Rules Reference.   Posted by DungeonMaster.Group: 0
 GM, 17 posts
Sat 30 May 2015
at 04:12
Rules Reference
What You Can Do on Your Turn
One Move
One Action
One Bonus Action
One Reaction

Initiative (PHB pg 189)
When combat starts, each participant makes a DEX check to determine
their initiative.
If two or more players are tied, they may choose who acts first.
The DM decides the order if a tie exists between a monster and a

Surprise (PHB pg 189)
Characters that are surprised cannot move or take an action on their first
round of combat.
Characters and creatures cannot take a Reaction until that turn ends.

Reaction (PHB pg 190)
You may take only one reaction between each of your turns.
If the reaction interrupts another creature’s turn, it continues its turn
after the reaction.

Move (PHB pg 190)
On your turn you can move a distance up to your full Speed.
You can switch between different move types. Simply subtract the
distance already moved from the new speed. If the result is 0 or less,
you cannot use the new speed during the current move.
You may drop prone without using any Speed.
Standing up from Prone uses half your Speed.
Difficult Terrain
Every foot of movement in difficult terrain costs 1 extra foot of
Moving Between Attacks
You may break up your movement during your turn using some of your
Speed before and after your action including taking multiple attacks.

Climbing, Swimming, and Crawling (PHB pg 182)
When climbing, crawling or swimming, each foot of movement costs 1
extra foot of movement unless the creature has a climbing or swimming
Climbing a slippery vertical surface or one with few handholds may
require a STR (Athletics) Check.
Swimming in rough water may require a STR (Athletics) Check.

Jumping (PHB pg 182)
Long Jump
You can cover a distance equal to your STR score in feet if you move at
least 10 feet before on foot before making the jump.
When you make a standing jump, you can leap only half that distance.
You must succeed at a DC 10 STR (Athletics) check to clear a low
When you land in difficult terrain, you must succeed on a DC 10 DEX
(Acrobatics) check or land prone.
High Jump
You can leap a number of feet into the air equal to 3+STR modifier if
you move at least 10 feet on foot immediately before the jump.
If you make a standing high jump, you only jump half the distance.
Either way each foot you clear in the air costs a foot of movement.
The DM may allow characters to make a STR (Athletics) check to jump
You can extend your hands half your height above your head during a
jump to reach a distance equal to the height of the jump plus 1 ½ time
your height.

Actions in Combat

Dash (PHB pg 192)
You gain extra movement equal to your Speed after modifiers.

Disengage (PHB pg 192)
Your movement does not prove attacks of opportunity for the rest of the

Dodge (PHB pg 192)
Until the start of your next turn, any attack roll made against you has
Disadvantage if you can see the attacker
You make Dexterity Saving Throws with Advantage.
You lose this benefit if you are incapacitated or your speed drops to 0.

Help (PHB pg 192)
You assist another creature in a task, and the creature gains Advantage
on its next ability check to perform a task as long as that task is before
your next turn.
You can aid a friendly creature in attacking a creature within 5 feet. If
your ally attacks the target before your next turn, the first attack has

Hide (PHB pg 192)
Make a Dexterity (Stealth) Check in an attempt to Hide.

Ready (PHB pg 193)
Decide on the circumstances that will trigger your reaction and on the
Action you will take in response to that trigger or you can choose to
move your Speed.
When the trigger occurs you take the action as a Reaction after the
trigger finishes.
You may also ignore the trigger.
This counts as your reaction for the round.

Search (PHB pg 193)
You make either an INT (Investigation) check or a WIS (Perception)
check to locate something.
Use an Object (PHB pg 193)
You interact with an object that requires an Action or if you wish you
can interact with a second object on the same turn.

This message was last updated by the GM at 04:13, Sat 30 May 2015.

 GM, 18 posts
Sat 30 May 2015
at 04:16
Re: Rules Reference
Attack Actions

Two-Weapon Fighting (PHB pg 195)
When you take an attack action and attack with a light melee weapon in
one hand, you can use a bonus action to attack with a different light
melee weapon in the other hand.
You do not add your ability modifier to the damage of the bonus attack,
unless the modifier is negative.
If either weapon has the thrown property, you can throw the weapon
instead of making a melee attack with it.

