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General Rules & Options Condensed

1. Weapons have normal and long ranges, with long range at a disadvantage. Attacks within 5 feet of a target or against a visible, non-incapacitated creature also impose disadvantage. 2. Cover provides defensive bonuses - half cover gives +2 to AC and Dex saves, three-quarters gives +5. Total cover prevents being directly targeted but some AoE may still hit. 3. Conditions like exhaustion, poisoned, restrained, stunned, unconscious, and prone impose penalties to attacks, saves, and ability to act until their effects are removed by resting or other means.

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0% found this document useful (1 vote)
43 views1 page

General Rules & Options Condensed

1. Weapons have normal and long ranges, with long range at a disadvantage. Attacks within 5 feet of a target or against a visible, non-incapacitated creature also impose disadvantage. 2. Cover provides defensive bonuses - half cover gives +2 to AC and Dex saves, three-quarters gives +5. Total cover prevents being directly targeted but some AoE may still hit. 3. Conditions like exhaustion, poisoned, restrained, stunned, unconscious, and prone impose penalties to attacks, saves, and ability to act until their effects are removed by resting or other means.

Uploaded by

m2srbcdk7y
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Range Attack • Normal day of food resets days w/o food to 0

Water
Weapons with two numbers x/xx the smaller number is normal
range, larger is long range. • Requires 1gallon/day
• If hot climate= 2gal/day
Long Range = disadvantage on Attack Roll
• If you only drink half amount, must succeed a DC 15
Within 5ft of Target = disadvantage on Attack Roll on hostile constitution saving throw or suffer 1 exhaustion at end of
creature who can see you and isn’t incapacitated day. If you already have exhaustion, you take 2lvls in either
case
Cover
Conditions
Half Cover = +2 AC and Dexterity Saving throw
Exhaustion
Three-quarters = +5 AC and Dexterity S.T.
Level Effect
Total Cover= can’t be targeted directly. Some aoe may hit
1 Disadvantage on ability checks
2 Speed Halved
Melee 3 Disadvantage on attack rolls and saving throws
Opportunity Attack (hostile moves out of your melee range without 4 Hit point maximum halved
disengaging) = able to deal 1 melee attack which, if successful, 5 Speed reduced to 0
interrupts the targets movement 6 Death

Two-Weapon Fighting: Allows attack with off-hand weapon using You suffer from the effect of your level and all levels preceding it.
bonus action. Don’t add Ability Mod. unless it’s negative. You may also Effects that reduce Exhaustion lower it 1 level
throw the weapon if applicable,
Long Rest reduces exhaustion by 1, provided you eat & drink.
Grabbling:
Poisoned: disadvantage on Attack Rolls and Ability checks
• Target must be no more than 1 size larger than you
• Must be within Reach Restrained: Speed=0
• Using at least 1 hand - Attack rolls against creature have advantage, creatures
• Target makes a grapple check: Use your Athletics contested attacks have disadvantage
by targets Athletics or Acrobatics, targets choice. - Creature has disadvantage on Dex saving throws
• May release at any time (no action required)
Stunned
Escaping a Grapple. May use an action to escape. Must succeed in
Athletics or Acrobatics check contested by grapplers Athletics - If stunned, is incapacitated, can’t move, and can speak only
falteringly
Moving a Grappled Creature. May drag or carry grappled creature, - Auto fails strength and dex saving throws
but speed is halved unless creature is two or more sizes smaller.
- Attack against have advantage
Shoving: may push away (5ft) or prone as an action.
Unconscious
• Target must be no more than 1 size larger
- Incapacitated, can’t move or speak
• Must be within reach
- Drops whatever you’re holding and falls prone
• You make athletics check contested by targets athletics or
- Auto fails Strength and Dex saving throws
acrobatics
- Attack against have advantage
Prone: May drop prone; doesn’t take any speed amount - Any attack hit is crit of attacker is within 5 ft.
• Only movement is crawl (which takes extra 1ft) Prone – May drop prone; doesn’t take any speed amount
• Disadvantage on attack rolls
• Attacks against have advantage when attacker is within 5ft - Only movement is crawl (which takes extra 1ft)
• Standing up takes away Half your movement for turn - Disadvantage on attack rolls
- Attacks against have advantage when attacker is within 5ft
Critical Hits: Roll all the attack’s damage dice twice and add them - Standing up takes away Half your movement for turn
together, then add relevant modifiers
Knock Outs: May choose to knock out a creature instead of killing Surprise
them when their hit points drop to 0.
If neither side tries to be stealthy, they automatically notice
Other Possible Combat Options: Intimidate enemy, break doors, call each other. Otherwise, DM compares STEALTH checks of
for Parley with foe, or whatever you imagine. DM decides outcomes. anyone hiding against the Passive Wisdom score of each
creature on the other side. Any creature who doesn’t notice the
Food and Water threat is surprised.
Suffer from exhaustion when you don’t eat or drink If Surprised, you can’t move or take an action on your first turn
Food: of combat & you can’t take reaction until that turn ends.
• Need 1lb/day
• May eat half ration. Counts as ½ w/o food Concentrating on a Cast Spell: If you take damage while
• May go (3+constitution mod)= days without eating. (min of you are concentrating on a spell, you must make a
1) Constitution S.T. to maintain your concentration. The DC
• After limit, toon suffers 1 Exhaustion equals 10 or half the damage you take, whichever is higher.

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