Rules

Combat

Attack

  1. Choose a target. Pick a target within your attack's range: a creature, an object, or a Location
  2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, Spells, special abilities, and other Effects can apply penalties or bonuses to your Attack roll.
  3. Resolve the Attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special Effects in addition to or instead of damage.

Cover

Half Cover: +2 AC and DEX Saving Throws. An obstacle blocks at least half of it's body.

Three-quarters Cover: +5 AC and DEX Saving Throws. An obstacle blocks about three-quarters of it's body.

Total Cover: Can't be targeted. An obstacle completely blocks/conceals it's body.

Hide

When you take the Hide action, you make a DEX(Stealth) check in an attempt to hide, following the rules in Ch. 7 for hiding. If you succeed, you gain certain benefits as described in the "Unseen Attackers and Targets" section.

Advantage on attack rolls against creatures that can't see you. But you give away your location when the attack hits or misses.

DM checks DEX(Stealth) check with other creatures passive perception score = 10 + WIS mod + bonuses - penalties. If the creature has advantage, add 5. Disadvantage, subtract 5.

Immunity

Damage is 0.

Resistance

Damage is halved.

Vulnerability

Damage is doubled.

Character

Experience Table

Level

Experience Points

Proficiency Bonus

1

0

2

2

300

2

3

900

2

4

2,700

2

5

6,500

3

6

14,000

3

7

23,000

3

8

34,000

3

9

48,000

4

10

64,000

4

11

85,000

4

12

100,000

4

13

120,000

5

14

140,000

5

15

165,000

5

16

195,000

5

17

225,000

6

18

265,000

6

19

305,000

6

20

355,000

6

Movement

Climbing, Swimming, or Crawling

Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) of movement. Exception: if you have a swimming speed to swim or climbing speed to climb. DM may require STR (Athletics) check even with climb & swim speeds. i.e. slippery rock surface or rough water.

High Jump

Each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a STR(Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.

Standing High Jump [(3+STRmod/2)]: You leap up to a number of feet equal to 3 + your STR modifier divided by 2

Running High Jump [3+STRmod]: You must move at least 10 feet on foot immediately before the jump. You leap up to a number of feet equal to 3 + your STR modifier (not score).

Long Jump

This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC10 STR(Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. When you land in difficult terrain, you must succeed on a DC 10 DEX(Acrobatics) check to land on your feet. Otherwise, you land prone.

Standing Long Jump [STR/2]: You can jump a number of feet up to half your STR score (not modifier).

Running Long Jump [STR]: You must move 10 feet on foot immediately before the jump. You can jump a number of feet up to your STR score (not modifier).

Conditions

Blinded

  • All ability checks requiring sight fail.
  • Attack rolls against the creature have advantage
  • Attack rolls from the creature have disadvantage

Charmed

  • A charmed creature can't 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 can't hear and automatically fails any ability check that requires hearing.

Exhaustion

Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

Level

Effect

1

Disadvantage on ability checks.

2

Speed halved.

3

Disadvantage on attack rolls and saving throws.

4

Hit point maximum halved.

5

Speed reduced to 0.

6

Death.

Frightened

While the source of fear is within line of sight, creature has disadvantage on ability checks and attack rolls.

Creature can't willingly move closer to the source of fear.

Grappled

  • Speed is 0
  • Cannot benefit from bonuses to speed.
  • Grapple ends if grappler is incapacitated.
  • Grapple ends if an effect removes the grappled creature from the reach of the grappler or grappling effect.

Incapacitated

Can't take actions or reactions.

Invisible

  • Impossible to see without magical aid or special senses.
  • Creature is considered heavily obscured.
  • Location can be detected by noise it makes or tracks it leaves.
  • Attack rolls against the creature have disadvantage.
  • Attack rolls from the creature have advantage.

Paralyzed

  • Incapacitated.
  • Automatically fails STR and DEX 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.

Petrified

  • Creature and any nonmagical object it is wearing or carrying is transformed into a solid inanimate substance.
  • Weight increases by a factor of 10.
  • Ceases aging.
  • Incapacitated.
  • Can't move or speak.
  • Unaware of surroundings.
  • Attack rolls against the creature have advantage.
  • Automatically fails STR and DEX saving throws.
  • Resistance to all damage.
  • Immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned

Disadvantage on attack rolls and ability checks.

Prone

  • Standing up ends the condition.
  • Only movement option is to crawl.
  • Attack rolls against the creature have advantage if the attacker is within 5 feet. Otherwise, the attack roll has disadvantage.

