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Player Handout, 5e Rules

D&D 5e Rules

 

Gameplay Rules

 

Between Adventures

 

Homebrew

 

Hero Builder's Guidebook

   

How To Be A Dungeon Master

 

Player Handout

 

Actions on your Turn:

  • You may move up to your speed and take one combat action, one bonus action, and one reaction.
  • You can divide up your movement between actions.
  • Minor and free actions such as interacting with an object and speaking can also be taken.
 

Combat Actions:

  • Attack. Roll a melee or ranged weapon attack.
  • Cast a Spell. Cast a spell with a casting time of 1 action.
  • Dash. Move extra distance equal to your current speed.
  • Disengage. Your movement this turn does not provoke attacks of opportunity.
  • Dodge. Attacks made against you have disadvantage and you have advantage on Dexterity saving throws until the start of your next turn. No longer applies if your speed drops to 0 or you are incapacitated.
  • Escape a Grapple. Roll your Athletics or Acrobatics check vs. opponents Athletics.
  • First Aid. Roll a Medicine check to stabilize a dying creature.
  • Grapple. Replaces one attack. Roll your Athletics check vs. opponents Athletics or Acrobatics. On success, target becomes Grappled. Cannot be used on creatures more than one size larger than you.
  • Help. Give target advantage on next ability check they make before the start of your next turn, or on an attack against a creature within 5 feet of you before the start of your next turn.
  • Hide. Roll a stealth check to become hidden.
  • Ready. Ready an action to use later when a certain trigger occurs. Using this is a reaction and does not interrupt the trigger. Spells require concentration until they go off.
  • Search. Roll a Perception or Investigation check to actively search an area.
  • Shove. As Grapple, but can choose to push 5 feet away or knock prone. Can try to shove aside to another space within 5 feet of you, but roll at disadvantage.
  • Use an Object. Use an object requiring an action to use (e.g. using a magic item, drinking a potion, using a tinderbox to light a torch, etc.)
 

Bonus Actions:

  • You may take a Bonus Action once during your turn if you have a special ability to do so. Examples include making an attack with your second light weapon, a class feature, or casting a spell whose casting time is a Bonus Action.
  • When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand.
 

Reactions:

  • You may take a Reaction on someone else's turn if you have a special ability with a specific trigger to do so. When you take a Reaction, you can’t take another until the start of your next turn.
 

Ability Checks/Attack Rolls/Saving Throws:

  • Roll d20 + Ability modifier + Proficiency Bonus (if proficient).
  • Passive Check: 10 + all modifiers that normally apply.
 

Advantage/Disadvantage:

  • If you have advantage on a die roll, roll two dice and keep the highest.
  • If you have disadvantage on a die roll, roll two dice and keep the lowest.
 

Damage Rolls:

  • Roll the number of damage dice + your Ability modifier (do not add your proficiency bonus).
  • Attacks made with a second light weapon as a bonus action don't receive your ability modifier, unless that modifier is a negative, or if you have a class feature such as two-weapon fighting style.
 

Critical Hits:

  • If you roll a 20 on an Attack roll, that’s a critical hit! Your attack automatically hits, and you roll double the number of damage dice to go along with your regular modifiers. So double all dice, including features such as divine smite or sneak attack, but not ability modifiers or features such as dueling or archery fighting style.
 

Inspiration:

  • Gain Inspiration as a reward for good roleplaying, epic heroism, achieving an important goal or victory, or immersive genre emulation.
  • Expend Inspiration to gain advantage on one ability check, attack roll, or saving throw.
  • You can give your Inspiration to another creature allied with you.
 

Death & Dying:

  • Death Saving Throws. If you start your turn with 0 HP, roll a d20. On a 10 or higher, you succeed; on a 9 or lower, you fail. At three successes, you are stabilized; at three failures, you are dead. A natural 20 gains 1 HP, a natural 1 counts as 2 failures.
  • Stablizing. A dying creature can also be stabilized if another creature rolls a DC 10 Medicine check. Stable creatures do not make death saving throws and regain 1 HP after 1d4 hours.
  • Healing. A dying creature can return to action if another creature casts a healing spell or force feeds a healing potion.
  • Damage While Dying. You suffer a saving throw failure if you take damage while dying, 2 failures if it's a critical hit, and instant death if the damage equals or exceeds max HP.
  • Instant Death. If you drop to 0 HP and there is damage remaining that exceeds your maximum HP, you die instantly.
 

Short Rest:

  • Expend Hit Dice to replenish lost hit points.
  • Your class may also allow you to regain certain features.
  • Short rests last at least 1 hour.
 

Long Rest:

  • You must have at least 1 hit point to gain any benefits.
  • You regain all hit points, all spell slots, and expended Hit Dice equal to half your level.
  • You can only benefit from one long rest every 24 hours.
  • Long rests last at least 8 hours.
 

