D&D5e: Combat & Health

Combat is played out in 6-second rounds in this sequence…

1.) SURPRISE: Dexterity (Stealth) vs. Wisdom (Perception), losers cannot move or take actions in first combat round.

2.) ESTABLISH POSITIONS: Describe or place miniatures on who is standing where, range between targets, etc.

3.) INITIATIVE: Roll 1d20 + Dexterity modifiers, higher results act first. (DM resolves ties.)

4.) TAKE TURN: Each character may move, take an action and take one bonus action. Outside the character’s turn in one round, a character make do one reaction (typically make an opportunity attack on a target moving away from reach or cast a defensive spell).

However, per conditions rules…
* No actions or reactions if incapacitated, paralyzed, petrified, stunned or unconscious.
* No move if paralyzed, petrified, stunned, unconscious or suffering from level 5 exhaustion. (Cannot reach for things.)
* Move at Speed 0 if grappled or restrained. (Can still reach things or attack.)

MOVEMENT IN COMBAT
Characters and monsters may take an action at any point during a move. (For example, an archer with a speed of 30 feet may move 10 feet, fire a bow, and then move 20 feet during a turn.)

* Speed = distance crossed in 1 round (about 6 seconds)
* Difficult Terrain: Half speed (moving 1 foot costs 2 feet of speed).
* Climb: Half speed (moving 1 foot costs 2 feet of speed). (If slippery, Athletics check.)
* Swim: Half speed (moving 1 foot costs 2 feet of speed). (If rough water, Athletics check.)
* Drop Prone: Costs no movement speed.
* Crawl: Half speed (moving 1 foot costs 2 feet of speed).
* Stand Up: Costs half speed but allows for action in same round.
* Squeezing Space: Half speed (moving 1 foot costs 2 feet of speed). (For example, large creature in space only 5 feet wide.)

* Dash Action: Character may elect to use Action as a second move at speed (essentially, a double move without any other action).

ACTIONS (typically one per turn during a round)

* Attack: Hit a target with a weapon, missile or unarmed strike. (See below about multiple “to hit” rolls on targets as part of an Attack action.)
* Cast A Spell: Most spells take only one action to trigger.
* Dash: Move your speed (essentially, double move instead of move plus action).
* Disengage: Move without provoking opportunity attacks (i.e. a wary retreat).
* Dodge: Attackers you can see suffer disadvantage, and Dexterity saving throws gain advantage.
* Help: Do something to grant another advantage on an ability check, or if within 5 feet of a target, grant advantage to an ally’s attack on that target.
* Hide: Make a Dexterity (Stealth) check to become unseen.
* Ready: Set up a conditional action (e.g. “If ‘x’ happens, I do ‘y’ right away”).
* Search: Make a Wisdom (Perception) or Intelligence (Investigation) check to find something.
* Use An Object: Pick a lock, activate a magical item, etc.

Other actions not listed as “main” actions…

* Grapple (Attack): Strength (Athletics) versus target’s Strength (Athletics) or Dexterity (Acrobatics).
* Grapple (Escape): Strength (Athletics) or Dexterity (Acrobatics) versus grappler’s Strength (Athletics).
* Grapple (Move Target): Move half speed unless target two sizes smaller.
* Shove (knock prone or move 5 feet): Strength (Athletics) versus target’s Strength (Athletics) or Dexterity (Acrobatics), must be no more than one size larger.
* Drink A Potion: Includes getting the potion out, opening it and quaffing it down.
* Deploy a minor hindrance (drop ball bearing or caltrops) while moving.
* Stabilizing a creature: Make a DC 10 Wisdom (Medicine) check to stop a creature at 0 h.p. or less from dying. Use of a healer’s kit by any ally always works automatically, no ability check needed.
* Rogue (level 1+) Cunning Action ability: Do a Dash, Disengage or Hide action as bonus action at the end of the character’s turn.
* Rogue (Thief level 3+) Cunning Action: Dexterity (sleight of hand), thieves tools or Use Object action.
* Command Ranger (Beast Master level 3+) Companion: Beast does Attack, Dash, Disengage, Dodge or Help action on behalf of its ranger master.
* Lower cover on Hooded Lantern (reducing illumination to dim light in a 5-foot radius).

Things that don’t count as full actions…

* Interact with one item (draw weapon, retrieve object from backpack, etc.)
* Maintain one spell effect through concentration (but only one spell concentration at a time).
* Table talk to other players as desired (up to DM’s patience).

TYPICAL ATTACKS
* Main melee “to-hit” attack: 1d20 + Strength modifier + Proficiency Bonus
* Main melee damage roll: By weapon type for dice (1d8, 1d10, 2d6, etc.) + Strength modifier
* Off-hand two-weapon melee “to-hit” attack: 1d20 + Strength modifier + Proficiency Bonus
* Off-hand two-weapon melee damage roll: 1d6/1d8/1d10/2d6

Weapon properties…
* Finesse weapon or unarmed strike: As above, but using either Strength or Dexterity as modifier.
* Ranged weapon: As above, but using Dexterity as modifier.
* Thrown weapon: As above, As above, but using Strength or Dexterity as modifier based on ability used for melee attack.

