General Rules Flashcards

1
Q

Rerolling on Adv and Disav

A

When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one.

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2
Q

Using Heroic Inspiration

A

If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.

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3
Q

If you already have Heroic Inspiration

A

Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, you can give it to a player character in your group who lacks it.

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4
Q

Weapon proficiency

A

Weapons. Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it.

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5
Q

Proficiency with tools

A

Tools. If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have Proficiency in the skill that’s also used with that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check.

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6
Q

Dodge action

A

If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage.

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7
Q

Losing benefits from dodge action

A

You lose these benefits if you have the Incapacitated condition or if your Speed is 0.

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8
Q

Help action to assist with attack roll

A

Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.

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9
Q

Help action ability check

A

Assist an Ability Check. Choose one of your skill or tool PROFISIENCIES and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn’t use it before the start of your next turn. The DM has final say on whether your assistance is possible.

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10
Q

Hide action

A

With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you.

On a successful check, you have the Invisible condition. Make note of your check’s total, which is the DC for a creature to find you with a Wisdom (Perception) check.

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11
Q

When does hide action condition end?

A

The condition ends on you immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.

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12
Q

Ready action (take action or move)

A

You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the zombie steps next to me, I move away.”

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13
Q

Ready action (spell casting)

A

When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.

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14
Q

Ready action (not bonus)

A

You cannot ready a bonus action or a spell with a casting time of a bonus action

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15
Q

Lightly obscured

A

In a Lightly Obscured area—such as an area with Dim Light, patchy fog, or moderate foliage—you have Disadvantage on Wisdom (Perception) checks that rely on sight.

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16
Q

Heavily Obscured

A

A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition

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17
Q

Dim Light.

A

Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area.

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18
Q

Darkness.

A

Darkness. Darkness creates a Heavily Obscured area.

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19
Q

Blindsight (limitation)

A

If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.

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20
Q

Darkvision

A

If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.

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21
Q

Tremorsense (limitation)

A

A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.

Tremorsense can’t detect creatures or objects in the air, and it doesn’t count as a form of sight.

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22
Q

Truesight

A

If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following:

Darkness. You can see in normal and magical Darkness.

Invisibility. You see creatures and objects that have the Invisible condition.

Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them.

Transformations. You discern the true form of any creature or object you see that has been transformed by magic.

Ethereal Plane. You see into the Ethereal Plane.

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23
Q

Burning

A

A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.

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24
Q

Suffocation [Hazard]

A

A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhuastion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.

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25
Q

Surprise.

A

If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.

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26
Q

Initiative. Ties.

A

Ties. If a tie occurs, the DM decides the order among tied monsters, and the players decide the order among tied characters. The DM decides the order if the tie is between a monster and a player character.

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27
Q

Moving around Other Creatures

A

During your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see the rules glossary), a Tiny creature, or a creature that is two sizes larger or smaller than you. Another creature’s space is Difficult Terrain for you unless that creature is Tiny or your ally.

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28
Q

Half Cover

A

+2 bonus to AC and Dexterity saving throws

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29
Q

Three-Quarters

A

+5 bonus to AC and Dexterity saving throws

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30
Q

Total Cover

A

Can’t be targeted directly

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31
Q

Range attack numbers

A

The smaller number is the normal range, and the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range, and you can’t attack a target beyond long range.

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32
Q

Ranged Attacks in Close Combat

A

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn’t have the Incapacitated condition

33
Q

Mounting and Dismounting

A

During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse.

34
Q

Controlling a Mount

A

The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

35
Q

Falling Off Mount

A

If an effect is about to move your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see the rules glossary) in an unoccupied space within 5 feet of the mount.

36
Q

Underwater Combat Weapons (Ranged)

A

A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon’s normal range, and the attack roll has Disadvantage against a target within normal range.

37
Q

Underwater Combat Weapons (Melee)

A

When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage.

38
Q

Underwater Combat Fire

A

Anything underwater has Resistance to Fire damage

39
Q

Knocking Out a Creature

A

When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check.

40
Q

Death save Rolling a 1 or 20.

A

Rolling a 1 or 20. When you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you regain 1 Hit Point.

41
Q

Damage at 0 Hit Points.

A

Damage at 0 Hit Points. If you take any damage while you have 0 Hit Points, you suffer a Death Saving Throw failure. If the damage is from a Critical Hit, you suffer two failures instead. If the damage equals or exceeds your Hit Point maximum, you die.

42
Q

Stabilizing a Character

A

You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check.

A Stable creature doesn’t make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.

