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Move

COMBAT

(phb 189)

Move a distance up to
your speed (You can
break up your
movement on your
turn, using some of
your speed before and
after your action
Every foot of
movement in difficult
terrain costs 1 extra
foot
Moving out of a
creatures reach may
provoke an opportunity
attack as their reaction
You can move through
a non-hostile creature's
space. You can move
through a hostile
creature's space (as
difficult terrain) if the
creature is at least two
sizes larger or smaller
than you.

Action

Attack
Dash (gain an extra Move)
Cast a spell (based on
casting time of spell)
Disengage (movement
does no provoke
opportunity attacks)
Dodge (attack rolls against
you have disadvantage if
you can see the attacker,
and you make Dex saving
throws with advantage)
Help (advantage on the
next ability check made to
perform the task you are
helping with before your
next turn)
Hide ( make a Dex-Stealth
check in an attempt to
hide)
Ready (act later in the
round using your reaction)
Search
Use a second object

Bonus Reaction
Other

You may only


take one
Bonus Action
per turn
Only if
available
from a
feature or
spell or ability

You may only


take one
Reaction per
turn.
Either
Opportunity
attack as
creature moves
out of your
reach
Or Your readied
action (after
trigger occurs)
Or another
reaction granted
by a feature,
spell or ability

Communicate however you


are able, through brief
utterances and gestures
Interact with one object or
feature of the environment
(some objects always
require an action to use)

Stand from prone:


Half your movement
Grappling/Shoving:
Replaces your attack with a StrAthletics vs. Str-Athletics or DexAcrobatics (targets choice)
Escape Grapple:
Use action for Str-Athletics or DexAcrobatics vs Str-Athletics

(phb 290)

CONDITIONS

BLINDED
Can't see and automatically fails any ability check that requires sight. Attack rolls against have advantage, and the creature's attack rolls have disadvantage
CHARMED
Can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.
DEAFENED
Can't hear and automatically fails any ability check that requires hearing,
FRIGHTENED
Has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. Can't willingly move closer to the source of its fear.
GRAPPLED
Speed becomes 0, and can't benefit from any bonus to speed. The condition ends if the grappler is incapacitated (see the condition), The condition also ends if an effect removes
the grappled from the reach of the grappler or grappling effect such as when a creature is hurled away by the thunderwave spell.
INCAPACITATED
Can't take actions or reactions.
INVISIBLE
Is impossible to see without the aid of magic or a special sense. For the purpose of hiding, is heavily obscured. The creature's location can be detected by any noise it makes or any
tracks it leaves. Attack rolls against have disadvantage, and the creature's attack rolls have advantage.
PARALYZED
Is incapacitated (see the condition) and can't move or speak. Automatically fails Strength and Dexterity saving throws. Attack rolls against have advantage. Any attack that hits is a
critical hit if the attacker is within 5 feet of the creature.
PETRIFIED
Is transformed, along with any non-magical object worn or carried, into a solid inanimate substance (usually stone). Weight increases by a factor of ten, and ceases aging. Is
incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. Attack rolls against have advantage. Automatically fails Strength and Dexterity saving
throws. Has resistance to all damage. Is immune to poison and disease, although a poison or disease already in system is suspended, not neutralized.
POISONED
Has disadvantage on attack rolls and ability checks.
PRONE
Only movement option is to crawl, unless stands up and thereby ends the condition. Has disadvantage on attack rolls. An attack roll against has advantage if the attacker is within 5
feet of the creature. Otherwise, the attack roll has disadvantage.
RESTRAINED
Speed becomes 0, and can't benefit from any bonus to its speed. Attack rolls against have advantage, and the creature's attack rolls have disadvantage. Has disadvantage on
Dexterity saving throws.
STUNNED
Is incapacitated (see the condition), can't move, and can speak only falteringly. Automatically fails Strength and Dexterity saving throws. Attack rolls against have advantage.
UNCONSCIOUS
Is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings Drops whatever it's holding and falls prone. Automatically fails Strength and Dexterity
saving throws. Attack rolls against have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet.

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