CONDITIONS SUMMARY
| CONDITION |
EFFECT SUMMARY (Key points) |
| Blinded | Cannot see, auto-fail checks relying on sight. Attack rolls are Disadvantage (you) / Advantage (against you). |
| Charmed | Cannot target charmer, charmer has Advantage on social rolls. |
| Deafened | Cannot hear, auto-fail checks relying on hearing. |
| Frightened | Disadvantage on attacks/abilities while sight of fear source, can't move closer to source. |
| Grappled | Speed becomes 0. |
| Incapacitated | Cannot take actions or reactions. |
| Invisible | Cannot be seen. Attack rolls are Advantage (you) / Disadvantage (against you). |
| Paralyzed | Incapacitated, cannot move/speak, auto-crit on attacks within 5 ft. |
| Poisoned | Disadvantage on attack rolls and ability checks. |
| Prone | Disadvantage on attack rolls. Attacks against you: Advantage (Melee within 5 ft) / Disadvantage (Ranged/Far Melee). |
| Restrained | Speed 0, Disadvantage on attacks/Dex saves, Advantage on attacks against you. |
| Stunned | Incapacitated, can't move/speak, auto-crit on attacks within 5 ft. |
| Unconscious | Incapacitated, Prone, drops items. Auto-crit on attacks within 5 ft. |
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COMMON DC & TIME REFERENCE
DIFFICULTY CLASSES (DC)
| Challenge | DC Value |
| Very Easy | DC 5 |
| Easy | DC 10 |
| Moderate | DC 15 |
| Hard | DC 20 |
| Very Hard | DC 25 |
| Nearly Impossible | DC 30 |
TRAVEL & REST TIMES
| Pace/Rest | Time / Distance |
| Long Rest | 8 hours (Min 6h sleep, Max 1h activity) |
| Short Rest | 1 hour |
| Fast Pace | 30 miles/day (Disadvantage on Perception) |
| Normal Pace | 24 miles/day |
| Slow Pace | 18 miles/day (Stealth possible) |
| Dash (Combat) | Action to double movement (Speed x 2) |
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PLAYER TURN BREAKDOWN: WHAT CAN I DO?
A player's turn is divided into three main components: Movement, Action, and Bonus Action (optional). You can usually divide up your movement before and after your main action.
1. MOVEMENT
You can move up to your full speed (usually 30 feet).
- Move, Stop, Move: You can move some distance, take your Action, and then move the rest of your speed.
- Special Movement: This covers climbing, swimming, crawling, or falling prone (free action). These movements often cost extra movement (e.g., climbing costs double your normal movement speed).
2. ACTION
You get one main Action per turn. This is the core of what you do.
| Common Actions |
Description |
| Attack | Make one melee or ranged attack. (Extra Attack feature grants more attacks, but is still considered a single Attack Action). |
| Cast a Spell | Cast a spell (if the casting time is 1 action). |
| Dash | Gain extra movement for the turn equal to your speed. |
| Disengage | Your movement doesn't provoke opportunity attacks for the rest of the turn. |
| Dodge | Until the start of your next turn, any attack roll against you has disadvantage if you can see the attacker, and you have advantage on Dexterity saving throws. |
| Help | Grant an ally advantage on their next attack roll against a creature, or on an ability check. |
| Hide | Make a Dexterity (Stealth) check to attempt to become Hidden. |
| Ready | Declare an action and a trigger (e.g., "I will attack the ogre the second the door opens"). Uses your Reaction later. |
| Search | Devote your attention to finding something (Perception or Investigation check). |
| Use an Object | Interact with an object (e.g., drinking a potion, drawing a second weapon, retrieving an item from a backpack). |
3. BONUS ACTION (OPTIONAL)
You get one Bonus Action only if a class feature, a spell, or another special ability specifically grants it. If you don't have a feature that uses it, you don't get one.
- Examples: A Rogue's Cunning Action, a Bard's Healing Word spell, or making an attack with an off-hand weapon (Two-Weapon Fighting).
THE REACTION (NOT ON YOUR TURN)
You get one Reaction per round (starting and ending just before your next turn).
- You do not use your Reaction on your turn unless specifically triggered.
- Most Common Use: Opportunity Attack (when a hostile creature leaves your reach).
- Other Uses: Using a spell like Feather Fall, or executing a Ready action from a previous turn.