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.
- 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.
- Soft surface (snow) 10
- Dirt or Grass 15
- Bare Stone 20
- Each day passed +5
- Left a Trail -5
- 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.
- 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).
- 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
- Very Easy- 5
- Easy- 10
- Moderate- 15
- Hard- 20
- Very Hard- 25
- Impossible- 30
Improvised Damage by level and severity
Falling- 1d6 bludgeoning damage for every 10ft, with a maximum of 20d6.
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 |
- Disadvantage on ability checks
- Speed halved.
- Disadvantage on attack rolls and saving throws
- HP max halved
- Speed reduced to 0
- Death
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