[go: up one dir, main page]

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

D&D Movement and Action Guide

The document summarizes movement, actions, bonus actions, reactions, conditions, environmental effects, and cover that can occur during combat in Dungeons & Dragons. It details the different types of movement and actions a character can take on their turn, including moving, attacking, casting spells, dashing, dodging, and more. It also covers bonus actions, reactions, conditions that can alter a character's capabilities, effects of different lighting levels, and types of cover obstacles can provide.

Uploaded by

pvthudson01
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
704 views2 pages

D&D Movement and Action Guide

The document summarizes movement, actions, bonus actions, reactions, conditions, environmental effects, and cover that can occur during combat in Dungeons & Dragons. It details the different types of movement and actions a character can take on their turn, including moving, attacking, casting spells, dashing, dodging, and more. It also covers bonus actions, reactions, conditions that can alter a character's capabilities, effects of different lighting levels, and types of cover obstacles can provide.

Uploaded by

pvthudson01
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

MOVEMENT LIMITED BY MOVEMENT SPEED

You can move at any time during your turn (before, after, or during actions).
Move Climb Swim
Cost: 5ft per 5ft Cost: 10ft per 5ft Cost: 10ft per 5ft
Dropprone Crawl Standup
Cost: 0ft Cost: 10ft per 5ft Cost: half movement speed
Highjump Longjump Improvise
Cost: 5ft per 5ft Cost: 5ft per 5ft Any stunt not on this list
Difficultterrain Grapplemove
Cost modifier: +5ft per 5ft Modifier: speed halved

ACTION 1/TURN
You can also interact with one object or feature of the environment for free.
Attack Grapple Shove
Melee or ranged attack Special melee attack Special melee attack
Castaspell Dash Disengage
Cast time of 1 action Double movement speed Prevent opportunity attacks
Dodge Escape Help
Increase defenses Escape a grapple Grant an ally advantage
UseObject Useshield Hide
Interact, use special abilities Equip or unequip a shield
Search Ready Useclassfeature
Choose trigger and action Some features use actions
Improvise
Any action not on this list

BONUS ACTION MAX. 1/TURN


You can take a bonus action only when a special ability, spell, or feature states that you can do something as a bonus
action.
OffhandAttack Castaspell Useclassfeature
Use with the Attack action Cast time of 1 bonus action Some features use bonus actio

REACTION MAX. 1/ROUND


A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's.
Opportunityattack Readiedaction Castaspell
Enemy leaves your reach Part of your Ready action Cast time of 1 reaction
CONDITION
Conditions alter your capabilities in a variety of ways, and can arise as a result of a spell, a class feature, a monster's
attack, or other effect.
Blinded Charmed Deafened
You can't see You are charmed You can't hear
Exhaustion Frightened Grappled
You are exhausted You are frightened You are grappled
Incapacitated Invisible Paralyzed
You can't take actions or reacti You can't be seen You are paralyzed
Petrified Poisoned Prone
You are transformed into stone You are poisoned You are prone
Restrained Stunned Unconscious
You are restrained You are stunned You are unconscious

ENVIRONMENTAL EFFECTS
Effects that obscure vision can prove a significant hindrance to most adventuring tasks.
Lightlyobscured Heavilyobscured
Disadvantage on Perception Effectively blind

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


Brightlight Dimlight Darkness
Normal vision Lightly obscured Heavily obscured

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

Obstacles can provide cover during combat, making a target more difficult to harm.
Halfcover Three-quarterscover Fullcover
Low wall, furniture Portcullis, arrow slit Completely concealed

You might also like