Spellcasting…
* Spell “to-hit” attack: 1d20 + Spellcasting Ability (Int, Wis or Cha) + Proficiency Bonus
* Spell damage: Per the spell description
* Spell Saving Throws: As noted by spell in place of an attack roll. Targets are automatically “hit” but save to suffer half damage or resist an effect.

SITUATIONS THAT GAIN COMBAT ADVANTAGE
* Attacking with ally that used Help action within 5 feet of target.
* Attacking a target that is blinded, paralyzed, petrified, restrained, stunned or unconscious.
* Attacking a prone target within 5 feet or less.
* Attacking while invisible.
* Spending “Inspiration” for the attack roll.
* Various spell effects.

SITUATIONS THAT SUFFER COMBAT DISADVANTAGE
* Attacking a target that is invisible or using the Dodge action.
* Attacking a prone target more than 5 feet away.
* Attacking with a ranged weapon at long range.
* Attacking with a ranged weapon or spell based on an attack roll at close range (within 5 feet).
* Using a ranged weapon or ranged spell while within 5 feet of enemy who is not incapacitated.
* Attacking while blinded, poisoned, prone, restrained or suffering from level 3+ exhaustion.
* Attacking while frightened and the source of fear is in line of sight.
* Being heavily encumbered (variant rule) (Strength, Dexterity, or Constitution attacks).
* Attacker with melee weapon underwater lacks natural or magical swimming speed.
* Attacker with ranged weapon in normal range underwater. (Long ranged attacks automatically fail.)
* Various spell effects.

CRITICAL HITS

* Happens automatically on any “natural 20” attack roll regardless of target AC.
* May happen on a natural roll less than 20, based on various special abilities (for example, fighter class features).
* Automatic double the dice damage (“2d6” becomes “4d6”) and then add ability modifiers as normal. (Rogue sneak attack dice also double on a crit.) For example, a 3rd level rogue (Dex 16) armed with a dagger rolls a natural 20 on a sneak attack. The normal 1d4 piercing damage for the weapon, 2d6 sneak attack damage and +3 ability modifier would double to 2d4+4d6+3.
* Any regular hit (attack roll equal or greater than AC) on a paralyzed or unconscious target automatically becomes a critical hit.

MULTIPLE ATTACKS

Attack Action = 1 attack roll vs. one target
* Barbarians, Fighters, Monks, Paladins, Rangers, Warlocks (Pact of the Blade) level 1 to 4
* Bards (of the College of Valor) level 1 to 6
* Other classes level 1 to 20

Attack Action = 2 attack rolls vs. one or more targets
* Barbarians, Monks, Paladins, Rangers level 5 to 20
* Warlocks (Pact of the Blade) level 5 to 20
* Fighters level 5 to 10
* Ranger (Beast Master level 11+) Companion attack
* Bards (of the College of Valor) level 6 to 20
* Claw/claw attack monsters (like owlbears)

Attack Action = 3 attack rolls vs. one or more targets
* Fighters levels 11 to 19
* Big claw/claw/bite monsters (like dragons)

Attack Action = 4 attack rolls vs. one or more targets
* Fighters level 20

Two-Weapon Fighting…
* Requires a light melee weapon in each hand or one light melee weapon and one thrown weapon or hand crossbow.
* Uses a bonus action to make “off-hand” secondary attack.
* The attacker’s ability modifier does not count toward damage for the “off-hand” weapon unless the character has the Two-Weapon Fighting Style class feature (available as option to Fighters and Rangers).

Bonus Action Attacks (one bonus action per round)
* Two-weapon fighting “off-hand” secondary attack
* Clerics (War Domain): add one weapon attack
* Monks’ Flurry of Blows ability: add two unarmed attacks
* Spiritual Weapon spell: add one special melee attack

Extra Attacks (don’t count as Bonus Action)
* Attacker under effect of Haste spell (3rd level transmutation)

Special Attacks…
* Ranger (Hunter level 11+) volley multiattack: attack all target in 10-foot radius of target point.
* Ranger (Hunter level 11+) whirlwind multiattack: attack all targets within 5 feet.

Reaction Attacks (one per round)
* Opportunity Attack: One attack allowed when enemy leaves reach of melee weapons without using the Disengage action. (Note difference from previous D&D editions; not leaving threatened space – must leave overall reach. Moving around target while keeping close does not provoke opportunity attacks.)
* Spellcasting: Some attack spells (like Hellish Rebuke) may be triggered as Reactions.

Limitations
* Ranged weapons with the “loading” property can only make one attack per round regardless of attacker’s class or level (but feats may remove this limitation).

