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COMBAT STEP BY STEP

1.Determine surprise. The DM determines whether anyone in-


volved in the combat encounter is surprised.
2.Establish positions. The DM decides where all the characters and
monsters are located. Given the adventurers marching order or
their stated positions in the room or other location, the DM gures
out where the adversaries arehow far away and in what direction.
3.Roll initiative. Everyone involved in the combat encounter rolls
initiative, determining the order of the combatants turns.
4.Take turns. Each participant in the battle takes a turn in initiative order.
5.Begin the next round. When everyone involved in the combat has
had a turn, the round ends. Repeat step 4 until the ghting stops.
TYPICAL DIFFICULTY CLASSES
Task Difculty
Very easy
Easy
Medium
Task Difculty
Hard
Very hard
Nearly impossible
DC
5
10
15
DC
20
25
30
ABILITY SCORES, MODIFIERS, AND COST
Score
1
23
45
67
8
9
10
11
12
13
14
Score
15
16
17
18
19
2021
2223
2425
2627
2829
30
Modier
5
4
3
2
1
1
+0
+0
+1
+1
+2
Modier
+2
+3
+3
+4
+4
+5
+6
+7
+8
+9
+10
Point Cost

0
1
2
3
4
5
7
Point Cost
9

STANDARD EXCHANGE RATES


Coin
Copper (cp)
Silver (sp)
Electrum (ep)
Gold (gp)
Platinum (pp)
pp
1/1,000
1/100
1/20
1/10
1
gp
1/100
1/10
1/2
1
10
ep
1/50
1/5
1
2
20
sp
1/10
1
5
10
100
cp
1
10
50
100
1,000
LIFESTYLE EXPENSES
Lifestyle
Wretched
Squalid
Poor
Modest
Price/Day

1 sp
2 sp
1 gp
Lifestyle
Comfortable
Wealthy
Aristocratic
Price/Day
2 gp
4 gp
10 gp minimum
DONNING AND DOFFING ARMOR
Category
Light Armor
Medium Armor
Heavy Armor
Shield
Don
1 minute
5 minutes
10 minutes
1 action
Doff
1 minute
1 minute
5 minutes
1 action
TRAVEL PACE
Pace
Fast
Normal
Slow
Minute
400 feet
300 feet
200 feet
Hour
4 miles
3 miles
2 miles
Day
30 miles
24 miles
18 miles
Effect
5 to passive Wisdom (Perception) scores

Able to use stealth


ACTIVITIES WHILE TRAVELING
STEALTH
While traveling at a slow pace, and not in the open, characters can
try to surprise or sneak by other creatures they encounter. See the
rules for hiding in chapter 7.
NOTICING THREATS
Use the passive Wisdom (Perception) scores of the characters
to determine whether anyone in the group notices a hidden
threat. The DM might decide that a threat can be noticed only
by characters in a particular rank (front, middle, or back).
While traveling at a fast pace, characters take a 5 penalty to their
passive Wisdom (Perception) scores to notice hidden threats.
OTHER ACTIVITIES
Characters who turn their attention to other tasks as the group
travels are not focused on watching for danger. These characters
dont contribute their passive Wisdom (Perception) scores to the
groups chance of noticing hidden threats. However, a character
not watching for danger can do one of the following activities in-
stead, or some other activity with the DMs permission.
Navigate. The character can try to prevent the group from becoming
lost, making a Wisdom (Survival) check when the DM calls for it.
Draw a Map. The character can draw a map that records the
groups progress and helps the characters get back on course if they
get lost. No ability check is required.
Track. A character can follow the tracks of another creature,
making a Wisdom (Survival) check when the DM calls for it.
Forage. The character can keep an eye out for ready sources of food
and water, making a Wisdom (Survival) check when the DM calls for it.
MOVEMENT
DIFFICULT TERRAIN, CLIMBING, SWIMMING, AND CRAWLING
When moving through difcult terraindense forest, deep swamps,
rubble-lled ruins, steep mountains, ice-covered groundor when
climbing, swimming, or crawling, moving 1 foot costs 2 feet of speed.
JUMPING
Your Strength determines how far you can jump, as follows:
Long Jump. If you move at least 10 feet on foot immediately
before the jump, you cover a number of feet equal to your Strength
score.
High Jump. If you move at least 10 feet on foot immediately
before the jump, you leap into the air a number of feet equal to 3 +
your Strength modier.
Standing Jumps. Whether going for distance or height, mak-
ing a jump without moving beforehand results in jumping half your
normal distance.
Reaching. You can reach above you a distance equal to the
height of your jump plus 1 times your height.
STANDARD LANGUAGES
Language
Common
Dwarvish
Elvish
Giant
Gnomish
Goblin
Haling
Orc
Typical Speakers
Humans
Dwarves
Elves
Ogres, giants
Gnomes
Goblinoids
Halings
Orcs
Script
Common
Dwarvish
Elvish
Dwarvish
Dwarvish
Dwarvish
Common
Dwarvish
EXOTIC LANGUAGES
Language
Abyssal
Celestial
Draconic
Deep Speech
Infernal
Primordial
Sylvan
Undercommon
Typical Speakers
Demons
Celestials
Dragons, dragonborn
Mind ayers, Beholders
Devils
Elementals
Fey creatures
Underdark traders
Script
Infernal
Celestial
Draconic

