise gives your
Blindsight: perceive surroundings position away. An invisible creature
without relying on sight. can always try to hide.
Prone Dropping prone is a free
Darkvision: see in darkness as if the
action (see Conditions).
darkness were dim light, cannot see
Survival
Food
colors
Navigate. The character can try to A character needs one pound of food
Truesight See in normal and per day and can make food last
prevent the group from becoming lost
magical darkness, see invisible longer by subsisting on half rations.
by making a Wis (Survival) check
Draw a Map. The character can draw creatures and objects, automatically Eating half a pound of food in a day
a map that records the group’s detect visual illusions and succeed counts as half a day without food.
progress and helps the characters on saving throws against them, A character can go without food for a
get back on course if they get lost. perceive the original form of a number of days equal to 3 + his or
No ability check is required. shapechanger or a creature that is her Constitution modifier (minimum
Track. A character can follow the transformed by magic, and see into 1). At the end of each day beyond
tracks of another creature, by making the Ethereal Plane. that limit, a character automatically
a Wis (Survival) check Tremorsense detect and pinpoint suffers one level of exhaustion.
Forage. The character can keep an the origin of vibrations within a A normal day of eating resets the
eye out for ready sources of food and count of days without food to zero.
specific radius, provided that the
water, by making a Wis (Survival) Water
monster and the source of the
check A character needs one gallon of
vibrations are in contact with the water per day, or two gallons per day
Running long jump: If moving at same ground or substance. if the weather is hot. A character who
least 10 feet before the jump, jump Tremorsense can’t be used to detect drinks only half that much water must
up to Str in feet flying or incorporeal creatures. succeed on a DC 15 Constitution
Standing long jump: Jump half Str saving throw or suffer one level of
in feet Source Bright Dim exhaustion at the end of the day. A
Running high jump: Leap 3+Str Candle (1 hr) 5’ 5’ character with access to even less
mod upwards Torch (1hr) 20’ 40’ water automatically suffers one level
Standing high jump: Leap (3+Str Lantern, hooded 30’ 60’ of exhaustion at the end of the day.
mod)/2 upwards (6 hr) If the character already has one or
Arms reach half the creature’s height, Lantern, 60’ 120’ more levels of exhaustion, the
allowing a creature to reach 1.5 times bullseye (6 hr) cone cone character takes two levels in either
it’s height Light (1 hr) 20’ 40’ case.
Prod. Flame (1 hr) 10’ 20’
Suffocating
Continual flame 20’ 40’
Flying A creature can hold its breath for a
Daylight (1 hr) 60’ 120’
number of minutes equal to 1 + its
If a flying creature is knocked prone, F. Fire (C, 1 mn) - 10’
Con modifier (minimum of 30
has its speed reduced to 0, or is D.Lights (C, 1 mn) - 10’
seconds).
otherwise deprived of the ability to Sunbeam(C,1 mn) 30’ 60’ When a creature runs out of breath, it
move, the creature falls, unless it has can survive for a number of rounds
the ability to hover or it is being held Squeezing equal to its Con modifier (minimum 1
aloft by magic, such as by the fly A creature can squeeze through a round). At the start of its next turn, it
spell. space that is large enough for a drops to 0 hit points and is dying.
creature one size smaller than it.
Falling While squeezing, a creature must Size Categories
A creature takes 1d6 bludgeoning spend 1 extra foot for every foot it
damage for every 10 feet it fell, to a moves there, and it has disadvantage
Size Space
maximum of 20d6. The creature on attack rolls and Dexterity saving Tiny 2 ½ by 2 ½ ft
lands prone, unless it avoids taking throws. Attack rolls against the Small 5 by 5 ft
damage from the fall. creature have advantage while it’s in Medium 5 by 5 feet
the smaller space. Large 10 by 10 feet
Huge 15 by 15 ft
Gargantuan 20 by 20 ft or larger

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Character notes Typical Difficulty Classes Combat Step by Step
Name AC Per Task Difficulty DC A round represents about 6 seconds
Very easy 5 in the game world. During a round,
Easy 10 each participant takes a turn
Medium 15 1. Determine surprise. The DM
Hard 20 determines whether anyone
Very hard 25 involved in the combat
Nearly impossible 30 encounter is surprised.
