DUNGEONS & DRAGONS RULES GLOSSARY
PLAYING THE GAME
* The Dungeon Master (DM) describes a scene and players take turns describing their characters' responses.
* For ability checks, saving throws, and attack rolls, roll 1d20 + one ability modifier + proficiency bonus (if proficient in task). The higher the total, the better the effort. The DM tracks minimum totals needed for successful results.
* For initiative rolls, roll 1d20 + Initiative (Dex) modifier. Higher totals act before lower totals in the same 6-second round.
* During a turn, a character or creature may do 1 movement, 1 action and up to 1 bonus action. Between turns, do up to 1 reaction.
* Advantage: Roll two d20s and use the higher result. Disadvantage: Roll two d20s and use the lower result.
* On attack rolls only, a "natural 20" is always a critical hit, while a "natural 1" is always a miss.
* Saving throws are rolled as needed at any time due to attacks, spells, or hazzards.
* A character may die if failing three death saves while at 0 hit points, gaining 6 levels of exhaustion, or suffering certain deadly spells and hazzards.
* Specific traits, features, spells, and magic items may create exceptions to any rules.
ACTIONS (1 per turn)
* Attack: Roll to hit, melee or ranged. Some classes and creatures make extra attacks at higher levels with this action.
* Cast Spell: If casting time 1 action.
* Dash: Double Speed this turn.
* Disengage: Avoiding all opportunity attacks while moving; "defensive retreat."
* Dodge: Give attackers disadvantage.
* Escape: Try to break free from grapple.
* Grapple: Special melee attack.
* Help: Give an ally advantage on one ability check or attack roll.
* Hide: Stealth allowed only if unobserved.
* Ready: Plan to take action as reaction when trigger occurs.
* Search: Perception or Investigation check.
* Shove: Special melee attack.
* Stabilze: DC 10 Medicine check to aid 0 h.p. dying creature; automatic success if using healer's kit.
* Use Object: Pick a lock, activate magical item, cover a hooded lantern, etc.
* Use Potion: Drink or administer.
* Use Shield: Equip or drop a shield.
BONUS ACTIONS (up to 1 per turn)
* Offhand Attack: If doing Attack as action, may make one attack this turn if light weapon in other hand.
* Cast Spell: If casting time 1 bonus action.
MOVEMENTS (limited by Speed)
* Move: Distance equal to Speed.
* Crawl, Climb, Swim, Squeeze, Move Across Difficult Terrain or Move While Grappling: "Half speed," uses up 10 ft. of Speed per 5 ft. distance.
* Drop Prone: No cost to Speed.
* Stand Up: From Prone position/condition, costs half Speed that turn.
* Take Cover: At end of move, half cover gives +2 to Armor Class and Dexterity saving throws; three-quarter cover gives +5 AC and Dex saves.
REACTIONS (1 between turns)
* Cast Spell: If casting time 1 reaction.
* Opportunity Attack: May make one attack if enemy moves out of reach.
* Readied Action: After trigger occurs, else action wasted.
FREE ACTIONS
* Concentration (Maintain A Spell): Ends if caster starts another concentration spell, or the caster is incapacitated, stunned, unconscious, or killed. If caster takes damage, a Constitution saving throw is needed to avoid immediately ending spell. DC is equal to 10 or half damage taken, whichever is greater. Each hit needs a separate saving throw check.
* Interacting With An Object: Generally part of another Movement or Action. Examples: Draw one weapon, drop a held object, or open an unlocked door.
SPECIFIC RULES
Attack Rolls Per Attack Action: Many character classes have the Extra Attack class feature that allows for multiple attack rolls against one or more targets during a turn.
One attack on Attack Action
* Cleric, druid, rogue, sorcerer, warlock or wizard using a weapon.
* Bard level 1 to 5; bards (non-Valor) to level 20.
* Barbarian, fighter, monk, paladin, ranger level 1 to 4.
Two attacks on Attack Action
* Barbarian, monk, paladin, ranger level 5 to 20.
* Bard (College of Valor) level 6 to 20.
* Druid in wild shape (if beast has multiattack, such as an ape or bear).
* Fighter level 5 to 10.
* Warlock level 5 to 20 (w/Thirsting Blade Pact of the Blade feature)
Three attacks on Attack Action
* Fighter level 11 to 19.
Four attacks on Attack Action
* Fighter level 20.
PLUS one additional attack as Bonus Action
* Cleric (War Domain) (# Wisdom modifier uses betw. long rests)
* Any class, off-hand melee weapon (light weapon).
* Any class, off-hand hand crossbow attack (w/Crossbow Expert feat)
* Any class, off-hand melee weapon (any non-two-handed w/Dual Wielder feat)
* Any class, opposite end of glaive, halberd, or quarterstaff (w/Polearm Master feat)
Aura (Harmful): Some creatures at the start of their turns cause automatic damage to each creature within ## feet, such as a fiery monster causing fire 10 (3d6) fire damage.
Aura (Paladin): All paladins of 6th level or more gain the class feature Aura of Protection, granting (+Charisma modifier) as a saving throw bonus to allies within 10 feet. At 10th level, the paladin's Aura of Courage means allies within 10 feet can't be frightened. [PHB p. 82]
Paladin subclasses also gain special auras at 7th level:
* Oath of Conquest: Aura of Conquest (frightened creatures have speed 0, take psychic damage).
* Oath of Devotion: Aura of Devotion (allies cannot be charmed).
* Oath of Glory: Aura of Alacrity (speed increases by 10 feet).
* Oath of Redemption: Aura of the Guardian (paladin takes ally's damage as a reaction).
* Oath of the Ancients: Aura of Warding (gain resistance to spell damage).
* Oath of the Watchers: Aura of the Sentinel (gain (+Proficiency Bonus) to initiative).
