kota's memex

Combat

Initiative

Initiative determines the order of the turns during combat. When combat starts every participant makes a DEX check to determine their place in the initiative order. Ties go to the character with a higher dexterity score.

Turn

Each round represents 6 seconds in the game world. Anything a person could reasonably do in 6 seconds, your character can do in 1 round. During a round all characters get a turn in which they can move and take an action (in either order).

Movement

Grid squares are 5ft. So a speed of 30 = 6 squares of movement per turn. You can split up your movement however you like. You may move double your speed by using your action to "dash".

Swimming, climbing, crawling, and moving through difficult terrain require 10ft per square.

Dropping prone on the ground takes 0 movement, but standing back up takes half your total movement.

You can move through a non-hostile creatures space, but you cannot move through a hostile creature's space unless they are 2 sizes larger or smaller than you.

Action 1/turn

Attack

When you make an attack you first roll a d20 and add your STR or DEX ability modifier and proficiency modifier (if you're proficient with the weapon). If this number meets of exceeds the enemies AC you hit! Rolling a 1 always fails and a 20 always succeeds.

If your used a weapon roll your damage dice and add the same ability modifier (STR or DEX). For spells, it will tell you which (if any) modifier to add.

Cast a spell

Each spell has a casting time which is usually an action, sometimes a reaction, or several minutes, or even hours.

Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. Even if you're concentrating on a spell, you can still cast other spells.

Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:

Ranged Spell Attack

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

If you make a ranged spell attack within 5 feet of a hostile creature that can see you and that isn't incapacitated the attack is at disadvantage.

Spell Save

Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Dash

Using the dash action allows you to move at double your speed on your turn.

Disengage

Disengaging allows you to move away from an opponent without provoking an attack of opportunity.

Dodge

Taking the dodge action means any attack rolls made against you, until your next turn, are at disadvantage and if you can see the attacker you make any DEX saves at advantage.

Help

You may assist a creature next to you in an ability check or attack roll. They get to make the check with advantage.

Hide

You may attempt to become hidden by making a stealth check.

Ready

Sometimes you want to wait until a particular circumstance happens before you act. Such as "if the cultist steps on the trapdoor I pull the lever that opens it". You can take the ready action on your turn and explain the scenario and then if the trigger happens you use your reaction to do what you've described.

Search

You can devote your attention to finding something instead of combat. Depending on the situation you'll need to make an investigation or perception check.

Improvise

If you can imagine something else that you might be able to do in 6 seconds (or longer if you're willing to spend multiple rounds working on it) you can try to do it.

Bonus Action MAX 1/turn

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. For examples the cunning action feature allows rogues to take a bonus action. You only get a bonus action if you have an ability, spell, or feature which gives you one.

Other activity

Small flourishes and interactions can be done quickly without an action, for example:

If the activity you have in mind requires special care or presents an unusual obstacle you may need to use your action for it.

Reaction 1/round

A reaction is an instant response to a trigger of some kind, which can occur on someone elses turn. The most common trigger is a creature moving away from you which provokes an "opportunity attack" where you may make a single melee attack on the creature as they run away. You can only use a reaction once per round.

AC

Without armor your AC is 10 + DEX.

Cover

1/2 cover +2

Low wall / furniture

3/4 cover +5

Portcullis / arrow slit

Damage Types

All damage has an associated type and some creatures are vulnerable, resistant, or even immune to certain types of damage.

Acid

The corrosive spray of an adult black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.

Bludgeoning

Blunt force attacks--hammers, falling, constriction, and the like--deal bludgeoning damage.

Cold

The infernal chill radiating from an ice devil's spear and the frigid blast of a young white dragon's breath deal cold damage.

Fire

Ancient red dragons breathe fire, and many spells conjure flames to deal fire damage.

Force

Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.

Lightning

A lightning bolt spell and a blue dragon wyrmling's breath deal lightning damage.

Necrotic

Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.

Piercing

Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.

Poison

Venomous stings and the toxic gas of an adult green dragon's breath deal poison damage.

Psychic

Mental abilities such as a psionic blast deal psychic damage.

Radiant

Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.

Slashing

Swords, axes, and monsters' claws deal slashing damage.

Thunder

A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.

Adventuring

Speed

Pace Distance per Minute Distance per Hour Distance per day Effect Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth

Taking on/off armor

It takes time to put on and take off your armor. comfortable:

Light armor

Don: 1 minute
Doff: 1 minute

Medium armor

Don: 5 minute
Doff: 1 minute

Heavy armor

Don: 10 minute
Doff: 5 minute

Sleeping in armor

Sleeping in light armor has no adverse effect on the wearer. Sleeping in medium or heavy armor makes it difficult to recover fully during a long rest. When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.

Not sleeping

Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or s uffer one level of exhaustion.

It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.

Conditions

Blinded

Charmed

Deafened

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

  1. Disadvantage on ability checks.
  2. Speed halved.
  3. Disadvantage on attack rolls and saving throws.
  4. Hit point maximum halved.
  5. Speed reduced to 0.
  6. Death.

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.

Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.

Frightened

Grappled

Incapacitated

Invisible

Paralyzed

Petrified

Poisoned

Prone

Restrained

Stunned

Unconscious