ARMOR CLASS

ARMOR CLASS BY MEDIEVAL ARMOR & MAGIC

AC 10 … unarmored human
AC 11 … leather armor; padded armor
AC 12 … hide armor; studded leather
AC 13 … chain shirt; mage armor spell
AC 14 … breastplate; ring mail armor; scale mail
AC 15 … half plate
AC 16 … chain mail armor; barkskin spell
AC 17 … splint armor
AC 18 … plate armor

AC +1 … Defense Fighting Style (Fighter, Paladin, Ranger classes)
AC +2 … shield; shield of faith spell
AC +5 … shield spell

ARMOR CLASS MODIFIERS BY DEXTERITY

AC -3 … Dexterity 4 to 5 (light or medium armor)
AC -2 … Dexterity 6 to 7 (light or medium armor)
AC -1 … Dexterity 8 to 9 (light or medium armor)
AC +1 … Dexterity 12 to 13 (light or medium armor)
AC +2 … Dexterity 14 to 15 (light armor), Dex 14 or more (medium armor)
AC +3 … Dexterity 16 to 17 (light armor only)
AC +4 … Dexterity 18 to 19 (light armor only)
AC +5 … Dexterity 20 to 21 (light armor only)

Note: Heavy armor ignores Dexterity bonuses and penalties, but may have a minimum Strength score needed to avoid losing 10 feet off wearer’s speed.

ARMOR CLASS MODIFIERS BY COVER

AC +2 … target has half cover
AC +5 … target has three-quarters cover

ARMOR CLASS BY CLASS ABILITY OR SPELL

AC 10 + Dex. modf. + Con. modf. … Barbarian’s Unarmored Defense
AC 10 + Dex. modf. + Wis. modf. … Monk’s Unarmored Defense
AC 13 + Dex. modf. … Mage Armor spell

ARMOR CLASS BY CREATURE

AC 5 … slow moving fungus
AC 6 … gelatinous cube form
AC 7 … black pudding form
AC 8 … zombie body; gray ooze form; ochre jelly form
AC 9 … flesh golem body
AC 10 … unarmored human
AC 11 … animal hide (crocodile, bear, wolf); mummy form; ogre skin; troglodyte hide
AC 12 … tougher beast hide (elephant); ghoul flesh
AC 13 … hill giant skin; allosaur or tyrannosaur hide; lamia skin; lizardfolk skin
AC 14 … clay golem body; cloud giant skin; chimera hide; minotaur hide
AC 15 … basilisk hide; gargoyle form; hell hound hide; hydra hide; roc hide; troll skin
AC 16 … vampire body; treant bark
AC 17 … wyrmling dragon scales; lich flesh; stone golem body; stone giant skin; angelic deva skin; earth elemental form; green hag or night hag skin; mummy lord form; sphinx hide
AC 18 … young dragon scales; beholder hide; kraken skin; purple worm hide
AC 19 … adult dragon scales; gorgon scales; angelic planetar skin; demonic balor hide; pit fiend hide
AC 20 … iron golem body; elder primordial earth elemental (Ogremoch) form
AC 21 … angelic solar skin
AC 22 … ancient dragon scales; empyrean (elder titan) skin; demon lord (Demogorgon) form
AC 25 … Queen of Dragons (Tiamat) hide; the tarrasque

ARMOR CLASS BY MODERN & SCI-FI ARMORS

AC 10 … unarmored human
AC 11 … modern leather jacket or light undercover shirt
AC 12 … modern Kevlar-lined coat (also damage resistance/half damage from ballistics)
AC 13 … modern undercover vest
AC 15 … modern tactical vest or special response vest (also damage resistance/half damage from ballistics)

OBJECT ARMOR CLASS (DMG p. 246)

AC 11 … cloth, paper, rope
AC 13 … crystal, glass, ice
AC 15 … wood, bone
AC 17 … stone
AC 19 … iron, steel
AC 21 … mithral
AC 23 … adamantine

OBJECT HIT POINTS

* Tiny (bottle, lock) … fragile 2 h.p. (1d4), resilient 5 h.p. (2d4)
* Small (chest, lute) … fragile 3 h.p. (1d6), resilient 10 h.p. (3d6)
* Medium (barrel, chandelier) … fragile 4 h.p. (1d8), resilient 18 h.p. (4d8)
* Large (cart, 10 ft.-by-10 ft. window) … fragile 5 h.p. (1d10), resilient 27 h.p. (5d10)

WEAPON RANGES (normal range / long disadvantaged range)
* longbow … 0 to 150 ft. / 151 to 600 ft.
* crossbow, heavy … 0 to 100 ft. / 101 to 400 ft.
* crossbow, light … 0 to 80 ft. / 81 to 320 ft.
* shortbow … 0 to 80 ft. / 81 to 320 ft.
* crossbow, hand … 0 to 30 ft. / 31 to 120 ft.
* sling … 0 to 30 ft. / 31 to 120 ft.
* thrown dart … 0 to 30 ft. / 31 to 120 ft.
* thrown javelin … 0 to 30 ft. / 31 to 120 ft.
* blogun … 0 to 25 ft. / 26 to 100 ft.
* bolas … 0 to 30 ft. / 31 to 90 ft.
* net … 0 to 20 ft. / 21 to 60 ft.
* thrown dagger … 0 to 20 ft. / 21 to 60 ft.
* thrown handaxe … 0 to 20 ft. / 21 to 60 ft.
* thrown light hammer … 0 to 20 ft. / 21 to 60 ft.
* thrown spear … 0 to 20 ft. / 21 to 60 ft.
* thrown trident … 0 to 20 ft. / 21 to 60 ft.

