0% found this document useful (0 votes)
25 views

My Player Screen

The document describes various conditions and actions that can occur in combat, including attacking, casting spells, dashing, disengaging, dodging, helping, hiding, readying, searching, and using objects. It also covers turns, opportunity attacks, death and resting, instant death, falling unconscious, and death saving throws.

Uploaded by

Greg Appleyard
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
0% found this document useful (0 votes)
25 views

My Player Screen

The document describes various conditions and actions that can occur in combat, including attacking, casting spells, dashing, disengaging, dodging, helping, hiding, readying, searching, and using objects. It also covers turns, opportunity attacks, death and resting, instant death, falling unconscious, and death saving throws.

Uploaded by

Greg Appleyard
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
You are on page 1/ 6

Actions In Combat Order of Battle Conditions

Determine Surprise. Blinded


Attack - Strike, Disarm, Grab on, Grapple, Knockdown, Overrun -Compares Dexterity (Stealth) vs passive Wisdom Automatic fail any ability check that requires sight. Attack
and shove 5+ ft. (Perception). If surprised, no move or action on your first rolls against the creature have advantage, and the
Cast a Spell turn of the combat, and you can’t take a Reaction until creature's attack rolls have disadvantage.
Dash - Up to Movement x2 that turn ends. Bloodied
Disengage - Doesn't provoke opportunity attacks for the Establish positions: When an foe is reduce to 50% of their hit points.
rest of the turn. Roll Initiative: d20 + Initiative (Dex) bonus Charmed
Dodge - Attack rolls against you have disadvantage if you Take turns. A charmed creature can't attack the charmer. The
can see the attacker. You make Dexterity saving throws Begin the next round. charmer has advantage on any ability check to interact
with advantage. socially with the creature.
Help - The ally you aid gains advantage on the next ability
check it makes to perform the task you are helping with.
Turns Confused
Cannot take actions. d8 1-4 do nothing, 5-6 moves randomly,
Move and take an Action, in any order.
You can aid a friendly creature in attacking a creature within 7-8 attacks a random creature.
Bonus Actions: Only if you have an ability, spell, or other means.
5 feet of you. If your ally attacks the target before your next turn, Deafened
Reactions: Typically in response to a triggering event. Either one
the first attack roll is made with advantage. Automatically fails any ability check that requires hearing.
that you decide, as with the Ready Action or one that is used as
Hide - Make a Dexterity (Stealth) check in an attempt to hide, Doomed
defined by another class ability or spell.
following the rules for hiding. If you succeed, you gain certain When a creature is known to die at a future time.
benefits. Encumbered
Ready Movement is reduced to 5ft/turn.
This lets you act using your reaction before the start of your next Frightened
turn. First decide what circumstance will trigger your reaction. A frightened creature has disadvantage on ability checks
Then, choose the action you will take in response to that trigger, and attack rolls while the source of its fear is within line
or you choose to move up to your speed in response to it. When
the trigger occurs, you can either take your reaction right after
Death and Resting of sight. The creature can't willingly move closer to the
source of its fear.
the trigger finishes or ignore the trigger. You can take only one Short Rest > 1 hour. Spend Hit Dice at the end of a short Grappled
reaction per round. rest. Roll the die + Con modifier = HP recovered. Speed becomes 0, and it can't benefit from any bonus to
Ready a Spell Long Rest > 8 hours long, during which a character its speed. The condition ends if the grappler is
- When you ready a spell, you cast it as normal but hold sleeps or performs light activity: reading, talking, eating, incapacitated. The condition also ends if an effect
its energy, which you release with your reaction when the or standing watch for no more than 2 hours. removes the grappled creature from the reach such as
trigger occurs. To be readied, a spell must have a casting Regain all lost hit points. when a creature is hurled away by the thunder-wave spell.
time of 1 action, and holding onto the spell's magic Regain Hit Dice, up to 1/2 total HD. Incapacitated
requires concentration. If your concentration is broken, An incapacitated creature can't take actions or reactions.
the spell dissipates without taking effect. Instant Death Invisible
Search - Make a Wisdom (Perception) check or an When damage reduces you to 0 hit points and there is Attack rolls against the creature have disadvantage, and
Intelligence (Investigation) check. damage remaining, you die if the remaining damage the creature's attack rolls have advantage.
Use an Object equals or exceeds your hit point maximum. Paralysed
- You normally interact with an object while doing Falling Unconscious Is incapacitated and can't move or speak. Automatically
something else, such as when you draw a sword as If damage reduces you to 0 hit points and fails to kill you, fails Strength and Dexterity saving throws. Attack rolls
part of an attack. When an object requires your action for you fall unconscious. This ends if you regain any hit points. against the creature have advantage. Any attack that hits
its use, you take the Use an Object action. This action is Death Saving Throws the creature is a critical hit if the attacker is within 5 feet
also useful when you want to interact with more than one If you start your turn with 0 hit points, you must make a of the creature.
object on your turn. a death saving throw. Petrified
A petrified creature is transformed, along with any
Roll a d20. If >10, you succeed. Else you fail. nonmagical object it is wearing or carrying, into a solid
On your third success, you become stable. inanimate substance (usually stone). Its weight increases
On your third failure, you die. by a factor of ten, and it ceases aging. The creature is
Opportunity Attacks If you roll = 1, it counts as two failures.
If you roll = 20, you regain 1 hit point.
incapacitated (see the condition), can't move or speak,
and is unaware of its surroundings. Attack rolls against
the creature have advantage. The creature automatically
A strike an enemy who is fleeing or passing by or moves
Damage at 0 Hit Points. If you take any damage while you fails Strength and Dexterity saving throws. The creature
out of your reach. Use your reaction to
have 0 hit points, suffer a death saving throw failure. has resistance to all damage. The creature is immune to
make one melee attack against the fleeing creature.
If the damage is from a critical hit, you suffer two failures. poison and disease, although a poison or disease
If the damage equals or exceeds your hit point maximum, already in its system is suspended, not neutralized.
Cover you suffer instant death.
Stabilizing a Creature
Poisoned
A poisoned creature has disadvantage on attack rolls
Half cover +2 bonus to AC and Dexterity saving throws. You can administer first aid to an unconscious creature and ability checks.
as an action. Stabilizing requires a successful DC 10 Prone
Three-quarters cover +5 bonus to AC and Dexterity Wisdom (Medicine) check. A prone creature's only movement option is to crawl,
saving throws. unless it stands up and thereby ends the condition. The
A stable creature doesn't make death saving throws, creature has disadvantage on attack rolls. An attack roll
Total cover can't be targeted directly by an attack or a but it does remain unconscious. The creature stops being against the creature has advantage if the attacker is
spell, although some spells can reach such a target by stable, if it takes any damage. A stable creature that isn't within 5 feet of the creature. Otherwise, the attack roll
including it in an area of effect. A target has total cover if it healed regains 1 hit point after 1d4 hours. has disadvantage.
is completely concealed by an obstacle. Rattled
Cannot make reactions or benefit from expertise dice.
Restrained
A restrained creature's speed becomes 0, and it can't