Grappling (PHB pg 195)
You use an attack action to start a grapple.
The target of the grapple can be no larger than one size category greater
than you.
Using one hand, you attempt to seize the target by making a STR
(Athletics) check contested by the targets STR (Athletics) or DEX
(Acrobats) check. The target chooses.
If you succeed, the target is Grappled (see condition).
You may release the target whenever you like.
If you are able to make multiple attacks, this attack replaces one of them.
Escaping a Grapple
A grappled creature can use its action to escape by making a STR
(Athletics) or DEX (Acrobatics) check opposed by your STR
Moving a Grappled creature
When you move, you can drag or carry the grappled creature with you.
Your Speed is halved, unless the creature is two or more sizes smaller
than you.

Shoving a Creature (PHB 195-196)
You may use the attack action to shove a creature to push it away or
knock it prone.
The target of your shove can be no more than 1 size larger than you.
You make a STR (Athletics) check opposed by either the target’s STR
(Athletics) or DEX (Acrobatics).
On a success, you knock the target prone or push it 5 feet away.
If you are able to make multiple attacks this attack replaces one of them.

Knocking a Creature Out (PHB pg 198)
When an attacker reduces a creature to 0 Hit Points with a melee attack,
the attacker can choose to knock the target out instead.
The creature falls unconscious and is stable.

Opportunity Attacks (PHB pg 195)
An Opportunity Attack is a Reaction
When a creature moves out of the reach of a foe, that creature provokes
an Opportunity Attack, and the foe may make one melee attack as a
Reaction against the provoking creature.
The attack interrupts the provoking creature’s movement, occurring right
before the creature leaves the foe’s reach.
Teleporting or being forced to move by a foe does not provoke an
Opportunity Attack.

Falling Damage (PHB pg 183)
A creature takes 1d6 Bludgeoning Damage for every 10 feet it fell to a
maximum of 20d6.
The creature lands Prone, unless it avoids taking damage from the fall.

Mounted Combat (PHB pg 198)
Mounting & Dismounting
Once during your turn, you may mount a creature that is within 5 feet of
you or dismount.
Doing so costs movement equal to one half your speed.
If an effect moves your mount against its will, you must succeed on a
DC 10 Dexterity saving throw or fall off, landing prone within 5 feet of
the mount.
If you are knocked prone while mounted, you must succeed on a DC 10
Dexterity saving throw or fall off, landing prone within 5 feet of the
If your mount is knocked prone, you can use your reaction to dismount
as it falls and land on your feet. Otherwise, you are dismounted, and fall
prone in a space 5 feet from it.
Controlling a Mount
You may either control the mount or allow it to act independently.
Intelligent mounts always act independently.
The initiative of a controlled mount changes to reflect the character’s
A controlled mount may only take three actions: Dash, Disengage, or
A controlled mount may move & act on the turn that you mount it.
An independent mount retains its Initiative. Bearing a rider puts no
restrictions on how it may act in combat, but it moves and acts as it
If a mount provokes an Opportunity Attack while mounted, the attacker
can target you or the mount.

Underwater Combat (PHB pg 198)
A creature that does not have a swim speed has Disadvantage on melee
attack rolls unless that weapon is a dagger, javelin, short sword, spear, or
Ranged weapon attacks automatically miss targets beyond the weapon’s
normal range.
A ranged attack roll has Disadvantage within normal range, unless that
weapon is a crossbow, net, or a thrown weapon.
Creatures and objects that are completely immersed in water have
resistance to fire damage.

Other Actions During Your Turn (PHB pg 190)
You can communicate either through short utterances or gestures.
During your turn you may interact with an object either during your
movement or action.
If you want to interact with a second object you must use an action.
Examples include:
Draw or sheathe a weapon, open or close a door, withdraw a potion from
your backpack, pick up a dropped item, throw a lever or switch, or hand
an item to another character.

