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0% found this document useful (0 votes)
92 views10 pages

Guides

Uploaded by

Wolfclaw Models
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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©Designed by Armor Class. More resources at armorclass.

co
©Designed by Armor Class. More resources at armorclass.co
©Designed by Armor Class. More resources at armorclass.co
©Designed by Armor Class. More resources at armorclass.co
PLAYING THE GAME
HOW TO PLAY ON YOUR TURN
• Move up to your speed.
1. DM describes the scenario. • Take an Action.
• Take a Bonus Action (if available).
2. You say what you want to do • Interact with something.
(A dice roll may be requested).
ACTIONS
3. The DM describes the results.
Attack
Make one attack with a weapon or an Unarmed
Strike.

THE ROLL OF THE DICE Dash


Take more movement equal to your speed this
turn.
20-sided die (d20) defines success/
failure in the game. A roll, with Disengage
modifiers, that meets or tops a DM-set When you move past enemies this turn they can't
target succeeds. make Opportunity Attacks.

Advantage: Roll a d20 twice and Dodge


use the higher number. Attacks against you have Disadvantage. Your
DEX saving throws have Advantage.
Disadvantage: Roll a d20 twice and
use the lower number. Help
Assist someone with a task or attack, giving them
Advantage.
ROUND DOWN
If a roll ever results in a fraction, Hide
round down. Make a Stealth check to hide.

Influence
INSPIRATION Make a Charisma or Wisdom check (DM decides
Your DM can bestow Inspiration. Use skill) to change a creature’s attitude.
it to get Advantage on one d20 roll or
gift it to a fellow player. Magic
Cast a spell, use a magic item or a magical feature.
Many spells use one Action, some take longer.
REACTIONS (once per round)
Reactions are unique actions triggered Ready
by specific events. They can occur Choose an Action and an event to trigger it. If the
anytime, even during another player's event occurs, take that Action as your Reaction
turn. (see Reactions).

Search

Study

Utilize
Roll to get a
sum out of 100
(eg. 00 + 3 = 3)
COMBAT
INITIATIVE
To decide turn order, roll a d20 plus HIT POINTS (HP)
your Dexterity Modifier when HP indicates your durability, going from Hit
combat begins. Point Maximum to 0, decreasing with damage,
rising with healing.

MAKING AN ATTACK INSTANT DEATH


1. Pick a target in range. If leftover damage, after reducing you to 0 HP,
2. Roll a d20 - add Attack Modifier and
equals or tops your HP max, you die.
add your proficiency bonus. If it
equals or tops target's Armor Class,
roll damage.
3. Roll damage - Add your modifiers FALLING UNCONSCIOUS
from weapon/attack details. Upon reaching 0 HP without dying, you fall
unconscious. If starting a turn with 0 HP, roll a
d20 for a Death Save.
CRITICAL HITS
A roll of 20 is a critical hit. Roll all Rolling 1 2-9 10-19 20
damage dice two times, then add
any modifiers. 2 Failures 1 Failure 1 Success Gain 1 HP

3 successes stabilizes you, but you're still


RANGED WEAPONS unconscious. 3 failures kills you. Damage at 0 HP
equals a failure; Critical Hits cause two failures.
Ranged weapons list two ranges
Melee hits are Critical.
(eg. 20/60). Beyond normal range,
attacks have Disadvantage and Restored HP erases Death Saves and revives you.
can't exceed long range. You can stabilize an unconscious creature with a
DC 10 Medicine check. They stay unconscious but
skip Death Saves.
KNOCKING A CREATURE OUT
If a melee attack brings a creature
to 0 HP, you can opt to knock
them out instead of killing them. REST & RECOVERY

SHORT REST (1 hour)


OPPORTUNITY ATTACKS To regain HP, roll Hit Dice adding your
If a visible hostile creature next to Constitution Modifier.
you moves out of reach, you can
react with a melee attack. LONG REST (8 hours)
Restore lost Hit Points, abilities and all your
spent Hit Dice. You also restore your HP Max.
SPECIAL MOVEMENTS

MOVEMENT COST

Drop Prone No Cost

Stand Up Half your movement

Jump Jump 1 ft, per ft cleared

Difficult Terrain, Move at half speed


Climb, Crawl, (Cost 10ft for every 5ft
Swim travelled)
QUICK REFERENCE
GENERAL REFERENCE DAMAGE & HEALING

DIFFICULTY CLASS (DC)


