D&D Next Help Sheet
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Transcript of 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