D&D Next Help Sheet

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D&D NEXT : THE BASICS Roll d20 → add ability bonus → add proficiency bonus (is skill known)→ compare to difficulty level (DC 10 = medium difficulty). Ability Strength (STR) Dexterity (DEX) Constitution (CON) Intelligence (INT) Wisdom (WIS) Charisma (CHA) Skills Athletics Acrobatics Arcana Animal Handling Deception Sleight of Hand History Insight Intimidation Stealth Nature Medicine Performance Religion Perception Persuasion Search Survival Saving Throws Push or Pull Spells Disease Spells Charm Compulsion Fall Flying objects Fatigue Mind control Frightened Grab Wounds Illusion Pain COMBAT Surprise How to Play p.15 Initiative How to Play p.16 Turn 1 x move How to Play p. 16 Move your move distance. Diagonal = 2/3 speed. Rough terrain = ½ speed. Short rest - spend a hit dice (roll and add CON mod) Long rest – regain all HP and ½ hit dice and spells 1 x reaction How to Play p.16 Opportunity attack or spells and abilities specify Spell saving throw DC = 10 + casters magic ability mod + bonuses 1x action How to Play p. 17 Attack Choose target – add mods (ability + cover) – damage (resistant? Vulnerable?) Hustle Move again CONDITIONS Spell How to Play p.26 Blinded Automatically fail ability checks involving sight. Give advantage and gain disadvantage on attack rolls Charge Move 10 (2) and attack Charmed Can not target charming creature. Charmer has advantage on social ability checks with charmed creature Coup de grace Attack unconscious foe (advantage), hit is automatic critical Deafened Automatically fail ability check involving hearing Disengage Move ½ speed but deny opportunity attack Frightened Disadvantage on ability checks and attacks while source of fear is visible. Cannot willingly move closer to source of fear. Grapple Contested STR ability check. Prevent foe from moving. Restrain – pass another STR ability check) and gain advantage to future attacks. Incorporeal Resistant to non-magical damage. Can move through any object and creature – but can not stop inside. Help Give advantage to ally to attack or complete task Intoxicated Disadvantage on attack rolls and ability checks. Must pass DC 10 CON check to cast spell. If failed spell wasted. Hide How to Play p.10 – Stealth check if passed gain advantage to attacks Invisible Heavily obscured to allow stealth. Location only detectable with sound or tracks. Gain advantage to attacks. Foes have disadvantage to attacks. Hinder Distract foe to give disadvantage on next attack or ability check Paralysed Cannot move, speak, or act. Drops anything it is holding. Automatically fails STR and DEX saving throws. Gains disadvantage and gives advantage to attacks. Knock down Contested STR or DEX check to make foe prone Prone Can only move at crawl. Ranged attacks against prone creature have disadvantage. Prone creature attacks have disadvantage. Ready an action Restrained Speed becomes 0. Attacks by restrained creature have disadvantage and against restrained creature have advantage. Search find things with perception/WIS check How to Play p.11 Stunned Cannot move or take actions. Automatically fail STR and DEX saving throws. Gives advantage to attacks against. Use Item Unconscious Drops what holding and falls prone. Cannot move or take actions. Automatically fail STR and DEX saving throws. Gives advantage. Stabilise DC 10 WIS/medicine check so creature with 0HP does not need to make death saves HOW TO ATTACK Choose target Roll to hit Damage ModsMelee – uses STR ability mod + ability mod (STR or DEX) + ability mod (STR or DEX) Ranged – uses DEX ability mod + proficiency bonus if using proficient weapon + proficiency bonus if using proficient weapon Long range attacks have disadvantage - 2 for half cover (+2AC) Vulnerable to damage type double damage - 5 for ¾ cover (+5AC) Resistant to damage type halve damage

description

A quick guide to the new D&D 5th edition. Leads the order of combat for each encounter. Simple and easy to follow beneficial for first time players.

