Actions During Combat
Movement + Action + Bonus Action
| Types | Actions |
|---|---|
| Movement | Move - can be split |
| Interaction | 1 object. Ex.: open a door, pickup an item, draw a weapon |
| Action | Attack or cast a spell |
| Action | Dash - Move up to your speed once more |
| Action | Disengage - Move away from a melee combat without taking opportunity attack |
| Action | Dodge - Advantage on Dex Save. Attacks against you have disadvantage |
| Action | Grapple/Shove - Target must be 1 size more at most. Contest of Athletics Vs Athletics ou Acrobatics |
| Action | Help - Give advantage to target in a skill check |
| Action | Hide - Stealth check to hide |
| Action | Ready - Prepare an action to be executed later in the round, based on a pre-defined trigger |
| Bonus | Only 1 per turn. Ex.: off-hand attack, some spells |
| Reaction | Only 1 per turn. Ex.: opportunity |
Concentration
Some spells require concentration
| Event | Description |
|---|---|
| Casting Spell | You can't concentrate on two spells at once. |
| Taking Damage | Must make CON save throw. DC equals 10 or half the damage, whichever is higher. |
| Incapacitated | You lose concentration if you become incapacitated of dead. |
Fall Damage
Jumping on purpose decreases 10ft - Check DEX DC 15
| Height | Damage |
|---|---|
| 3 m (10ft) | 1d6 |
| 6 m (20ft) | 2d6 |
| 9 m (30ft) | 4d6 |
| 60 m (200ft) | 20d6 |
| Falling speed of 500ft/turn | |
Death
| Situation | Description |
|---|---|
| Unconscious | Whenever the hitpoints are reduced to 0, the character falls unconscious. There is no negative hitpoints. |
| Test | When you start your turn with 0 hitpoints, you must make a Death Save to become stable. At each turn, roll a 1d20 without modifiers. A result of 10 or more is a success. |
| Stabilizing | With 3 successes, you become stable. After 1d4 hours, you gain 1 hitpoint and wake up. |
| Death | With 3 failures, the character dies. |
| Additional Damage | Any additional damage while unstable is considered as an additional failure to the death saves. If it is a critical damage, is is considered as 2 additional failues. If the damage is higher than the creatures max hit points, it is an instantaneous death. |
| Destabilizing | If an stabilized creature takes damage, if becomes unstable and must start the death saves again. |
| Critical | A natural 20 during a death save makes the character recover 1 hitpoint and wake up imediately. A natural 1 counts as 2 failures. |
Conditions
| Condition | Effects |
|---|---|
| Blinded | Automatically fails checks involving sight. Disadvantage to attack. Attackers against a blinded person have advantage. |
| Charmed | Can't attack or do something to harm the charmer. The charmer has advantage on social interactions. |
| Deafened | Automatically fails checks involving hearing. |
| Exhausted | See exhaustion table. |
| Frightened | Disadvantage on skill checks and attacks. Can't move towards the source of fear. |
| Grappled | Speed reduced to 0. Can make a STR contest at each turn to free itself. |
| Incapacitaded | Can't execute actions or reactions. Can't move or speak. Automatically failure in STR or DEX saves. Attackers have advantage. Meele hits do critical damage automatically. |
| Invisible | Can hide. Has advantage on attacks. Attackers have disadvantage against an invisible opponent. |
| Paralized | Incapacitaded |
| Petrified | Incapacitaded. Weight increases by 10 folds. Doesn't age. Gains resistance to all damage types. Poisons and diseases area suspended. Imune to new poisons and diseases. |
| Poisoned | Disadvantage in attacks and skill checks. |
| Prone | Can crawl or stand up (spends half movement). Disadvantage to attack. Attackers within 5ft have advantage. Attackers further away have disadvantage. |
| Restrained | Speed reduced to 0. Disadvantage in attacks and DEX saves. Attackers have advantage. |
| Stunned | Can't move. Reduced ability to speak. Automatically failures on STR and DEX saves. Attackers have advantage. |
| Unconscious | Paralized. Gets prone and drops the objects that is holding. |
Distance Examples
| Distance | Description |
|---|---|
| 1.7 m (5.6ft) | Average car width |
| 3 m (10ft) | Height of a building floor |
| 3x3 m (10x10ft) | Bedroom |
| 6x11 m (20x36ft) | Small 2 rooms apartment |
| 9 m (30ft) | - |
| 12 m (40ft) | Average street width |
| 18 m (60ft) | Depth of a volleyball court |
| 25 m (82ft) | Pool (1/2 olympic) |
| 36 m (120ft) | - |
| 105 m (344ft) | Depth of a soccer field |
Strength (STR)
Muscular capacity
| Skill | DC | Example |
|---|---|---|
| Athletics | 10 | Climb a mountain with apropriate equipment |
| Athletics | 15 | Jump +1ft vertical / +3ft horizontal |
| Athletics | 20 | Jump +2ft vertical / +6ft horizontal |
| Athletics | 25 | Jump +3ft vertical / +9ft horizontal |
| Athletics | 30 | Jump +4ft vertical / +12ft horizontal |
| Athletics | 10 | Swim in a gentle current |
| Athletics | 15 | Swim in a storm |
