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DND 5e Basic Rules

1) The document provides information on adventuring basics such as movement, the environment, resting, exhaustion, and combat. 2) It details how to calculate a character's speed and describes conditions that impact movement. Visibility is also covered along with rules for falling, food/water, and resting. 3) Combat actions, initiative, attacks, damage, conditions, and death/dying are summarized along with a critical hit table.

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Caddlesman
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100% found this document useful (2 votes)
458 views4 pages

DND 5e Basic Rules

1) The document provides information on adventuring basics such as movement, the environment, resting, exhaustion, and combat. 2) It details how to calculate a character's speed and describes conditions that impact movement. Visibility is also covered along with rules for falling, food/water, and resting. 3) Combat actions, initiative, attacks, damage, conditions, and death/dying are summarized along with a critical hit table.

Uploaded by

Caddlesman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ADVENTURING BASICS

MOVEMENT

SPEED – Your SPEED score is the distance in feet you travel in 1 Round (6 seconds)
SPEED x10 = Number of feet traveled in 1 minute using a normal pace
SPEED / 10 = Number of miles traveled in 1 hour (x8 = miles traveled in one day)

A Fast Pace increases your Base SPEED by 10 but give a -5 penalty to Passive Perception checks
A Slow Pace decreases your Base SPEED by 10 and allows you to use stealth.
Forced March – Each hour beyond 8 of walking, ROLL Constitution Save vs DC 10 (+ 1 per hour over 8)
On Failed Save suffer one level of EXHAUSTION.

DIFFICULT TERRAIN / CLIMBING / SWIMMING / CRAWLING – All move at Half SPEED

RUNNING LONG JUMP = STR Score (in feet) / RUNNING HIGH JUMP = 3 + STR Modifier / Half if STANDING

ENVIRONMENT

LIGHT & VISION – UNOBSCURED (sunlight, torch light, fire light, mage light) has no adverse effects on vision
LIGHTLY OBSCURED – (dim light, twilight, fog, medium foliage) DISADVANTAGE on Perception checks
HEAVILY OBSCURED – (night, dungeons, thick fog or foliage) treat as BLINDED Condition

BLINDSIGHT – Unaffected by any light conditions


DARKVISION – Treat Dim Light as UNOBSCURED; Treat Darkness as LIGHTLY OBSCURED
TRUESIGHT – See in Darkness; Detect Invisible, Illusions & Shapechanged; See the Ethereal Plane

FALLING – PCs take 1d6 Damage for every 10 feet it fell, to a maximum of 20d6

SUFFOCATING – PC can hold his breath for a number of minutes equal to 1 + CONSTITUTION modifier
After this, PC survives a number of Rounds equal to CONSTITUTION modifier; PC drops to 0 hp & dying

FOOD & WATER – PCs need 1 pound of food per day; # days without food = 3 + CONSTITUTION modifier
Each day beyond this limit, the PC suffers one level of EXHAUSTION
PCs need 1 gallon of water per day; any less ROLL a DC 15 CONSTITUTION Saving Throw
Any Failed Save or any day without water, the PC suffer one level of EXHAUSTION

RESTING EXHAUSTION

SHORT REST – Period of downtime at least 1 hour long Various Hazards (hunger, freezing,
PC can only eat, drink, read, rest, or tend wounds. forced march, etc.) can lead to the
condition of exhaustion.
Spend one or more Hit Dice up to max Hit Dice to gain hit points. Exhaustion is measured in levels
For each HD spent ROLL appropriate dice (based on class) and
` Add CON modifier. Regain that number of hit points. Level Effect
Ex. A 4th level fighter with +1 CON spends 2 (of 4) HD 1 Disadvantage Ability check
ROLL 1d10 + 1 twice, heal that many hit points. 2 Speed is halved
3 Disadvantage Attack/Saves
LONG REST – Period of downtime at least 8 hours long 4 Hit Point Max is halved
PC must sleep for 6 hours, with light activity for 2 hours. 5 Speed reduced to 0
If interrupted for 1 hour, must rest again to gain benefit 6 Death

Regain all lost hit points and all spent spell slots Each level also suffers the effects
Regain lost Hit Dice up to ½ Max Hit Dice of the lower level
PC can only benefit from 1 long rest per day A Long Rest reduces Exhaustion
Ex. A 4th level fighter can regain up to 2 lost Hit Dice by 1 level if food & water is present
COMBAT BASICS
SURPRISE – ROLL D20 + Stealth modifier vs. Target’s Passive Perception (10 + Perception modifier).
Subject must be sneaking or target is distracted. Surprised targets cannot act or react in first round

INITIATIVE – All ROLL D20 + Dexterity modifier. Ranked highest to lowest for order of battle.

