Reference
Combat
ActionsCombatAttack
Perform a melee or ranged attack with your weapon.
PHB, pgs. 192,194-195
Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. Each of these attacks is a separate roll and may target different creatures. You may move in between these attacks.
When you attack with a light melee weapon, you can use a bonus action to attack with your other hand (see the Offhand attack bonus action).
You may replace one of your melee attacks with a Grapple or a Shove.
Some conditions give advantage on the attack: attacks against blinded, paralyzed, petrified, restrained, stunned, or unconscious targets; melee attacks against prone targets; attacks by invisible or hidden attackers.
Some conditions give disadvantage on the attack: attacks against invisible or hidden targets; ranged attacks against prone targets; attacks by blinded, frightened, poisoned, or restrained attackers.
Cast a Spell
Cast time of one action.
PHB, pg. 192
You can't cast a spell with you action and a different spell with your bonus action in the same turn, except if the action is used to cast a cantrip.
The target of a spell must be within the spell's range. To target something, you must have a clear path to it, so it can't be behind total cover.
Spells with material components do not consume the material unless explicitly stated. Unless the cost of a material is given, you can assume that the cost is negligible and the material is simply available in a component pouch.
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. You lose concentration on a spell if you cast another spell that requires concentration or when you are incapacitated. Each time you take damage, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher.
Dash
Double movement speed.
PHB, pg. 192
The increase equals your speed, after applying any modifiers.
Disarm
Knock target's weapon to the ground.
Improvised.
Attack roll vs. target’s Athletics or Acrobatics. No damage on success, but target drops held item. Attack has disadvantage if target item is being held in both hands. Use of your free item interaction can be used to pick target's weapon up or you can just kick it across the floor.
Disengage
Prevent opportunity attacks.
PHB, pg. 192
Your movement doesn't provoke opportunity attacks for the rest of the turn.
Dodge
Increase defenses.
PHB, pg. 192
Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.
You lose this benefit if you are incapacitated or if your speed drops to 0.
Escape
Break a grapple.
PHB, pg. 195
To escape a grapple, you must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the grappler's Strength (Athletics) check.
Escaping other conditions that restrain you (such as manacles) may require a Dexterity or Strength check, as specified by the condition.
Grapple
Grab a target.
PHB, pg. 195
You can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you, and it must be within your reach.
Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).
If you succeed, you subject the target to the grappled condition (its speed is set to 0).
Help
Grant an ally advantage.
PHB, pg. 192
The target gains advantage on the next ability check it makes to perform the task you are helping with.
Alternatively, the target gains advantage on the next attack roll against against a creature within 5 feet of you.
The advantage lasts until the start of your next turn.
Hide
Keep out of sight.
PHB, pg. 192
You can't hide from a creature that can see you. You must have total cover, be in a heavily obscured area, be invisible, or otherwise block the enemy's vision.
If you make noise (such as shouting a warning or knocking over a vase), you give away your position.
When you try to hide, make a Dexterity (Stealth) check and note the result. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
A creature notices you even if it isn't searching unless your Stealth check is higher than its Passive Perception.
Out of combat, you may also use a Dexterity (Stealth) check for acts like concealing yourself from enemies, slinking past guards, slipping away without being noticed, or sneaking up on someone without being seen or heard.
Improvise
Any action not on this list.
PHB, pg. 193
When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
Overrun
Move through an enemy's space.
Improvised.
Athletics vs. Athletics to move through an opponent’s space. Advantage if larger than target, disadvantage if smaller.
Ready
Choose a trigger and an action.
PHB, pg. 193
First, you decide what perceivable circumstance will trigger your reaction.
Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration.
Search
Look for something.
PHB, pg. 193
Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
Shove
Knock over or move target.
PHB, pg. 195
Using the Attack action, you can make a special melee attack to shove a creature. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your shove must be no more than one size larger than you, and it must be within your reach.
You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).
If you win the contest, you either knock the target prone or push it 5 feet away from you.
Stabilize
Prevent a creature's death.
PHB, pg. 197
Make a Wisdom (Medicine) check with DC 10.
On a success, the creature is stable and no longer needs to make death saving throws.
A stable creature regains 1 hit point after 1d4 hours.
Use Class Feature
Some features use actions.
See class page for more information.
Use Object
Interact, use special abilities.
PHB, pg. 193
You can interact with one object for free during your turn (such as drawing a weapon or opening a door). If you want to interact with a second object, use this action.
When an object requires your action for its use, you also take this action.