* Oathbreaker (Anti-Paladin): Aura of Hate (fiends and undead do (+Charisma modifier) damage).
The paladin Oath of Vengeance does not have extra aura features, instead gaining Relentless Avenger (move after opportunity attack hit).
In all cases, aura ranges extend to 30 feet radius for paladins of level 18 to 20. The paladin must be conscious to grant any of these aura benefits.
Aura (Spell): While the caster concentrates, the spell affects one or all allies within 30 feet of the caster.
* Aura of Vitality (3rd level spell): Bonus action to heal 2d6 hit points to one creature.
* Aura of Life (4th level spell): Resistance to necrotic damage, hit point maximum cannot be reduced, and living allies regain 1 hit point when starting at 0 hit points.
* Aura of Purity (4th level spell): Resistance to poison damage, cannot become diseased, and advantage on saving throws vs. blinded, charmed, deafened, frightened, paralysed, poisoned and stunned.
Bane Struck: Creature must subtract 1d4 from attack rolls and saving throws. Multiple sources causing a bane do not stack; the penalty stays at 1d4. [From the spell Bane, PHB p. 216.]
Blessed: Creature adds 1d4 to attack rolls and saving throws. Multiple sources causing a bless do not stack; the bonus stays at 1d4. [From the spell Less, PHB p. 219.]
Blinded: Creature can't see and automatically fails ability checks that requires sight. Attack rolls against a blinded creature have advantage, and the creature's attack rolls have disadvantage. [PHB p. 290]
Blindsight: Out to a specific radius range, creature can perceive its surroundings without relying on sight. [PHB p. 183]
Charge: If the creature moves at least 20 ft. straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra two dice (2d#) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. [Based on several beasts in MM. DC may vary per the creature's Challenge Rating or ability scores.]
Charmed: Creature can't attack the source of the charm or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. Unlike most other conditions, multiple sources of the Charmed condition do stack; a creature may be friendly toward multiple sources at the same time. If competing charmers make contradictory requests of the charmed creature, allow each source to make a Charisma (Persuasion, Deception or Intimidation) ability check and give the highest result priority. Note that charm is not mind control; the charmed subject does not blindly follow the charmer's orders, but takes requests as if coming from a close, trusted friend. [PHB p. 290]
Concentration: A creature can only maintain one concentration spell at a time. A spell ends when its maximum duration is reached, its caster chooses to end spell early, the caster casts another concentration spell, or the caster is incapacitated, stunned, unconscious, or killed. If the caster takes damage, a Constitution saving throw must be made to avoid breaking concentration and immediately ending the spell. The DC is equal to 10 or half damage taken, whichever is greater. Treat each hit as a separate saving throw check. [PHB p. 203]
* DC 10 ... Damage 21 or less
* DC 11 ... Damage 22 to 23
* DC 12 ... Damage 24 to 25
* DC 13 ... Damage 26 to 27
* DC 14 ... Damage 28 to 29
* DC 15 ... Damage 30 to 31
* DC 16 ... Damage 32 to 33
* DC 17 ... Damage 34 to 35
* DC 18 ... Damage 36 to 37
* DC 19 ... Damage 38 to 39
* etc.
Condition Immunity: Creature suffers no effects from a specific condition: blinded, charmed, deafened, frightened, grappled, incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, stunned, and/or unconscious. [MM, p. 8]
Confused: Creature's mind is distorted with illusions and driven to uncontrolled actions. At the start of the creature's turn, roll 1d10 and refer to the options below. [From the spell Confusion, PHB p. 224.]
Confused Table (1d10)
* 1 ... Creature uses all its movement (with Dash action) to move in a random direction.
* 2 to 6 ... Creature doesn't move or take actions this turn.
* 7 to 8 ... Creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within reach, it does nothing this turn.
* 9 to 10 ... Creature moves and acts normally this turn.
Counterspell: A 3rd-level abjuration, typically cast as a somatic-only reaction to interrupt a creature within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the counterspelling caster makes an ability check using his or her spellcasting ability.
* 1st, 2nd or 3rd-Level Spell ... Automatic success
* 4th-Level Spell ... DC 14 spellcasting check
* 5th-Level Spell ... DC 15 spellcasting check
* 6th-Level Spell ... DC 16 spellcasting check
* 7th-Level Spell ... DC 17 spellcasting check
* 8th-Level Spell ... DC 18 spellcasting check
* 9th-Level Spell ... DC 19 spellcasting check
Cover: A creature with half-cover has a +2 bonus to AC and Dexterity saving throws; three-quarters cover increases this bonus to +5. A creature with total cover can't be targeted directly by an attack or a spell, although it could be affected by an area of effect. A target has total cover if it is completely concealed by an obstacle. A creature that is prone behind three-quarters cover gains +5 AC and ranged attacks suffer disadvantage to hit the creature. House Rule: A creature with total cover behind an object that cannot be seen through is unaware of creatures' exact positions on the other side unless those creatures have a speed of 0. (In other words, peaking around a corner to see enemies is three-quarters cover; keeping completely out of sight works both ways.)[PHB p. 196]
Damage Immunity: Creature suffers no damage from a specific damage type: Acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and/or thunder. [MM, p. 8]
Damage Resistance: Creature suffers half damage (round down) from a specific damage type: Acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and/or thunder. Damage resistance is applied after other modifiers, such as damage reduction. Multiple instances of the same damage type do not stack, they only count as one instance. (Gaining fire resistance from two sources does not reduce damage below half.) [PHB p. 197]
Damage Threshold: For objects, damage from a single attack totalling below the threshold number is completely ignored. Any single attack doing equal to or greater than the damage threshold does damage as normal. [DMG p. 247]
Damage To Objects: Object hit points are based on material and size; vulnerability, resistance and immunity are up to the DM. [DMG p. 247]
Object Armor Class By Substance
* 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 By Size (Fragile / Resilient)
* Tiny (bottle, lock): 2 hp (1d4) / 5 hp (2d4)
* Small (chest, lute): 3 hp (1d6) / 10 hp (3d6)
* Medium (barrel, chandlier): 4 hp (1d8) / 18 hp (4d8)
* Large (cart, 10x10 ft. window): 5 hp (1d10) / 27 hp (5d10)
Damage Vulnerability: Creature suffers double damage from a specific damage type: Acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and/or thunder. Damage vulnerability is applied after other modifiers, such as damage reduction. Multiple instances of the same damage type do not stack, they only count as one instance. (Suffering radiant vulnerability from two sources does not increase damage more than double.) [PHB p. 197]
Darkvision: Within a specified range, creature can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. The creature can't discern color in darkness, only shades of gray. [PHB p. 183]
Dead: Creature has failed three death saving throw checks without being stabilized, or has suffered damage totalling twice the creature's maximum hit points. Becoming dead can be "fixed" by various magic spells: Revivify (3rd level, dead 1 minute or less); Raise Dead and Reincarnate (both 5th level, dead 10 days or less); Resurrection (7th level, dead 100 years or less); or True Resurrection (9th level, dead 200 years or less). [PHB p. 197]
Deafened: Creature can't hear and automatically fails any ability check that requires hearing. [PHB p. 290]
Deformed: Creature moves at half speed and suffers disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. [From the fomorian stats, MM p. 136]
Diseased: Creature suffers an infection, mutation, or toxin with factors noted below. [DMG p. 257]
* Contagion: DC to avoid disease when contacted.
