DM Quick Reference Info in Rassoran | World Anvil
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DM Quick Reference Info

Actions
  • Attack
  • Cast a Spell or Cantrip
  • Dash- double movement speed
  • Disengage- no opportunity attacks for rest of turn
  • Dodge- any attack rolls against you are disadvantage, and you have advantage on Dex saving throws.
  • Help- can give advantage on an ability check or attack roll of an ally within 5ft.
  • Hide- stealth check to become hidden.
  • Ready- ready an action with a specific trigger, spells are cast and held, requiring your concentration.
Conditions
  • Blinded- automatically fails checks that rely on sight, attack rolls against creature have advantage, and creature has disadvantage on attacking other targets
  • Charmed- can not attack charmer, and charmer has advantage on charisma checks against target.
  • Deafened- automatically fails ability checks that require hearing.
  • Frightened- target has disadvantage on attack rolls while source of fear is within sight, and can not willingly move closer to source.
  • Grappled- speed becomes 0.
  • Incapacitated- can not take actions or reactions.
  • Invisible- impossible to see without magical senses or aid. Advantage on stealth checks. Attack rolls against you have disadvantage, and attack rolls while invisible have advantage.
  • Paralyzed- you are incapacitated, can't move or speak. Auto fail Dex and Str saving throws, Attack rolls against you have advantage, and any strike is an auto crit.
  • Petrified- Target is turned to stone, is incapacitated, attack rolls against have advantage, auto fail Dex and Str saving throws, resistance to all damage, immune to poison and disease.
  • Poisoned (drunk)- disadvantage on attack rolls and ability checks.
  • Prone- can only crawl, disadvantage on attack rolls, other creatures have advantage on attacks within 5ft, or disadvantage if farther away.
  • Restrained- speed becomes 0, attacks rolls against have advantage, your attack rolls have disadvantage, disadvantage on dex saving throws.
  • Stunned- is incapacitated, can not move, and speak only faintly. Auto fails dex and str saving throws. Attack rolls against have advantage.
  • Unconscious- is incapacitated, Auto fails dex and str saving throws. Any attack against auto crits.
Tracking DC’s
  • Soft surface (snow) 10
  • Dirt or Grass 15
  • Bare Stone 20
  • Each day passed +5
  • Left a Trail -5
Cover
  • Half Cover- gain a +2 to AC and Dex saving throws
  • ¾ Cover- gain a +5 bonus to AC and Dex saving throws
  • Full Cover- can not be targeted by a direct attack or spell.
Commons Skills and when to ask for rolls
  • Perception- use of senses to hone in and gain additional information. giving general descriptions of what can be seen heard or touched do not require a check, only if they want to hone in and find additional information (ex, can hear voices on the other side of a door, check to hear exactly what is being said beyond a few words or identify a voice). Also can be used to avoid a surprise round from an ambush, peer through dense fog.
  • Passive Perception- used as the DC for stealthed enemies to be to take them by surprise, or notice sight based clues (not giving the answer).
  • Investigation- when players are looking for direction of where to go, and are giving a general investigation of the room or area for anything out of the ordinary. If the players pick a specific area to search or a specific action they are doing, no roll required (ex, investigating the room for something of note vs opening the desk drawers and searching for hidden compartments).
  • Insight- can be used to size up an enemy, giving info on strengths, weaknesses, or in a social encounter what other skill or tactics will be most effective (ex, threatening, flattery, a personal weakness or soft spot).
Chase Sequence
  • Roll initiative to determine movement order
  • You can only Dash 3 times. Any more requires Con saving throw, DC increasing for each time. On failure, gain point of exhaustion.
  • No opportunity attacks, must use an action to attack. Sentinel still applies.
  • Have enemies throw obstacles, knock over carts and tables, and throwing back spells to help them escape.
  • Make sure the enemy has things like counter spell or legendary resistances.
  • Have a series of skill checks, try and vary which ones when possible.
  • Difficult terrain can be a dense crowd
Perception checks VS stealth check to see if they lose their quarry when escaping through crowds, ducking through ally's, so on and so forth
DC Difficulties
  • Very Easy- 5
  • Easy- 10
  • Moderate- 15
  • Hard- 20
  • Very Hard- 25
  • Impossible- 30
Improvised Damage by level and severity   
Levels set back dangerous deadly
1-4 1d10 2d10 4d10
5-9 2d10 4d10 10d10
10-16 4d10 10d10 18d10
17-20 10d10 18d10 24d10
  Falling- 1d6 bludgeoning damage for every 10ft, with a maximum of 20d6.
Exhaustion
  1. Disadvantage on ability checks
  2. Speed halved.
  3. Disadvantage on attack rolls and saving throws
  4. HP max halved
  5. Speed reduced to 0
  6. Death

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