2. Establish positions. The DM
Passive Checks decides where all the
 10 + standard modifiers characters & monsters are
 Advantage = +5 located.
3. Roll initiative. Everyone
 Disadvantage = –5
involved in the combat
Skills encounter rolls initiative (D20
Working Together + Dex mod), determining the
Strength Wisdom
Athletics Animal Handling One person gets advantage. order of turns.
Dexterity Insight 4. Take turns. Each participant
Acrobatics Medicine Resting in the battle takes a turn in
Sleight of Hand Perception - Short Rest – 1 hour, spend one or initiative order.
Survival more hit-die; recover hit-die roll + 5. Begin the next round. Repeat
Stealth
Charisma Con mod HP step 4 until the fighting stops.
Intelligence
Arcana Deception - Long Rest – 8 hours (max. 2 hours
On your turn, you can move a
History Intimidation on watch); recover all HP, regain a distance up to your speed and take
Investigation Performance total of half your max hit-die. Must one action. You can also interact
Nature Persuasion have at least 1 hit point at the start of with one object or feature of the
Religion the rest to gain these benefits. environment for free, during either
Cannot benefit from more than 1 long your move or your action.
Dropping to 0 Hit Points rest per 24 hours. Surprise
When you drop to 0 hit points, you Compare Dexterity (Stealth) checks
either die outright or fall unconscious. Unseen Attackers and of anyone hiding with the passive
Targets Wisdom (Perception) score of each
Instant Death creature on the opposing side. Any
When you attack a target that you character or monster that doesn’t
When damage reduces you to 0 hit
can’t see, you have disadvantage on notice a threat is surprised at the
points and there is damage
the attack roll. This is true whether start of the encounter.
remaining, you die if the remaining
you’re guessing the target’s location
damage equals or exceeds your hit A surprised creature may not move,
or you’re targeting a creature you can
point maximum. take an action or use a reaction until
hear but not see. If the target isn’t in
that turn ends.
the location you targeted, you
Falling Unconscious Cover
automatically miss. When a creature
If damage reduces you to 0 hit points can’t see you, you have advantage  half cover: +2 AC and Dex
and fails to kill you, you fall on attack rolls against it. saves
unconscious (see Conditions). This
unconsciousness ends if you regain
If you are hidden—both unseen and  three-quarters cover: +5 AC
unheard—when you make an attack, and Dex saves
any hit points. you give away your location when the  total cover: can’t be targeted
attack hits or misses.
Death Saving Throws directly by an attack or a spell,
Whenever you start your turn with 0 Stabilizing a Creature AOE may still have effect
hit points, roll a d20. If the roll is 10 or You can use your action to
higher, you succeed. Otherwise, you administer first aid to an unconscious Contests
fail. A success or failure has no effect creature and attempt to stabilize it, Both participants in a contest make
by itself. On your third success, you which requires a successful DC 10 appropriate ability checks and
become stable. On your third failure, Wisdom (Medicine) check. compare the totals of their two
you die. The number of both is reset checks. The participant with the
to zero when you regain any hit A stable creature doesn’t make death
higher check total wins the contest.
points or become stable. saving throws, even though it has 0
That character or monster either
Rolling 1 or 20. When you make a hit points, but it does remain
succeeds at the action or prevents
death saving throw and roll a 1 on unconscious. The creature stops
the other one from succeeding.
the d20, it counts as two failures. If being stable and must start making
If the contest results in a tie, the
you roll a 20 on the d20, you regain 1 death saving throws again if it takes
situation remains the same as it was
hit point. any damage. A stable creature that
isn’t healed regains 1 hit point after before the contest.
Damage at 0 Hit Points. If you take
any damage while you have 0 hit 1d4 hours.
Group Checks
points, you suffer a death saving Everyone attempting the same action
throw failure. If the damage is from a Concentration rolls. If at least half the group beats
critical hit, you suffer two failures Taking damage while casting a spell the DC, the effort succeeds.
instead. If the damage equals or forces a Constitution saving throw of
exceeds your hit point maximum, you the higher of DC 10 or half the
suffer instant death. damage received. Failing the save
interrupts the spell.

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Combat Actions Dash Grappling
Use an Attack action to grapple. The
Attack Gain extra movement equal to your target of your grapple must be no
speed after applying any modifiers. more than one size larger than you,
Make one melee or ranged attack. and it must be within your reach.
