Table of Contents

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Rolling the Dice

MAKING CHECKS

ABILITY MODIFIERS

PROFICIENCY BONUS

DETERMINING SUCCESS OR FAILURE

DETERMINING DC

WHICH ABILITY MODIFIER?

STRENGTH (STR)

DEXTERITY (DEX)

CONSTITUTION (CON)

INTELLIGENCE (INT)

WISDOM (WIS)

CHARISMA (CHA)

LUCK

GAINING LUCK

LOSING LUCK

SPENDING LUCK

THE THREE TYPES OF CHECKS

ATTACK ROLLS

SAVES

ABILITY CHECKS

ADVANTAGE AND DISADVANTAGE

SKILL DESCRIPTIONS

ACROBATICS

ANIMAL HANDLING

ARCANA

ATHLETICS

DECEPTION

HISTORY

INSIGHT

INTIMIDATION

INVESTIGATION

MEDICINE

NATURE

PERCEPTION

PERFORMANCE

PERSUASION

RELIGION

SLEIGHT OF HAND

STEALTH

SURVIVAL

Adventuring

TRACKING TIME

MOVEMENT

SPEED

BURROWING

CLIMBING

FLYING

SWIMMING

SPECIAL MOVEMENT RULES

CLIMBING

CRAWLING

JUMPING

SWIMMING

DIFFICULT TERRAIN

FORCED MOVEMENT

FALLING

PULLING AND PUSHING

TRAVELING

TRAVEL PACE

INTERACTING WITH CREATURES

ROLEPLAYING

INTERACTING WITH ITEMS

TYPES OF ITEMS

ITEMS

EQUIPMENT

OBJECTS

STRUCTURES

VEHICLES

LIFTING AND CARRYING

SENSES

VISION AND OBSCURED AREAS

LIGHT

SPECIAL SENSES

DARKVISION

KEENSENSE

TREMORSENSE

TRUESIGHT

Planes of Existence

THE MATERIAL PLANE

TRANSITIVE PLANES

OTHER PLANES

WHAT ARE DEMIPLANES?

TRAVEL BETWEEN PLANES

Life and Death

HIT POINTS

TEMPORARY HIT POINTS

DAMAGE

DAMAGE TYPES

DAMAGE RESISTANCE AND VULNERABILITY

HEALING

HIT DICE

RESTING

DROPPING TO 0 HIT POINTS

DEATH

DYING

STABLE

MONSTERS AND DEATH

OTHER FORMS OF HARM

CONDITIONS

CURSES

DISEASES

FORCED TRANSFORMATION AND CONSENT

DREAD

POISONS

STARVATION AND DEHYDRATION

WHEN TO TRACK FOOD AND WATER?

SUFFOCATING

HOLDING YOUR BREATH AND INHALED EFFECTS

Encounter Gameplay

WHAT DEFINES AN ENCOUNTER?

INITIATIVE

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ROUNDS AND TURNS

DETERMINING INITIATIVE ORDER

EXPLORATION ENCOUNTERS

DUNGEONS

WILDERNESS SURVIVAL

HAZARDS

EXTREME COLD

EXTREME HEAT

GALE WINDS

TORRENTIAL PRECIPITATION

TRAPS

TRAP TYPES

DETECTING TRAPS

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DISARM TRAPS

SOCIAL ENCOUNTERS

SETTLEMENTS

ATTITUDE

COMBAT ENCOUNTERS

COMBAT STEPS

Creature Size

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COMBAT STEPS cont.

MOVEMENT IN COMBAT

BREAKING UP YOUR MOVE

MOVING BETWEEN ATTACKS

USING DIFFERENT SPEEDS

DIFFICULT TERRAIN

FALLING PRONE AND STANDING UP

MOVING AROUND OTHER CREATURES

OPPORTUNITY ATTACKS

ACTIONS IN COMBAT

ATTACK

CAST A SPELL

DASH

DISENGAGE

DODGE

HELP

HIDE

READY

SEARCH

USE AN OBJECT

MAKING AN ATTACK

1. DECLARE ATTACK TYPE & TARGET

2. DETERMINE MODIFIERS

3. MAKE AN ATTACK ROLL

4. RESOLVE THE ATTACK

MELEE ATTACKS

REACH

MELEE WEAPON ATTACKS

Unarmed Strikes

MELEE SPELL ATTACKS

SPECIAL MELEE ATTACKS

Grappling

Shoving

Two-Weapon Fighting

Weapon Options

RANGED ATTACKS

RANGE

Long Range

Close Range

RANGED WEAPON ATTACKS

RANGED SPELL ATTACKS

WEAPON OPTIONS

DEATH AND DYING

SPECIAL COMBAT RULES

MOUNTED COMBAT

Mounting and Dismounting

Controlling a Mount

UNDERWATER COMBAT

Between Adventures

DOWNTIME ACTIVITIES

TIME

COST

RESOLUTION

ACTIVITY DESCRIPTIONS

CAROUSING

USING CONTACTS AND FAVORS

CRAFTING

RESEARCHING

USING CLUES

TRAINING

WORKING

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Last updated 4 months ago by
Lorik Mahan
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