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Blinded
ConditionYou can't see and automatically fail any ability check that requires sight. Attacks against you have advantage, and your attacks have disadvantage.
Full description
sourceWhile you have the Blinded condition, you experience the following effects.
Can't See. You can't see and automatically fail any ability check that requires sight.
Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
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Charmed
ConditionYou can't attack the charmer or target it with damaging abilities or magical effects. The charmer has advantage on ability checks to interact with you socially.
Full description
sourceWhile you have the Charmed condition, you experience the following effects.
Can't Harm the Charmer. You can't attack the charmer or target it with damaging abilities or magical effects.
Social Advantage. The charmer has Advantage on any ability check to interact with you socially.
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Cover
ObjectCover can provide a bonus to AC and Dexterity saving throws.
Full description
sourceCover AC bonus Dexterity saving throw bonus Half cover +2 +2 Three-quarters cover +5 +5 Total cover Can't be targeted directly Can't be targeted directly -
Dash
ActionGain extra movement equal to your speed for the current turn.
Full description
sourceWhen you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
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Deafened
ConditionYou can't hear and automatically fail any ability check that requires hearing.
Full description
sourceWhile you have the Deafened condition, you experience the following effect.
Can't Hear. You can't hear and automatically fail any ability check that requires hearing.
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Disengage
ActionYour movement doesn't provoke opportunity attacks for the rest of the turn.
Full description
sourceIf you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
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Dodge
ActionUntil the start of your next turn, any attack roll against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.
Full description
sourceWhen you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.
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Exhaustion
ConditionEach level of Exhaustion gives −2 to all d20 Tests (checks, attacks, saves) and −5 ft speed, cumulative. Level 6 is death.
Full description
sourceWhile you have the Exhaustion condition, you experience the following effects.
Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.
D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.
Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
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Grapple
ActionAs an Unarmed Strike, force a Strength or Dexterity saving throw (DC 8 + your Strength modifier + proficiency bonus). On a failure, the target has the Grappled condition.
Full description
sourceWhen you take the Attack action, you can replace one of your attacks with an Unarmed Strike to Grapple. The target must be no more than one size larger than you and within your reach.
The target must succeed on a Strength or Dexterity saving throw (it chooses which), against a DC of 8 + your Strength modifier + your Proficiency Bonus, or it has the Grappled condition. The Grapple ends if you are Incapacitated or if an effect moves the target out of your reach.
Escaping. The Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your Grapple's save DC; on a success it frees itself.
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Grappled
ConditionYour speed is 0. You have disadvantage on attacks against any target other than the grappler. The grappler can drag you when it moves.
Full description
sourceWhile you have the Grappled condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.
The condition ends if the grappler has the Incapacitated condition or if an effect removes you from the reach of the grappler.
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Help
ActionGive an ally Advantage on an ability check (using a skill or tool you're proficient with), or distract an enemy within 5 feet of you to give an ally Advantage on its next attack against that enemy.
Full description
sourceWhen you take the Help action, you do one of the following.
Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally near enough for you to assist. That ally has Advantage on the next ability check they make using the chosen skill or tool, provided the check is made before the start of your next turn. This option doesn't work if the check has a chance of harming the ally.
Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. The Advantage applies only if the attack is made before the start of your next turn.
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Hide
ActionMake a DC 15 Dexterity (Stealth) check while you have Three-Quarters or Total Cover or are in a Heavily Obscured area and out of any enemy's line of sight. On a success you gain the Invisible condition.
Full description
sourceWith the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you.
On a successful check, you have the Invisible condition. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check.
The condition ends on you immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.
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Incapacitated
ConditionYou can't take any action, Bonus Action, or Reaction, you can't concentrate, you can't speak, and you have Disadvantage on Initiative rolls made while Incapacitated.
Full description
sourceWhile you have the Incapacitated condition, you experience the following effects.
Inactive. You can't take any action, Bonus Action, or Reaction.
Concentration Broken. Your Concentration is broken.
Speechless. You can't speak.
Surprised. If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll.
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Invisible
ConditionYou can't be seen without the aid of magic or a special sense, and you're considered Heavily Obscured. Attacks against you have disadvantage, and your attacks have advantage.
Full description
sourceWhile you have the Invisible condition, you experience the following effects.
Surprise. If you're Invisible when you roll Initiative, you have Advantage on the roll.
Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed.
Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature.
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Jump
MovementLong jump - move 10+ feet and jump a number of feet = your Strength score. Only half if standing still.
High jump - move 10+ feet and jump a number of feet = 3 + your Strength modifier. Only half if standing still.Full description
sourceLong jump - move 10+ feet and jump a number of feet equal to your Strength score. When you make a standing long jump, you can leap only half that distance.
High Jump - move 10+ feet and jump a number of feet equal to 3 + your Strength modifier. When you make a standing high jump, you can jump only half that distance.
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Light & vision
ReferenceDim light = lightly obscured (disadvantage on sight Perception). Darkness = heavily obscured (effectively blinded).
Full description
sourceLight Visibility Bright light Normal vision; most creatures see clearly. Dim light (shadows) Lightly obscured area: disadvantage on Wisdom (Perception) checks that rely on sight. Darkness Heavily obscured area: a creature effectively has the Blinded condition when trying to see into it. Darkvision lets a creature treat darkness within range as dim light and dim light as bright light (it sees only in shades of gray).
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Object Armor Class
ObjectObjects have Armor Class. It depends on the material and size of the object.
Full description
sourceMaterial Armor Class Cloth, paper, rope 11 Crystal, glass, ice 13 Wood, bone 15 Stone 17 Iron, steel 19 Mithral 21 Adamantine 23 -
Object hit points
ObjectObjects have hit points, Armor Class, and damage threshold. They can be destroyed.