Very easy | DC 5
Easy | DC 10 DAMAGE TYPES
Medium | DC 15
Bludgeoning
Hard | DC 20
Acid
Very hard | DC 25
Necrotic
Nearly impossible | DC 30
Piercing
Cold
CHARACTER SKILLS Poison
Slashing
Strength Fire
○ Athletics Psychic
Force
Wisdom Radiant
○ Animal Handling Lightning
○ Insight Thunder
○ Medicine
○ Perception VULNERABILITY: This damage is doubled
○ Survival RESISTANCE: This damage is halved
IMMUNITY: This deals no damage.
Dexterity
○ Acrobatics DAMAGE SEVERITY BY LEVEL
○ Sleight of Hand
○ Stealth LEVEL| SETBACK| DANGER | DEADLY
2-4 | 5 (1d10) | 11 (2d10) | 22 (4d10)
Charisma 5-10 | 11 (2d10) | 22 (4d10) | 55 (10d10)
○ Deception 11-16 | 22 (4d10) | 55 (10d10)| 99 (18d10)
○ Intimidation 17-20 | 55 (10d10)| 99 (18d10)| 132 (24d10)
○ Performance
○ Persuasion
IMPROVISING DAMAGE
Intelligence DAMAGE | EXAMPLES
○ Arcana 1d10 | Coal burn, falling bookcase
○ History 2d10 | Lightning strike, fire pit
○ Investigation 4d10 | Collapsing tunnel, vat of acid
○ Nature 10d10 | Wade in lava, whirling blades
○ Religion 18d10 | Submerged in lava
24d10 | Jaws of a godlike creature
ROUND DOWN
Fractions are usually rounded down.
POTIONS OF HEALING
CONTESTS POTION | RARITY | HP REGAINED
When two people compete to achieve Regular | Common | 2d4 + 2
something, both make an appropriate ability Greater | Uncommon | 4d4 + 4
check. The higher result wins. On a tie, the Superior | Rare | 8d4 + 8
situation remains the same as it was before Supreme | Very Rare | 10d4 + 20
the contestround down.
EXPLORATION
EXHAUSTION (Condition)
LVL | EFFECT
D20 Tests: Subtract 2 × your Exhaustion LONG JUMP
level from any D20 roll If moving 10 feet before jumping, the jump distance
(e.g., -6 at Level 3). equals your Strength score, or half that
1-5
Speed: Reduce Speed by 5 feet ×
when making the jump from standing.
Exhaustion level Clear a low obstacle = DC 10 Athletics
(e.g., -20 feet at Level 4). Land in difficult terrain = DC 10 Acrobatics
6 | Death
HIGH JUMP
Finishing a long rest plus having food and drink If moving 10 feet before jumping, the jump height
reduces exhaustion level by 1. is 3 + Strength modifier (minimum 0 feet), or
half that when jumping from standing. Maximum
height reached with arms outstretched equals
TRAP DANGER jump height plus 1½ times the creature’s height.
DANGER SAVE DC ATK BONUS | DMG
Nuisance 10-18 +4 | 5 (1d10) - 55 (10d10) FALLING
Deadly 13-21 +8 | 11 (2d10) - 99 (18d10) Each 10ft = 1d6 bludgeoning damage (max 20d6),
*Based on level (DM's Guide page 103) and the creature lands prone.

MOVEMENT
VISION & LIGHT
TY
TYPE COST
Dim light / Lightly obscured - Disadvantage on
Drop
Dr Prone No Cost
sight based Perception checks.
Stand Up Half your movement
Darkness / Heavily obscured - As though suffering
from the Blinded condition.
Climb, Crawl, Each ft of movement
Swim
Sw costs 1 extra ft (2 extra
Darkvision - Creatures with Darkvision can see in
if in Difficult Terrain)
dim light as if it were bright light and darkness
as if dim light, but can’t discern colour in darkness.
TRAVEL PACE
PACE | PER MINUTE | PER HOUR | PER DAY
*EFFECT LIGHT SOURCE | BRIGHT | DIM
Fast | 400 feet | 4 miles | 30 miles
Candle | 5 ft. +5 ft.
* Disadvantage on Perception, Wisdom & Stealth Lamp | 15 ft. +30 ft.
Checks Bullseye Lantern | 60 ft. cone +60 ft.
Hooded Lantern | 30 ft. +30 ft.
Normal | 300 feet | 3 miles | 24 miles Torch | 20 ft. +20 ft.
* Disadvantage on Stealth Checks