Unseen Attacks Exhaustion/Fatigue benefit from any bonus to its speed. Attack rolls against
the creature have advantage, and the creature's attack
rolls have disadvantage. The creature has disadvantage
Some special abilities and environmental hazards, such
on Dexterity saving throws.
When attacking a target that you can't see, you have as starvation and the long-term effects of freezing or
Slowed
disadvantage on the attack roll. scorching temperatures, can lead to a special condition
Speed is cut in half and takes -2 penalty to AC and dexterity
called exhaustion.
saving throws
This is true whether you're guessing the target's location Stunned
or you're targeting a creature you can hear but not see. Level Effect
A stunned creature is incapacitated, can't move, and can
If the target isn't in the location you targeted, you 1 Disadvantage on ability checks, cannot sprint
speak only falteringly. The creature automatically fails
automatically miss. 2 Speed halved, disadvantage on STR, DEX and CON skills
Strength and Dexterity saving throws. Attack rolls against
3 Disadvantage on attack rolls and saving throws
the creature have advantage.
When a creature can't see you, you have advantage on 4 Hit point maximum halved
Unconscious
attack rolls against it. 5 Speed reduced to 0
An unconscious creature is incapacitated, can't move or
6 Death
speak, and is unaware of its surroundings. The creature
If you are hidden--both unseen and unheard--when you drops whatever it's holding and falls prone. The creature
make an attack, you give away your location when the A creature suffers the effect of its current level of
automatically fails Strength and Dexterity saving throws.
attack hits or misses. exhaustion as well as all lower levels. Cumulative.
Attack rolls against the creature have advantage. Any
Finishing a long rest reduces a creature's exhaustion level
attack that hits the creature is a critical hit if the attacker
by 1, provided that the creature has also ingested some
is within 5 feet of the creature.
food and drink.
Vision and Light Movement
Ability Scores Darkness and other Effects that obscure vision can prove a
Speed
Every character and monster has a speed, which is the distance
Strength, physical power: Athletics significant hindrance.
Dexterity, agility: Acrobatics, Sleight of Hand, Stealth in feet that the character or monster can walk in 1 round.
Constitution, endurance: none Standing up costs 1/2 of movement rate.
In a lightly obscured area, such as dim light, patchy fog, or
Intelligence: Arcana, History, Investigation, Nature, Religion Dropping prone costs nothing.
moderate foliage, Creatures have disadvantage on Perception
Wisdom: Animal Handling, Insight, Medicine, Perception, Survival checks that rely on sight.
Charisma: Deception, Intimidation, Performance, Persuasion Travel Pace
A fast pace makes Characters less perceptive, while a slow pace
A heavily obscured area: such as darkness, opaque fog, or dense
makes it possible to sneak around and to Search an area more
Ability Checks foliage, blocks vision entirely. A creature effectively suffers from the
Blinded condition when trying to see something in that area.
carefully.
Forced March. The Travel Pace table assumes that Characters
An ability check tests a character’s or monster’s innate Talent and
Travel for 8 hours in day. For each additional hour of Travel beyond
Training in an effort to overcome a Challenge.
8 hours, the Characters cover the distance shown, each character