Disengage Using at least one free hand, seize
1. Choose a target. Pick a target the target by making a Strength
Movement does not provoke
within your attack’s range: a opportunity attacks for the rest of the (Athletics) check contested by the
creature, an object, or a location. turn. target’s Strength (Athletics) or
2. Determine modifiers. The DM Dexterity (Acrobatics) check (chosen
determines whether the target has Dodge by the target). If you succeed, you
cover and whether you have subject the target to the grappled
advantage or disadvantage Until the start of your next turn, any condition. You can release the target
against the target. In addition, attack roll made against you has whenever you like (no action
spells, special abilities, and other disadvantage if you can see the required).
effects can apply penalties or attacker, and Dexterity saving throws Escaping a Grapple. A grappled
bonuses to your attack roll. have advantage. This benefit if you creature can use its action to escape.
3. Resolve the attack. If the d20 roll are incapacitated (see Conditions) or By succeeding on a Strength
for an attack is a 20, the attack hits if your speed drops to 0. (Athletics) or Dexterity (Acrobatics)
regardless of any modifiers or the check contested by your Strength
target’s AC. In addition, the attack is Help (Athletics) check.
a critical hit. The targeted creature gains Moving a Grappled Creature. When
advantage on the next ability check it you move, you can drag or carry the
If the d20 roll for an attack is a 1, the makes to perform the task, provided grappled creature with you, but your
attack misses regardless of any that it makes the check before the speed is halved unless the creature
modifiers or the target’s AC. start of your next turn. Alternatively, is two or more sizes smaller than
aid a friendly creature in attacking a you.
Critical Hit creature within 5 feet. If the ally
Roll all of the attack’s damage dice attacks the target before your next Shoving a Creature
twice and add them together. Then turn, the first attack roll is made with Use an Attack action to make a
add any relevant modifiers as advantage. special melee attack to shove a
normal. creature, either to knock it prone or
Hide push it away from you. The target of
Ranged Attacks in Close Combat Make a Dexterity (Stealth) check in your shove must be no more than
an attempt to hide. one size larger than you, and it must
A creature making a ranged attack
be within your reach. You make a
has disadvantage on the attack roll if it Strength (Athletics) check contested
is within 5 feet of a hostile creature Ready
by the target’s Strength (Athletics) or
who can see it and who isn’t Act later in the round using your Dexterity (Acrobatics) check (the
incapacitated. reaction. target chooses the ability to use). If
Decide what perceivable you win the contest, you either knock
Opportunity Attacks
circumstance will trigger the reaction. the target prone or push it 5 feet
Use a reaction to make a melee attack Then, choose the action taken in away from you.
against a creature that moves out of response, or choose to move up to
reach. The attack interrupts the your speed in response to it. When Damage Resistance
provoking creature’s movement, the trigger occurs, you can either
take your reaction right after the If a creature or an object has
occurring right before the creature resistance to a damage type,
trigger finishes or ignore the trigger.
leaves your reach. damage of that type is halved against
Forced movement and teleportation If a spell is readied it is cast as it.
do not trigger an opportunity attack. normal and release with a reaction
when the trigger occurs. To be Damage Vulnerability
Two-Weapon Fighting readied, a spell must have a casting If a creature or an object has
If attacking with a light melee weapon time of 1 action, and holding onto the vulnerability to a damage type,
that one hand, use a bonus action to spell’s magic requires concentration damage of that type is doubled
attack with a different light melee (explained in chapter 10). If your against it.
weapon that in the other hand. Ability concentration is broken, the spell
modifiers are not added to the dissipates without taking effect. Apply all modifiers to damage, then
damage of the bonus attack, unless apply resistance or vulnerability.
that modifier is negative. Search
If either weapon has the thrown Multiple instances of resistance or
Devote your attention to finding vulnerability that affect the same
property, it may be thrown instead of
something. Depending on the nature damage type count as only one
making a melee attack.
of your search, the DM might have instance.
you make a Wisdom (Perception)
Cast a Spell check or an Intelligence
Each spell has a casting time, which (Investigation) check.
specifies whether the caster must
use an action, a reaction, minutes, or Use an Object
even hours to cast the spell. Casting Interact with an object i.e. draw
a spell is, therefore, not necessarily another weapon, drink a potion, pull
an action. a lever, etc.

