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Created August 22, 2024 16:07
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Condition Summary (PHB 277)

Blinded

  • You grant combat advantage.
  • You can’t see any target (your targets have total concealment).
  • You take a –10 penalty to Perception checks.
  • You can’t flank an enemy.

Dazed

  • You grant combat advantage.
  • You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can’t take immediate actions or opportunity actions.
  • You can’t flank an enemy.

Deafened

  • You can’t hear anything.
  • You take a –10 penalty to Perception checks.

Dominated

  • You’re dazed.
  • The dominating creature chooses your action. The only powers it can make you use are at-will powers.

Dying

  • You’re unconscious.
  • You’re at 0 or negative hit points.
  • You make a death saving throw every round.

Helpless

  • You grant combat advantage.
  • You can be the target of a coup de grace.
  • Note: Usually, you’re helpless because you’re unconscious.

Immobilized

  • You can’t move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.

Marked

  • You take a –2 penalty to attack rolls for any attack that doesn’t target the creature that marked you.

Petrified

  • You have been turned to stone.
  • You can’t take actions.
  • You gain resist 20 to all damage.
  • You are unaware of your surroundings.
  • You don’t age.

Prone

  • You grant combat advantage to enemies making melee attacks against you.
  • You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies.
  • You’re lying on the ground. (If you’re flying, you safely descend a distance equal to your fly speed. If you don’t reach the ground, you fall.)
  • You take a –2 penalty to attack rolls.
  • You can drop prone as a minor action.

Restrained

  • You grant combat advantage.
  • You’re immobilized.
  • You can’t be forced to move by a pull, a push, or a slide.
  • You take a –2 penalty to attack rolls.

Slowed

  • Your speed becomes 2. This speed applies to all your movement modes, but does not apply to teleportation or to a pull, a push, or a slide.
  • You can’t increase your speed above 2, and your speed doesn’t increase if it was lower than 2.
  • If you’re slowed while moving, stop moving if you have already moved 2 or more squares.

Stunned

  • You grant combat advantage.
  • You can’t take actions.
  • You can’t flank an enemy.

Surprised

  • You grant combat advantage.
  • You can’t take any actions.
  • You can’t flank an enemy.

Unconscious

  • You’re helpless.
  • You take a –5 penalty to all defenses.
  • You can’t take actions.
  • You fall prone, if possible.
  • You can’t flank an enemy.

Weakened

  • Your attacks deal half damage. Ongoing damage you deal is not affected.

Death and Healing (PHB 295)

Death Saving Throw

  • Roll: 1-9 fail; 10-19 no change; 20 spend a healing surge and become conscious.
  • Failures reset only upon rest.

Healing the Dying

  • Heal DC 15 check (standard action) will stabilize the dying; no further saving throws unless additional damage is taken.
  • Any healing starts at 0 hit points plus healing effect.
  • If the healing effect requires the use of a healing surge and you have none, gain 1 hit point.

Actions in Combat (PHB 286)

Aid Another Attack: Standard Action

  • Targeted melee basic attack vs. AC 10. On hit, deal no damage, but one chosen ally gets +2 bonus on the next attack against the target or +2 to all defenses against the target's next attack against the ally; bonus expires at the end of your next turn.

Aid Another Skill/Ability Check: Standard Action

  • Skill or ability check vs. DC 10. On success, one chosen ally gets +2 bonus on the next same skill or ability check; bonus expires at the end of the ally's next turn.

Bull Rush: Standard Action

  • Adjacent target within 1 size larger or smaller. Strength check vs. Fortitude. On success, push the target 1 square and shift into the vacated square.

Charge: Standard Action

  • Move at least 2 squares from the starting position, directly to the nearest square where you can attack an enemy. At the end of the move, make a melee basic attack with a +1 bonus on the attack. After the attack, no further actions on your turn (unless you spend an action point).

Coup de Grace: Standard Action

  • Targeted attack, using any power (including basic attack), against an adjacent, helpless enemy. On hit, automatic critical and if you deal more damage than the target's bloodied value, the target is automatically killed.

Crawl: Move Action

  • When prone, move at half speed.

Escape: Move Action

  • When grabbed, make an Athletics check vs. Fortitude or an Acrobatics check vs. Reflex. On success, end the grab and may shift 1 square.

Grab: Standard Action

  • Target enemy (up to one size smaller or larger). Strength attack vs. Reflex within melee reach. On hit, the target is immobilized. Sustain as a minor action. End as a free action. The grab is ended by an escape or any condition that would prevent an attack of opportunity (e.g., dazed, surprised, stunned, unconscious) or moved via slide, pull, or push. Strength attack vs. Fortitude as a move action to move up to half speed, carrying the grabbed target.