ROUND – Equal to 6 seconds of combat. You can move a distance up to your SPEED and take one action
Movement can be before and/or after your action. You can also interact with one object per turn.

COMBAT ACTIONS

ATTACK – Make one melee or ranged attack. High level fighters & some spells allow multiple attacks

CAST A SPELL – Cast a prepared spell (Most spells have a casting time of 1 action)

DASH – Move an extra number of feet equal to your SPEED

DISENGAGE – Movement during this turn does not provoke opportunity attacks

DODGE – Actively avoid attacks. Attacks against you have disadvantage. DEX saves have advantage

HELP – Help another with a task. Helped person has advantage to perform task or on next attack

HIDE – Successfully hide on a passed Stealth check

READY – Prepare a reaction to an opponent’s action

SEARCH – Attempt to find something. Based upon successful Perception or Investigation check

USE AN OBJECT – Use an item that requires concentration or interact with more than one object

ATTACK RULES

TO HIT ROLL – ROLL D20 + Ability modifier + Proficiency modifier (if app.) vs. Target’s AC
Ability Modifier – STRENGTH – Most Melee, Thrown, Finesse weapons, and Unarmed
DEXTERITY – Range and Finesse weapons (Finesse uses STR or DEX)
INT / WIS / CHR – Targeted Spell (use appropriate spellcasting ability)
ADD Proficiency Modifier if proficient in weapon used or casting a spell

CRITICAL HIT – ROLL a natural 20, see chart CRITICAL MISS – ROLL a natural 1, see chart

ADVANTAGE ROLLS – ROLL 2D20, use best roll DISADVANTAGE ROLLS – ROLL 2D20, use worse roll

HIDDEN / INVISIBLE ATTACKERS – Advantage HIDDEN / INVISIBLE TARGETS – Disadvantage


LONG RANGE ATTACKS – Disadvantage CLOSE COMBAT RANGE ATTACK – Disadvantage

DUAL WEAPON ATTACKS – Using 2 light weapons, 1st attack – no penalty, 2nd attack – don’t add ability mod.
GRAPPLING / SHOVING – ROLL Athletics (STR) check vs. Target’s ROLL Athletics (STR) or Acrobatics (DEX)

DAMAGE ROLL – ROLL DMG dice + Ability Modifier (STR or DEX) (Spells do not add Ability Modifier)
Unarmed attack does 1 + STR modifier Damage

½ COVER – +2 AC & DEX saves ¾ COVER – +5 AC & DEX saves FULL COVER – Only hit by area effect
DAMAGE RESISTANCE – Take Half Damage DAMAGE VULNERABILITY – Take Double Damage
COMBAT BASICS
DEATH & DYING

INSTANT DEATH – If any damage reduces you to 0 hit points and the remaining damage equals your
Hit Point maximum, you die instantly.

UNCONSCIOUS – If any damage reduces you to 0 hit points and does not kill you, you fall unconscious.
Unconsciousness ends if you regain any hit points.

DEATH SAVING THROWS – Every turn that begins at 0 hit points and you are not stable, you are dying.
ROLL D20 with no modifiers. A roll of 10 or higher is a success. A roll of 9 or lower is a failure.

3 successes mean that the character is stabilized; unconscious with 0 hit points, but alive.
3 failures mean that the character is dead.

A natural 1 counts as two failures / A natural 20 heals the character 1 hit point.
Any damage received while at 0 hit points, counts as a death saving throw failure
Any critical hit counts as 2 failures. If damage exceeds the hit point max, the PC dies.

STABILIZING ANOTHER – If healing is unavailable, a player can stabilize an unconscious, dying PC.
Using an action on your turn, ROLL a Medicine (WIS) check vs. a DC 10 to successfully stabilize.

A stable PC has 0 hit points and remains unconscious. A stable PC heals 1 hit point after 1d4 hours
Any damage taken while stable restarts the Death Saving Throw process.