* Incubation: Time for symptoms to appear, typically 1d4 hours or 1d4 days.
* Symptoms: How disease manifests.
* Effect: Game effects on creature.
* Recovery: Saving throw DC needed after each long rest to recover, and number of recovery rolls needed to be cured. (Typically a Lesser Restoration spell automatically cures one disease.)
Dispel Magic: A 3rd-level abjuration, typically cast as verbal and somatic action on a creature, object, or magical effect within 120 feet. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using the caster's spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. When cast using a spell slot of 4th level or higher, the caster automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot used.
* 1st, 2nd or 3rd-Level Spell ... Automatic success
* 4th-Level Spell ... DC 14 spellcasting check
* 5th-Level Spell ... DC 15 spellcasting check
* 6th-Level Spell ... DC 16 spellcasting check
* 7th-Level Spell ... DC 17 spellcasting check
* 8th-Level Spell ... DC 18 spellcasting check
* 9th-Level Spell ... DC 19 spellcasting check
Dodging: As an action, creature causes attackers targeting it to make attack rolls with disadvantage until the start of the creature's next turn. During this time the creature also gains advantage on Dexterity saving throws. Creatures that are Incapacitated or have a Speed of 0 may not Dodge. [PHB p. 192]
Dominated: Creature is Charmed and shares a telepathic link with its dominator so long as the two are on the same plane. As a free action via telepathy, a dominated creature defends and preserves itself unless given a command from its dominator. As an action, the dominator can take total and precise control of the creature's movement, action and bonus action during its turn. As a reaction, the dominator can make the dominated creature use its reaction. Each time the dominated creature takes damage, it makes a new Wisdom saving throw against the effect. [From the spells Dominate Monster and Dominate Person, PHB p. 235.]
Doors: Example types. [DMG p. 103]
* Wooden Door: 7 ft. high, 4 ft. wide, 2 inches thick, weighs 300 lbs. (total STR 10 to open). AC 15, 10 hit points, immune to poison and psychic damage.
* Stone Door: Size 7 ft. high, 4 ft. wide, 2 inches thick, weighs 2,700 lbs. (total STR 90 to open). AC 17, 18 hit points, immune to poison and psychic damage.
* Metal Door: Size 7 ft. high, 4 ft. wide, 2 inches thick, weighs 3,200 lbs. (total STR 106 to open). AC 19, 26 hit points, immune to poison and psychic damage.
* Porticullis: Made from iron. Raising the iron bars with the winch takes an action. If no winch is present, lifting the porticullis or bending its bars enough for characters to pass through requires a successful DC 14 Strength check. The roll can be made with advantage if leveraging tools such as crowbars or metal rods are available.
* Stuck Door: DC 13 Strength check to force open.
* Locked Door: Without the proper key, door only opened by DC 12 Dexterity check (requiring thieves' tools and proficiency in their use), casting a Knock spell, or forcing the door with a successful DC 17 Strength check.
* Secret Door: Passive Perception of DC 20 will notice a secret door without actively searching for it. An action to search a 5-foot section of wall finds the door with a successful DC 14 Wisdom (Perception) check. Finding the mechanism to open the door requires an additional action and successful DC 14 Intelligence (Investigation) check.
Dying: Creature starts its turn with 0 hit points and is not Stable. A Dying creature is also Unconscious. The Dying condition lasts for one to five rounds, until the creature regains at least 1 hit point, or until another makes the dying creature Stable. Each round, a death saving throw is made for the dying creature. Unless noted by a special ability, no modifiers apply to this saving throw. A creature that fails three death saving throws becomes Dead. A creature that succeeds at three death saving throws becomes Stable but remains at 0 hit points. The running count of death saves only reset when the creature regains at least 1 hit point. [PHB p. 197]
Death Saving Throw Table (1d20)
* 1 ... Creature suffers two failed death saves.
* 2 to 9 ... Creature suffers one failed death save.
* 10 to 19 ... Creature gains one successful death death save.
* 20 ... Creature regains 1 hit point and loses the Dying and Unconscious conditions.