SAMPLE SPELL RANGES (treat all as normal range)
* Disintegrate (6th-level) … 0 to 60 ft.
* Dimension Door (4th-level) … 0 to 500 ft.
* Fireball (3rd-level) … 0 to 150 ft.
* Fire bolt (cantrip) … 0 to 120 ft.
* Ice Storm (4th-level) … 0 to 300 ft.
* Locate Object (2nd-level) … 0 to 1,000 ft.
* Magic Missile (1st-level) … 0 to 120 ft.
* Meteor Swarm (9th-level) … 0 to 1 mile
* Ray of Frost (cantrip) … 0 to 60 ft.
* Teleport (7th-level) … unlimited on same plane
* Tsunami (8th-level) … sight

WEAPON DAMAGE EXAMPLES

STRENGTH-BASED ATTACKS (add Strength modifier to attack roll and damage)
* 2d6 … greatsword (two-handed), maul (huge hammer, two-handed)
* 1d12 … greataxe (two-handed)
* 1d10 … battleaxe (two-handed), glaive (two-handed), halberd (two-handed), longsword (two-handed), pike, warhammer (two-handed)
* 1d8 … battleaxe (one-handed), flail, greatclub (two-handed), longsword (one-handed), morningstar, quarterstaff (two-handed), rapier, spear (two-handed), trident (two-handed), war pick, warhammer (one-handed)
* 1d6 … handaxe, javelin, mace, quarterstaff (one-handed), spear (one-handed), scimitar, shortsword, trident (one-handed)
* 1d4 … club, dagger, light hammer, sickle, dart, whip
* 1 … unarmed strike (punch, fist), blowgun

DEXTERITY-BASED ATTACKS (add Dexterity modifier to attack roll and damage)
* 1d10 … heavy crossbow (two-handed)
* 1d8 … rapier, light crossbow (two-handed), longbow (two-handed)
* 1d6 … hand crossbow, scimitar, shortbow (two-handed)
* 1d4 … dagger, dart, sling, whip

OFF-HAND WEAPONS (for bonus two-weapon fighting, no modifier on attack roll or damage)
* 1d6 … hand crossbow, handaxe, scimitar, shortsword
* 1d4 … club, dagger, light hammer, sickle

MAGICAL ATTACKS (may increase in power at higher caster levels)
* 8d6 … fireball (fire)
* 5d8 … sleep (number of hit points put to sleep, not damaged)
* 4d6 … guiding bolt (radiant)
* 3d10 … inflict wounds (necrotic)
* 3d8 … chromatic orb (acid, cold, fire, lightning, poison, or thunder)
* 3d6 … burning hands (fire), dissonant whispers (psychic)
* 2d10 … hellish rebuke (fire)
* 2d8 … thunderwave (thunder)
* 1d12 … poison spray (poison), witch bolt (lightning)
* 1d10 … eldritch blast (force), fire bolt (fire)
* 1d8 … chill touch (necrotic), produce flame (fire), ray of frost (cold), sacred flame (radiant), shillelagh (bludgeoning), shocking grasp (lightning)
* 1d6 … acid splash (acid), thorn whip (piercing)
* 1d4+1 … magic missle (each; fire 3+ per casting; force))
* 1d4 … vicious mockery (psychic)

SIEGE WEAPONS
* 8d10 … cannon ball, mangonel (catapult) stone, trebuchet
* 3d10 … ballista bolt, battering ram
* 3d6 … cauldron boiling oil

FIREARM & EXPLOSIVE DEXTERITY-BASED ATTACKS (add Dexterity modifier to attack roll and damage)
* 7d6 … keg of gunpowder
* 6d6 … futuristic antimater rifle
* 5d6 … modern fragmentation grenade
* 3d8 … futuristic laser rifle
* 3d6 … Renaissance Era bomb, horn of gunpowder, modern stick of dynamite, futuristic laser pistol
* 2d10 … modern hunting rifle
* 2d8 … modern revolver, automatic rifle, shotgun
* 2d6 … modern pistol
* 1d12 … Renaissance Era musket
* 1d10 … Renaissance Era pistol

Special rules:
* Burst Fire: Make either a normal single-target attack or spray a 10-foot-cube area within normal range. Each creature in area makes DC 15 Dex save or take weapon’s normal damage. This action uses 10 pieces of ammunition.