| Athletics | 20 | Throwing a hook rope in mid-jump |
| Athletics | 30 | Swim to escape a vortex |
| - | 10 | Force a stuck wooden door |
| - | 15 | Force a stuck heavy door |
| - | 20 | Break open a common door or lock. Break handcuffs |
| - | 25 | Breaking down a reinforced door or lock |
| - | 30 | Breaking down a super reinforced door or lock |
Dexterity (DEX)
Reaction, Agility, Speed
| Skill | DC | Example |
|---|---|---|
| Acrobatics | 10 | Walking on an icy surface |
| Acrobatics | 15 | Walking on a narrow ledge |
| Acrobatics | 20 | Cross a swinging rope bridge |
| Acrobatics | 25 | Walking on a tightrope |
| Sleigh Of Hand | 10 | Hide something simple |
| Sleigh Of Hand | 15 | Stealing an object from someone who can't see you |
| Sleigh Of Hand | Vs Perc. | Steal an object from a person |
| Stealth | Vs Perc. | Hide from a person who can't see you |
| - | 15 | Open a simple lock * |
| - | 20 | Open a regular lock * |
| - | 25 | Open a complex lock * |
| - | 30 | Open a masterwork lock * |
* requires proficiency with Thieve's tools
Constitution (CON)
Health, Resistance
| Skill | DC | Example |
|---|---|---|
| - | 10 | To swim for more than 1 hour |
| - | 10 | Extreme cold for more than 1 hour |
Inteligence (INT)
Knowledge, reasoning, deduction. Connect clues and ideas.
| Skill | DC | Example |
|---|---|---|
| Arcana, History, etc. | 10 | Remember well-known facts. Recognize a common symbol. |
| Arcana, History, etc. | 15 | Remember details about known facts. Remember vague information about obscure facts. Identify an unusual creature. |
| Arcana, History, etc. | 20 | Remember details about obscure facts. Remember vague information about very rare facts. Identify a spell while it is being cast. |
| Arcana, History, etc. | 25 | Remember details about rare facts. Identify a rare creature. Decipher a message in code. |
| Arcana, History, etc. | 30 | Identify a unique creature. |
| Investigation | 10 | Find/Identify a simple trap. |
| Investigation | 15 | Finding a creature's tracks and deducing its nature and direction. |
| Investigation | 20 | Find/Identify a secret door or pressure plate on the floor. |
| Investigation | 25 | Find/Identify a very well-hidden secret passage or trap. |
| - | 10 | Gesturing a simple idea to a creature. |
| - | 15 | Deduce the type of weapon that caused an injury. Estimate the value of a common gem. |
| - | 20 | Determine how to cause a tunnel or other structure to collapse. Estimate the value of a gemstone. |
| - | 25 | Estimate the value of a rare, antique, or exotic item. |
Wisdom (WIS)
Detection and observation of the environment and people. Senses: sight, hearing, smell, touch and taste.
| Skill | DC | Example |
|---|---|---|
| Insight | Vs. Deception | Identify a lie |
| Insight | 15 | Identify a prisoner who is most willing to collaborate |
| Insight | 15-20 | Discover people's motivation/annoyance |
| Perception | Vs. Stealth | Find hidden person |
| Perception | 10 | Hear voices at the end of a tunnel |
| Perception | 14 | Smell a gas leak |
| Perception | 15 | Secret passage or trap |
| Perception | 10 | Follow trail in snow, mud or sand |
| Perception | 15 | Follow trail on dirt or grass |
| Perception | 20 | Follow trail on hard floor (wood, stone) |
| Perception | +5 | Follow trail a day later |
| Perception | -5 | Follow the trail of a group of people |
| Perception | -5 | Creature left trail of blood |
| Survival | 10 | Don't get lost in the woods |
| Survival | 10 | Identifying if fungus is edible |
| Survival | 15 | Don't get lost in the desert |
| Survival | 15 | Weather forecast for the next 24 hours |
| Survival | 16 | Hide tracks/traces |
| Survival | 20 | Follow animal tracks |
| Survival | 20 | Weather forecast for the next 48 hours |
Charims (CHA)
Social abilities
| Skill | DC | Example |
|---|---|---|
| Persuasion | 10 | Extract common rumors |
| Persuasion | 15 | Calm panicked villagers |
| Persuasion | 20 | Influencing a friendly person to ally with the enemy |
| Persuasion | 25 | Influencing a hostile person to ally with the enemy |
| Deception | Vs. Insight | Lie to someone |
| Intimidate | 13 | Interrogate a prisoner |
| Intimidate | 16 | Interrogate a minion |
| Intimidate | 20 | Interrogate a fanatical cultist |
Dark Vision
Darkvision makes darkess cause same effects as Dim Light
| Type | Effect |
|---|---|
| Darkness | Blind condition |
| Darkness | Disadvantage on attack rolls |
| Darkness | Advantage for who is attacking a blind person |
| Darkness | Automatically fails any check that relies on vision |
| Dim Light | Disadvantage in check that depends on vision |
| Torch | 20ft Bright / 40ft Dim Light / >40ft Darkness |
| Light Spell | 20ft Bright / 40ft Dim Light / >40ft Darkness |
| Lantern | 30ft Bright / 60ft Dim Light / >60ft Darkness |
| Lantern - Cone | 60ft Bright / 120ft Dim Light / >120ft Darkness |
Dim Light = full moon light, dim sunrise and sunset lights
Exhaustion
Reduces a level when doing a long rest with food and drink.