Exhaustion: Creature is suffering fatigue graded from level 1 (minor) to level 6 (deadly). Each level includes the penalties listed below for previous exhaustion levels. Each long rest removes one level of exhaustion (unless noted otherwise due to a curse, disease, or other cause). A Greater Restoration spell removes one level of exhaustion. A Potion of Vitality removes all levels of exhaustion from a creature. [PHB p. 291]
Exhaustion Levels
* Exhaustion Level 1: Disadvantage on ability checks
* Exhaustion Level 2: Speed halved
* Exhaustion Level 3: Disadvantage on attack rolls and saving throws
* Exhaustion Level 4: Hit point maximum halved
* Exhaustion Level 5: Speed reduced to 0
* Exhaustion Level 6: Death
Falling: Typically a creature may attempt a DC 15 Dexterity saving throw to avoid falling from an edge. Damage is bludgeoning if hitting hard surface, piercing if landing on spikes, 1d6 per 10 feet. A creature lands prone, unless it avoids taking damage from the fall (Feather Fall spell, monk's slow fall 4th level ability). Humans fall 500 ft. per round. [PHB p. 183, XGtE p. 77]
Falling Damage
* no damage ... 9 feet or less
* 3 (1d6) damage ... 10 to 19 feet (quickly dug pit, height of hill/fire/frost giant)
* 7 (2d6) damage ... 20 to 29 feet (pit trap, height of Huge creature, cloud/storm giant)
* 10 (3d6) damage ... 30 to 39 feet (common castle wall)
* 14 (4d6) damage ... 40 to 49 feet (height of tall gargantuan creature)
* 17 (5d6) damage ... 50 to 59 feet
* 21 (6d6) damage ... 60 to 69 feet (spruce tree)
* 24 (7d6) damage ... 70 to 79 feet
* 28 (8d6) damage ... 80 to 89 feet
* 31 (9d6) damage ... 90 to 99 feet (oak tree)
* 35 (10d6) damage ... 100 to 109 feet (height of tall colossal creature, redwood tree)
* 38 (11d6) damage ... 110 to 119 feet (top of mast on tall sailing ship)
* 42 (12d6) damage ... 120 to 129 feet
* 45 (13d6) damage ... 130 to 139 feet
* 49 (14d6) damage ... 140 to 149 feet
* 52 (15d6) damage ... 150 to 159 feet
* 56 (16d6) damage ... 160 to 169 feet
* 59 (17d6) damage ... 170 to 179 feet
* 63 (18d6) damage ... 180 to 189 feet
* 66 (19d6) damage ... 190 to 199 feet
* 70 (20d6) damage ... 200 feet or more (maximum damage)
Feebleminded: Creature's Intelligence and Charisma scores become 1 (-5 ability modifier). The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can identify its friends, follow them, and even protect them. [From the spell Feeblemind, PHB p. 239.]
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. [PHB p. 290]
Gambling: House rule for a generic 5-step gambling mini-game.
* Step 1: All players pay ante, then each openly rolls a d6.
* Step 2: Any player may then raise, forcing other players to match, raise or quit.
* Step 3: Players still in the game each openly roll a d8 and add to their initial roll.
* Step 4: Any player may then raise, forcing other players to match, raise or quit.
* Step 5: Players still in the game each openly roll a d10 and add to their final totals. Highest total wins the pot.
* Cheating: Before rolling a die, a character may make a Dexterity (Sleight of Hand) ability check and declare the value of their roll instead of actually rolling the die. Observers with a Passive Perception equal or greater than the cheater's roll notice the trick.
Grappling: As an action, creatures makes a Strength (Athletics) ability check vs. a target's Strength (Athletics) or Dexterity (Acrobatics) ability check. If successful, the target gains the Grappled condition. A grappling creature may move at half speed while dragging or carrying a grappled creature. [PHB p. 195]
Grappled: Creature's speed becomes 0, and it can't benefit from any bonus to its speed. This condition ends if the grappler is incapacitated (can't take actions or reactions), or 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). [PHB p. 290]
Guided: Creature adds 1d4 to one ability check of its choice. [From the spell Guidance, PHB p. 248.]
Hastened: Creature's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. [From the spell Haste, PHB p. 250.]
Helping: As an action, creature grants an ally within 5 feet advantage on one ability check or attack roll. [PHB p. 192]
Hexed: Creature suffers an extra 1d6 necrotic damage whenever hit by the caster who placed the hex, and the creature suffers disadvantage on one ability check type (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). A Remove Curse spell ends this effect. [From the spell Hex, PHB p. 251.]
Hiding: Creature's opponents either don't know the creature is present, don't pay any attention, or don't know where exactly the creature is located. A creature must be unobserved for at least one round to attempt the Hide action, positioning behind something and holding still. (Exceptions for some race traits like wood elf and lightfoot halflings.) A Dexterity (Stealth) ability check determines how effective the action is to avoid being noticed by observers' Wisdom (Perception) or Passive Perception. Attack rolls against a hiding creature have disadvantage, and a hiding creature's attack rolls have advantage. If there are observers present, making an attack or casting a spell automatically spoils a creature's hiding status. [PHB p. 177]
Incapacitated: Creature can't take actions or reactions. [PHB p. 290]
Improvised Damage: Benchmark examples below. [DMG p. 249]
* 1d10: Burned by coals, hit by a falling bookcase, pricked by a poison needle.
* 2d10: Being struck by lightning, stumbling into a fire pit.
* 4d10: Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid.
* 10d10: Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream.
* 18d10: Being submerged in lava, being hit by a crashing flying fortress.
* 24d10: Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster.
Incorporeal: The creature can move through other creatures and objects as if they were difficult terrain. The creature takes 5 (1d10) force damage if it ends its turn inside an object. [Based on stats for a specter, MM p. 279]
Insane/Mad: Resisted by a Wisdom or Charisma saving throw. Degree of severity varies. [DMG p. 258]
Short-Term Madness
* Typically incapacitated, stunned or unconscious. [see DMG p. 259]
* Lasts for 1d10 minutes (typically about 5 minutes).
