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Movement and Action Costs Guide

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0% found this document useful (0 votes)
190 views2 pages

Movement and Action Costs Guide

Uploaded by

killerdude434
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

MOVEMENT LIMITED BY MOVEMENT SPEED

You can move at any time during your turn (before, after, or during actions).

Move Climb Swim


Cost: 5ft per 5ft Cost: 10ft per 5ft Cost: 10ft per 5ft
Drop prone Crawl Stand up
Cost: 0ft Cost: 10ft per 5ft Cost: half movement speed
High jump Long jump Improvise
Cost: 5ft per 5ft Cost: 5ft per 5ft Any stunt not on this list

Di!cult terrain Grapple move


Cost modifier: +5ft per 5ft Modifier: speed halved

ACTION 1/TURN
You can also interact with one object or feature of the environment for free.
Attack Grapple Shove
Melee or ranged attack Special melee attack Special melee attack

Cast a spell Dash Disengage


Cast time of 1 action Double movement speed Prevent opportunity attacks

Dodge Escape Help


Increase defenses Escape a grapple Grant an ally advantage
Use Object Use shield Hide
Interact, use special abilities Equip or unequip a shield

Search Ready Use class feature


Choose trigger and action Some features use actions

Improvise
Any action not on this list

BONUS ACTION MAX. 1/TURN


You can take a bonus action only when a special ability, spell, or feature states that you can do something
as a bonus action.

O"hand Attack Cast a spell Use class feature


Use with the Attack action Cast time of 1 bonus action Some features use bonus actions
:
REACTION MAX. 1/ROUND
A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone
else's.
Opportunity attack Readied action Cast a spell
Enemy leaves your reach Part of your Ready action Cast time of 1 reaction

CONDITION
Conditions alter your capabilities in a variety of ways, and can arise as a result of a spell, a class feature,
a monster's attack, or other e!ect.
Blinded Charmed Deafened
You can't see You are charmed You can't hear

Exhaustion Frightened Grappled


You are exhausted You are frightened You are grappled
Incapacitated Invisible Paralyzed
You can't take actions or reactions You can't be seen You are paralyzed
Petrified Poisoned Prone
You are transformed into stone You are poisoned You are prone
Restrained Stunned Unconscious
You are restrained You are stunned You are unconscious

ENVIRONMENTAL EFFECTS
E!ects that obscure vision can prove a significant hindrance to most adventuring tasks.

Lightly obscured Heavily obscured


Disadvantage on Perception E!ectively blind

The presence or absence of light in an environment creates three categories of illumination.

Bright light Dim light Darkness


Normal vision Lightly obscured Heavily obscured

Some creatures have extraordinary senses that allow them to perceive their environment.
Blindsight Darkvision Truesight
Perceive without sight Limited vision in darkness See in darkness

Obstacles can provide cover during combat, making a target more di"cult to harm.

Half cover Three-quarters cover Full cover


Low wall, furniture Portcullis, arrow slit Completely concealed
:

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