Basics
Basics
Freedom of Actions:
Want to play your instrument in front of The Cat's Tail to garner a bit of Mora before you
head off or attract a certain NPC? Sure. How about stealing a treasure map from a
Treasure Hoarder's camp? Go ahead. Reveal an eye-opening information to the scholars
of the Akademiya that might make you a valuable asset to the Dendro Archon? Why not!
You're free to do whatever you want during the roleplaying aspect of the game, just
remember that you might need to be careful of what or who you're talking to. If you decide
to mess around too much, the said NPCs might just aggravate towards you, leading to
combat in the wrong place, at the wrong time.
During Combat:
Movement
You can move at any time during your turn (before, during, or after actions.
These are limited by your Movement Speed. Remember that 1 grid on the battle map is
equal to 5ft.
Walking: 5ft per 5ft
Climb: 10ft per 5ft
Swim: 10ft per 5ft
Drop prone: 0ft
Crawl: 10ft per 5ft
Stand up: half movement speed
High jump: 5ft per 5ft
Long jump: 5ft per 5ft
Improvise: Any stunt not on this list
Difficult terrain: +5ft per 5ft
Grapple move: half movement speed
Action
You can interact with one object or feature of the environment for free.
You can only perform 1 action per turn.
Attack (Melee or ranged)
Grapple (Special melee)
Shove (Special melee)
Cast a spell (Cast time of 1 action)
Dash (Double movement speed)
Disengage (Prevent opportunity attacks)
Dodge (Increase defenses)
Escape (Escape a grapple)
Help (Grant an ally advantage)
Use Object (Interact, use special abilities)
Use shield (Equip of unequip a shield)
Hide
Search
Ready (Choose trigger and action)
Use class feature (some class features use actions)
Improvise (Any action not on this list)
Bonus Action
You can take a bonus action only when a special ability, spell, or feature states that you
can do something as a bonus action.
You can only perform 1 bonus action per turn.
Offhand attack (Use with the attack action)
Cast a spell (Cast time of 1 bonus action)
Imbue (Fuse your weapon with elemental energy to change its damage type)
Use consumables (Use potions or food)
Use class feature (some class features use bonus actions)
Reaction
An instant response to a trigger of some kind, which can occur on your turn or someone
else's.
You can only perform 1 reaction per round.
Opportunity attack (Enemy 5ft around you leaves your reach)
Readied action (Part of your Ready action)
Cast a spell (Cast time of 1 reaction)
Conditions
Conditions alter your capabilities in a variety of ways, and can arise as a result of a spell, a
class feature, a monster's attack, or another effect.
Blinded: The creature can't see and fails ability checks requiring sight automatically.
Attack rolls against blinded creature have advantage, and the creature's attack rolls
have disadvantage.
Charmed: You cannot attack the charmer or target the charmer with harmful abilities
or elemental effects. The charmer has advantage on any ability check to interact
socially with creature
Deafened: The creature can't hear and fails ability checks requiring hearing
automatically.
Exhaustion: Some special abilities and environmental hazards, such as starvation
and the long-term effects of freezing and scorching temperatures, can lead to special
condition called Exhaustion. It's measured in six levels.
Exhaustion Levels:
1: Disadvantage on ability checks
2: Halved speed
3: Disadvantage on attack rolls and saving throws
4: Maximum hit points halved
5: Speed reduced to 0
6: Death
Frightened: The frightened creature has disadvantage on ability checks and attack
rolls while the source of it's fear is within line of sight. The creature can't willingly
move closer to the source of it's fear.
Grappled: The grappled creature's speed becomes 0, and it can't benefit from any
bonus to it's speed. The condition ends if the grappler is incapacitated. It will also end
if the grappler's reach gets removed from the grappler
Incapacitated: An incapacitated creature can't take actions, reactions, or bonus
actions.
Invisible: An invisible creature is impossible to see without the aid of magic or a
special sense. For the purpose of hiding, the creature is heavily obscured. The
creature can only be detected by any noise it makes or tracks it leaves.
Paralyzed: A paralyzed creature is incapacitated and can't move or speak. The
creature automatically fails Strength and Dexterity saving throws. Attack rolls against
the creature have advantage. Any attack that hits the creature is a critical hit if the
attacker is 5ft of the creature
Petrified: A petrified creature is transformed, along with any nonmagical object it is
wearing or carrying, into a solid inanimate object. Its weight increases by a factor of
10, and it ceases aging. The creature is incapacitated, can't move or speak, and
unaware of its surroundings. Attack rolls against the creature have advantage. The
creature automatically fails Strength and Dexterity saving throws. The creature has
resistance to all damage. The creature is immune to poison and disease, although a
poison or disease already in its system is suspended, not neutralized.
Poisoned: A poisoned creature has disadvantage on attack rolls and ability checks.
Prone: A prone creature's only movement option is to crawl, unless it stands up and
thereby ends the condition. The creature has disadvantage on attack rolls. An attack
roll against the creature has advantage if the attacker is within 5ft of the creature.
Otherwise, the attack roll has disadvantage.
Restrained: A restrained creature's speed becomes 0, and it can't 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 on
Dexterity Saving Throws.
Stunned: A stunned creature is incapacitated, can't move but can only speak
falteringly. The creature automatically fails Strength and Dexterity Saving Throws.
Attack rolls against the creature have advantage.
Unconscious: An unconscious creature is incapacitated, can't move or speak, and is
unaware of its surroundings. The creature drops whatever it's holding and falls prone.
The creature automatically fails Strength and Dexterity Saving Throws. Attack rolls
against the creature have advantage. Any attack that hits the creature is a critical hit if
the attacker is within 5ft of the creature.
Environmental Effects
These are effects that obscure vision and give a significant hindrance to most adventuring
tasks.
Lightly obscured: Disadvantage on Perception
Heavily obscured: Effectively blind
The presence or absence of light in an environment creates 3 categories of illumination.
Bright light: Normal vision
Dim light: Lightly obscured
Darkness: Heavily obscured
Some creatures have extraordinary senses that allow them to perceive their environment.
Blindsight: Perceive without sight
Darkvision: Limited vision in darkness
Truesight: See in darkness
Obstacles can provide cover during combat, making a target more difficult to harm.
Half cover: Low wall, furniture
Three-quarters cover: Portcullis, arrow slit
Full cover: Completely concealed