Don't step on my Bluetspur Shoes
Conditions
Blinded
- A blinded creature can’t see and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
Frightened
- A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of their fear is in their line of sight.
- The creature can’t willingly move closer to the source of their fear.
Grappled
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- The condition ends if the Grappler is incapacitated (see the condition).
- The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.
Incapacitated
- An incapacitated creature can’t take Actions or Reactions.
Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls agains the creature have disadvantage, and the creature’s attack rolls have advantage.
Paralyzed
- A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet.
Poisoned
- A poisoned creature has disadvantage on attack rolls and ability checks.
Prone
- A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Restrained
- A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
Stunned
- A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
Stunned - Boss creatures
- On each of its turns, the stunned creature can take its action or bonus action, but not both.
- The stunned creature’s speed is 0.
- The stunned creature cannot take reactions.
- The stunned creature can only make a single attack on each of its turns.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
Surprised
- A surprised creature cannot move or take an action on the first turn of combat.
- A surprised creature cannot take a reaction until the first turn ends.
- A member of a group can be surprised even if other members aren’t.
Unconscious
- A unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
- The creature drops whatever its holding and falls prone.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Actions
Attack | Cast a Spell | Dash | Disengage |
Dodge | Help | Hide | Ready |
Search | Use an Object |
Cover
Cover | Effect |
---|---|
Half | +2 AC |
Three Quarters | +5 AC |
Total | Can not be targeted |
Climbing, Swimming and Crawling
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
Jumping
Action | Running | Standing |
---|---|---|
Long jump | STR score feet | (STR score / 2) feet |
High jump | (STR Bonus + 3) feet | ((STR Bonus + 3) / 2) feet |
Falling
1d6 bludgeoning damage for every 10’ fallen, to a maximum of 20d6.
Suffocating
Hold breath for (1 + CON bonus) minutes (min 30 sec). When out of breath or choking, people can survive (CON bonus) rounds (min 1 round). At the start of thier next turn, they drop to 0 HP and are dying, and can’t regain HP or be stabilized until they can breathe again.
Exhaustion
Level | Effect |
---|---|
1 | Disadvantage on ability checks |
2 | Speed halved |
3 | Disadvantage on Attack rolls and Saving throws |
4 | HP max halved |
5 | Speed 0 |
6 | Death |