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Published by Parallel, 2020-06-28 21:28:00

252152710-D-D-5e-Rules-Summary

5e-Rules-Summary

Dungeons & Dragons 5E Rules Summary

CONDITIONS

Blinded Attacks have disadvantage. Attacks against Paralyzed Considered incapacitated. Attacks against have Restrained Attacks and DEX saves have disadvantage.
Charmed have advantage. Fails sight ability checks. Petrified advantage. Attacks against within 5 feet are Stunned Attacks against have advantage. Speed 0.
Charmer has advantage on social challenges. critical hits. Fails STR and DEX saves. Can’t Surprised Considered incapacitated. Attacks against
Deafened Can’t attack or target charmer with harmful Poisoned move or speak. Unconscious have advantage. Fails STR and DEX saves.
Frightened abilities or magical effects. Prone Considered incapacitated. Attacks against have Can’t move and can speak falteringly.
Fails hearing ability checks. advantage. Fails STR and DEX saves. Resistance No move or action on 1st turn. No reactions
Grappled to all damage. Immune to poison and disease. until turn ends. Members of group can be
Incapacitated Disadvantage on ability checks and attacks Transformed, along with any non-magical items surprised even if others aren’t.
Invisible while source of fear is within line of sight. wearing or carrying, into stone. Weights 10x and Considered incapacitated. Drops prone.
Can’t willing move closer to source of fear. does not age. Can’t move or speak. Unaware of Attacks against have advantage. Attacks
Speed 0. surroundings. against within 5 feet are critical hits. Fails STR
Attacks and ability checks have disadvantage. and DEX saves. Can’t move or speak.
Can’t take actions or reactions. Unaware of surroundings.
Attacks have disadvantage. Attacks against
Attacks have advantage. Attacks against within 5 feet have advantage, over 5 feet have
have disadvantage. Can’t see without aid or disadvantage. Half movement ends. Crawling
magic or special sense. Considered heavily costs 2x move, triple through difficult terrain.
obscured for hiding. Location may be
detected by noise or tracks left.

ACTIONS IN COMBAT EVERYTHING ELSE…

Bonus Action Only one per turn. Cover ½ Cover - +2 AC and DEX saves. Resistance Half the damage.
Dash Rest, Long
Disengage Spend action to move speed again. Critical Hit ¾ Cover - +5 AC and DEX saves. Rest, Short 8+ hrs. Max 2 hrs. light activity (on watch).
Dodge Difficulty Checks Shoving Max 1 hr. strenuous (being attacked).
Help Movement doesn’t provoke opportunity (DC) Total Cover – Can’t be targeted. Squeezing Regains all HP. Regain HD up to half level.
attacks. 1+ hrs. Nothing strenuous. Can spend up to
Hide Attacks against have disadvantage. DEX Difficult Terrain Double the attack’s damage dice, Two Weapon max Hit Dice (HD) to heal, +CON per HD.
saves have advantage. Grappling Fighting STR (Athletics) versus contested STR
Move Creature you aid gains advantage on ability i.e. 1D8+2 -> 2D8+2, 2D6+1 -> 4D6+1 (Athletics) or DEX (Acrobatics). If successful,
check. Aid creature within 5 feet on attack Opportunity Vulnerability either knock “Prone” or push 5 feet.
Reaction and gives advantage. Attack Very Easy 5 Moving through space that is large enough
DEX (Stealth) check to hide versus WIS for a creature one size smaller. Movement
Ready (Perception). Include cover; ½ cover +2, ¾ Range Easy 10 cost doubled, disadvantage on attacks and
Search cover +5, total cover can’t be seen. Ranged Attacks DEX saves. Attack rolls against the creature
Others Can move and take actions in any order - in Close Combat Medium 15 have advantage.
including move, take action, move remaining. When attacking with a light melee weapon
Can interact with one object or feature of the Hard 20 held in one hand, use bonus action to attack
environment for free, during move or action. with off-hand light melee weapon. Don’t
Only one allowed per turn, dependent on Very Hard 25 add ability modifier to the damage of the
certain special abilities, spells and situations bonus attack, unless negative. Can use two
(i.e. opportunity attack) Near Impossible 30 light thrown weapons in this manner.
Act later in a round on a reaction, includes Double damage.
spells Doubles costs of movement.
INT (Investigation) or WIS (Perception) check.
STR (Athletics) versus contested STR
Attack, Spell, Use an Object
(Athletics) or DEX (Acrobatics). Grappled

creature can use its action to escape, STR

(Athletics) or DEX (Acrobatics) versus STR

(Athletics). Can drag or carry at ½ speed.

Reaction to make one melee attack on

creature that moves out of reach.

Interrupts movement. Only on target that

is moving not being moved.

Attack has disadvantage at long range.

Within 5 feet, disadvantage on attacks.

Compiled by Lance Larsen | [email protected] | www.lancelarsen.com | @lancelarsen


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