| Level | Effect |
|---|---|
| 1 | Disadvantage on skill checks |
| 2 | Speed reduced by half |
| 3 | Disadvantages on attacks and saves |
| 4 | Max life halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
Watch Shifts for Resting
2 hrs of watch + 6 hrs of sleep
| People | Total Time | Each Shift |
|---|---|---|
| 2 | 12 hrs | 6 hrs |
| 3 | 10 hrs | 4 hrs |
| 4 | 8 hrs | 2 hrs |
Improvised Damage
| Character Level | Setback | Dangerous | Deadly |
|---|---|---|---|
| 1st-4th | 1d10 | 2d10 | 4d10 |
| 5th-10th | 2d10 | 4d10 | 10d10 |
| 11th-15th | 4d10 | 10d10 | 18d10 |
| 16th-20th | 10d10 | 18d10 | 24d10 |
| Example | Damage |
|---|---|
| Burned by coals | 1d10 |
| Hit by a falling bookcase | 1d10 |
| Pricked by a poison needle | 1d10 |
| Being struck by lightning | 2d10 |
| Stumbling into a fire pit | 2d10 |
| Hit by falling rubble in a collapsing tunnel | 4d10 |
| Stumbling into a vat of acid | 4d10 |
| Crushed by compacting walls | 10d10 |
| Hit by whirling steel blades | 10d10 |
| Wading through a lava stream | 10d10 |
Object Armor Class
Measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way)
| Substance | AC |
|---|---|
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
Object Hit Points
How much damage it can take before losing its structural integrity
| Size | Fragile | Resilient |
|---|---|---|
| Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |
| Small (chest, lute) | 3 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
| Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |
Weather
Random table for weather change (1d6)
| Value | Effect |
|---|---|
| 0-1 | Same as before |
| 2 | Sunnier |
| 3 | More cloudy |
| 4 | More rain |
| 5 | More cold |
| 6 | More hot |
Travel Speed
Difficult terrain halves speed
| Type | Per Hour | Per Day | Effect |
|---|---|---|---|
| Fast | 4 miles (6.4 km) | 30 miles (48.2 km) | -5 to Scouting, Navigation, Foraging; -10 to Stealth |
| Normal | 3 miles (4.8 km) | 24 miles (38.6 km) | -5 to Stealth |
| Slow | 2 miles (3.2 km) | 18 miles (28.9 km) | +5 to Scouting, Navigation, Foraging |
| By Horse | 6 miles (9.6 km) | 48 miles (77.2 km) | None |
| By Ship | 5 miles (8 km) | 120 miles (193 km) | Can travel 24h/day |
8 hours moving. Each additional hour requires save CON with DC 10 +1 per hour.
Visibility Distance
| Situation | Distance |
|---|---|
| Clear sky | 2 miles (3.2 Km) |
| From high above | x20 |
| Raining | 1 mile (1.6 Km) |
| Storm | 100-300 ft (30-90 m) |
| Mist | 100-300 ft (30-90 m) |
| Dense mist | 30-60 ft (9-18 m) |
Navigation
| Skill | DC | Example |
|---|---|---|
| Survival | 2 | Road |
| Survival | 8 | Plain, Underbrush, Grassland |
| Survival | 13 | Desert, Arctic, Hills |
| Survival | 16 | Forest, Jungle, Swamp |
| Survival | +5 | With storm |
Foraging
| Skill | DC | Example |
|---|---|---|
| Survival | 20 | Almost no food or water |
| Survival | 15 | Limited resources |
| Survival | 10 | Abundant resources |
Tracking
| Skill | DC | Example |
|---|---|---|
| Perception | 10 | Following tracks in snow, mud or sand |
| Perception | 15 | Following tracks in dirt or grass |
| Perception | 20 | Follow tracks on hard floor (wood, stone) |
| Perception | +5 | Follow tracks a day later |
| Perception | -5 | Follow the trail of a group of people |
| Perception | -5 | Creature left trail of blood |