Opportunity Attack: Opportunity Action

  • Triggered by movement out of a square adjacent to you; but not a shift, slide, pull, push, or teleport; expanded by threatening reach. Also triggered by adjacent ranged or area power. When triggered, you can make an interrupting melee basic attack against the triggering enemy. No more than once per triggering enemy's turn.

Run: Move Action

  • Move up to speed +2. You have -5 to all attacks and grant combat advantage to all enemies until the start of your next turn.

Second Wind: Standard Action

  • Spend a healing surge to regain hit points and gain +2 to all defenses until the start of your next turn. May only be used once per encounter.

Shift: Move Action

  • Move 1 square without provoking opportunity attacks. Cannot shift into difficult terrain.

Squeeze: Move Action

  • Large and larger creatures reduce space by 1; other creatures squeeze into smaller spaces. Move half speed as part of the squeeze. You have -5 to all attacks and grant combat advantage until you return to your normal space. End as a free action.

Stand Up: Move Action

  • Stand up from prone. Only if your space is occupied, you may shift 1 square to an unoccupied square.

Total Defense: Standard Action

  • +2 to all defenses until the start of your next turn.

Walk: Move Action

  • Move your speed.

Other

  • Standard Actions: Administer potion; Equip/stow shield; Basic Melee Attack; Basic Ranged Attack.
  • Move Actions:
  • Minor Actions: Draw/sheathe weapon; Drink potion; Open/close door or chest; Pick up an item; Retrieve/stow item.

Attacking (PHB 279)

Attack Modifiers (PHB 279)

  • Combat Advantage against Target +2
  • Attacker is Prone -2
  • Attacker is Restrained -2
  • Target has Cover -2
  • Target has Superior Cover -5
  • Target has Concealment* -2
  • Target has Total Concealment* -5
  • Long Range (Weapon attacks only) -2
  • Charge Attack (Melee only) +1

* Melee/Ranged only*

Combat Advantage

  • +2 bonus on attacks.
  • Must be able to see the target.
  • Granted when the target is balancing, blinded, climbing, dazed, flanked, helpless, prone (melee only), restrained, running, squeezing, stunned, surprised, unable to see the attacker, unaware of the attacker, unconscious, etc.

Cover, Concealment, Invisibility

Cover (PHB 280)

  • -2 penalty on attacks (-5 for superior cover).
  • Area/Close attacks trace from origin.
  • Reach attacks affected by cover.
  • [Trace from one corner of the attacker’s square to all corners of one of the target’s squares. 1 or 2 blocked is cover; 3 or 4 blocked is superior cover.]

Concealment (PHB 281)

  • -2 penalty on attacks (-5 for total concealment); melee and ranged attacks only.
  • Concealment is lightly obscured or heavily obscured and adjacent.
  • Total concealment is total obscurement/darkness or heavily obscured nonadjacent.

Invisibility (PHB 281)

  • Invisibility grants total concealment.
  • Creatures know the location of invisible creatures unless the invisible creature uses stealth.
  • A perception check (minor action) can reveal the location of an invisible creature.

Difficulty Class and Damage By Level (DMG 42)

Level Easy Moderate Hard Low Medium High Low Medium High
1-3 5 10 15 1d6+3 1d10+3 2d6+3 3d6+3 2d10+3 3d8+3
4-6 7 12 17 1d6+4 1d10+4 2d8+4 3d6+4 3d8+4 3d10+4
7-9 8 14 19 1d8+5 2d6+5 2d8+5 3d8+5 3d10+5 4d8+5
10-12 10 16 21 1d8+5 2d6+5 3d6+5 3d8+5 4d8+5 4d10+5
13-15 11 18 23 1d10+6 2d8+6 3d6+6 3d10+6 4d8+6 4d10+6
16-18 13 20 25 1d10+7 2d8+7 3d8+7 3d10+7 4d10+7 4d12+7
19-21 14 22 27 2d6+7 3d6+8 3d8+7 4d8+7 4d10+7 4d12+7
22-24 16 24 29 2d6+8 3d6+8 4d6+8 4d8+8 4d12+8 5d10+8
25-27 17 26 31 2d8+9 3d8+9 4d6+9 4d10+9 5d10+9 5d12+9
28-30 19 28 33 2d8+10 3d8+10 4d8+10 4d10+10 5d10+10 5d12+10

DCs to Break or Burst (PHB 262)

Doors

  • Break down wooden door: 16
  • Break down barred door: 20
  • Break down iron door: 25
  • Break down adamantine door: 29