Full description
sourceSize Fragile Resilient Tiny 2 (1d4) 5 (2d4) Small 3 (1d6) 10 (3d6) Medium 4 (1d8) 18 (4d8) Large 5 (1d10) 27 (5d10) Huge 6 (1d12) 36 (6d12) Gargantuan 7 (2d6) 45 (7d12) -
Paralyzed
ConditionYou're Incapacitated and can't move or speak. You automatically fail Strength and Dexterity saving throws, attacks against you have advantage, and any hit from within 5 feet is a critical hit.
Full description
sourceWhile you have the Paralyzed condition, you experience the following effects.
Incapacitated. You have the Incapacitated condition.
Speed 0. Your Speed is 0 and can't increase.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Attacks Affected. Attack rolls against you have Advantage.
Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
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Petrified
ConditionYou're transformed into a solid substance, Incapacitated, can't move or speak. Resistance to all damage. You automatically fail Strength and Dexterity saving throws, attacks against you have advantage, and you're immune to poison and disease.
Full description
sourceWhile you have the Petrified condition, you experience the following effects.
Turned to Inanimate Substance. You are transformed, along with any nonmagical object you are wearing or carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.
Incapacitated. You have the Incapacitated condition.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. Attack rolls against you have Advantage.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Resist Damage. You have Resistance to all damage.
Poison Immunity. You have Immunity to the Poisoned condition, and any poison or disease already in your system is suspended, not neutralized.
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Poisoned
ConditionYou have disadvantage on attack rolls and ability checks.
Full description
sourceWhile you have the Poisoned condition, you experience the following effect.
Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.
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Prone
ConditionYour only movement option is to crawl, unless you stand up. You have disadvantage on attack rolls. An attack against you has advantage if the attacker is within 5 feet; otherwise it has disadvantage.
Full description
sourceWhile you have the Prone condition, you experience the following effects.
Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself.
Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.
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Ready
ActionPrepare an action to trigger later in the round using a reaction.
Full description
sourceSometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect.
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Resting
ReferenceShort rest: 1 hour, spend Hit Dice to heal. Long rest: 8 hours (at least 6 sleeping), regain all HP and all spent Hit Point Dice.
Full description
sourceShort rest. A period of downtime, at least 1 hour long, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. A character can spend one or more Hit Point Dice at the end of a Short Rest, up to the character's maximum number of them. For each die spent, the player rolls the die and adds the character's Constitution modifier, regaining hit points equal to the total (minimum of 0).
Long rest. A period of extended downtime, at least 8 hours long, during which a creature sleeps for at least 6 hours and performs no more than 2 hours of light activity. At the end of a Long Rest, a character regains all lost Hit Points and all spent Hit Point Dice. A character can benefit from only one Long Rest in a 24-hour period.
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Restrained
ConditionYour speed is 0. Attacks against you have advantage and your attacks have disadvantage. You have disadvantage on Dexterity saving throws.
Full description
sourceWhile you have the Restrained condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Saving Throws Affected. You have Disadvantage on Dexterity saving throws.
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Search
ActionMake a Wisdom check (Perception, Insight, Medicine, or Survival) to discern something not readily apparent.
Full description
sourceWhen you take the Search action, you make a Wisdom check to discern something that isn't obvious. The DM chooses the skill associated with the check based on what you're looking for: Wisdom (Perception) to find something using your senses, Wisdom (Insight) to discern a creature's state of mind, Wisdom (Medicine) to determine a malady, or Wisdom (Survival) to follow tracks.
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Stunned
ConditionYou're Incapacitated and can't move. You automatically fail Strength and Dexterity saving throws, and attacks against you have advantage.
Full description
sourceWhile you have the Stunned condition, you experience the following effects.
Incapacitated. You have the Incapacitated condition.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Attacks Affected. Attack rolls against you have Advantage.
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Suffocating
ConditionHold your breath for 1 + your Constitution modifier minutes (minimum 30 seconds). When you run out of breath, you gain 1 Exhaustion level at the end of each turn; when you can breathe again, you remove all Exhaustion gained from suffocating.
Full description
sourceA 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 or is choking, it gains 1 Exhaustion level at the end of each of its turns. When the creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.
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Travel pace
ReferenceFast pace gives Disadvantage on Perception, Survival, and Stealth; Normal gives Disadvantage on Stealth; Slow gives Advantage on Perception and Survival.
Full description
sourcePace Per minute Per hour Per day Effect Fast 400 feet 4 miles 30 miles Disadvantage on Wisdom (Perception or Survival) and Dexterity (Stealth) checks Normal 300 feet 3 miles 24 miles Disadvantage on Dexterity (Stealth) checks Slow 200 feet 2 miles 18 miles Advantage on Wisdom (Perception or Survival) checks -
Typical difficulty classes
ReferenceCommon DCs from Very easy (5) to Nearly impossible (30).
Full description
sourceTask difficulty DC Very easy 5 Easy 10 Medium 15 Hard 20 Very hard 25 Nearly impossible 30 -
Unconscious
ConditionYou're Incapacitated, can't move or speak, drop what you're holding, and fall Prone. You automatically fail Strength and Dexterity saving throws, attacks against you have advantage, and any hit from within 5 feet is a critical hit.
Full description
sourceWhile you have the Unconscious condition, you experience the following effects.
Inert. You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. Attack rolls against you have Advantage.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
Unaware. You're unaware of your surroundings.
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Use an object
ActionTake the Utilize action to use an object that needs an action, or to interact with a second object on your turn.
Full description
sourceYou normally interact with one object for free while doing something else, such as drawing a weapon as part of an attack. When an object requires an action for its use, you take the Utilize action. You also take this action if you want to interact with more than one object on your turn.
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