* Suppressed by Calm Emotions spell (lasts concentration, up to 1 minute).
* Cured by Lesser Restoration spell. (Remove Curse or Dispel Evil may also work.)
Long-Term Madness
* Typically suffers disadvantage on saving throws and ability checks for two abilities. [see DMG p. 260]
* Lasts for 1d10 x 10 hours (typically about 4 days).
* Suppressed by Calm Emotions spell (lasts concentration, up to 1 minute).
* Cured by Lesser Restoration spell. (Remove Curse or Dispel Evil may also work.)
Indefinite Madness
* Creates a new character flaw. [see DMG p. 260]
* Lasts until cured.
* Suppressed by Calm Emotions spell (lasts concentration, up to 1 minute).
* Cured by Greater Restoration spell, but not Lesser Restoration. (Remove Curse or Dispel Evil may also work.)
Inspired (Bardic Inspiration): Creature may add 1d6 to one ability check, attack roll, or saving throw once up to 10 minutes after being inspired by a bard. More powerful bards grant bonuses of 1d8 (levels 5 to 9), 1d10 (levels 10 to 14), or 1d12 (level 15 or higher). [PHB p. 53]
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 and may always attempt to hide as an action. The creature's location can be detected by noise or tracks. Attackers who do not know the invisible creature's space automatically miss, otherwise attack rolls against the creature have disadvantage. An invisible creature's attack rolls have advantage. Note that the spell Invisibility (2nd level) ends immediately when a creature attacks or casts a spell, but Greater Invisibility (4th level) does not. [PHB p. 291]
Ki Point: Mystic energy used by monks of 2nd level or higher to use ki-specific class features. Those features listed below are common to all monks; specific subclasses will have additional uses for ki points.
* Flurry Of Blows (1 point): Make two unarmed strikes as a bonus action.
* Patient Defense (1 point): Use Dodge as a bonus action.
* Step Of The Wind (1 point): Use Disengage or Bash as bonus action, and double jump distance.
* Deflect Missiles (1 point, min. monk 3rd level): Roll to reduce ranged weapon damage.
* Stunning Strike (1 point, min. monk 5th level): Hit targets must Constitution save or be stunned (cannot move, attacks disadvantaged) until end of monk's next turn.
* Diamond Soul (1 point, min. monk 14th level): Reroll a failed saving throw.
* Empty Body (4 points, min. monk 15th level): Turn invisible, resistance to all but force damage.
* Empty Body (8 points, min. monk 15th level): Cast astral projection spell.
Knocked Out: Creature at 0 hit points but the damage from the last attacker is declared to be an incapacitating blow instead of a killing blow. The creature becomes Unconscious and Stable. [PHB p. 198]
Lockpicking / Open Locks: Requires a Dexterity (Thieves Tools) check. DC 12 for locked doors, DC 15 for common locks (chest, padlock). The spell Arcane Lock increases the DC by +10. [PHB p. 152, DMG p. 103]
Marked: Creature suffers an extra 1d6 damage whenever hit by the caster who placed the mark, and the caster gains advantage on Wisdom (Perception) and Wisdom (Survival) ability checks to find the creature. [From the spell Hunter's Mark, PHB p. 251.]
Martial Arts: During a turn, a monk character may use the Attack action and a bonus action to make three unarmed attacks or one weapon attack plus two unarmed attack in turn. Or, for 1 ki point, make four unarmed attacks in a turn. (Opportunity attack is a seperate reaction, possible once per round.) Minimum damage from each of these attacks varies by monk level [PHB p. 77]:
* 1d4 + Str or Dex ... Monk level 1 to 4
* 1d6 + Str or Dex ... Monk level 5 to 10
* 1d8 + Str or Dex ... Monk level 11 to 16
* 1d10 + Str or Dex ... Monk level 17 to 20
Metamagic: Sorcery points are used by sorcerers of 2nd level or higher to gain extra spell slots via Flexible Casting, or at 3rd level or higher, power Metamagic effects. Sorcerers have a number of Sorcery Points equal to their levels (min. 2nd level), and spent points are regained after a long rest.
* Careful Spell (1 point): # Charisma modifier automatically save vs. spell's effect.
* Distant Spell (1 point): Use touch spell at 30 feet, or double range of ranged spell.
* Empowered Spell (1 point): Reroll # Charisma modifier spell damage dice.
* Extended Spell (1 point): If spell duration 1 minute or more, doubles duration (up to max. 24 hours).
* Heightened Spell (3 points): Gives target disadvantage on first saving throw vs. spell.
* Quickened Spell (2 points): Change action casting time to only take a bonus action.
* Subtle Spell (1 point): Ignore somatic or verbal components.
* Twinned Spell (# points = spell level, min. 1): Spell that only affects one target instead affects two targets.
Sorcerers of 2nd level or higher can use the Flexible Caster class feature to convert spell slots to or from sorcery points.
* Gain 1st Level Spell Slot (2 points)
* Gain 2nd Level Spell Slot (3 points)
* Gain 3rd Level Spell Slot (5 points)
* Gain 4th Level Spell Slot (6 points)
* Gain 5th Level Spell Slot (7 points)
Obscurement: In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area - such as darkness, opaque fog, or dense foliage - blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
Observed: Creature is within sight of enemies. In combat, all attackers can be assumed to be actively watching everything in range of sight. A creature cannot hide while being watched.
Paralyzed: Creature is incapacitated (can't take actions or reactions) 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. [PHB p. 291]
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 10, and it ceases aging. The creature is incapacitated (can't take actions or reactions), 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. [PHB p. 291]
Poisoned: Creature has disadvantage on attack rolls and ability checks. [PHB p. 292]
Pounce: If creature moves at least 20 ft. straight toward a target and then hits it with a melee attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the attacking creature can make one melee attack against it as a bonus action. [Based on several beasts in MM. DC may vary per the creature's Challenge Rating or ability scores.]