Infernal
Dwarvish
Elvish
Elvish
FOOD, DRINK, AND LODGING
Item
Ale
Gallon
Mug
Banquet (per person)
Bread, loaf
Cheese, hunk
Inn stay (per day)
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Cost
2 sp
4 cp
10 gp
2 cp
1 sp
7 cp
1 sp
5 sp
8 sp
2 gp
4 gp
Item
Meals (per day)
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Meat, chunk
Wine
Common (pitcher)
Fine (bottle)
Cost
3 cp
6 cp
3 sp
5 sp
8 sp
2 gp
3 sp
2 sp
10 gp
SERVICES
Service
Coach cab
Between towns
Within a city
Hireling
Skilled
Untrained
Messenger
Road or gate toll
Ships passage
Pay
3 cp per mile
1 cp
2 gp per day
2 sp per day
2 cp per mile
1 cp
1 sp per mile
ACTIONS IN COMBAT
ATTACK
With this action, you make one melee attack or ranged attack. Certain
features, such as the Extra Attack feature, allow you to make more
than one attack with this action.
Reach. Most creatures have a 5-foot reach and can thus attack
targets within 5 feet of them when making a melee attack.
Ranged attacks in close combat. When you make a ranged attack
with a weapon, spell, or some other means, you have disadvantage on
the attack roll if you are within 5 feet of a hostile creature who can see
you and who isnt incapacitated.
Opportunity attacks. You can make an opportunity attack when
a hostile creature that you can see moves out of your reach. To
make the opportunity attack, you use your reaction and make one
melee attack against the provoking creature.
Two-weapon ghting. When you take the Attack action and attack
with a light melee weapon that youre holding in one hand, you can
use a bonus action to attack with a different light melee weapon that
youre holding in the other hand. You dont add your ability modier
to the damage of the bonus attack, unless that modier is negative.
If either weapon has the thrown property, you can throw the
weapon, instead of making a melee attack with it.
Grappling. When you want to grab a creature or wrestle with it,
you can replace on of the attacks you are entitled to from an Attack
action with a grapple. See chapter 10 for more details.
Shoving a creature. When you want to knock prone or push a crea-
ture away from you, you can replace one of the attacks you are entitled
to from an Attack action with a shove. See chapter 10 for more details.
Cover. There are three degrees of cover. If a target is behind
multiple sources of cover, only the most protective degree of cover
applies. See chapter 10 for more details.
CAST A SPELL
Each spell has a casting time, which species whether the caster
must use an action, a reaction, minutes, or even hours to cast the
spell. Casting a spell is, therefore, not necessarily an action.
DASH
When you take the Dash action, you gain extra movement equal to
your speed, after applying any modiers.
DISENGAGE
If you take the Disengage action, your movement doesnt provoke
opportunity attacks for the rest of the turn.
DODGE
Until the start of your next turn, any attack roll made against you has
disadvantage if you can see the attacker, and you make Dexterity saving
throws with advantage. You lose this benet if you are incapacitated or
if your speed drops to 0.
HELP
When you take the Help action, you aid a creature in a task and they
gain advantage on the next ability check made to perform the task
you are helping with, provided that it makes the check before the
start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature
within 5 feet of you, granting your ally advantage on the rst attack
roll against that creature, provided that attack is made before the start
of your next turn.
HIDE
When you take the Hide action, you make a Dexterity (Stealth) check
in an attempt to hide, following the rules in chapter 7 for hiding. If you
succeed you follow the unseen attackers and targets rules in chapter 9.
READY
You can take the Ready action on your turn so that you can act later
in the round using your reaction.
First, you decide what perceivable circumstance will trigger your
reaction. Then, you choose the action you will take in response to
that trigger, or you choose to move up to your speed in response.
When the trigger occurs, you can either take your reaction right
after the trigger nishes or ignore the trigger. Remember that you
can take only one reaction per round.
When you read a spell, you cast it as normal but hold its energy,
which you release with your reaction when the trigger occurs. To be
readied, a spell must have a casting time of 1 action, and holding onto
the spells magic requires concentration (explained in chapter 10). If
your concentration is broken, the spell dissipates without taking effect.
SEARCH
When you take the Search action, you devote your attention to
nding something. Depending on the nature of your search, the
DM might have you make a Wisdom (Perception) check or an
Intelligence (Investigation) check.
USE AN OBJECT
You normally interact with an object while doing something else,
such as when you draw a sword as part of an attack. When an object
requires your action for its use, you take the Use an Object action.