Task Difficulty DC (Difficulty Class)


Very easy 5
Getting Into and Out of Armour must make a Constitution saving throw at the end of the hour.
The DC is 10 + 1 for each hour past 8 hours. On a failed saving
The time it takes to don or doff armour depends on the armour’s throw, a character suffers one level of Exhaustion (see Conditions).
Easy 10
category. You benefit from the armour’s AC only if you take the Mounts and Vehicles. A mounted character can ride at a gallop for
Medium 15
full time to don the suit of armour. If you have help, reduce this about an hour, covering twice the usual distance for a fast pace.
Hard 20
time by half.
Very hard 25
Travel Pace and Effects
Nearly impossible 30
Category Don Doff Pace Distance Travelled per Effect
Light Armour 1 min 1 min Minute Hour Day
Roll a d20 and add the relevant ability modifier.
Medium Armour 5 min 1 min Fast 400 feet 4 miles 30 miles -5 to Perception
If the total equals or exceeds the DC, the ability check is a success
Heavy Armour 10 min 5 min Normal 300 feet 3 miles 24 miles
Otherwise, it’s a failure, which means the character makes no
Shield 1 Action 1 Action Slow 200 feet 2 miles 18 miles Can use Stealth
progress toward the objective or makes progress combined with a
setback determined by the GM.
Difficult Terrain
You move at half speed in difficult terrain

Wild Magic Table Ritual Spell Mechanics Climbing, Swimming, and Crawling
Each foot of Movement costs 1 extra foot, ie half-speed
1d20, if 1 then: Range Spell level adjustments for RITUAL spells. May require a successful Strength (Athletics) check.
Always: Your eyes glow with a dim light for 5 min/spell lvl. Personal +0
Arcane Connection +1 Duration Jumping
01 Your cast costs double the spell slots. Eye Contact +1 Momentary +0 Long Jump. You cover a number of feet up to your Strength score
02 You cast without spending any spell slots. Touch +1 Concentration +1 if you move at least 10 feet on foot immediately before the jump.
03 You cast the same spell twice. Cross Road +2 Watch +1 Standing Long Jump, you can leap only half that distance.
04 You cast a different spell from your own lists (same level). Voice +2 Dream +1 When you land in Difficult Terrain, you must succeed on a DC 10
05 You cast a different spell; same school of magic (same level). Road +3 Event +1 Dexterity (Acrobatics) check to land on your feet, else prone.
06 You regain spell 2x slots. Sight +3 Performance +1 High Jump. You leap 3 + your Strength modifier in feet provided
07 The spell is hard to save against +10 DC. Waterway +3 Storm +1 you move at least 10 feet on foot immediately before the jump.
08 You have advantage on arcana skill checks, 5 min/spell lvl. Tide +2 Standing High Jump, You can jump only half that distance.
09 You gain HP equal to your sorcerer level. Ring +2 Your GM might allow you to make a Strength (Athletics) check to
Target/Area of Effect
10 You lose HP equal to the spell level. Sun (rise/set) +2 jump higher than you normally can.
Self +0
11 The range of your spell is +2 Dream +0 Fast +3
12 The range of your spell is -1 Circle +1 Fire +3
13 The duration of your spell is +2 Wall +1 Seal +3
14 The duration of your spell is -1 Single Individual +1 Moon Cycle +3
15 The target area of your spell is +2 Container +2 Until +4
16 The target area of your spell is -1
17 The spell is easy to save against -10 DC
Group +2
Road +2
Year +4
Season +4
Journey Activity Options
Regional DC Modifiers
18 You learn a new spell; same school and level, it does not cast. Room +2 Easy DC10 Bad Weather +2 CF=nat 1
19 You cast a totally different spell, different school, level 1. Blood Line +3 Medium DC 14 Multitasking +3 CS=nat 20
20 Roll twice. Structure +3 Hard DC16 Hostile Territory +4
Boundry +4
Realm +4 Befriend Animal: CF=animal attacks, F=Unable to find an animal
S=Animal follows until scared away, CS=animal leads to boon