Prone: Creature's only movement option is to crawl, unless it stands up and ends this 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. [PHB p. 292]
Psionic Energy Dice: Used for telekinetic class features of the Fighter (Psi Warrior), including Protective Field (reaction to reduce damage), Psionic Strike (add damage to a hit), or Telekinetic Movement (lift and move Large or smaller objects 30 feet). Number and type of dice are based on the fighter's level. [TCoE, p. 43]
Fighter (Psi Warrior) Psi Dice By Level
* Level 3 to 4 ... 4 dice (1d6 each)
* Level 5 to 8 ... 6 dice (1d8 each)
* Level 9 to 10 ... 8 dice (1d8 each)
* Level 11 to 12 ... 8 dice (1d10 each)
* Level 13 to 16 ... 10 dice (1d10 each)
* Level 17 to 20 ... 12 dice (1d12 each)
Raging: Creature not wearing heavy armor gains advantage on Strength checks and Strength saving throws, gains a damage bonus of at least +2 to melee attack hits, and gains damage resistance (half damage, round down) to bludgeoning, piercing, and slashing damage. While raging, the creature can't cast or concentrate on spells. A rage ends early if the creature is knocked unconscious, or if its turn ends and it has not either attacked a hostile creature or taken damage since its last turn. A creature may end a rage as a bonus action. [PHB p. 48]
Readied: Creature's action happens as a reaction immediately after a specific condition happens ("an enemy comes through that door"). Creature may choose to not perform the action after the condition triggers. If the condition does not occur before the creature's next turn, the reaction is wasted. [PHB p. 193]
Resting (Short Rest): Takes at least 1 hour. Creatures may spend 1 to all hit dice to regain lost hit points. Constitution modifiers add to each die roll. Some classes regain use of specific class features: Barbarians (rage), Bards (level 5 or more, Bardic Inspiration), Clerics (Channel Divinity), Druids (Wild Shape), Fighters (Action Surge, Second Wind, Combat Superiority dice, Arcane Shot), Monks (ki points), Paladins (Channel Divinity), Warlocks (Pact Magic), Wizards (Arcane Recovery, spell slots equal to level). [PHB p. 186]
Resting (Long Rest): Takes at least 8 hours, allowed once every 24 hours. Most creatures must spend 6 hours sleeping (exception, elves), and 2 hours in other light activity (like keeping watch). Creatures with at least 1 hit point regain all hit points, regain hit dice equal to half total (wearing no or light armor) or one-quarter hit dice (wearing medium or heavy armor), and remove one level of exhaustion. Creatures also regain all uses of class features (spellcasting slots, Font of Magic sorcery points, etc.). [PHB p. 186, XGtE p. 77-78]
Going Without A Long Rest
Staying awake and unrested forces daily Constitution saving throws to avoid gaining a level of exhaustion.
* No save needed: 24 hours or less (under a day)
* DC 10: No rest for 24 to 48 hours (1 to 2 days)
* DC 15: No rest for 48 to 72 hours (2 to 3 days)
* DC 20: No rest for 72 to 96 hours (3 to 4 days)
* DC 25: No rest for 96 to 120 hours (4 to 5 days)
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. [PHB p. 292]
Scroll Of Protection: Any literate character may use a scroll of protection; spellcasting ability is not required. Each scroll works against a specific type of creature (aberrations, beasts, elementals, etc.). Using an action to read the scroll encloses the user in an invisible barrier that extends to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder. The cylinder moves and remains centered on the user. However, if the user moves in such a way that a creature of the specified type would be inside the cylinder, the effect ends. A blocked creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. [DMG p. 199]
Searching: Creature used its action to perform either an Intelligence (Investigation) or Wisdom (Perception) ability check to notice or find something. Recognizing a secret door requires DC 14 Wisdom (Perception); a separate DC 14 Intelligence (Investigation) ability check is needed to locate its opening mechanism. House Rule: Searching a chest, body, or 5-foot section of wall takes one action. Searching an entire room (walls, floor, ceilings, inside furniture) takes 1 minute (10 rounds), or longer for room larger than 30 ft. x 30 ft. [PHB p. 192; DMG p. 103-104]
Shove: Requires an action, or replacing one attack for creatures with multiple attacks under the Attack action. Target must be no more than one size larger than the creature and must be within reach. Creature makes a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If creature wins the contest, target is either knocked prone or pushed 5 feet away. [PHB p. 195]
Size: Special rules on specific creature sizes...
* Tiny: Creature occupies a space of 2.5 ft. x 2.5 ft. (one square); typically averages 1.5 ft. tall and 4 lbs. Carrying capacity in pounds is equal to Strength ability score x 7.5; push, pull or drag Strength x 15. Tiny creatures may not attack using weapons with the "Heavy" property, and attack with disadvantage using weapons sized for Small or Medium creatures. [House Rules, mostly.]
* Small: Creature occupies a space of 5 ft. x 5 ft. (one square); typically averages 3 ft. tall and 35 lbs. Creature can squeeze (move at half speed) through 2.5 ft. openings. Carrying capacity in pounds is equal to Strength ability score x 15; push, pull or drag Strength x 30. Small creatures attack with disadvantage when using weapons with the "Heavy" property. [House Rules plus PHB p. 147.]
* Medium: Creature occupies a space of 5 ft. x 5 ft. (one square); typically averages 6 ft. tall and 280 lbs. Creature can squeeze (move at half speed) through 2.5 ft. openings. Carrying capacity in pounds is equal to Strength ability score x 15; push, pull or drag Strength x 30. [House Rules, mostly.]
