Advantage & Disadvantage (PHB pg 173)
Advantage
When a character has Advantage, the player rolls two d20’s and selects
the higher roll.
Disadvantage
When a character has Disadvantage, the player rolls two d20’s and
selects the lower roll.
If a creature has both Advantage and Disadvantage then the creature has
neither.
A creature cannot benefit or suffer from multiple instances of Advantage
or Disadvantage.
If an ability allows the player to re-roll a die, the player may re-roll only
one die.
Inspiration (PHB pg 125)
Inspiration is awarded by the DM for players who portray their character
in a compelling manner.
A player can spend Inspiration when they make an attack roll, saving
throw, or ability check to receive Advantage on that roll.
A player can also reward another character for good roleplaying, clever
thinking, etc. by giving their inspiration to that character.
Cover (PHB pg 196)
Type | Bonus | Example |
---|
One Half | +2 | Covers half of the target |
Three Quarters | +5 | Covers 3/4 of the target |
Total Cover | Cannot be affected | Target is entirely covered |
Vision and Light (PHB pg 183)
Type | Effect | Example |
---|
Lightly Obscured | Disadvantage on Wisdom (Perception) | Dim Light, patchy fog |
Heavily Obscured | Blinded | Darkness, Opaque Fog
|
Resting (PHB pg 186)
Short Rest
A short rest is at least one hour in duration and characters can do nothing
more strenuous than eating, drinking, reading, or tending wounds.
A character can spend one or more Hit Dice at the end of a Short Rest,
up to the character’s maximum number of Hit Dice. For each Hit Dice
spent this way, the player rolls the die and adds the character’s Con
Modifier to the roll applying the total to their current Hit Point total.
The player can decide to spend an extra Hit Die after each roll.
Long Rest
A long rest is at least 8 hours in duration during which a character sleeps
or performs light activity such as reading, talking, eating, or standing
watch for no more than 2 hours.
If a Long Rest is interrupted by fighting, casting spells, at least 1 hour of
walking, or other adventuring activities, the characters must begin the
Long Rest again to gain any benefit.
At the end of a Long Rest, a character regains all lost Hit Points, and the
character regains all spent Hit Dice up to one half of the character’s total
number of Hit Dice.
A character cannot benefit from more than one long rest in a 24-hour
period.
A character must have at least 1 Hit Point at the start of the rest to gain
any benefits.
Death & Dying (PHB pg 197-198)
Instant Death (PHB pg 197)
A character is instantly killed when that character is reduced to 0 hit
points and the remaining damage equals or exceeds that character’s hit
point maximum.
Death Saving Throws (PHB pg 197)
Whenever a character starts its turn with 0 Hit Points, that character
must make a Death Saving Throw to determine whether that character
moves closer to dying or hangs onto life.
When making a Death Saving Throw, the player rolls a d20 with no
bonuses. If the roll is 10 or higher, the roll succeeds. After three
successes, the character stabilizes.
After three failures, the character dies.
These successes or failures do not have to be consecutive.
The number of successes or failures is reset once the character regains
any hit points.
On a roll of a 20, the character regains 1 hit point
On a roll of a 1, that rolls counts as two failures.
Damage at 0 Hit Points (PHB pg 197)
If a character takes damage while at 0 Hit Points, that character suffers a
Death Saving Throw failure
If the damage is from a critical hit, that character suffers two Death
Saving Throw failures.
If the damage exceeds the characters hit point maximum, that character
suffers instant death.
Stabilizing a Creature (PHB pg 1978-198)
You can use an action to administer first aid to a creature by making a
DC 10 Wisdom (Medicine) check.
A Stable creature does not make Death Saving Throws, but has 0 hit
points and remains unconscious.
The creature must start making Death Saving Throws if it takes any
damage.
A stable creature that isn’t healed regains 1 hit point after 1d4 hours.
Concentration (PHB pg 203-204)
Some spells require Concentration for their effects to remain active. If
the character loses Concentration, the effect ends.
A spell that requires Concentration magic remains active until its
duration ends, or until the character loses Concentration or voluntarily
chooses to end the spell.
Normal activity such as moving or attacking does not interfere with
Concentration.
The following factors break concentration:
1. Casting another spell that requires Concentration.
2. Being incapacitated or killed.
If a character takes damage while concentrating on a spell, the character
must make a Constitution Saving Throw against a DC of 10 or half the
damage taken whichever is higher.
Damage taken from multiple sources requires separate Constitution
Saving Throws.