Basic Attack. One target per Attack action.
Basic Attack. One target per Attack action.
QUARTERSTAFF. MELEE WEAPON ATTACK: +3 TO HIT, REACH 5 FT. HIT: 1D6-1 BLUDGEONING DAMAGE. (IF USED TWO-HANDED IN MELEE, DOES 1D8-1
DAMAGE.)
DAGGER. MELEE OR RANGED WEAPON ATTACK: +6 TO HIT, REACH 5 FT. 1D4+2 PIERCING DAMAGE. (IF THROWN, NORMAL RANGE TO 20 FT.; DISADVANTAGE
LONG RANGE 21 TO 60 FT.)
SAVAGE ATTACKER FEAT [PHB 2024, P. 201]: ONCE PER TURN, ROLL DAMAGE FOR A HIT TWICE AND USE EITHER DAMAGE TOTAL.
FIRE BOLT CANTRIP. RANGED SPELL ATTACK: +8 TO HIT, TARGETS ONE CREATURE OR OBJECT WITHIN 120 FT. RANGE. HIT: 2D10 FIRE DAMAGE AND
UNATTENDED FLAMMABLE OBJECTS CATCH ON FIRE.
WIZARD'S SPELLBOOK [PHB 2024, P. 165]: ARCANE EYE, AUGURY, BANISHMENT, CHARM PERSON, CLAIRVOYANCE, COMPREHEND LANGUAGES, COUNTERSPELL,
DETECT MAGIC, DETECT THOUGHTS, DISPEL MAGIC, DIVINATION, DOMINATE PERSON, FIREBALL, FLY, FOG CLOUD, GREASE, IDENTIFY, LEGEND LORE, MAGE
ARMOR, RARY'S TELEPATHIC BOND, SCRYING, SEE INVISIBILITY, SENDING, SHIELD, VITRIOLIC SPHERE, WEB
MAGIC SPELLS
SPELLCASTING [PHB 2024, P. 235]
SPELL SAVE DC 16
CANTRIPS KNOWN: FIRE BOLT, LIGHT, MAGE HAND, MINOR ILLUSION, PRESTIDIGITATION, TOLL THE DEAD
PREPARED SPELLS
1ST LEVEL (4 SLOTS): CHARM PERSON, COMPREHEND LANGUAGES, DETECT MAGIC, MAGE ARMOR, SHIELD
2ND LEVEL (3 SLOTS): AUGURY, SEE INVISIBILITY, WEB
3RD LEVEL (3 SLOTS): CLAIRVOYANCE, COUNTERSPELL, DISPEL MAGIC, FIREBALL, FLY
4TH LEVEL (3 SLOTS): BANISHMENT, DIVINATION, VITRIOLIC SPHERE
5TH LEVEL (2 SLOTS): DOMINATE PERSON, RARY'S TELEPATHIC BOND, SCRYING
EQUIPMENT & TREASURE
CARRIED GEAR [PHB 2024, P. 213]: TWO (2) DAGGERS, QUARTERSTAFF, SPEAR, SHORTBOW AND 20 ARROWS, SCHOLAR'S PACK (BACKPACK, BOOK OF
LORE, BOTTLE OF INK, INK PEN, 10 SHEETS OF PARCHMENT, A LITTLE BAG OF SAND, A SMALL KNIFE), GAMING SET (DICE SET), ARCANE FOCUS: STAFF,
SET OF TRAVELER'S CLOTHES, HEALER'S KIT (BANDAGES, SALVES, SPLINTS), QUIVER, ROBES, SPELLBOOK. (THIS LOAD IS ABOUT 41 LBS.; ADD 1 LB. PER
50 COINS CARRIED.)
COINS & GEMS: 560 GOLD PIECES (G.P.); 2 SILVER PIECES (S.P.); 56 COPPER PIECES (C.P.); 3 GEMS (WORTH 100 G.P. EACH)
ENCUMBRANCE
LIFTING & CARRYING: 120 LBS. MAX. CARRYING CAPACITY; 240 LBS. PUSHING OR DRAGGING (SPEED -5 FT.); 240 LBS. MAX. LIFT.
PLAYING THE GAME
• THE DUNGEON MASTER (DM) DESCRIBES A SCENE AND PLAYERS TAKE TURNS DESCRIBING THEIR CHARACTERS' RESPONSES, OFTEN USING ONE OF SIX
ABILITIES:
• STRENGTH (STR) (PHYSICAL PROWESS),
• DEXTERITY (DEX) (AGILITY, REFLEXES),
• CONSTITUTION (CON) (HEALTH, FORTITUDE),
• INTELLIGENCE (INT) (MEMORY, REASON),
• WISDOM (WIS) (AWARENESS, WILLPOWER),
• CHARISMA (CHA) (APPEAL, LEADERSHIP).
• FOR ABILITY CHECKS, SAVING THROWS, AND ATTACK ROLLS, ROLL 1D20 + ONE ABILITY MODIFIER + PROFICIENCY BONUS (IF PROFICIENT IN TASK). OTHER
MODIFIERS MAY COME FROM CLASS FEATURES OR SPELLS. THE HIGHER THE TOTAL, THE BETTER THE EFFORT. THE DM TRACKS MINIMUM TOTALS NEEDED
FOR SUCCESSFUL RESULTS.
• FOR INITIATIVE ROLLS, ROLL 1D20 + INITIATIVE (DEX) MODIFIER. HIGHER TOTALS ACT BEFORE LOWER TOTALS IN THE SAME 6-SECOND ROUND.
• DURING A TURN, A CHARACTER OR CREATURE MAY DO 1 MOVEMENT, 1 ACTION AND UP TO 1 BONUS ACTION. BETWEEN TURNS, DO UP TO 1 REACTION.
