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REFERENCE
Draw a weapon
MOVEMENT ACTION BONUS ACTION INTERACTION REACTION
Up to your speed, Your turn’s 2nd attack or A minor action Only 1/round via Open or close door
broken up as main action bonus action by ability or spell
desired ability or spell Pass an item
ATTACK CAST A DASH DISENGAGE DODGE HELP HIDE READY SEARCH USE AN
SPELL OBJECT
CONDITIONS
BLINDED Cannot see, half speed, attacks against have advantage, your attacks have disadvantage.
CHARMED Cannot attack/harm the charmer. The charmer has advantage on interaction checks.
Disadvantage on ability checks and attack rolls when in LOS of source & can’t willingly move
FRIGHTENED
closer to the source of fear.
Speed becomes zero & can’t benefit from bonus movement.
GRAPPLED
Effect ends when forced away from target or incapacitated.
Considered incapacitated. Can’t move or speak. Automatically fails STR & DEX saves.
PARALYZED
Attackers have advantage. Attacks within 5’ auto crit.
Weight = 10x. Incapacitated unaware of surroundings. Attackers have advantage. Auto fail STR &
PETRIFIED
DEX saves. Resistance to all damage. Immune to poison/disease, suspends the effect.
Can only crawl. 50% max speed to stand. Attack rolls have disadvantage. Attackers have
PRONE
advantage within 5’. Attackers have disadvantage beyond 5’.
Speed becomes zero & can’t benefit from bonus speed.
RESTRAINED
Attack rolls have disadvantage, attackers have advantage. Disadvantage on DEX saves.
STUNNED Incapacitated can’t move & can barely speak. Fails STR & DEX saves. Attackers have advantage.
Incapacitated can’t move or speak, unaware of surroundings. Drops items, falls prone.
UNCONSCIOUS
Fails STR & DEX saves. Attackers have advantage. Attacks within 5’ auto crit.