Suffocating (PHB pg 183)
A creature can hold its breath for a number of minutes equal to 1 + its
Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath, it can survive for a number of rounds
equal to its Constitution Modifier (minimum 1 round). At the start of its
next turn, it drops to 0 hit points and is dying.
 GM, 19 posts
Sat 30 May 2015
at 04:29
Re: Rules Reference
Advantage & Disadvantage (PHB pg 173)
When a character has Advantage, the player rolls two d20’s and selects
the higher roll.
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
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)
One Half+2Covers half of the target
Three Quarters+5Covers 3/4 of the target
Total CoverCannot be affectedTarget is entirely covered

Vision and Light (PHB pg 183)
Lightly ObscuredDisadvantage on Wisdom (Perception)Dim Light, patchy fog
Heavily ObscuredBlindedDarkness, 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
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
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

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.
 GM, 20 posts
Sat 30 May 2015
at 04:33
Re: Rules Reference
A blinded creature cannot see and fails any ability check that requires
Attack rolls against the creature have Advantage.
The blinded creature’s attack rolls have Disadvantage.

A charmed creature cannot attack or target the charmer with harmful
abilities or magical effects
The charmer has Advantage on any ability check to interact socially with
the creature.

A deafened creature can’t hear and fails any ability check that requires

A frightened creature has Disadvantage on ability checks and attack rolls
while the source of the fear is within line of sight.
The creature cannot willingly move closer to the source of its fear.

A grappled creature’s Speed becomes 0, and cannot benefit from any
bonus to Speed.
The condition ends if the grappler becomes incapacitated.
The condition also ends if an effect removes the grappled creature from
the reach of the grappler or grappling effect.

An incapacitated creature can’t take actions or reactions

An invisible creature cannot be seen except by magic or a special sense
but can be detected if it makes noise.
An invisible creature is considered heavily obscured for the purpose of
Attacks rolls against an invisible creature have Disadvantage.
An invisible creature has Advantage on attack rolls.

A paralyzed creature is incapacitated and can’t move or speak.
The creature automatically fails STR and DEX Saving Throws.
Attacks rolls against the creature have Advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5

A petrified creature is transformed along with any non-magical objects
on its person into a solid inanimate substance. Its weight increases by a
factor of 10 and it ceases aging.
The creature is incapacitated and can’t move or speak and is unaware of
its surroundings.
The creature automatically fails Strength and Dexterity Saving Throws.
Attacks rolls against the creature have Advantage.
The creature has resistance to all damage.
The creature is immune to poison and disease, but any poison in its
system already is suspended not neutralized.

A poisoned creature has Disadvantage on attack rolls and ability checks.

A prone creature’s only movement is to crawl.
The creature has Disadvantage on all attack rolls.
An attack against the creature has Advantage if the attacker is within 5
feet. Otherwise the attacker has Disadvantage.
Standing up from prone costs one half the creature’s speed.

A restrained creature’s speed is zero and it can’t benefit from any
bonuses to Speed.
Attack rolls against the creature have Advantage.
The creature’s attack rolls have Disadvantage.

A stunned creature is incapacitated, can’t move, and only speaks
The creature automatically fails Strength and Dexterity saving throws.
Attacks rolls against the creature have Advantage.

An unconscious creature is incapacitated and can’t move or speak and is
unaware of its surroundings.
The creature drops whatever it is holding and falls prone.
The creature automatically fails Strength and Dexterity saving throws.
Attacks rolls against the creature have Advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5

Exhaustion is measured in six levels. An effect can give a creature one
or more levels of Exhaustion. If an already exhausted creature suffers
another effect that causes Exhaustion, its current level of Exhaustion
increases by the amount specified in the effect, and the creature suffers
the effects of its current level as well as all the lower levels.
Level     Effect
  1.   Disadvantage on Ability Checks
  2.   Speed halved
  3.   Disadvantage on Saving Throws and Attack rolls
  4.   Hit point maximum halved
  5.   Speed reduced to 0
  6.   Death

An effect that removes Exhaustion reduces its level as specified, and all
effects of Exhaustion end if a creature’s exhaustion level is reduced
below 1.
Finishing a Long Rest reduces a creature’s exhaustion level by 1, so long
as that creature has ingested some food and water.