Slow | 200 feet | 2 miles | 18 miles


* Advantage on Perception, Wisdom Checks
REMEMBER: Difficult terrain = half speed
If travelling more than 8 hours in a day,
make a CON saving throw at the end of
every hour (DC 10 +1 for each extra hour).
A failure gains one level of exhaustion.
COMBAT
ACTIONS
● Attack DEATH & 0 HP
● Dash
● Disengage INSTANT DEATH
● Dodge When damage reduces a character to 0 HP, they die if
● Help the remaining damage equals or exceeds
● Hide their HP maximum.
● Influence
● Magic DEATH SAVING THROWS
● Ready If a player starts their turn with 0 HP, they roll a d20
● Search to make a Death Saving Throw.
● Study
● Utilize 1 | 2 Failures
2-9 | 1 Failure
10-19 | 1 Success
STARTING COMBAT 20 | Gain 1 HP
1. Determine surprise
2. Establish positions ● 3 Successes = Stable but unconscious
3. Roll initiative ● 3 Failures = Dead
4. Take turns
Damage at 0 HP = 1 Failure
INITIATIVE Critical Hit at 0 HP = 2 Failures
D20 + Dexterity Modifier (All attacks within 5 feet are Critical Hits)

Stabilizing = DC 10 Medicine check


CRITICAL HITS
Roll all damage dice twice then add any
modifiers on top SPELLCASTING

REACTIONS (Once per round) SPELL AREAS


An instant response to a specified trigger. * = Point of Origin
Resets at the start of your next turn. If a
reaction interrupts a turn, that turn continues
as usual.

OPPORTUNITY ATTACKS
If a hostile creature you can see moves out of LOSING CONCENTRATION
Casting another concentration spell.
your reach, use a Reaction to make one melee
attack against it. It doesn't provoke attacks if Being incapacitated or killed.
it Disengages, teleports or is moved by
Taking damage - Make a Constitution
something without using its Movement, saving throw. The DC equals 10 or half the
Action, or Reaction. damage taken, whichever is higher.

BONUS ACTION SPELLS


COVER If casting a bonus action spell, you can’t cast another
1/2 | +2 to AC and DEX saving throws spell this turn unless it is a cantrip.
3/4 | +5 to AC and DEX saving throws
Full | Can't be targeted directly, except by SPELL SAVE DC
areas of effect Save DC = 8 + proficiency bonus + spellcasting ability
modifier
CONDITIONS
BLINDED PETRIFIED
Transformed, along with carried or worn nonmagical
Automatically fail ability checks
objects into a solid inanimate substance. Weight
relying on sight.
increases by a factor of ten, and it ceases aging.
Attack rolls against blind creature have
Incapacitated
Incapa (see condition), can't move or speak,
advantage, and their attack rolls have
disadvantage. and unaware of surroundings.

Attack rolls against the creature have advantage.


CHARMED
Can't attack the charmer or target them with Automatically fails Strength and Dexterity saving
harmful abilities or effects. throws.

Charmer has advantage on ability check to Resistance to all damage.


interact socially with the
charmed creature. Immune to poison.

DEAFENED
Automatically fail ability checks relying on POISONED
hearing. Disadvantage on attack rolls and ability checks.

FRIGHTENED PRONE
Di
Disadvantage on ability checks and attack Movement when prone must be a crawl.
rolls while the source of fear is in line of
sight. Disadvantage on attack rolls.

Can't willingly move closer to the source of Attack rolls against the creature have advantage if the
fear. attacker is within 5 feet. Otherwise, the attack has
disadvantage.
GRAPPLED
Speed is 0. Attacks against others are RESTRAINED
at disadvantage. Speed becomes 0.
The grappler can move the target,
using 2 feet of movement per foot Attack rolls against the creature have advantage, and
(except for Tiny or 2+ sizes smaller). the creature's attack rolls have disadvantage.

INCAPACITATED Disadvantage on Dexterity saving throws.


Can't take actions or reactions.
STUNNED
INVISIBLE Incapacitated (see condition), can't move, can speak
Impossible to see without the aid of only falteringly.
magic or special senses, but can be
detected by noise or any tracks it leaves. Automatically fails Strength and Dexterity saving
throws.
Attack rolls against the creature have
disadvantage, and their attack rolls have Attack rolls against the creature have advantage.
advantage.
UNCONSCIOUS
PARALYZED Incapacitated (see condition), can't move or speak,
and is unaware of surroundings.
Incapacitated (see condition) and can't move or
speak. Drops what it is holding and falls prone.

Automatically fail Strength and Dexterity Automatically fails Strength and Dexterity saving
saving throws. throws.

Attack rolls against the creature have Attack rolls against the creature have advantage. Any
advantage. Any attack that hits is a critical hit if attack that hits the creature is a critical hit if the
attacker is within 5 feet. attacker is within 5 feet

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