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Quick DND Refrence notes

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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Erin McCabe
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0% found this document useful (0 votes)
18 views

Quick DND Refrence notes

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.

Uploaded by

Erin McCabe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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 reaction ConpiTION 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

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