This is action also useful when you want to interact with more than
one object on your turn.
Half cover
Three-quarters cover
Total cover
+2 bonus to AC and Dexterity saving throws
+5 bonus to AC and dexterity saving throws
Cant be directly targeted by an attack or spell,
but can be reached with an area of effect
USING EACH ABILITY
STRENGTH (ATHLETICS) CHECKS
Climb a sheer or slippery surface, avoid hazards while scaling a
wall, or cling to surface while something is trying to knock you off
Jump an unusually long distance or pull off a stunt midjump
Swim or stay aoat in treacherous currents, storm-tossed waves,
or areas of thick seaweed, or another creature tries to push or pull
you underwater or otherwise interfere with your swimming
OTHER STRENGTH CHECKS
Force open a stuck, locked, or barred door
Break free of bonds
Push through a tunnel that is too small
Hang on to a wagon while being dragged behind it
Tip over a statue, or keep a boulder from rolling
DEXTERITY (ACROBATICS) CHECKS
Stay on your feet in a tricky situation, balance on a tightrope, or
stay upright on a rocking ships deck
Perform acrobatic stunts including dives, rolls, somersaults, ips
DEXTERITY (SLEIGHT OF HAND) CHECKS
Planting something on someone else
Concealing an object on your person
Lift a coin purse off another person, or slip something out of another
persons pocket
DEXTERITY (STEALTH) CHECKS
Conceal yourself from enemies, slink past guards, slip away without
being noticed, or sneak up on someone without being seen or heard
OTHER DEXTERITY CHECKS
Control a heavily laden cart on a steep descent, or steer a chariot
around a tight turn
Pick a lock, or disable a trap
Securely tie up a prisoner
Wriggle free of bonds
Play a stringed instrument
Craft a small or detailed object
CONSTITUTION CHECKS
Hold your breath
March or labor for hours without rest
Go without sleep
Survive without food or water
Quaff an entire stein of ale in one go
INTELLIGENCE (ARCANA) CHECKS
Recall lore about spells, magic items, eldritch symbols, magical traditions,
the planes of existence, and the inhabitants of those planes
INTELLIGENCE (HISTORY) CHECKS
Recall lore about historical events, legendary people, ancient kingdoms,
past disputes, recent wars, and lost civilizations.
INTELLIGENCE (INVESTIGATION) CHECKS
Deduce the location of a hidden object
Discern from the appearance of a wound what kind of weapon dealt it
Determine the weakest point in a tunnel that could cause it to collapse
Pore through ancient scrolls in search of a hidden fragment of knowledge
INTELLIGENCE (NATURE) CHECKS
Recall lore about terrain, plants and animals, the weather, and
natural cycles.
CHARACTER ADVANCEMENT
Experience
Points
14,000
23,000
34,000
48,000
64,000
Level
6
7
8
9
10
Prociency
Bonus
+3
+3
+3
+4
+4
Experience
Points
85,000
100,000
120,000
140,000
165,000
Level
11
12
13
14
15
Prociency
Bonus
+4
+4
+5
+5
+5
Experience
Points
195,000
225,000
265,000
305,000
355,000
Level
16
17
18
19
20
Prociency
Bonus
+5
+6
+6
+6
+6
Experience
Points
0
300
900
2,700
6,500
Level
1
2
3
4
5
Prociency
Bonus
+2
+2
+2
+2
+3
BLINDED
A blinded creature cant see and automatically fails any ability
check that requires sight.
Attack rolls against the creature have advantage, and the creatures
attack rolls have disadvantage
CHARMED
A charmed creature cant attack the charmer or target the charmer
with harmful abilities or magical effects.
The charmer has advantage on any ability check to interact socially
with the creature.
DEAFENED
A deafened creature cant hear and automatically fails any ability
check that requires hearing.
EXHAUSTION
Some special abilities and environmental hazards, such as starvation and
the long-term effects of freezing or scorching temperatures, can lead to a
special condition called exhaustion. Exhaustion is measured in six leaves.
An effect can give a creature one or more levels of exhaustion, as specied
in the effects description.
If an already exhausted creature suffers another effect that causes
exhaustion, its current level of exhaustion increases by the amount
specied in the effects description.
A creature suffers the effect of its current level of exhaustion as well
as all lowers levels. For example, a creature suffering level 2 exhaustion
has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specied in
the effects description, with all exhaustion effects ending if a crea-
tures exhaustion level is reduced below 1.
Finishing a long rest reduces a creatures exhaustion level by 1,
provided that the creature also ingested some food and drink.
FRIGHTENED
A frightened creature has disadvantage on ability checks and attack
rolls while the source of its fear is within line of sight.
The creature cant willingly move closer to the source of its fear.
GRAPPLED
A grappled creatures speed becomes 0, and it cant benet from
any bonus to its speed.
The condition ends if the grappler is incapacitated.
The condition also ends if an effect removes the grappled creature