COMBAT CONDITIONS

BLINDED – Attacks against have ADVANTAGE, Blind Attacks have DISADVANTAGE; Fail sight checks

CHARMED – Charmed creature can’t attack charmer; charmer has ADVANTAGE against charmed

DEAFENED – Can’t hear; FAIL any hearing ability checks

FRIGHTENED – DISADVANTAGE if source of fear is in sight; won’t willingly move closer to it

GRAPPLED – Speed is 0; Ends if grappler is incapacitated or forced to separate

INCAPACITATED – Can not take any actions or reactions; Attacks against have ADVANTAGE

INVISIBLE - Attacks against have DISADVANTAGE, Invisible attackers have ADVANTAGE

PARALYZED – Incapacitated; FAIL all STR & DEX saving rolls; All hits within 5’ are critical

PETRIFIED - Incapacitated; FAIL STR & DEX rolls; Poison/Disease immunity; Damage resistance

POISONED – DISADVANTAGE on Attack rolls and Ability checks

PRONE – Attacks against within 5’ have ADVANTAGE; Attacking while prone has DISADVANTAGE

RESTRAINED – Speed is 0; Attacks against have ADVANTAGE; Attack & DEX roll DISADVANTAGE

STUNNED - Incapacitated; FAIL all STR & DEX saving rolls; Attacks against have ADVANTAGE

UNCONSCIOUS – Incapacitated & Prone; Auto FAIL all STR & DEX saving rolls;
Attacks against have ADVANTAGE; All hits within 5’ are critical
CRITICAL HIT TABLE
(only on Natural 20)

01-05 MAX DAMAGE NOTES


06-09 “ “ x2
10-14 “ “ + *1 *1 ATTEMPT ANOTHER HIT
15-18 “ “ + *2 WITH SAME WEAPON
19-40 DOUBLE DAMAGE
41-47 “ “ + *1 *2 OPPONENT MUST ROLL
48-53 “ “ + *2 ON FUMBLE TABLE
54-59 “ “ MAX DAMAGE
60-64 TRIPLE DAMAGE
65-68 “ “ + *1
69-72 “ “ + *2
73-76 “ “ MAX DAMAGE
77-79 QUADRUPLE DAMAGE
80-81 “ “ + *1
82-83 “ “ + *2
84-85 “ “ MAX DAMAGE
86-89 REDUCES OPPONENT’S AC BY 1 UNTIL ARMOR IS HEALED/REPAIRED
90-94 BLOOD OR DEBRIS BLINDS OPPONENT FOR 1D6 ROUNDS (IF APP.)
95-96 SEVER AN APPENDANGE (IF APP.). MAX DAMAGE + 1D20
97-99 OPPONENT IS STUNNED FOR 1D6 ROUNDS
00 INSTANT DEATH (IF APP.)

FUMBLE TABLE
(only on Natural 1)

01-09 DROP WEAPON AT FEET


10-17 “ “ 10’ AWAY
18-23 “ “ 20’ AWAY
24-27 “ “ 30’ AWAY
28-37 YOU FALL DOWN (PRONE)
38-45 “ “ AND DROP WEAPON AT FEET
46-51 “ “ “ “ 10’ AWAY
52-55 “ “ “ “ 20’ AWAY
56-57 “ “ “ “ 30’ AWAY
58-62 STUMBLE, LOSE INITIATIVE NEXT ROUND
63-68 STUMBLE, ALL ROLLS NEXT ROUND HAVE DISADVANTAGE
69-73 STUMBLE, OPPONENT ATTEMPTS ANOTHER HIT THIS ROUND
74-78 STUMBLE, YOU HIT YOURSELF FOR REGULAR DAMAGE
79-84 STUMBLE, OPPONENT GET AUTOMATIC HIT ON NEXT ATTACK
ROLL 1D20 TO SEE IF IT IS A CRITICAL HIT
85-88 STUMBLE, OPPONENT GET AUTOMATIC HIT ON ALL ATTACKS NEXT ROUND
ROLL 1D20 TO SEE IF THEY ARE CRITICAL HITS
89-93 STUMBLE, LOSE NEXT ATTACK
94-96 STUMBLE, LOSE REMAINING ATTACKS ON THIS AND NEXT ROUND
97-98 STUMBLE, OPPONENT IMMEDIATELY HITS YOU ON CRITICAL HIT TABLE
99 YOUR WEAPON BREAKS. IF NOT APPLICABLE, TREAT THIS ROLL AS A 98
00 AUTOMATIC HIT ON CLOSEST ALLY WITHIN 10’ OF YOU
ROLL 1D20 TO SEE IF IT IS A CRITICAL HIT
IF NOT APPLICABLE, TREAT THIS ROLL AS A 98

• IT TAKES ONE HALF MOVEMENT SPEED TO GET UP


• IT TAKES ONE HALF MOVEMENT SPEED TO BEND DOWN AND PICK UP A WEAPON
• CRAWLING WHILE PRONE IS AT HALF MOVEMENT SPEED
• PRONE CHARACTERS ATTACK WITH DISADVANTAGE. OPPONENTS ATTACK W. ADVANTAGE

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