The document outlines movement options and costs during a turn in a game, including various actions like climbing, swimming, and attacking. It also describes conditions that can affect a character's capabilities and environmental effects that can hinder visibility. Additionally, it details how obstacles can provide cover during combat scenarios.
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The document outlines movement options and costs during a turn in a game, including various actions like climbing, swimming, and attacking. It also describes conditions that can affect a character's capabilities and environmental effects that can hinder visibility. Additionally, it details how obstacles can provide cover during combat scenarios.
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Download as PDF or read online on Scribd
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You can move at any time during your turn (before, after, or during actions).
Move Climb swim
Cost: 5ft per 5ft Cost: 10ft per 5ft Cost: 10ft per 5ft
Drop prone Crawl Stand up
Cost: oft Cost: 10ft per 5ft Cost: half movement speed
High jump Long jump Improvise
Cost: 5ft per 5ft Cost: Sft per 5ft Any stunt not on this list
Difficult terrain Grapple move
Cost modifier: +5ft per Sft Modifier: speed halved
You can also interact with one object or feature of the environment for free.
Attack Grapple Shove
‘Melee or ranged attack Special melee attack Special melee attack
Cast a spell Dash Disengage
Cast time of 1 action Double movement speed Prevent opportunity attacks
Dodge Escape Help
Increase defenses Escape a grapple Grant an ally advantage
Use Object Use shield Hide
Interact, use special abilities Equip or unequip a shield
Search Ready Use class feature
Choose trigger and action Some features use actions
Improvise
‘Any action not on this list
You can take a bonus action only when a special ability, spell, or feature states that you can do something as a
bonus action,
Offhand Attack Cast a spell Use class feature
Use with the Attack action Cast time of 1 bonus action Some features use bonus actions|
A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's.
Opportunity attack Readied action Cast a spell
Enemy leaves your reach Part of your Ready action Cast time of 1 reactionConpiTION
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 other effect.
Blinded Charmed Deafened
You can't see You are charmed You can’t hear
Exhaustion Frightened Grappled
You are exhausted You are frightened You are grappled
Incapacitated Invisible Paralyzed
You can't take actions or reacti You can't be seen You are paralyzed
Petrified Poisoned Prone
You are transformed into stone You are poisoned You are prone
Restrained Stunned Unconscious
You are restrained You are stunned You are unconscious
ENVIRONMENTAL EFFECTS
Effects that obscure vision can prove a significant hindrance to most adventuring tasks.
Lightly obscured Heavily obscured
Disadvantage on Perception Effectively blind
The presence or absence of light in an environment creates three categories of illumination.
Bright light Dim light Darkness
Normal vision Lightly obscured Heavily obscured
Some creatures have extraordinary senses that allow them to perceive their environment.
Blindsight Darkvision Truesight
Perceive without sight Limited vision in darkness See in darkness
Obstacles can provide cover during combat, making a target more difficult to harm.
Half cover Three-quarters cover Full cover
Low wall, furniture Porteullis, arrow slit Completely concealed