from the reach of the grappler or grappling effect, such as when a
creature is hurled away by the thunderwave spell.
INCAPACITATED
An incapacitated creature cant take actions or reactions.
INVISIBLE
An invisible creature is impossible to see without the aid of magic
or a special sense. For the purpose of hiding, the creature is heavily
obscured. The creatures location can be detected by any noise it
makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creatures
attack rolls have advantage.
PARALYZED
A paralyzed creature is incapacitated and cant move or speak.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that this the creature is a critical hit if the attacker is
within 5 feet of the creature
PETRIFIED
A petried creature is transformed, along with any nonmagical object it
is wearing or carrying, into a solid inanimate substance (usually stone).
Its weight increases by a factor of ten, and it ceases aging.
The creature is incapacitated, cant move or speak, and is unaware
of its surroundings.
Attack rolls against the creature have advantage.
The creature automatically fails Strength and Dexterity saving throws.
The creature has resistance to all damage.
The creature is immune to poison and disease, although a poison
or disease already in its system is suspended, not neutralized.
POISONED
A poisoned creature has disadvantage on attack rolls and ability checks.
PRONE
A prone creatures only movement option is to crawl, unless it
stands up and thereby ends the condition.
The creature has disadvantage on attack rolls.
An attack roll against the creature has advantage if the attacker is within
5 feet of the creature. Otherwise, the attack roll has disadvantage.
RESTRAINED
A restrained Creatures speed becomes 0, and it cant benet from
any bonus to its speed.
Attack rolls against the creature have advantage, and the creatures
attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws.
STUNNED
A stunned creature is incapacitated, cant move, and can speak
only falteringly.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
UNCONSCIOUS
An unconscious creature is incapacitated, cant move or speak,
and is unaware of its surroundings.
The creature drops whatever its holding and falls prone.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have Advantage.
Any attack that hits the creature is a critical hit if the attacker is
within 5 feet of the creature.
CONDITIONS
Level
1
2
3
4
5
6
Effect
Disadvantage on ability checks
Speed halved
Disadvantage on attack rolls and saving throws
Hit point maximum halved
Speed reduced to 0
Death
INTELLIGENCE (RELIGION) CHECKS
Recall lore about deities, rites and prayers, religious hierarchies,
holy symbols, and the practices of secret cults.
OTHER INTELLIGENCE CHECKS
Communicate with a creature without using words
Estimate the value of a precious item
Pull together a disguise to pass as a city guard
Forge a document
Recall lore about a craft or trade
Win a game of skill
WISDOM (ANIMAL HANDLING) CHECKS
Calm down a domesticated animal, keep a mount from getting
spooked, or control your mount when you attempt a risky maneuver,
intuit an animals intentions
WISDOM (INSIGHT) CHECKS
Determine the true intentions of a creature, such as when searching
out a lie or predicting someones next move
WISDOM (MEDICINE) CHECKS
Stabilize a dying companion or diagnose an illness
WISDOM (PERCEPTION) CHECKS
Hear a conversation through a closed door, eavesdrop under an
open window, or hear monsters moving stealthily in the forest
Spot orcs lying in ambush on a road, thugs hiding in the shadows
of an alley, or candlelight under a closed secret door
WISDOM (SURVIVAL) CHECKS
Follow tracks, hunt wild game, or identify signs that owlbears live nearby
Guide your group through the frozen wastelands, or avoid quicksand
and other natural hazards, including predicting the weather
Predict the weather
OTHER WISDOM CHECKS
Get a gut feeling about what course of action to follow
Discern whether a seemingly dead or living creature is undead
CHARISMA (DECEPTION) CHECKS
Fast-talk a guard, con a merchant, earn money through gambling,
pass yourself off in a disguise, dull someones suspicions with false
assurances, or maintain a straight face while telling a blatant lie
CHARISMA (INTIMIDATION) CHECKS
Pry information out of a prisoner
Convince street thugs to back down from a confrontation
Use the edge of a broken bottle to convince a sneering vizier to
reconsider a decision
CHARISMA (PERFORMANCE) CHECKS
Delight an audience with music, dance, acting, storytelling, or
some other form of entertainment
CHARISMA (PERSUASION) CHECKS
Acting in good faith, to foster friendships, make cordial requests,
or exhibit proper etiquette
Convince a chamberlain to let your party see the king, negotiating
peace between warring tribes, or inspiring a crowd of townsfolk
OTHER CHARISMA CHECKS
Find the best person to talk to for news, rumors, and gossip
Blend into a crowd to get the sense of key topics of conversation

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