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 |