* Large: Creature occupies a space of 10 ft. x 10 ft. (4 squares); typically averages 12 ft. tall and 1,250 lbs. Creature can squeeze (move at half speed) through 5 ft. openings. Carrying capacity in pounds is equal to Strength ability score x 30; push, pull or drag Strength x 60. Weapons for large creatures do 1 extra die of damage compared to medium-sized weapons. [House Rules, mostly.]
* Huge: Creature occupies a space of 15 ft. x 15 ft. (9 squares); typically averages 24 ft. tall and 9 tons Creature can squeeze (move at half speed) through 10 ft. openings. Carrying capacity in pounds is equal to Strength ability score x 60; push, pull or drag Strength x 120. Weapons for huge creatures do 2 extra dice of damage compared to medium-sized weapons. [House Rules, mostly.]
* Gargantuan: Creature occupies a space of 20 ft x 20 ft. (16 squares) or larger; typically averages 48 ft. tall and 580 tons. Creature can squeeze (move at half speed) through 15 ft. openings. Carrying capacity in pounds is equal to Strength ability score x 120; push, pull or drag Strength x 240. Weapons for gargantuan creatures do 4 extra dice of damage compared to medium-sized weapons. [House Rules, mostly.]
Sleeping: Creature is Unconscious but may be instantly woken up if taking damage or another uses an action to shake or slap the creature. [From the spell Sleep, PHB p. 276.]
Slowed: Creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. [From the spell Slow, PHB p. 277.]
Sneak Attack: Once per turn, a rogue character deals extra damage to one creature hit if attacking with advantage using a finesse or ranged weapon. The rogue doesn't need advantage if an enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and the rogue don't have disadvantage on the attack. This damage matches the weapon type and stacks with bonus damage from other sources (spells, other class abilities). On a critical hit, sneak attack dice are doubled. Sneak attack damage varies by rogue level [PHB p. 94]:
* +1d6 ... Rogue level 1 to 2
* +2d6 ... Rogue level 3 to 4
* +3d6 ... Rogue level 5 to 6
* +4d6 ... Rogue level 7 to 8
* +5d6 ... Rogue level 9 to 10
* +6d6 ... Rogue level 11 to 12
* +7d6 ... Rogue level 13 to 14
* +8d6 ... Rogue level 15 to 16
* +9d6 ... Rogue level 17 to 18
* +10d6 ... Rogue level 19 to 20
Social Interactions: For Charisma (Persuasion, Deception, or Intimidation) ability checks, let the player's role-playing determine if an NPC is friendly, indifferent or hostile, then let the dice roll determine the target creature's reaction. These table could also be used for other reactions such as Wisdom (Animal Handling) or Charisma (Performance). [DMG p. 245]
Friendly
* 9 or less: Does as asked but no risks or sacrifices.
* 10 to 19: Accepts minor risk or sacrifice to do as asked.
* 20 or more: Accepts significant risk or sacrifice to do as asked.
Indifferent
* 9 or less: Offers no help but does no harm.
* 10 to 19: Does as asked but no risks or sacrifices.
* 20 or more: Accepts minor risk or sacrifice to do as asked.
Hostile
* 9 or less: Opposes actions and might take risks to do so.
* 10 to 19: Offers no help but does no harm.
* 20 or more: Does as asked but no risks or sacrifices.
Spell Scroll (Using): Takes an action to use the spell, regardless of the spell's normal casting time, and no components are needed. (The "magical focus" of such steps were done when the spell scroll was created.) If a character lacks access to the spell on the character's class list, the scroll is unintelligible. If the spell is on a character's class spell list but is of a higher level than can normally cast, the character must make a Spellcasting check (1d20 + Int/Wis/Cha + Proficiency Bonus) to successfully cast, else the scroll becomes ruined and the casting fails. The spell's saving throw DC and/or attack bonus are based on the level of the spell, not the scroll's user. [DMG p. 200]
* Cantrip ... Casting DC 10, Save DC 13, Attack Bonus +5
* 1st level spell ... Casting DC 11, Save DC 13, Attack Bonus +5
* 2nd level spell ... Casting DC 11, Save DC 13, Attack Bonus +5
* 3rd level spell ... Casting DC 12, Save DC 15, Attack Bonus +7
* 4th level spell ... Casting DC 13, Save DC 15, Attack Bonus +7
* 5th level spell ... Casting DC 14, Save DC 17, Attack Bonus +9
* 6th level spell ... Casting DC 15, Save DC 17, Attack Bonus +9
* 7th level spell ... Casting DC 16, Save DC 18, Attack Bonus +10
* 8th level spell ... Casting DC 17, Save DC 18, Attack Bonus +10
* 9th level spell ... Casting DC 18, Save DC 19, Attack Bonus +11
Spell Scroll (Copying): A wizard may add a scroll's spell into a spellbook by succeeding on an Intelligence (Arcana) check, DC equal to the casting DC show above for "Casting DC." The scroll is destroyed regardless of this check's success. [DMG p. 200]
Stable: Creature starts its turn with 0 hit points but has either succeeded at three death saving throws (see the Dying condition), or has been given first aid by another succeeding at a DC 10 Wisdom (Medicine) ability check or automatically using an action to expend one of 10 uses from a healer's kit. A stable creature is also Unconscious. If a stable creature takes any damage, its condition reverts back to Dying and it must resume making death saving throws based on the previous count. A stable creature that isn't healed automatically regains 1 hit point and is no longer Stable or Unconscious after 1d4 hours. [PHB p. 197]
Stunned: Creature is incapacitated (can't take actions or reactions), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. [PHB p. 292]
Suffocating: Creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). After that point, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, the creature drops to 0 hit points and is Dying, and it can't regain hit points or be stabilized until it can breathe again.