CREATURE ATTACKS
* 91 (26d6) … ancient red dragon fire breath
* 35 (4d6+2d10+10) … ancient red dragon bite
* 33 (4d12+7) … tyrannosaurus rex bite
* 29 (4d10+7) … mammoth stomp with feet
* 25 (4d8+7) … mammoth gore with tusks
* 24 (4d8+6) … triceratops gore with horns
* 23 (4d8+5) … rhinoceros gore with horn on full charge (with 20 feet move)
* 22 (3d10+6) … giant ape fist, triceratops stomp
* 21 (3d10+5) … giant crocodile bite, elephant stomp
* 20 (3d8+7) … tyrannosaurus rex tail strike
* 19 (2d8+10) … ancient red dragon tail strike
* 18 (3d8+5) … elephant gore with tusks
* 17 (2d6+10) … ancient red dragon claw
* 15 (2d10+4) … allosaurus bite
* 14 (3d6+4) … awakened tree slam
* 14 (2d8+5) … rhinoceros gore with horn, giant crocodile tail strike
* 12 (2d6+5) … saber-toothed tiger claw, polar bear claws
* 11 (2d6+4) … warhorse hooves, brown bear (grizzly) claws
* 10 (2d6+3) … giant octopus tentacles, dire wolf bite
* 10 (1d10+5) … saber-toothed tiger bite
* 9 (1d8+5) … polar bear bite
* 8 (2d4+3) … riding horse hooves
* 8 (1d10+3) … tiger bite
* 8 (1d8+4) … brown bear (grizzly) bite, allosaurus claw
* 7 (1d10+2) … giant scorpion sting, crocodile bite
* 7 (1d8+3) … tiger claw, lion bite, giant spider bite
* 7 (2d6) … swarm of rats
* 7 (2d4+2) … wolf bite, giant vulture bite, black bear claws
* 6 (1d8+2) …giant scorpion claw
* 6 (1d6+3) … lion claw, ape fist
* 5 (1d6+2) … panther bite, constrictor snake bite, black bear bite
* 4 (1d4+2) … panther claw, giant rat bite, giant centipede bite
* 4 (1d6+1) … mastiff bite, giant wolf spider bite, boar tusk
* 3 (1d6) … hyena bite

CHOOSING WEAPONS BY FIGHTING STYLE

Small creatures (halflings and gnomes) cannot use weapons with the “heavy” property.

DAMAGE DICE BY 2-HANDED WEAPON
(great big smash, includes versatile weapons used with two hands)
* 2d6 … greatsword, maul
* 1d12 … greataxe
* 1d10 … battleaxe, glaive, halberd, heavy crossbow, longsword, pike, warhammer
* 1d8 … greatclub, light crossbow, longbow, quarterstaff, spear, trident

DAMAGE DICE BY 1-HANDED WEAPON
(leaves one arm free for shield use)
* 1d12 … lance (one-handed if seated while mounted)
* 1d8 … battleaxe, flail, longsword, morningstar, rapier, war pick, warhammer
* 1d6 … hand crossbow, handaxe, javelin, mace, quarterstaff, spear, scimitar, shortbow, shortsword, trident
* 1d4 … club, dagger, light hammer, sickle, dart, sling, whip
* 1 … unarmed strike, blowgun

DAMAGE DICE BY FINESSE WEAPONS
(can use Dexterity as ability modifier)
* 1d8 … rapier
* 1d6 … scimitar, shortbow
* 1d4 … dagger, dart, whip

DAMAGE DICE BY LIGHT WEAPONS
(for two-handed fighting)
* 1d6 … hand crossbow, handaxe, scimitar, shortsword
* 1d4 … club, dagger, light hammer, sickle

DAMAGE TYPES: Acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing and thunder.
* Resistance: Target suffers half damage from type.
* Vulnerability: Target suffers double damage from type.
* Immunity: Target suffers no damage.
* Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance.

COMMON WEAPON DAMAGES & WEAPON PROPERTIES
* Battleaxe: 1d8 slashing (versatile [1d10])
* Blowgun: 1 piercing (ammunition [range 25/100], loading)
* Club: 1d4 bludgeoning (light)
* Crossbow, hand: 1d6 piercing (ammunition [range 30/120], light, loading)
* Crossbow, heavy: 1d10 piercing (ammunition [range 100/400], heavy, loading, two-handed)
* Crossbow, light: 1d8 piercing (ammunition [range 80/320], loading, two-handed)
* Dagger: 1d4 piercing (finesse, light, thrown [range 20/60])
* Dart: 1d4 piercing (finesse, thrown [range 20/60])
* Flail: 1d8 bludgeoning
* Glaive: 1d10 slashing (heavy, reach, two-handed)
* Greataxe: 1d12 slashing (heavy, two-handed)
* Greatclub: 1d8 bludgeoning (two-handed)
* Greatsword: 2d6 slashing (heavy, two-handed)
* Halberd: 1d10 slashing (heavy, reach, two-handed)
* Handaxe: 1d6 slashing (light, thrown [range 20/60])
* Javelin: 1d6 piercing (thrown [range 30/120])
* Lance: 1d12 piercing (reach, special)
* Light hammer: 1d4 bludgeoning (light, thrown [range 20/60])
* Longbow: 1d8 piercing (ammunition [range 150/600], heavy, two-handed)
* Longsword: 1d8 slashing (versatile [1d10])
* Mace: 1d6 bludgeoning
* Maul: 2d6 bludgeoning (heavy, two-handed)
* Morningstar: 1d8 piercing
* Net: special (thrown [range 5/15])
* Pike: 1d10 piercing (heavy, reach, two-handed)
* Quarterstaff: 1d6 bludgeoning (versatile [1d8])
* Rapier: 1d8 piercing (finesse)
* Scimitar: 1d6 slashing (finesse, light)
* Shortbow: 1d6 piercing (ammunition [range 80/320], two-handed)
* Shortsword: 1d6 piercing (finesse, light)
* Sickle: 1d4 slashing (light)
* Sling: 1d4 bludgeoning (ammunition [range 30/120])
* Spear: 1d6 piercing (thrown [range 20/60], versatile [1d8])
* Trident: 1d6 piercing (thrown [range 20/60], versatile [1d8])
* War pick: 1d8 piercing
* Warhammer: 1d8 bludgeoning (versatile [1d10])
* Whip: 1d4 slashing (finesse, reach)