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Conditions Paralyzed Stunned
 A paralyzed creature is  A stunned creature is
Blinded incapacitated (see the condition) incapacitated (see the condi-
 A blinded creature can’t see and and can’t move or speak. tion), can’t move, and can speak
automatically fails any ability  The creature automatically fails only falteringly.
check that requires sight. Strength and Dexterity saving  The creature automatically fails
throws. Strength and Dexterity saving
 Attack rolls against the creature
 Attack rolls against the creature throws.
have advantage, and the have advantage.  Attack rolls against the creature
creature’s attack rolls have  Any attack that hits the creature have advantage.
disadvantage. is a critical hit if the attacker is
within 5 feet of the creature. Unconscious
Charmed  An unconscious creature is
 A charmed creature can’t attack Petrified incapacitated (see the
the charmer or target the  A petrified creature is condition), can’t move or speak,
charmer with harmful abilities or transformed, along with any and is unaware of its
magical effects. nonmagical object it is wearing surroundings.
 The charmer has advantage on or carrying, into a solid  The creature drops whatever it’s
any ability check to interact inanimate substance (usually holding and falls prone.
socially with the creature. stone). Its weight increases by a  The creature automatically fails
factor of ten, and it ceases Strength and Dexterity saving
Deafened aging. throws.
 A deafened creature can’t hear  The creature is incapacitated  Attack rolls against the creature
and automatically fails any ability (see the condition), can’t move have advantage.
check that requires hearing. or speak, and is unaware of its  Any attack that hits the creature
surroundings. is a critical hit if the attacker is
Frightened  Attack rolls against the creature within 5 feet of the creature.
 A frightened creature has have advantage.
disadvantage on ability checks  The creature automatically fails
and attack rolls while the source Strength and Dexterity saving Exhaustion
of its fear is within line of sight. throws. Some special abilities and
 The creature can’t willingly move  The creature has resistance to environmental hazards, such as
closer to the source of its fear. all damage. starvation and the long-term effects
 The creature is immune to of freezing or scorching
Grappled poison and disease, although a temperatures, can lead to a special
 A grappled creature’s speed poison or disease already in its condition called exhaustion.
becomes 0, and it can’t benefit system is suspended, not Exhaustion is measured in six
from any bonus to its speed. neutralized. levels. An effect can give a creature
 The condition ends if the one or more levels of exhaustion, as
grappler is incapacitated (see Poisoned specified in the effect’s description.
the condition).  A poisoned creature has
Level Effect
 The condition also ends if an disadvantage on attack rolls and
1 Disadvantage on ability checks
effect removes the grappled ability checks. 2 Speed halved
creature from the reach of the 3 Disadvantage on attack rolls and
grappler or grappling effect Prone
saving throws
 A prone creature’s only 4 Hit point maximum halved
Incapacitated movement option is to crawl (see 5 Speed reduced to 0
 An incapacitated creature can’t Movement), unless it stands up 6 Death
take actions or reactions. and thereby ends the condition.
 The creature has disadvantage If an already exhausted creature
Invisible on attack rolls. suffers another effect that causes
 An invisible creature is  An attack roll against the exhaustion, its current level of
impossible to see without the aid creature has advantage if the exhaustion increases by the amount
of magic or a special sense. For attacker is within 5 feet of the specified in the effect’s description.
the purpose of hiding, the creature. Otherwise, the attack A creature suffers the effect of its
creature is heavily obscured. roll has disadvantage. current level of exhaustion as well
The creature’s location can be  Standing from prone costs half as all lower levels.
detected by any noise it makes movement. An effect that removes exhaustion
or any tracks it leaves. reduces its level as specified in the
 Attack rolls against the creature Restrained effect’s description, with all
have disadvantage, and the  A restrained creature’s speed exhaustion effects ending if a
creature’s attack rolls have becomes 0, and it can’t benefit creature’s exhaustion level is
advantage. from any bonus to its speed. reduced below 1.
 Attack rolls against the creature Finishing a long rest reduces a
have advantage, and the creature’s exhaustion level by 1,
creature’s attack rolls have provided that the creature has also
disadvantage. ingested some food and drink.
 The creature has disadvantage
on Dexterity saving throws.

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