Transcript of D&D Next Help Sheet

Page 1: D&D Next Help Sheet

D&D NEXT : THE BASICSRoll d20 → add ability bonus → add proficiency bonus (is skill known)→ compare to difficulty level (DC 10 = medium difficulty).

Ability → Strength (STR) Dexterity (DEX) Constitution (CON) Intelligence (INT) Wisdom (WIS) Charisma (CHA)

Skills →

Athletics Acrobatics Arcana Animal Handling Deception

Sleight of Hand History Insight Intimidation

Stealth Nature Medicine Performance

Religion Perception Persuasion

Search Survival

Saving Throws →

Push or Pull Spells Disease Spells Charm Compulsion

Fall Flying objects Fatigue Mind control Frightened

Grab Wounds Illusion

Pain

COMBAT

Surprise →How to Play p.15

Initiative →How to Play p.16

Turn → 1 x move →How to Play p. 16

Move your move distance. Diagonal = 2/3 speed. Rough terrain = ½ speed.

Short rest - spend a hit dice (roll and add CON mod)Long rest – regain all HP and ½ hit dice and spells

1 x reaction →How to Play p.16

Opportunity attack or spells and abilities specify

Spell saving throw DC = 10 + casters magic ability mod + bonuses

1x action →How to Play p. 17

AttackChoose target – add mods (ability + cover) – damage (resistant? Vulnerable?)

Hustle Move again

CONDITIONS Spell How to Play p.26

Blinded Automatically fail ability checks involving sight. Give advantage and gain disadvantage on attack rolls Charge Move 10 (2) and attack

Charmed Can not target charming creature. Charmer has advantage on social ability checks with charmed creature

Coup de grace Attack unconscious foe (advantage), hit is automatic critical

Deafened Automatically fail ability check involving hearing Disengage Move ½ speed but deny opportunity attack

Frightened Disadvantage on ability checks and attacks while source of fear is visible. Cannot willingly move closer to source of fear.

Grapple Contested STR ability check. Prevent foe from moving. Restrain – pass another STR ability check) and gain advantage to future attacks.

Incorporeal Resistant to non-magical damage. Can move through any object and

creature – but can not stop inside. Help Give advantage to ally to attack or complete task

Intoxicated Disadvantage on attack rolls and ability checks. Must pass DC 10 CON check to cast spell. If failed spell wasted.

Hide How to Play p.10 – Stealth check if passed gain advantage to attacks

Invisible Heavily obscured to allow stealth. Location only detectable with sound or tracks. Gain advantage to attacks. Foes have disadvantage to attacks.

Hinder Distract foe to give disadvantage on next attack or ability check

Paralysed Cannot move, speak, or act. Drops anything it is holding. Automatically fails STR and DEX saving throws. Gains disadvantage and gives advantage to attacks. Knock down Contested STR or DEX check to make foe prone

Prone Can only move at crawl. Ranged attacks against prone creature have disadvantage. Prone creature attacks have disadvantage. Ready an action

Restrained Speed becomes 0. Attacks by restrained creature have disadvantage and against restrained creature have advantage. Search find things with perception/WIS check How to Play p.11

Stunned Cannot move or take actions. Automatically fail STR and DEX saving throws. Gives advantage to attacks against. Use Item

Unconscious Drops what holding and falls prone. Cannot move or take actions. Automatically fail STR and DEX saving throws. Gives advantage.

Stabilise DC 10 WIS/medicine check so creature with 0HP does not need to make death saves

HOW TO ATTACK

Choose target → Roll to hit → Damage

Mods→

Melee – uses STR ability mod + ability mod (STR or DEX) + ability mod (STR or DEX)

Ranged – uses DEX ability mod + proficiency bonus if using proficient weapon + proficiency bonus if using proficient weapon

Long range attacks have disadvantage - 2 for half cover (+2AC) Vulnerable to damage type double damage

- 5 for ¾ cover (+5AC) Resistant to damage type halve damage