Table of Actions, Movement Rules, Conditions, and Environmental Effects | **Category** | **Name** | **Effect** | **Details** | | ------------------------- | ------------------ | ------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Movement** | Move | Move a distance up to your Speed | Can be broken up, used before or after actions, Bonus Actions, or Reactions. | | | Climbing | Cost +1 foot per foot climbed | Each foot of climbing costs 1 extra foot of movement. | | | Crawling | Cost +1 foot per foot crawled | Each foot of crawling costs 1 extra foot of movement. | | | Drop Prone | Free action, costs 0 Speed | Give yourself the Prone condition without an action or movement cost (cannot be done if Speed is 0). | | | Stand Up | Cost half your Speed | Spend half of your Speed to stand from Prone. | | | High Jump | Jump up (3 + Str modifier) feet | Each foot of jumping costs movement. You can extend your arms to half your height above yourself. | | | Long Jump | Jump horizontally (Strength score) feet | Requires 10 feet of movement before the jump. Costs a foot of movement per foot jumped. Optionally requires a check for obstacles or landing in Difficult Terrain. | | | Swimming | Cost +1 foot per foot swum | Movement in rough water might require a Strength (Athletics) check, DC 15. | | | Teleportation | Disappear and reappear instantly | Reappear in a nearby unoccupied space if your destination is blocked. | | | Difficult Terrain | Combatants are often slowed down by Difficult Terrain. | Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain. | | **Actions** | Attack | Attack with a weapon or Unarmed Strike | Move between attacks if you have multiple attacks from features like Extra Attack. | | | Dash | Gain extra movement equal to your Speed | | | | Disengage | Move without provoking Opportunity Attacks | | | | Dodge | Defend yourself | Grants Advantage on Dexterity saving throws. | | | Help | Help another creature | Aid another's ability check or attack roll. | | | Hide | Attempt to conceal yourself | If successful, gain the Invisible condition. DC to detect you equals your Stealth check. | | | Influence | Try to alter a creature's attitude | Monsters respond differently depending on their desires or alignment. DM sets the DC or check requirement. | | | Magic | Cast a spell or activate a magic item | Action required for specific spellcasting times or abilities. | | | Ready | Prepare an action in response to a trigger | Example: Hold a spell or weapon attack for a specific condition, requiring Concentration for spells. | | | Search | Make a Wisdom check to find something | | | | Study | Make an Intelligence check to learn something | Call to mind information based on a clue, memory, or book. | | | Utilize | Use a nonmagical object | Action required if interaction is not part of another action. | | **Bonus Actions** | Off-hand Attack | Make an extra attack with a Light weapon | Requires Attack action. | | | Poison Blade | Apply poison to weapon or ammo | Poison lasts for 1 minute or until its effect occurs. | | | Healing Potion | Drink or administer a potion | Must be within 5 feet for another creature. | | **Reactions** | Opportunity Attack | Attack a creature that leaves your reach | Attack occurs before the creature leaves your reach. | | **Conditions** | Blinded | You can't see | Attack rolls against you gain Advantage, while your attack rolls gain Disadvantage. | | | Charmed | You are charmed | Specific effects depend on the source. | | | Deafened | You can't hear | | | | Exhaustion | Penalty to d20 Tests | Disadvantage on rolls equal to twice Exhaustion level. | | | Frightened | You are frightened | Specific effects depend on the source. | | | Grappled | You are grappled | Speed is reduced to 0. Disadvantage on attacks against targets other than the grappler. | | | Incapacitated | Can't take actions | Initiative rolls have Disadvantage, and Concentration is broken. | | | Invisible | You are invisible | Can't be targeted by effects requiring vision unless bypassed by a special ability. | | | Paralyzed | Unable to move or take actions | Speed is 0. Attacks are Critical Hits if within 5 feet of attacker. | | | Petrified | You are petrified | Details vary by source. | | | Poisoned | You are poisoned | Disadvantage on attack rolls and ability checks. | | | Prone | You are prone | Speed reduced to 0. Attackers within 5 feet gain Advantage. | | | Restrained | You're Restrained | While you have the Restrained condition, you experience the following effects:<br><br>Your Speed is 0 and can't increase.<br><br>Attack rolls against you have Advantage, and your attack rolls have Disadvantage.<br><br>You have Disadvantage on Dexterity saving throws. | | | Stunned | Worse than Incapacitated | While you have the Stunned condition, you experience the following effects:<br><br>You have the Incapacitated condition.<br><br>You automatically Fail Strength and Dexterity saving throws.<br><br>Attack rolls against you have Advantage. | | | Unconcious | You're Unconcious | While you have the Unconscious condition, you experience the following effects:<br><br>You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone.<br><br>Your Speed is 0 and can't increase.<br><br>Attack rolls against you have Advantage.<br><br>You automatically fail Strength and Dexterity saving throws.<br><br>Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.<br><br>You're unaware of your surroundings. | | **Environmental Effects** | Burning | You are on fire | A burning creature or object takes ld4 Fire damage at the start of each of its turns.<br><br>As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground.<br><br>The fire also goes out if it is doused, submerged, or suffocated. | | | Dehydration | You lack water | A creature requires an amount of water per day based on its size (phb 365).<br><br>A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end.<br><br>Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day. | | | Falling | You fall | A creature that falls takes ld6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6.<br><br>When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall.<br><br>A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved. | | | Malnutrition | You lack food | A creature needs an amount of food per day based on its size (phb 371).<br><br>A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end.<br><br>A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food.<br><br>Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day. | | | Suffocation | Air is not Optional | A creature requires an amount of water per day based on its size (phb 365).<br><br>A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end.<br><br>Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day. | ---