Portcullis

  • Force open wooden portcullis: 23
  • Force open iron portcullis: 28
  • Force open adamantine portcullis: 33

Walls

  • Break through wooden wall (6 in.): 26
  • Break through masonry wall (1 ft.): 35
  • Break through hewn stone wall (3 ft.): 43

Other

  • Burst rope bonds: 26
  • Burst iron chains: 30
  • Burst adamantine chains: 34
  • Smash wooden chest: 19
  • Smash iron chest: 26
  • Smash adamantine box: 32

Food, Drink, and Lodging (PHB 222)

Price

Food

  • Meal, Common: 2 sp
  • Meal, Feast: 5 gp

Drink

  • Ale, Pitcher: 2 sp
  • Wine, Bottle: 5 gp

Inn Stay (per day)

  • Typical Room: 5 sp
  • Luxury Room: 2 gp

Rations

  • Trail Rations (10 days): 5 gp
  • Journeybread (10 days): 50 gp

Light Sources

Source Rad Bright Time
Candle 2 Dim 1 hour
Torch 5 Bright 1 hour
Lantern 10 Bright 8 hours/pint
Campfire 10 Bright 8 hours
Sunrod 20 Bright 4 hours
Phosph. Fungi 10 Dim -
Brazier 10 Bright 8 hours

Skills

* Trained only*

Knowledge Skills

  • Arcana, Dungeoneering, History, Nature, and Religion

General

  • Common: 10
  • Expert: 20
  • Master: 25
  • Paragon Tier: +5
  • Epic Tier: +10

Monster Knowledge

  • Name, type, keywords: 15
  • Powers: 20
  • Resistances, vulnerabilities: 25
  • Paragon tier creature: +10
  • Epic tier creature: +15

Acrobatics (Dexterity)

  • Acrobatic Stunt: Such as swing, somersault, slide, etc. Base: 15
  • Balance (part of a move action): Narrow (12 inches) or unstable: 20, Very narrow (6 inches): +5, Narrow and unstable: +5
    • Move half speed over surface, granting combat advantage.
    • Failure by 5+: Fall and lose the rest of the move.
    • Failure by less: Lose the rest of the move.
    • Must make a new check if you take damage.
  • Escape from Grab: See Grab
  • Escape from Restraints (5 minutes): Base: ~20
  • As a standard action: +10, Narrow and unstable: +5
  • Reduce Falling Damage* (free action if falling, or move action if jumping down): Reduce damage by 1⁄2 check result.

Arcana (Intelligence)

  • Arcana Knowledge: Magic-related (any DC) or far realms (minimum DC 25).
  • Monster Knowledge: Elemental, the fey, or the shadow origin, or is a construct.
  • Detect Magic*:
    • Identify conjuration or zone (minor action): 15 + 1⁄2 power level
    • Identify ritual (standard action): 20 + 1⁄2 ritual’s level
    • Identify magical effect (standard action): 15 + 1⁄2 effect’s level
    • Sense presence of magic within 5 + your level squares (1 minute): 20 + 1⁄2 level of magic phenomenon.

Athletics (Strength)

  • Climb (part of a move action):
    • For 1 person: 15
    • For 5 persons: 25
    • Adjustments: ±5
  • Climb at half speed, granting combat advantage.
    • Failure by 5+: Fall and lose the rest of the move.
    • Failure by less: Lose the rest of the move.
    • Must make a new check if you take damage (at +5 DC if damage makes you bloodied).
    • Free action to catch hold and self-arrest if you fall while climbing with DC at +5 (plus damage if fall results from damage).
  • Escape from Grab: See Grab
  • High Jump (part of a move action):
    • Vertical distance cleared (in feet) is check result divided by 10 (5 with 2 square running start). Add 133% of height for maximum reach.
  • Long Jump (part of a move action):
    • Horizontal distance cleared (in squares) is check result divided by 10 (5 with 2 square running start). Vertical distance is 1⁄4 horizontal distance.

Swim (part of a move action):

  • Calm water: 10
  • Rough water: 15
  • Stormy water: 20
    • Swim at half speed (or tread water).
    • Failure by 5+: Sink 1 square and risk drowning.
    • Failure by less: Lose the rest of the move.

Bluff (Charisma)

  • Bluff (standard action in combat):
    • Opposed by Insight.
    • Feint (standard action in combat): Gain combat advantage until the end of your next turn. 1 per encounter.
    • Diversion (standard action in combat): Create a diversion allowing you to use Stealth to hide. 1 per encounter.