WEAPON PROPERTIES
* Ammunition: Recover half expended ammunition at end of battle.
* Finesse: Can use Dexterity as modifier instead of Strength for melee attack bonus and damage bonus.
* Heavy: Small creatures suffer disadvantage on attacks using this weapon.
* Light: Can be used for two-weapon melee fighting.
* Loading: Slow to reload, max. one attack per action, bonus action, or reaction regardless of extra attack abilities.
* Range: Normal attack roll at this many feet or less / disadvantage on attack rolls in long range up to this many feet.
* Reach: Adds 5 feet to area attack may target in melee combat.
* Thrown: Use same ability modifier as for melee use.
* Two-Handed: Always must use two hands to wield.
* Versatile: Can be used one-handed as shown, or with higher dice base damage if used two-handed.

MAGICAL ATTACKS VIA CANTRIPS
* Acid Splash: range 60 ft., one or two close targets, Dex save or take 1d6 acid damage. (No damage on save.)
* Chill Touch: range 120 ft., attack roll, hit causes 1d8 necrotic damage and target can’t regain HP until the start of caster’s next turn. (If target undead, it also suffers disadvantage on attack rolls until the end of caster’s next turn.)
* Eldritch Blast: range 120 ft., attack roll, hit causes 1d10 force damage. (Multiple beams vs. one or more targets at higher levels.)
* Fire Bolt: range 120 ft., 1d10 fire damage and unattended flammable objects ignite.
* Poison Spray: range 10 ft., Con save or take 1d12 poison damage. (No damage on save.)
* Produce Flame: range 30 ft., attack roll, 1d8 fire damage. (Can also be held in hand up to 10 minutes as torch.)
* Ray Of Frost: range 60 ft., attack roll, 1d8 cold damage and target’s speed reduced by 10 feet for one round.
* Sacred Flame: range 60 ft., Dex save or take 1d8 radiant damage. (No damage on save.)
* Shillelagh: changes club or staff weapon damage to 1d8 bludgeoning damage.
* Shocking Grasp: melee attack roll, 1d8 lightning damage and target can’t take reactions until its next turn.
* Thorn Whip: range 60 ft., 1d6 piercing damage and target Large or smaller pulled 10 feet closer to caster.
* Vicious Mockery: range 60 ft., Wis save or take 1d4 psychic damage and disadvantage on next attack made before the end of its next turn. (No damage on save.)

CANTRIP DAMAGE AT HIGHER LEVELS
* 1d# … caster level 1 to 4
* 2d# … caster level 5 to 10
* 3d# … caster level 11 to 16
* 4d# … caster level 17 or more

SEIGE EQUIPMENT
* Ballista bolt: +6 to hit, range 120/480, 3d10 piercing
* Cannon ball: +6 to hit, range 600/2,400, 8d10 bludgeoning
* Cauldron boiling oil: 10-foot square, 3d6 fire damage (DC 15 Dex save for half damage)
* Mangonel (catapult) stone: +5 to hit, range 200/800 (min. 60 ft.), 8d10 bludgeoning
* Battering ram: +8 to hit, 3d10 bludgeoning
* Trebuchet: +5 to hit, range 300/1,200 (min. 60 ft.), 8d10 bludgeoning

RENAISSANCE ERA WEAPONS
* Bomb: range 60 ft., all within 5 ft. DC 12 Dex save or take 3d6 fire damage (150 g.p.) (1 lb.)
* Gunpowder, keg: all within 10 feet take 7d6 fire damage (DC 12 Dex save for half damage) (250 g.p.) (20 lbs.)
* Gunpowder, powder horn: all within 10 feet take 3d6 fire damage (DC 12 Dex save for half damage) (35 g.p.) (2 lbs.)
* Pistol: 1d10 piercing (ammunition [range 30/90], loading) (250 g.p.) (3 lbs.)
* Musket: 1d12 piercing (ammunition [range 40/120], loading, two-handed) (500 g.p.) (10 lbs.)

MODERN ERA WEAPONS
* Dynamite (stick): range 60 ft., all within 5 ft. DC 12 Dex save or take 3d6 bludgeoning damage (1 lb.)
* Grenade, fragmentation: range 60 ft., all within 20 ft. DC 15 Dex save or take 5d6 piercing damage (1 lb.)
* Grenade, smoke: creates 20-foot radius heavily obscured area (2 lbs.)
* Note: Grenade launcher (weighs 7 lbs.) increases grenade range to 120 feet.
* Pistol, automatic: 2d6 piercing (ammunition [range 50/150], reload [15 shots]) (3 lbs.)
* Revolver: 2d8 piercing (ammunition [range 40/120], reload [6 shots]) (3 lbs.)
* Rifle, hunting: 2d10 piercing (ammunition [range 80/240], reload [5 shots], two-handed) (8 lbs.)
* Rifle, automatic: 2d8 piercing (ammunition [range 80/240], burst fire, reload [30 shots], two-handed) (8 lbs.)
* Shotgun: 2d8 piercing (ammunition [range 80/240], reload [2 shots], two-handed) (7 lbs.)