Use Shield
Equip or unequip a shield.
PHB, pgs. 144-146
A shield always takes an action to equip or unequip.
Armor takes several minutes to equip or unequip.
Bonus ActionsCombatCast a Spell
Cast time of 1 Bonus Action
PHB, pg. 192
You can't cast a spell with you action and a different spell with your bonus action in the same turn, except if the action is used to cast a cantrip.
For further details, see the Cast a spell action.
Offhand Attack
Use with the Attack action.
PHB, pgs. 192,194-195.
Only usable if you take the Attack action and attack with a light melee weapon that you're holding in one hand.
Perform a single attack with a different light melee weapon that you're holding in the other hand.
You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Use Class Feature
Some features use Bonus Actions.
Various.
See class pages in source materials for more information.
Damage DescriptionsCombatAcid
Healthy Wounded Near Death - Equipment/exterior sizzles and smokes
- Steam curls upward from wound
- Wound sizzles and turns yellow, target screams out
- Blocks with equipment, sizzing and melting
- Extremity starts melting, showing bone
- Equipment melts, showing holes
- Stygian, putrid smoke curls upward from wound
- Melting extremity, fetid smoke triggers coughing fit
- Face melts, horrified expression, skull showing
- Unimportant extremity dissolves completely
- Unimportant equipment melts away
- Body reduced to a melted, smoking puddle
Bludgeoning & Force
Healthy Wounded Near Death - Defender parries, weapons lock, pushes attacker back
- Last-second dodge
- Armor/shield takes the hit, vibrates violently
- Parry slides to strike weapon-holding hand
- Immediate bruising on minor extremity
- Immediate bruising on weapon-holding hand
- Breath taken away
- Bone cracking thud
- Bone broken on weapon hand
- Armor dents in
- Body caves due to impact
- Head hit, blackout for a second, visibly dazed
Cold
Healthy Wounded Near Death - Extremities go pale with cold, shivers
- Layer of ice covers body/equipment
- Skin pales, can see breath when exhales
- Ice forms in hair, shakes it away
- Frostbite on extremity skin
- Extremity frozen solid, shakes blood back into it
- Shivers violently before regaining composure
- Finger freezes solid and shatters
- Chest frozen solid
- Mouth agape, head freezes solid
- Comment on not feeling appendage
- Appendage freezes and shatters
Fire
Healthy Wounded Near Death - Clothes/etc. catch fire, extinguished quickly
- Last-second dodge
- Slight singes to extremities
- Blocks with shield but skin visibly singed
- Heavy burns on extemity
- Burns to chest, skin reddens
- Burns to head, skin reddens
- Clothes/etc. visibly burnt, rapidly turning to ash
- Heavy burns to chest
- Severe burn blisters on skin
- Extremity scorched black, sizzling sound
- Head immolated to the bone
Lightning
Healthy Wounded Near Death - A shower of sparks flies from target
- Jolt causes body to spasm grotesquely
- Mometary paralysis due to muscles locking
- Lets out a garbled cry from shock
- Extremity hit looks charred black
- Extremity hit has scorched veins running along it
- Piece of extremity blown off, inside is charred
- Muscles lock, bites tongue, blood oozes out
- Chest is partially charred at impact point
- Head is partially charred at impact point
- Part of body blown off by electric shock
- Scars spread out over body from path of lightning
Necrotic
Healthy Wounded Near Death - Slight blackening of skin at wound
- Swirling black smoke rises from wound
- Skin loses color and is wrinkled momentarily
- Wound site dries out and flakes
- Wound site dries out permanently, desiccated
- Wound and veins nearby turn black
- Visibly thins, eyes roll back, shakes it off
- Patches of hair turn gray
- Extremity shrivels up, becomes useless
- Face ages, withers, hair goes white
- Wound shrivels and blackens, target visibly weaker
- Life energy sucked from face, eyes dark and hollow
Piercing
Healthy Wounded Near Death - Defender parries, weapons lock, pushes attacker back
- Last-second dodge
- Scratch on weapon-holding hand
- Attack on vital organ parried to hurt extremity
- Pierces armor on chest
- Glancing blow on neck or vital area
- Goes clean through extremity
- Blood gushes out of wound
- Hits near eye, blood clouds vision
- Pierces armor and strikes chest
- Goes through neck or vital area
- Goes through heart or head
Poison
Healthy Wounded Near Death - Eyes roll in head, sways slightly
- Delirious mumbling speech, sways slightly
- Eyes barely open, deep sigh, regains composure
- Grabs at wound, shakes head, sways slightly
- Sweating profusely, swaying badly
- Vomits, swaying badly
- Veins at wound site turn black
- Nearly collapses but keeps footing
- Skin near wound turns purple-green
- Drooling uncontrollably, swaying dangerously
- Eyes barely open, vomiting violently
- Delirious mumbling, foaming from mouth
Psychic
Healthy Wounded Near Death - Face twitches with unseen pain
- Eyes go wide, mentally shaken
- Body tremors momentarily
- Winces with pain
- Cries out in agony
- Crazes expression, laughs, regains composure
- Face twitches violently, blood leaks from nose
- Body shudders, can't control muscles
",
- Arms go limp, blank expression momentarily
- Delirious, cries out for help, "it''s in my head!"