• ADVANTAGE: ROLL TWO D20S AND USE THE HIGHER RESULT. DISADVANTAGE: ROLL TWO D20S AND USE THE LOWER RESULT.
• ON ATTACK ROLLS ONLY, A "NATURAL 20" IS ALWAYS A CRITICAL HIT, WHILE A "NATURAL 1" IS ALWAYS A MISS.
• SAVING THROWS DO NOT COUNT AS ACTIONS AND ARE ROLLED AS NEEDED AT ANY TIME DUE TO ATTACKS, SPELLS, OR HAZZARDS.
• A CHARACTER MAY DIE IF FAILING THREE DEATH SAVES WHILE AT 0 HIT POINTS, GAINING 6 LEVELS OF EXHAUSTION, OR SUFFERING CERTAIN DEADLY SPELLS
AND HAZZARDS.
• SPECIFIC TRAITS, FEATURES, SPELLS, AND MAGIC ITEMS MAY CREATE EXCEPTIONS TO ANY RULES.
ACTIONS (1 PER TURN)
• ATTACK: ROLL TO HIT, MELEE OR RANGED. SOME CLASSES AND CREATURES MAKE EXTRA ATTACKS AT HIGHER LEVELS WITH THIS ACTION. MASTERY WITH A
WEAPON INCLUDES ADDITIONAL POSSIBLE COMBAT EFFECTS.
• DASH: DOUBLE SPEED THIS TURN.
• DISENGAGE: AVOIDING ALL OPPORTUNITY ATTACKS WHILE MOVING; "DEFENSIVE RETREAT."
• DODGE: GIVE ATTACKERS DISADVANTAGE AND GAIN ADVANTAGE ON DEXTERITY SAVES FOR YOURSELF.
• ESCAPE: TRY TO BREAK FREE FROM GRAPPLE VIA STRENGTH (ATHLETICS) OR DEXTERITY (ACROBATICS).
• GRAPPLE: SPECIAL MELEE ATTACK TO GIVE TARGET THE GRAPPLED CONDITION.
• HELP (STABILZE): DC 10 MEDICINE CHECK TO AID 0 H.P. DYING CREATURE; AUTOMATIC SUCCESS IF USING HEALER'S KIT.
• HELP: GIVE AN ALLY ADVANTAGE ON ONE ABILITY CHECK OR ATTACK ROLL.
• HIDE: STEALTH ALLOWED ONLY IF UNOBSERVED.
• INFLUENCE: MAKE A CHARISMA CHECK TO ALTER A CREATURE'S ATTITUDE.
• MAGIC: CAST A SPELL WITH A CASTING TIME 1 ACTION, OR USE A MAGICAL ITEM OR FEATURE.
• READY: PLAN TO TAKE ACTION AS A REACTION WHEN A TRIGGER OCCURS.
• SEARCH: MAKE A WISDOM (INSIGHT, MEDICINE, PERCEPTION, OR SURVIVAL) CHECK.
• SHOVE: SPECIAL MELEE ATTACK.
• STUDY: MAKE AN INTELLIGENCE (ARCANA, HISTORY, INVESTIGATION, NATURE, OR RELIGION) CHECK.
• UTILIZE: USE A NONMAGICAL ITEM (PICK A LOCK, COVER A HOODED LANTERN, EQUIP OR DROP A SHIELD, ETC.
BONUS ACTIONS (UP TO 1 PER TURN)
• CONSUME POTION: DRINK FOR YOURSELF OR ADMINISTER TO ANOTHER WITHIN 5 FEET.
• OFFHAND ATTACK: IF DOING ATTACK AS ACTION, MAY MAKE ONE ATTACK THIS TURN IF LIGHT WEAPON IN OTHER HAND.
• MAGIC (CAST SPELL): IF CASTING TIME 1 BONUS ACTION.
MOVEMENTS (LIMITED BY SPEED)
• MOVE: DISTANCE EQUAL TO SPEED.
• CRAWL, CLIMB, SWIM, SQUEEZE, MOVE ACROSS DIFFICULT TERRAIN OR MOVE WHILE GRAPPLING: "HALF SPEED," USES UP 10 FT. OF SPEED PER 5
FT. DISTANCE.
• DROP PRONE: NO COST TO SPEED.
• STAND UP: FROM PRONE POSITION/CONDITION, COSTS HALF SPEED THAT TURN.
• TAKE COVER: AT END OF MOVE, HALF COVER GIVES +2 TO ARMOR CLASS AND DEXTERITY SAVING THROWS; THREE-QUARTER COVER GIVES +5 AC AND
DEX SAVES.
REACTIONS (1 BETWEEN TURNS)
• CAST SPELL: IF CASTING TIME 1 REACTION.
• OPPORTUNITY ATTACK: MAY MAKE ONE ATTACK IF ENEMY MOVES OUT OF REACH.
• READIED ACTION: AFTER TRIGGER OCCURS, ELSE ACTION WASTED.
FREE ACTIONS
• CONCENTRATION (MAINTAIN A SPELL): ENDS IF CASTER STARTS ANOTHER CONCENTRATION SPELL, OR THE CASTER IS INCAPACITATED, STUNNED,
UNCONSCIOUS, OR KILLED. IF CASTER TAKES DAMAGE, A CONSTITUTION SAVING THROW IS NEEDED TO AVOID IMMEDIATELY ENDING SPELL. DC EQUALS 10
OR HALF DAMAGE, WHICHEVER GREATER. EACH HIT NEEDS A SEPARATE SAVING THROW CHECK.