MODERN WEAPON PROPERTY
* Burst Fire: Make either a normal single-target attack or spray a 10-foot-cube area within normal range. Each creature in area makes DC 15 Dex save or take weapon’s normal damage. This action uses 10 pieces of ammunition.

FUTURISTIC WEAPONS
* Laser pistol: 3d6 radiant (ammunition [range 40/120], reload [50 shots])
* Antimater rifle: 6d8 necrotic (ammunition [range 120/360], reload [2 shots], two-handed)
* Laser rifle: 3d8 radiant (ammunition [range 100/300], reload [30 shots], two-handed)

CLASS-SPECIFIC COMBAT RULES

BARBARIANS: RAGE
* Activated at will as a bonus action, and must not be in heavy armor.
* Sustained only is attacking in a turn OR taking damage (levels 1 to 14).
* Ends if unconscious, failing to attack or take damage in a round, or chosen to end as bonus action.
* Barbarian gains advantage on Strength ability checks and saving throws, but not attacks.
* Cause bonus damage with melee weapon attacks on all hits (+2 at levels 1 to 8, +3 at levels 9 to 15, +4 at levels 16 or more).
* Gain damage resistance (half damage) to bludgeoning, piercing and slashing damage.

BARDS: BARDIC INSPIRATION
* Uses per day = Charisma modifier, regained after long rest.
* As bonus action, grant bonus die to ally for use in ability check, saving throw or attack roll (also damage if bard level 3+ of College of Valor).
* Improves with level (+1d6 at levels 1 to 4; +1d8 at levels 5 to 9; +1d10 at levels 10 to 14; +1d12 at levels 15 or more).
* Ally has 10 minutes to use bonus die or it is lost. Can choose to roll it after seeing result of d20 roll but before knowing success or failure of attempt.

FIGHTERS, BARBARIANS, PALADINS, RANGERS EXTRA ATTACKS
* Count as part of an attack action, separate (and in addition to) bonus actions and reactions.
* Two-weapon fighting uses a bonus action as the off-hand attack, so it stacks on extra attacks.
* Monks and Warlocks of level 5+ with the Thirsting Blade invocation attack twice per action without needing a bonus action.
* Bards of level 6+ in the College of Valor attack twice per action without needing a bonus action.
* Barbarian berzerkers, clerics of war and monks’ ki powers have “pseudo-” extra attacks as class abilities, in that these attacks use bonus actions and have limited use number of uses between rests.

CLERICS: TURNING UNDEAD
Uses a cleric’s Channel Divinity ability as an action. All undead in sight up to 30 feet must Wisdom save or must move away, cannot take reactions and cannot willingly move closer for up to 1 minute or until the undead creature takes damage. It may only take the Dash action, or if nowhere to move, the Dodge action. Starting at cleric 5th level, when an undead fails its Turn Undead save, the creature is instantly destroyed if its challenge rating is at or below a
certain threshold.
* cleric level 1 to 4 … DC 10 + Wis modifier
* cleric level 5 to 7 … DC 11 + Wis modifier; CR 1/2 or lower destroyed
* cleric level 8 … DC 11 + Wis modifier; CR 1 or lower destroyed
* cleric level 9 to 10 … DC 12 + Wis modifier; CR 1 or lower destroyed
* cleric level 11 to 12 … DC 12 + Wis modifier; CR 2 or lower destroyed
* cleric level 13 … DC 13 + Wis modifier; CR 2 or lower destroyed
* cleric level 14 to 16 … DC 13 + Wis modifier; CR 3 or lower destroyed
* cleric level 17 or more … DC 14 + Wis modifier; CR 4 or lower destroyed

Channel Divinity uses per day:
* cleric level 1 … no uses
* cleric level 2 to 5 … 1 use between short or long rests
* cleric level 6 to 17 … 2 uses between short or long rests
* cleric level 18 or more … 3 uses between short or long rests

RANGERS: BEAST MASTER ANIMAL COMPANION
* Acts on ranger’s initiative.
* Ordering an animal companion to attack requires the sacrifice of one attack roll by the ranger, which may count as part of extra attacks. (In other words, at level 5 or higher, make one ranger weapon attack and one animal companion attack as one action.)

ROGUES: SNEAK ATTACK
Once per turn, deal extra damage with a finesse melee weapon or a ranged weapon hitting one target if any of the following conditions are met:
* rogue has advantage on the attack roll
* rogue doesn’t have disadvantage and another enemy attacking target is within 5 feet of target

Notes:
* A rogue does *not* need to be hidden to qualify for sneak attack damage. (Rather, rogue’s attack is hard to predict and targets vulnerable weaknesses.)
* Sneak attack damage dice also double on a critical hit along with base weapon damage dice.
* Assassins (rogue level 3+ archetype) automatically critical any hit against a surprised target or target that has not yet taken a turn in a combat.