- Body twitches violently, nearly falls
- Blood gushes from eyes and ears, grabs at head
Radiant
Healthy Wounded Near Death - White scorching on equipment and skin
- A shower of white sparks flies from target upward
- Equipment/clothing is scorched with white marks
- Wound sparkles even in darkness
- Flesh seared white at impact point
- Dazzled by the bright light, shakes head
- Equipment seared white
- Wound sheds 1' of dim light
",
- Flesh seared white, veins turn white under skin
- Dazzled by white light, visibly dazed
- Engulfed by white flames
- All wounds shine outward like light source is inside
Slashing
Healthy Wounded Near Death - Defender parries, weapons lock, pushes attacker back
- Last-second dodge
- Scratch on weapon-holding hand
- Deadly slash parried to wound extremity instead
- Slash on minor extremity
- Slash on weapon-holding hand
- Light slash on head
- Light slash on chest
- Blood gushing from slash wound
- Unimportant limb severed
- Organ spills out from wound
- Vital organ slashed apart
Thunder
Healthy Wounded Near Death - Ringing in ears for everyone who hears
- Blocks with shield/arms, pushed back a little
- Covers ears with hands, hair blown wildly
- Recoils from blast, opens mouth, pops ears
- Looks disoriented from sheer force of blast
- Blood leaks from nose
- Blood leaks from ears
- Blood leaks from eyes
- Extensive bruising on face from blast
- Blows body apart into pieces
- Blows clothing/equipment off
- Explodes head, turns to red soup
Checks
Advantage / DisadvantageChecksAdvantage:
- Attacking an unaware target.
- Attacking a blinded, paralyzed, restrained, petrified, stunned, or unconscious target.
- Attacking a prone target in melee.
- Flanking.
Disadvantage:
- Attacking while blinded, frightened, poisoned, prone, or restrained
- Attacking a prone target at range
- Attacking a dodging target
- Perception checks in lightly obscured environment
- Ranged weapon attacks while engaged in melee
- Ranged weapon attacks at long range
Character
MadnessCharacterIn a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
Going Mad
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
Madness Effects
Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10*10 hours.
A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.
Short-Term Madness
d100 Effect (lasts 1d10 minutes) 01-20
The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
21-30
The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31-40
The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41-50
The character begins babbling and is incapable of normal speech or spellcasting.
51-60
The character must use his or her action each round to attack the nearest creature.
61-70
The character experiences vivid hallucinations and has disadvantage on ability checks.
71-75
The character does whatever anyone tells him or her to do that isn't obviously self-destructive.
76-80
The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81-90
The character is stunned.
91-100
The character falls unconscious.
Long-Term Madness
d100 Effect (lasts 1d10*10 hours) 01-10
The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11-20
The character experiences vivid hallucinations and has disadvantage on ability checks.
21-30
The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
31-40
The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.
41-45
The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
46-55
The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56-65
The character is blinded (25%) or deafened (75%).
66-75
The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
76-85
The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.
86-90
Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.
91-95
The character loses the ability to speak.
96-100
The character falls unconscious. No amount of jostling or damage can wake the character.
Indefinite Madness
d100 Flaw (lasts until cured) 01-15
“Being drunk keeps me sane.”
16-25
“I keep whatever I find.”
26-30
“I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”
31-35
“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36-45
“Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.”
46-50
“I find it hard to care about anything that goes on around me.”
51-55
“I don't like the way people judge me all the time.”
56-70
“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71-80
“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.”
81-85
“There's only one person I can trust. And only I can see this special friend.”
86-95
“I can't take anything seriously. The more serious the situation, the funnier I find it.”
96-100
“I've discovered that I really like killing people.”
Curing Madness
A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.