43
Q

Temp hit points

A

Temporary Hit Points can’t be added to your Hit Points, healing can’t restore them, and receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points.

If you have 0 Hit Points, receiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.

44
Q

Blinded [Condition]

A

While you have the Blinded condition, you experience the following effects.

Can’t See. You can’t see and automatically fail any ability check that requires sight.

Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.

45
Q

Charmed [Condition]

A

While you have the Charmed condition, you experience the following effects.

Can’t Harm the Charmer. You can’t attack the charmer or target the charmer with damaging abilities or magical effects.

Social Advantage. The charmer has Advantage on any ability check to interact with you socially.

46
Q

Deafened [Condition]

A

While you have the Deafened condition, you experience the following effect.

Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.

47
Q

Exhaustion [Condition]

A

While you have the Exhaustion condition, you experience the following effects.

Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.

d20 Tests Affected. When you make a d20 Test, the roll is reduced by 2 times your Exhaustion level.

Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.

Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.

48
Q

Frightened [Condition]

A

While you have the Frightened condition, you experience the following effects.

Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.

Can’t Approach. You can’t willingly move closer to the source of fear.

49
Q

Grappled [Condition]

A

While you have the Grappled condition, you experience the following effects.

Speed 0. Your Speed is 0 and can’t increase.

Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.

Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.

50
Q

Incapacitated [Condition]

A

While you have the Incapacitated condition, you experience the following effects.

Inactive. You can’t take any action, Bonus Action, or Reaction.

No Concentration. Your Concentration is broken.

Speechless. You can’t speak.

Surprised. If you’re Incapacitated when you roll Initiative, you have Disadvantage on the roll.

51
Q

Invisible [Condition]

A

While you have the Invisible condition, you experience the following effects.

Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll.

Concealed. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed.

Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don’t gain this benefit against that creature.

52
Q

Paralyzed [Condition]

A

While you have the Paralyzed condition, you experience the following effects.

Incapacitated. You have the Incapacitated condition.

Speed 0. Your Speed is 0 and can’t increase.

Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.

Attacks Affected. Attack rolls against you have Advantage.

Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.

53
Q

Petrified [Condition]

A

While you have the Petrified condition, you experience the following effects.

Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.

Incapacitated. You have the Incapacitated condition.

Speed 0. Your Speed is 0 and can’t increase.

Attacks Affected. Attack rolls against you have Advantage.

Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.

Resist Damage. You have Resistance to all damage.

Poison Immunity. You have Immunity to the Poisoned condition.

54
Q

Poisoned [Condition]

A

While you have the Poisoned condition, you experience the following effect.

Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.

55
Q

Prone [Condition]

A

While you have the Prone condition, you experience the following effects.

Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can’t right yourself.

Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.

56
Q

Selling Equipment

A

Equipment fetches half its cost when sold. In contrast, trade goods and valuables—like gems and art objects—retain their full value in the marketplace. The Dungeon Master’s Guide has prices for magic items

57
Q

Heavy Weapon Property

A

You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.

58
Q

Finesse Weapon Property

A

When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

59
Q

Improvised Weapons

A

Proficiency. Don’t add your Proficiency Bonus to attack rolls with an improvised weapon.

Damage. On a hit, the weapon deals 1d4 damage of a type the DM thinks is appropriate for the object.

Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet.

60
Q

Light Weapon Property

A

When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

61
Q

Loading Weapon Property

A

Loading
You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.

62
Q

Weapon Mastery Properties

A

Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.

63
Q

Cleave (Mastery Property)

A

If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

64
Q

Graze (Mastery Property)

A

If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

65
Q

Nick (Mastery Property)

A

When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

66
Q

Push (Mastery Property)

A

If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

67
Q

Sap (Mastery Property)

A

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

68
Q

Slow (Mastery Property)

A

If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

69
Q

Vex (Mastery Property)

A

If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

69
Q

Topple (Mastery Property)

A

If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

70
Q

Armour Training Light, Medium or Heavy

A

If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any d20 Test that involves Strength or Dexterity, and you can’t cast spells.

71
Q

Shield

A

You gain the Armor Class benefit of a Shield only if you have training with it.

72
Q

What are considered D20 tests?

A

ability checks, saving throws, and attack rolls.

73
Q

Tool Proficiency

A

If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.

74
Q

Identify object without spell

A

you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear).

75
Q

Attune during a Short Rest

A

Attune during a Short Rest
Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (this can’t be the same Short Rest used to learn the item’s properties).

76
Q

Ending Attunement

A

Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed.

77
Q
A