Presentation on theme: "Elements of a combat round 1. Initiative=d20+Dex. There may be a feat or class feature that modifies this too 2. Movement=You may move up to your base."— Presentation transcript:
Elements of a combat round 1. Initiative=d20+Dex. There may be a feat or class feature that modifies this too 2. Movement=You may move up to your base speed. Movement may be broken up into smaller movements and used in between other actions. Example: Move 5', Shoot an Arrow, Move 10', Open a door, Move 15' inside the next room. 3. Action-actions are described below 4. Interact with an object (open a door). Opening and closing the door would use up your standard action for the turn. 5. Special actions, described below (if any) Combat Actions Action Description AttackMake the number of standard attacks allowed for your character or another attack described below Melee Attack=Strength Modifier+Proficiency BonusRanged Attack=Dex Modifier+Proficiency Bonus Weapons with the finesse trait use Dex modifier for both attack and damage Attacking with a ranged weapon or spell within 5' of an enemy causes you to attack at disadvantage. Grappeling/Shoving-Roll your Strength(Athletics). Defender may roll Str(Athletics) or Dex(acrobatics). If you win you may move target 5', Knock them prone, or Hold them in a Grapple Cast a SpellAttacking with a spell=Spellcasting ability modifier+Proficiency Bonus DC for your spells=8+Spellcasting ability Modifier+Proficiency Modifier+Misc mods Certain spells will have a faster or slower casting time DashMove Double your base speed this turn (Your move action+Dash action). Climbing, swimming and rough terrain all halve movement speed DisengageYour single move this turn does not provoke an attack of opportunity DodgeTrying not to get hit. If you see the attacker then all attacks against you have disadvantage and you make Dexterity saving throws with advantage HelpHelp another character attack an enemy within 5' of you. If the player attacks before your next turn their first attack gains advantage. HideAttempt to hide ReadyDescribe a situation (like someone coming through a doorway). Then describe what actions your character will take if the situation arises. Readying an action uses up your "Reaction" for the round. Rules for Reactions are described below MiscAny act or behavior that takes about 6 seconds to accomplish. Be creative. Use ObjectUse a scroll, potion or interact with an object twice (open and close a door) Special Actions BonusBonus actions are granted by character classes or spells. You only get one Bonus action per turn ReactionAn action triggered by an event. You get one reaction per turn. Readying an action uses up your reaction for the turn. Attack of Opportunity-One type of Reaction. When someone leaves a square you threaten and does not use the disengage action you may use your reaction and make one attack. Your reaction interrupts the targets action. The target’s turn continues after you are done. Cover modifiers to Armor Class Partial=+2AC 3/4 Cover=+5AC and DEX saving throws Total Cover=Cannot be target of spell Conditions NameDescription BlindedFail all skill saves requiring sight, Enemy attacks get advantage, You attack at disadvantage CharmedTarget cannot attack or harm charmer, Charmer gains advantage on social interactions with target DeafFail all skill saves requiring hearing, FrightenedCharacter has disadvantage on all skill checks and attacks while it can see source of fear. Also cannot willingly move in direction of source. GrappledSpeed is 0, IncapacitatedCharacter can take no actions and has no reaction InvisibleCharacter attacks at advantage. Attacks against character have disadvantage ParalyzedSuffer incapacitated effects plus, Fail all STR and DEX saving throws, Attacks vs character have advantage. Attacks vs character within 5' autocrit PetrifiedCharacter and all equipment transform into an inatimate substance, Suffer as incapacitated and paralyzed. Immune to poison and disease PoisonedDisadvantage on attacks and ability checks ProneSpend 1/2 movement to stand or may crawl. Attack at disadvantage. Attacks vs you within 5' get advantage. Attacks vs you farther get disadvantage RestrainedSpeed is 0, Attack at disadvantage, Attacks vs character get advantage,Disadvantage on DEX saving throws StunnedIncapacitated plus, can't move and can barely speak, Fail STR and DEX saving throws, Attacks vs character get advantage UnconsciousIncapacitated plus, can't move or speak, unaware of surroundings, Drops held items and goes prone, Fail STR and DEX saving throws, Attacks vs character get advantage, Attacks made within 5' autocrit Combat Movement Climbing/Swimming costs double movement Rough terrain costs double movement Standing up costs half your total move Moving through an enemy costs double movement and you must be 2 sizes smaller
SPECIAL ROLLS FOR ASSISTING ALLIES Assisting in a skill check-If two characters could attempt the check individually then the character with the best chance of success rolls with advantage Group Checks-Rarely used. All characters attempt an action either with proficiency or without. If 50% of the party succeeds then the group succeeds. Non-Combat movement Difficult Terrain-You move at half speed on difficult terrain Swimming/Climbing-You move half speed if you are swimming/climbing. An ability/skill check is not always required. If you are both swimming/Climbing AND in Difficult terrain then 1 foot of movement requires 3 feet of base movement Jumping Long Jump Running-Need 10 feet of running room. Distance jumped in feet=Your strength score (not modifier) Standing=Distance jumped=Half your strength score. RESTING Short Rest=1 hour of uninterrupted rest You may attempt to regain health during a short rest. You may do this once for each level/hit die you posess (A second level character can do this twice). Roll one of your character's hit die (d10 for figher, d4 for wizard) and add your CON modifier. You can recover short rest healing by taking a long rest as described next. Long Rest=8 hours of uninterrupted rest. Regain full hit points. Gain 1/2 your level worth of short rest healing dice back (A 4th level character would get 2 Healing hit dice back). MOVEMENT CHART PaceMinute HourDay Effect Fast400 feet4 miles30 miles-5 to passive perception Normal300 feet3 miles24 milesnone Slow200 feet2 miles18 milesstealth possible Definitions Advantage-When you have advantage on a roll then roll 2d20 and take the best result Disadvantage-When you have disadvantage on a roll then roll 2d20 and take worst result Proficiency Bonus-Level dependent modifier added to rolls involving any skills, saving throws, weapons you are proficient with. Passive Check-Represents the result of a skill check if you rolled a 10. Or, average success on a skill check. Ability Checks-A roll used to determine success failure when attempting an action you are not proficient in. Roll: d20+ability modifier=result Skill Check-Similar to an Ability Check, but you also add your Proficiency Bonus because you are attempting an action in which you are proficient. Roll d20+ability modifier+proficiency=result Damage Resistance Halves damage from a specified damage type Damage Vulnerability Doubles damage from a specified damage type Inspiration Points-Given to players for good roleplaying or clever thinking. A point can be spent to grant advantage to any roll.