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Dungeons & Dragons 5E Rules Summary

CONDITIONS
Blinded
Charmed
Deafened
Frightened
Grappled
Incapacitated
Invisible

Attacks have disadvantage. Attacks against


have advantage. Fails sight ability checks.
Charmer has advantage on social challenges.
Cant attack or target charmer with harmful
abilities or magical effects.
Fails hearing ability checks.
Disadvantage on ability checks and attacks
while source of fear is within line of sight.
Cant willing move closer to source of fear.
Speed 0.
Cant take actions or reactions.
Attacks have advantage. Attacks against
have disadvantage. Cant see without aid or
magic or special sense. Considered heavily
obscured for hiding. Location may be
detected by noise or tracks left.

ACTIONS IN COMBAT
Bonus Action
Dash
Disengage
Dodge
Help
Hide
Move

Reaction
Ready
Search
Others

Only one per turn.


Spend action to move speed again.
Movement doesnt provoke opportunity
attacks.
Attacks against have disadvantage. DEX
saves have advantage.
Creature you aid gains advantage on ability
check. Aid creature within 5 feet on attack
and gives advantage.
DEX (Stealth) check to hide versus WIS
(Perception). Include cover; cover +2,
cover +5, total cover cant be seen.
Can move and take actions in any order including move, take action, move remaining.
Can interact with one object or feature of the
environment for free, during move or action.
Only one allowed per turn, dependent on
certain special abilities, spells and situations
(i.e. opportunity attack)
Act later in a round on a reaction, includes
spells
INT (Investigation) or WIS (Perception) check.
Attack, Spell, Use an Object

Paralyzed

Petrified

Poisoned
Prone

Considered incapacitated. Attacks against have


advantage. Attacks against within 5 feet are
critical hits. Fails STR and DEX saves. Cant
move or speak.
Considered incapacitated. Attacks against have
advantage. Fails STR and DEX saves. Resistance
to all damage. Immune to poison and disease.
Transformed, along with any non-magical items
wearing or carrying, into stone. Weights 10x and
does not age. Cant move or speak. Unaware of
surroundings.
Attacks and ability checks have disadvantage.
Attacks have disadvantage. Attacks against
within 5 feet have advantage, over 5 feet have
disadvantage. Half movement ends. Crawling
costs 2x move, triple through difficult terrain.

Restrained
Stunned
Surprised
Unconscious

Attacks and DEX saves have disadvantage.


Attacks against have advantage. Speed 0.
Considered incapacitated. Attacks against
have advantage. Fails STR and DEX saves.
Cant move and can speak falteringly.
No move or action on 1st turn. No reactions
until turn ends. Members of group can be
surprised even if others arent.
Considered incapacitated. Drops prone.
Attacks against have advantage. Attacks
against within 5 feet are critical hits. Fails STR
and DEX saves. Cant move or speak.
Unaware of surroundings.

EVERYTHING ELSE
Cover
Critical Hit
Difficulty Checks
(DC)

Difficult Terrain
Grappling

Opportunity
Attack
Range
Ranged Attacks
in Close Combat

Cover - +2 AC and DEX saves.


Cover - +5 AC and DEX saves.
Total Cover Cant be targeted.
Double the attacks damage dice,
i.e. 1D8+2 -> 2D8+2, 2D6+1 -> 4D6+1
Very Easy
5
Easy
10
Medium
15
Hard
20
Very Hard
25
Near Impossible 30
Doubles costs of movement.
STR (Athletics) versus contested STR
(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 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 | lance@lancelarsen.com | www.lancelarsen.com | @lancelarsen

Resistance
Rest, Long
Rest, Short
Shoving
Squeezing

Two Weapon
Fighting

Vulnerability

Half the damage.


8+ hrs. Max 2 hrs. light activity (on watch).
Max 1 hr. strenuous (being attacked).
Regains all HP. Regain HD up to half level.
1+ hrs. Nothing strenuous. Can spend up to
max Hit Dice (HD) to heal, +CON per HD.
STR (Athletics) versus contested STR
(Athletics) or DEX (Acrobatics). If successful,
either knock Prone or push 5 feet.
Moving through space that is large enough
for a creature one size smaller. Movement
cost doubled, disadvantage on attacks and
DEX saves. Attack rolls against the creature
have advantage.
When attacking with a light melee weapon
held in one hand, use bonus action to attack
with off-hand light melee weapon. Dont
add ability modifier to the damage of the
bonus attack, unless negative. Can use two
light thrown weapons in this manner.
Double damage.

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