Page References: "#/#" Is Player's Basic Rules/Players Handbook, "DM" Is DM Basic Rules, "Alpg" Is Adventurers League Players Guide
Page References: "#/#" Is Player's Basic Rules/Players Handbook, "DM" Is DM Basic Rules, "Alpg" Is Adventurers League Players Guide
Page References: "#/#" Is Player's Basic Rules/Players Handbook, "DM" Is DM Basic Rules, "Alpg" Is Adventurers League Players Guide
2014-12-01
(Page References: "#/#" is Player's Basic Rules/Players Handbook, "dm" is DM Basic Rules, "alpg" is Adventurers League Players Guide)
YOUR TURN (Chapter 9: Combat)
Your Turn: move+action+bonus action (69/189)
move can be any mode/combo and split up during turn (70/190)
bonus actions are class/feat/etc. specific (69/189)
interact with 1 object for free (more req your action) (70/190)
Reactions: 1 reaction per round (reset at start of your turn) (70/190)
MOVE (Chapter 8: Adventuring and Chapter 9: Combat)
Movement: On your turn, mv distance up to your speed. Some action/
terrain change how much movement you have (70/190). Can move
thru non-hostile space or hostile space if 2+ larger/smaller (71/191)
Climb: +5' per 5' and ability chk if difficult (64/182)
Crawl: +5' per 5' (71/191)
Difficult Terrain: +5' per 5' (incld creature space (friend/ foe)) (70/190)
Drop Prone: 0' (70/190)
Grapple Move: spd/2 (unless 2+ larger) (74/195))
Jump, High: running (10'+) 3+StrMod feet, standing StrMod feet (min
1), extend arms to 1.5x height (64/182)
Jump, Long: running (10'+) Str feet, standing Str/2 feet,
10SC(Athletics) to clear low obstacle (height 1/4 jump distance),
10DC(Acrobatics) to land on feet in difficult terrain (64/182)
Mount/Dismount: 1/turn, spd/2, cannot if not enough mv left (77/198)
Stand Up: spd/2, cannot if not enough mv left (70/190)
Swim: +5' per 5' and ability chk if difficult (64/182)
Multiple Speeds: When switching mode, subtract amount already
moved from new spd (70/190)
ACTIONS (Chapter 9: Combat)
Attack: attack (71/192)
Cast a Spell: cast spell (72/192)
Dash: mv 2x spd (after mods) for turn (72/192)
Disengage: mv does not provoke for rest of turn (72/192)
Dodge: DA atk v you (if see atk); AD DS (lose if incap/spd 0) (72/192)
Grapple Escape: SC(Ath)/DC(Acr)>SC(Ath) (74/195)
Help: AD nxt chk/atk v target in 5' of you before your nxt turn (72/192)
Hide: DC(Stealth)> WC(Per) (half+ cover/ hvy obscur) (60,72/173,192)
Ready: Specify perceivable trigger and action (can mv up to speed
instead); use reaction after trigger (optional); spell req concentration
and 1 action cast time max (72/193)
Search: Search (72/193)
Use Object: Use special abil/interact w/ more than one object (72/193)
Improvise: Improvise an action not on this list (72/193)
ATTACKS (Chapter 9: Combat)
Attack If you're making atk roll, counts as atk for other rules (73/194)
Natural 1 or 20: Nat 1 miss, Nat 20 hit (+crit) (73/194)
No Proficiency: no proficiency bonus (73/194)
Attack Unseen: DA (73/194)
Attack From Hidden: AD, lose hidden after atk (hit or miss) (73/195)
Melee Atk: Str mod atk/dmg (finesse wpn special) (73/194)
Ranged Atk: Dex mod atk/dmg (thrown wpn special); DA long range
or if hostile cr that can see you and not incap in 5' (73/194,195)
Opportunity Atk (OA): target you can see exit reach, use reaction,
teleport/forced/falling move does not provoke (74/195)
Two-Weapon Fighting: w/ 2 light melee wpns, use BONUS action for
off hand atk. No + abil mod to dmg for 2nd. Can throw. (74/195)
Grapple: 1atk (free hnd); SC(Ath)>SC(Ath)/DC(Acr), end free (74/195)
Shove: 1atk; SC(Ath)>SC(Ath)/DC(Acr) (+1sz max); knock prone or
push 5' (74/195)
Damage vs Mult Targets: Make 1 dmg roll (75/196)
Critical Hit: roll dmg dice (wpn/ spell/ SA) 2x then add mods (75/196)
COVER (Chapter 9: Combat)
Creatures: provide cover (friend/ foe) (74/195)
1/2 Cover: 1/2+ blocked; +2 AC/Dex sv (74/195)
3/4 Cover: 3/4+ blocked; +5 AC/Dex sv (74/195)
Full Cover: All blocked; no direct targeting (74/195)
Determine Cover: Cover is left to DM discretion. I will use the
following: choose 1 corner of 1 square you occupy. Draw line from
that to every corner of 1 square target occupies. 1/2 cover if 1-2
obstructed. 3/4 cover if 3+ obstructed. Line that runs along
edge/corner of obstacle is unobstructed (but does not provide line of
sight) (this is the same as the rules from 3E and 4E)
XP
85,000
100,000
120,000
140,000
165,000
195,000
225,000
265,000
305,000
355,000
Level
11
12
13
14
15
16
17
18
19
20
Prof
Bonus
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6
2 of 2