You make a melee or ranged weapon attack.
You cast a cantrip or a spell of 1st level or higher. See the spell's casting time.
You gain extra movement equal to your speed (plus any modifiers) for the current turn.
Your movement doesn't provoke opportunity attacks for the rest of the turn.
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.
You help one creature with a task, giving that creature advantage on the next ability check it makes for that task. Or you distract one creature within 5 feet of you, and the next attack roll that an ally of yours makes against that creature has advantage.
Whichever option you choose, the advantage goes away once used or when your next turn starts.
You make a Dexterity (Stealth) check in an attempt to become hidden-unseen and unheard.
You wait for a particular circumstance before you act, which lets you act using your reaction before the start of your next turn. You must decide in advance (a) what perceivable circumstance will trigger your reaction and (b) the action you will take in response to that trigger.
If you ready a spell, it must have a casting time of 1 action, and you must concentrate on it until you release it.
You make a Wisdom (Perception) check or an Intelligence (Investigation) check to find something.
You use a magic item that requires your action for its use.
You use an object, other than a magic item, that requires your action for its use.
You use a class feature or other special ability that requires your action for its use.
Move 10+ feet, and jump a number of feet u to your Strength score. When you make a standing long jump, you can leap only half that distance.
Move 10+ feet, and jump a number of feet equal to 3 + your Strength modifier. When you make a standing high jump, you can jump only half that distance.
You can hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum of 30 seconds).
If you run out of breath or you're choking, you can survive for a number of rounds euqal to your Constitution modifier (minimum of 1 round). At the start of your next turn, you drop to 0 hit points and are dying, and you can't regain hit points or be stabilized until you can breathe again.
If a spell must be maintained with concentration, its description specifies how long you can concentrate on it. You can end concentration at any time (no action required). The following factors can break your concentration:
Level | Effect |
---|---|
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 |
Difficulty | DC |
---|---|
Very easy | 5 |
Easy | 10 |
Moderate | 15 |
Hard | 20 |
Very hard | 25 |
Nearly impossible | 30 |
Ground Surface | DC |
---|---|
Soft surface such as snow | 10 |
Dirt or grass | 15 |
Bare stone | 20 |
Each day since the creature passed | +5 |
Creature left a trail such as blood | -5 |
Level | Setback | Dangerous | Deadly |
---|---|---|---|
1-4 | 1d10 | 2d10 | 4d10 |
5-10 | 2d10 | 4d10 | 10d10 |
11-16 | 4d10 | 10d10 | 18d10 |
17-20 | 10d10 | 18d10 | 24d10 |
Size | Fragile | Resilient |
---|---|---|
Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |
Small (chest, lute) | 3 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |
Substance | AC |
---|---|
Cloth, paper, rope | 11 |
Crystal, glass, ice | 13 |
Wood, bone | 15 |
Stone | 17 |
Iron, steel | 19 |
Mithral | 21 |
Adamantine | 23 |
Skill | Ability |
---|---|
Acrobatics | Dexterity |
Animal Handling | Wisdom |
Arcana | Intelligence |
Athletics | Strength |
Deception | Charisma |
History | Intelligence |
Insight | Wisdom |
Intimidation | Charisma |
Investigation | Intelligence |
Medicine | Wisdom |
Nature | Intelligence |
Perception | Wisdom |
Performance | Charisma |
Persuasion | Charisma |
Religion | Intelligence |
Sleight of Hand | Dexterity |
Stealth | Dexterity |
Survival | Wisdom |
Pace | Minute | Hour | 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 |
Service | Pay |
---|---|
Coach cab | |
Between towns | 3 cp per mile |
Within a city | 1 cp |
Hireling | |
Skilled | 2 gp per day |
Untrained | 2 sp per day |
Messenger | 2 cp per mile |
Road or gate toll | 1 cp |
Ship's passage | 1 sp per mile |
Obscureness | Effect | Examples |
---|---|---|
Lightly obscured | Creatures have disadvantage on Wisdom (Perception) checks that rely on sight. | Dim light, patchy fog, moderate foliage |
Heavily obscured | Vision is blocked; creatures are effectively blinded. | Darkness, opaque fog, dense foliage |
Terrain | Encounter Distance |
---|---|
Arctic, desert, farmland, or grassland | 6d6 x 10 feet |
Forest, swamp, or woodland | 2d8 x 10 feet |
Hills or wastelands | 2d10 x 10 feet |
Jungle | 2d6 x 10 feet |
Mountains | 4d10 x 10 feet |
Audible Distance | |
Trying to be quiet | 2d6 x 5 feet |
Normal noise level | 2d6 x 10 feet |
Very loud | 2d6 x 50 feet |
Visibility Outdoors | |
Clear day, no obstructions | 2 miles |
Rain | 1 mile |
Fog | 100 to 300 feet |
From a height | x 20 |
Cover | Effect |
---|---|
Half cover | +2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover |
Three-quarters cover | +5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover. |
Total cover | Can't be targeted directly by an attack or a spell |
Source | Bright Light | Dim Light | Duration |
---|---|---|---|
Candle | 5 ft. | + 5 ft. | 1 hour |
Lamp | 15 ft. | + 30 ft. | 6 hour |
Lantern, bullseye | 60 ft. cone | + 60 ft. | 6 hour |
Lantern, hooded | 30 ft. | + 30 ft. | 6 hour |
Lowered hood | - | + 5 ft. | - |
Torch | 20 ft. | + 20 ft. | 1 hour |
Item | Cost |
---|---|
Ale | |
Gallon | 2 sp |
Mug | 4 cp |
Banquet (per person) | 10 gp |
Bread, loaf | 2 cp |
Cheese, hunk | 1 sp |
Inn stay (per day) | |
Squalid | 7 cp |
Poor | 1 sp |
Modest | 5 sp |
Comfortable | 8 sp |
Wealthy | 2 gp |
Aristocratic | 4 gp |
Meals (per day) | |
Squalid | 3 cp |
Poor | 6 cp |
Modest | 3 sp |
Comfortable | 5 sp |
Wealthy | 8 sp |
Aristocratic | 2 gp |
Meat, chunk | 3 sp |
Wine | |
Common (pitcher) | 2 sp |
Fine (bottle) | 10 gp |
Size | Reference |
---|---|
Tiny | Imp |
Small | Goblin |
Medium | Human |
Large | Ogre |
Huge | Fire Giant |
Gargantuan | Purple Worm |