Restrained

  • Speed is 0.
  • Cannot benefit from bonuses to speed.
  • Attack rolls against the creature have advantage.
  • Attack rolls from the creature have disadvantage.
  • Disadvantage on DEX saving throws.

Stunned

  • Incapacitated.
  • Can't move.
  • Can only speak falteringly.
  • Automatically fails STR and DEX saving throws.
  • Attack rolls against the creature have advantage.

Unconscious

  • Incapacitated.
  • Can't move or speak.
  • Unaware of surroundings.
  • Drops whatever it's holding and falls prone.
  • Automatically fails STR and DEX 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.

Legendary Creatures

Lair Actions

Lair Actions are on initiative count 20 (losing all ties).

Can't be used while incapacitated or otherwise unable to take actions.

If surprised, can't use them until after it's first turn in the combat.

Legendary Actions

  • Only one legendary action option can be used at a time and only at the end of another creature's turn.
  • Legendary actions are regained at the start of the legendary creatures turn.
  • Can't be used while incapacitated or otherwise unable to take actions.
  • If surprised, can't use them until after it's first turn in the combat.

Regional Effects

The mere presence of a legendary creature can have strange & wondrous effects on it's environment as noted in this section. Regional effects end abruptly or dissipate over time when legendary creature dies.

Magic

Casting

  • Requires spell's normal casting time.
  • If casting is interrupted, scroll is not lost.
  • If spell is on your class's spell list, you can read and cast the scroll without material components. Otherwise, the scroll is unintelligible.
  • If the spell is higher level than you can cast, ability check with your spellcasting ability. DC = 10 + Spell's level. On a failed check, the spell disappears from the scroll.

The level of the spell on the scroll determines saving throw DC and attack bonus.

Spell Level

Rarity

Save DC

Attack Bonus

Cantrip

Common

13

+5

1st

Common

13

+5

2nd

Uncommon

13

+5

3rd

Uncommon

15

+7

4th

Rare

15

+7

5th

Rare

17

+9

6th

Very rare

17

+9

7th

Very rare

18

+10

8th

Very rare

18

+10

9th

Legendary

19

+11

Cone

Description: Extends in a direction you choose from it's point of origin. Width at any given point along it's length is equal to the distance from the point of origin.

Point of Origin: Point of origin is not included in the AoE unless decided to.

Copying

INT(Arcana) check against DC = 10 + Spell's level.

Spell scroll is destroyed regardless of check's success.

Cube

Description: Point of origin is the center of a circle with specified radius. Energy expands in straight lines from the origin to the perimeter of the circle and then shoots up or down to for the specified height.

Point of Origin: Point of origin is included in the AoE.

Cylinder

Description: Point of origin is the center of a circle with specified radius. Energy expands in straight lines from the origin to the perimeter of the circle and then shoots up or down to for the specified height.

Point of Origin: Point of origin is included in the AoE.

Line

Description: Extends from the origin in a straight path up to it's length and covers an area defined by its width.

Point of Origin: Point of origin is not included in the AoE unless decided to.

Losing Concentration

  • Casting another spell that requires concentration.
  • Taking damage. If you take damage, CON saving throw vs DC = MAX(10, damage/2). Each source of damage requires separate saving throws.
  • Being incapacitated or killed.
  • Other conditions determined by the DM may require a CON check.

Magical Effects

  • Different spell effects stack.
  • Same spell effects take highest potentency.
  • Duration overlaps.

Spell Save DC

DC = 8 + spellcasting ability modifier + proficiency bonus + special modifiers

Sphere

Description: Extends outward from the origin in all directions for the specified radius.

Point of Origin: Point of origin is included in the AoE.

Items

Armor Class

Substance

AC

Cloth, paper, rope

11

Crystal, glass, ice

13

Wood, bone

15

Stone

17

Iron, steel

19

Mithril

21

Adamantine

23

Attunement

  • Requires a short rest focused on attuning to the item.
  • Cannot be the same short rest used to learn the item's properties.
  • Items can only be attuned to one creature.

Creature can be attuned to no more than three magic items at a time.

  • A creature cannot attune to more than one copy of an item.
  • Attunement can be removed/lost by:
    • Spending a short rest focused on removing attunement to the item, unless the item is cursed.
    • The item being more than 100 feet away for at least 24 hours.
    • Dying.
    • Another creature attuning to the item.

Hit Points

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, 10x10 ft window)

5 (1d10)

27 (5d10)