Diplomacy (Charisma)

  • Diplomacy influence others with tact, subtlety, and social grace.

Dungeoneering (Wisdom)

  • Dungeoneering Knowledge: Underground environment, hazards, or clues (any DC).
  • Monster Knowledge: Aberrant origin.
  • Forage (1 hour):
    • For 1 person: 15
    • For 5 persons: 25
    • Adjustments: ±5

Endurance (Constitution)

  • Endure extreme weather: ~15
  • Resist disease: ?
  • Ignore hunger (after 3 weeks): 20 + 5/day
  • Ignore thirst (after 3 days): 20 + 5/day
  • Hold breath (each round after

3 minutes): 20 + 5/round

  • Hold breath (maintain after damage): 20
  • Swim or tread water after 1 hour: 15 + 2/hour

Heal (Wisdom)

  • Use Second Wind (standard action): 10 Adjacent character can use second wind to regain hit points (but not defense bonus).
  • Stabilize Dying (standard action): 15 Adjacent dying character can stop making dying saving throws.
  • Grant Saving Throw (standard action): 15 Adjacent character can make an immediate saving throw or gain +2 bonus on saving throw on his turn.
  • Treat Disease (part of treated character’s extended rest): Heal check can replace Endurance check for disease effects. Adjacent character can make an immediate saving throw or gain +2 bonus on saving throw on his turn.

History (Intelligence)

  • Knowledge

Insight (Wisdom)

  • Sense (minor action in combat):
    • Sense motives/attitudes: 10 + 1⁄2 creature’s level
    • Sense outside influence: 25 + 1⁄2 effect’s level
    • Recognize illusory effect: 15 + 1⁄2 effect’s level

Intimidate (Charisma)

  • Intimidate (minor action in combat):
    • Opposed by Will (+10 if target is hostile; +5 if target is unfriendly).
    • Force a bloodied target to surrender, get a target to reveal secrets against its will, or cow the target into some other action.

Nature (Wisdom)

  • Nature Knowledge: Natural world, terrain, climate, weather, plants, or seasons (any DC).
  • Monster Knowledge: Natural origin.
  • Forage (1 hour):
    • For 1 person: 15
    • For 5 persons: 25
    • Adjustments: ±5
  • Handle Animal: Calm, teach trick, or otherwise handle a natural beast.

Perception (Wisdom)

  • Perception (no action if passive, minor action for active, 1 minute to search a square):
    • May be opposed by Stealth.
  • Listen:
    • Battle: 0
    • Normal conversation: 10
    • Whispers: 20
    • Through a door: +5
    • Through a wall: +1
    • More than 10 squares away: +2
  • Spot/Search:
    • Barely hidden: 10
    • Well hidden: 25
    • More than 10 squares away: +2
  • Find Tracks:
    • Soft ground (snow, loose dirt, mud): 15
    • Hard ground (wood or stone): 25
    • Rain or snow since traces were made: +10
    • Each day since tracks were made: +2
    • Quarry obscured tracks: +5
    • Huge or larger creature: -5
    • Group of ten or more: -5

Religion (Wisdom)

  • Religion Knowledge: Gods, religious traditions and ceremonies, divine effects, holy symbols, theology (any DC).
  • Monster Knowledge: Immortal or undead.

Stealth (Dexterity)

  • Hide (at end of move action):
    • Opposed by Perception (all enemies present) (+5 if you move more than 2 squares; +10 if you run).
    • In combat, you can make a Stealth check only if you have superior cover or total concealment, or there is no line of sight.
    • You can remain hidden as long as you keep out of sight, keep quiet, keep still, and don’t attack.

Streetwise (Charisma)

  • Streetwise (1 hour): Collect useful information, rumors, etc. in a settlement.
    • Typical settlement: 15
    • Hostile settlement: 20
    • Totally alien settlement: 30
    • Information is readily available: -2
    • Information is hard to come by: +5
    • Information is secret or guarded: +10

Thievery (Dexterity)

  • Disable Trap (standard action):
    • Heroic tier: 20
    • Paragon tier: 30
    • Epic tier: 35
    • Using tools: -2
    • Delay (instead of disable): -5
    • Failure by 5+: Trigger trap.
    • Failure by less: No effect.
  • Open Lock (standard action):
    • Heroic tier: 20
    • Paragon tier: 30
    • Epic tier: 35
    • Using tools: -2
  • Pick Pocket (standard action):
    • Base: 20 + 1⁄2 target’s level
    • Failure by 5+: Target notices.
    • Failure by less: No effect.
  • Sleight of Hand (standard action):
    • Base: 15

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