Surprised: Creature cannot move and cannot take an action on the first turn of combat, and cannot take a reaction until that turn ends. Any creature that doesn't notice a threat - Wisdom (Perception) vs. Dexterity (Stealth) - is surprised at the start of an encounter. [PHB p. 189]
Telepathy (As A Language): Creature can communicate mentally with another creature within a specified range, regardless of seeing the targeted receiver. The contacted creature doesn't need to share a language with the telepathic creature to communicate, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation. A telepathic creature can initiate or terminate a telepathic conversation without using an action, but if incapacitated, it can't initiate telepathic contact and any current contact is terminated. Contact is also broken as soon as the two creatures are no longer within range of each other or if the telepathic creature contacts a different creature within range. A creature within the area of an antimagic field or in any other location where magic doesn't function can't send or receive telepathic messages. [MM, p. 9]
Trampling Charge: If the creature moves at least 20 ft. straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra two dice (2d#) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. [Based on several beasts in MM. DC may vary per the creature's Challenge Rating or ability scores.]
Tremorsense: Out to a specific radius range, creature can detect and pinpoint the origin of vibrations provided the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. [MM, p. 9]
Truesight: Out to a specific range, creature can see in normal and magical darkness, see into the Ethereal Plane, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. [PHB p. 183]
Two-Weapon Fighting: Requires the Attack action and a bonus action, with a light weapon in each hand (club, dagger, light hammer, sickle, scimitar, shortsword, hand crossbow). If creature has extra attacks on the Attack action, the off-hand bonus action adds only one attack. The ability modifier is not added to the damage of the off-hand weapon. If either weapon has the Thrown property, the creature can throw the weapon instead of making a melee Attack with it. [PHB p. 195]
Unconscious: Creature is incapacitated (can't take actions or reactions), 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. (There are no official rules on waking an unconscious creature, but a common rule of thumb states any action that restores 1 hit point also makes a creature conscious.) [PHB p. 292]
Weapon Property - Ammunition: Drawing ammunition from a caseis part of the Attack action (the creature needs a free hand to load a one-handed weapon). After combat, a creature may use the Search action for 1 minute to recover half the ammunition used. [PHB p. 146]
Weapon Property - Burst Fire: Allows a creature to either make a normal single-target attack (normal or long range) or spray a 10 ft. cube within normal range only (not long range). If spray, each target must DC 15 Dexterity saving throw or suffer normal damage. Spraying burst fire uses up 10 rounds/charges of ammunition. (Automatic rifle.) [DMG p. 267]
Weapon Property - Finesse: Use either Strength or Dexterity modifier for the attack and damage rolls. (Dagger, dart, rapier, scimitar, shortsword, whip.) [PHB p. 147]
Weapon Property - Heavy: Small creatures suffer disadvantage to use for attacks. (Glaive, greataxe, greatsword, halberd, maul, pike.) [PHB p. 147]
Weapon Property - Light: May be used as an off-hand weapon for bonus attacks when two-weapon fighting. (Club, dagger, light hammer, sickle, scimitar, shortsword, hand crossbow.) [PHB p. 147]
Weapon Property - Loading: Can only fire one piece of Ammunition to attack as an Action, Bonus Action, or Reaction, regardless of the number of attacks a creature can normally make. (Light crossbow, blowgun, hand crossbow, heavy crossbow.) [PHB p. 147]
Weapon Property - Range: Lists two numbers: first the normal range in feet as a normal attack, and the second in long range as the maximum distance in which attacks suffer disadvantage. Targets beyond the second number can't be attacked. (Thrown weapons, ranged weapons.) Note that ranged spells only have a normal range beyond which targets can't be affected; spells do not have a long range. If making a weapon or spell ranged attack with a (not incapacitated) hostile opponent within 5 ft, the ranged attack is made with disadvantage. [PHB p. 147, p. 195]
Weapon Property - Reach: Adds 5 ft. reach to for Attacks and Opportunity Attacks. (Glaive, halberd, lance, pike, whip.) [PHB p. 147]
Weapon Property - Thrown: If melee weapon, and also make a ranged attack. (Dagger, handaxe, javelin, light hammer, spear, dart, trident, net.) [PHB p. 147]
Weapon Property - Two-Handed: Requires two hands to use as an Attack. (Greatclub, light crossbow, shortbow, glaive, greataxe, greatsword, halberd, maul, pike, heavy crossbow, longbow.) [PHB p. 147]
Weapon Property - Versatile: May be used one-handed, or two-handed for greater damage. (Quarterstaff, spear, battleaxe, longsword, trident, warhammer.) [PHB p. 147]
Weapon Property - Silvered: Adds 100 gp to the cost of a single weapon or 10 pieces of ammunition. Does not change damage but may overcome the Damage Resistance of certain creatures (such as lycanthropes). [PHB p. 148]
Wounded (Light): Creature has suffered damage equal to more than one-quarter its total hit points. [House Rule]
Wounded (Serious) (also called Bloodied): Creature has suffered damage equal to more than half its total hit points. [House Rule]
Wounded (Critical): Creature has suffered damage equal to more than three-quarters its total hit points. [House Rule]
HOUSE RULES
Drinking & Intoxication: House rule adapted from Crit Games LLC: For each hour of steady drinking of alcohol, a creature must succeed at a DC 10 Constitution saving throw or advance one level of inebriation. (DMs may rule faster or harder drinking requires a save every 30 minutes instead.) Effects of inebriation are cumulative. To cast a spell, a caster must make a DC 10 Constitution saving throw or the spell fails. The spell is not wasted. A short rest removes one level of inebriation; a long rest removes all effects of inebriation.
Inebriation Levels
* Level 1: Disadvantage on Charisma (Persuasion and Deception); advantage against becoming Frightened.
* Level 2: Disadvantage on all ability checks; roll Hit Dice and gain temporary hit points.
* Level 3: Disadvantage on Saving Throws; cannot Dash or move more than 10 ft. in the same direction.
* Level 4: Disadvantage on attack rolls; damage resistance against all types of damage.
* Level 5: Becomes Unconscious.