Busk: CF=2d4 gold stolen, F=no money gained


S=Roll - DC +1 gp/day, CS=Roll - DC +2 gp/day + 50gp gift
Experience Boons & Blessings Chronical: CF=journal destroyed, F=fail to record anything of value
XP Level Proficiency S=advantage on history or survival, CS=gain a boon in region
0 1 +2
300 2 +2 Cook: CF=1/3 food supply lost, F=adequate
Animal friendship
900 3 +2 S=food supply lasts 1/3 longer, CS=gain +1 HD to spend each day
Deity intervention or prophecy
2,700 4 +2
Gain an NPC follower temporarily Entertain: CF=gain 1 level of exhaustion, F=no gain, S=gain
6,500 5 +3
Discover a patch of herbal medicines resistance to next exhaustion (1wk), CS=recover 1 exhaustion lvl
14,000 6 +3
Find or shown a short-cut
23,000 7 +3
Discover a local secret or mystery Gather Components: CF=1d4gp of components lost, F=no gain
34,000 8 +3 S=find 1d4gp/d of components, CS=[roll - DC +1gp] + [1d4gp/day]
Find a friendly shelter
48,000 9 +4
Gain food supplies
64,000 10 +4 Gossip: CF=gain a false rumour, F=no gain
Gain treasure
85,000 11 +4 S=gain 1 rumour/day, CS=gain a regional boon or discovery
100,000 12 +4
Hunt/Harvest/Gather: CF=gain 1 poisoned supply (exhaustion)
F=no gain, S=gain 1 day supply/day, CS=gain 2 supplies

Schools of Magic Pray: CF=gain a negative boon, F=no gain


S=gain blessing (roll advantage)/day, CS=party gains 1 blessing
plus 1 boon in region.
Abjuration: magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes.
Conjuration: transportation of objects and creatures from one location to another.
Divination: reveal information. Rob: CF=fight a rival, F=no gain, S=gain 1d8gp/wk
CS=gain ≤100gp magic item
Enchantment: affect the minds of others, influencing or controlling their behaviour.
Evocation: manipulate magical energy to produce a desired effect.
Scout: CF=lose 1 day of time, F=no gain, S=gain advantage on
Illusion: deceive the senses or minds of others. perception in region, CS=travel speed increases by 25%
Necromancy: manipulate the energies of life and death.
Transmutation: change the properties of a creature, object, or environment.
Thieving
You have Thieves’ Tools and are proficient with them. You can attempt to pick the lock and get to add your proficiency bonus to the (Dex) check.
You have Thieves’ Tools and have expertise with Thieves’ Tools. You can attempt to pick the lock and get to add twice your proficiency bonus the (Dex) check.
You have Thieves’ Tools but you aren’t proficient with them. You can still attempt to pick the lock but you don’t get to add your proficiency bonus .
You don’t have any Thieves’ Tools so you improvise some (with your DM’s approval) but you aren’t proficient with Thieves’ Tools. You can still attempt to pick the lock but with disadvantage.
You have improvised tools and you have proficiency with Thieves’ Tools. You have disadvantage on picking the lock, but you do get to add your proficiency bonus.
No Thieves’ Tools and no improvised tools. Take a strength check to throw the closest party member through the door or crowbar the lock. Basically, look for another way to get past it because you can’t pick it

Encounter XP Difficulty Encounter XPs For a Party


for a single Character of 4 players
Level Easy Medium Hard Deadly
1st 25 50 75 100 Lvl or CR Party Sum of XP
2nd 50 100 150 200 00 or 10
3rd 75 150 225 400 1/8 25
4th 125 250 375 500 1/4 50
5th 250 500 750 1,100 1/2 100
6th 300 600 900 1,400 1 200
7th 350 750 1,100 1,700 2 450
8th 450 900 1,400 2,100 3 700
9th 550 1,100 1,600 2,400 4 1,100
10th 600 1,200 1,900 2,800 5 1,800
15th 1,400 2,800 4,300 6,400 6 2,300
20th 2,800 5,700 8,500 12,700 7 2,900
8 3,900
9 5,000
Sum the XPs for the whole party then find a CR 10 5,900
to match the party’s abilities. 15 13,000
20 25,000
Eg. 3 x lvl3 player and a 4th lvl player (medium) 25 75,000
= 150 + 150 + 150 + 250 30 155,000
= 700
= CR3 equivalent.

You might also like