Conditions:

  • Blinded. Automatically fail sight-dependent checks, disadvantage to your attacks, advantage to hostile attacks. (Homebrew: blind creatures can perceive the locations and identities of other creatures in order to attack with disadvantage, within a range equal to Passive Perception rounded up to the nearest 5 feet.)
  • Charmed. Cannot hurt or attack the charmer. Charmer has advantage on social ability checks.
  • Deafened. Automatically fail all hearing-dependent checks.
  • Frightened. Disadvantage on checks and attacks while source of fear is in line of sight. Cannot deliberately move closer to source of fear.
  • Grappled. Speed reduced to 0, no bonuses apply. Ends when grappler is incapacitated, you escape, or you are forcibly separated. Grappler can move with you at half speed.
  • Incapacitated. Cannot take actions or reactions.
  • Invisible. Heavily obscured while hiding; you still make noise and tracks. Advantage while attacking, hostiles have disadvantage.
  • Paralyzed. Incapacitated, cannot move or speak. Auto-fail Strength and Dexterity saves. Hostiles have advantage. Attacks that hit you from within 5 feet are automatic critical hits.
  • Petrified. Your weight increases tenfold. You are incapacitated and unaware of your surroundings. Hostiles have advantage. Auto-fail Strength and Dexterity saves. Resist all damage, poison, and disease.
  • Poisoned. You have disadvantage on attack rolls and ability checks.
  • Prone. Can only crawl at half speed until you stand up. Attacks have disadvantage. Hostiles have advantage within 5 feet and disadvantage over 5 feet. Standing up uses half of your base movement.
  • Restrained. Speed reduced to 0. Your attacks and Dexterity saves have disadvantage. Hostiles have advantage.
  • Stunned. Incapacitated, cannot move, and speaks haltingly and in fragments. Auto-fail Strength and Dexterity saves. Hostiles have advantage.
  • Unconcious. Incapacitated, prone, cannot move or speak, and unaware of surroundings. Auto-fail Strength and Dexterity saves. Hostiles have advantage on attacks against you. Attacks that hit you from within 5 feet are automatic critical hits.
 

Exhaustion

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
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.  

Lifestyle Expenses

Lifestyle Price/Day
Wretched
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp minimum
Self-Sufficiency. The expenses and lifestyles assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford—paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and son on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.

Maintaining this kind of lifestyle doesn't require to spend any coin, but it is time-consuming. If yous pend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.  

Character Advancement:

Experience Points Level Proficiency Experience Points Level Proficiency
0 1 +2 85,000 11 +4
300 2 +2 100,000 12 +4
900 3 +2 120,000 13 +5
2,700 4 +2 140,000 14 +5
6,500 5 +3 165,000 15 +5
14,000 6 +3 195,000 16 +5
23,000 7 +3 225,000 17 +6
34,000 8 +3 265,000 18 +6
48,000 9 +4 305,000 19 +6
64,000 10 +4 355,000 20 +6
 

MadMaxwellP216's House Rules:

Social Contract

  • We are all here to have fun and we can't do that at someone else's expense.
  • Respect all players at the game table.
  • Rules as written but rule of cool can be invoked occasionally.
  • No inter-party combat or stealing. RP before dice.
  • Don't look up monster stats during combat.
  • No RP of sexual violence or torture.
 

Optional Rules in Effect

  • Inspiration can be used as a mulligan for any single d20 roll.
  • Every other diagonal movement costs double.
  • Carry capacity rules in effect but not encumbrance.
  • Flanking with facing rules:
    • Creatures freely choose on their turn to face one of four cardinal directions that determines three adjacent squares in front of them.
    • If there are no hostile creatures adjacent to a target creature, then if a hostile creature approaches the target, the target can choose to freely face the hostile. The target can't change direction if it is already adjacent to another hostile.
    • Attacks made from the side or back of a creature gain advantage but not attacks from the front.
  • Combat Actions: additional options found in the Dungeon Master's Guide on pg 271.
    • Climb onto a Bigger Creature.
      • A suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make an Athletics or Acrobatics check contested by the target's Acrobatics check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.
      • The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making an Athletics check contested by the smaller creature's Athletics or Acrobatics check. The smaller creature chooses which ability to use.
    • Disarm.
      • A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Athletics check or Acrobatics check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
      • The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
    • Overrun.
      • Bonus action.
      • When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Athletics check contested by the hostile creature's Athletics check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.
    • Shove Aside.
      • With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Athletics check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.
    • Tumble.
      • Bonus action.
      • A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Acrobatics check contested by the hostile creature's Acrobatics check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.
 

Character Creation

  • Anything officially published in a book by WotC.
  • Standard Array or Point Buy ability scores
  • Starting equipment:
    • 1st—4th: Normal starting equipment
    • 5th—10th: 500 gp plus 1d10 × 25 gp, one uncommon magic item, normal starting equipment
    • 11th—16th: 5,000 gp plus 1d10 × 50 gp, three uncommon magic items, one rare item, normal starting equipment
    • 17th—20th: 20,000 gp plus 1d10 × 250 gp, three uncommon magic items, two rare items, one very rare item, normal starting equipment

How to use Avrae dice roller in Discord

  • !r 1d20+2 adv (rolls with modifier & adv/dis)
  • !rr 3 1d4+1 (e.g. rolls 3 sets of 1d4+1 and adds them together for one target)
  • !rrr 4 1d20+2 15 (e.g. rolls 4 sets of 1d20+2 separately for different targets with an optional DC of 15)
  • !rrr 6 4d6kh3 (rolls 6 sets of 4d6 keeping highest 3 for generating ability scores)
 

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