Sneak attack damage by rogue level:
* rogue level 1 or 2 … +1d6 damage (+2d6 on a crit)
* rogue level 3 or 4 … +2d6 damage (+4d6 on a crit)
* rogue level 5 or 6 … +3d6 damage (+6d6 on a crit)
* rogue level 7 or 8 … +4d6 damage (+8d6 on a crit)
* rogue level 9 or 10 … +5d6 damage (+10d6 on a crit)
* rogue level 11 or 12 … +6d6 damage (+12d6 on a crit)
* rogue level 13 or 14 … +7d6 damage (+14d6 on a crit)
* rogue level 15 or 16 … +8d6 damage (+16d6 on a crit)
* rogue level 17 or 18 … +9d6 damage (+18d6 on a crit)
* rogue level 19 or more … +10d6 damage (+20d6 on a crit)

HIT POINTS & HINDERING CONDITIONS

HIT POINTS, DYING AND DEATH
* Maximum h.p. to 1 h.p.: Normal, healthy (though may show signs of wounds).
* 0 or less hit point: Unconscious. Treat “under 0 h.p.” as 0 (zero) when counting h.p. “up” due to healing.
* Negative maximum h.p.: Instant death. (For example, a hero with 25 h.p. is automatically slain at -25 h.p. or worse.)
* Death Saving Throws: When at 0 h.p. or less, make one DC 10 check per round (no ability modifiers apply). Three fails, death. Three successes, become stabilized. (Natural 1, double fail; natural 20, regain 1 hit point.) Any damage at 0 h.p. or less causes one fail.
* Stabilized: Either three successful death saves, aid by another’s DC 10 Wisdom (Medicine) check or use of a healer’s kit (works automatically, no ability check needed). Wounded subject remains at 0 h.p. but is not dying, just unconscious. Regain 1 hit point after 1d4 hours, or more if otherwise healed (see below).

THINGS THAT RESTORE LOST HIT POINTS
* Short Rest: At least 1 hour, spend one or more Hit Dice, roll each and add Constitution modifier per die to recover lost hit points.
* Long Rest: At least 8 hours light activity, recover all lost hit points and half spent Hit Dice.
* Fighter’s Second Wind ability restores 1d10 + level h.p.
* Healing Kit: Does not normally restore hit points, just stops dying, but a character with the Healer feat can use it to restore 1d6+4 h.p. as an action.

MAGICAL HEALING OPTIONS: Reminder, characters “heal up” from 0 h.p., regardless of damage done beyond zero. (For example, a character with 2 h.p. struck by an attack doing 8 h.p. damage and then healed for 10 h.p. has 10 h.p., not 8.)
* Potion Of Healing: Restores 2d4+2 hit points, one action to fully consume. Costs 50 g.p. at fine retailers where adventuring gear is sold.
* Greater Potion of Healing (uncommon): Restores 4d4+4 h.p.
* Superior Potion of Healing (rare): Restores 8d4+8 h.p.
* Supreme Potion of Healing (very rare): Restores 10d4+20 h.p.
* Magic Spells: Several work at various level of effectiveness (Goodberry, Cure Wounds, Healing Word and so forth). Clerics of the Life Domain gain additional bonuses on healing spells.
* Bard (level 2+) Song of Rest ability: Adds +1d6 to +1d12 hp during a short rest, depending on bard’s level.
* Druid’s Wild Shape ability tracks hit points of beast form and normal form separately, meaning damage may be put “on hold” between transformations.
* Monk (Way of the Open Hand level 6+) Wholeness of Body ability restores h.p. equal to monk’s level x 3.
* Paladin’s lay on hands ability has up to level x 5 h.p. worth of healing to use.

THINGS THAT RESTORE OTHER FORMS OF INJURY/HINDERANCE
* Finishing a long rest reduces a creature’s exhaustion level by 1.
* Recuperating: Three days downtime, DC 15 Constitution saving throw to end one effect preventing hit point recovery or gain 24-hour advantage on saving throws against one currently active disease or poison.

CONDITIONS

Blinded
* A blinded creature can’t see and automatically fails any ability check that requires sight.
* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Charmed
* A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
* The charmer has advantage on any ability check to interact socially with the creature.

Deafened
* A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Frightened
* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
* The creature can’t willingly move closer to the source of its fear.

Grappled
* A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
* The condition ends if the grappler is incapacitated (see the condition).
* The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

Incapacitated
* An incapacitated creature can’t take actions or reactions.

Invisible
* An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
* Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Paralyzed
* A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified
* A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
* The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
* Attack rolls against the creature have advantage.
* The creature automatically fails Strength and Dexterity saving throws.
* The creature has resistance to all damage.
* The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned
* A poisoned creature has disadvantage on attack rolls and ability checks.

Prone
* A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
* The creature has disadvantage on attack rolls.
* An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

Restrained
* A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
* The creature has disadvantage on Dexterity saving throws.

Stunned
* A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.

Unconscious
* An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
* The creature drops whatever it’s holding and falls prone.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

EXHAUSTION

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

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

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.