top of page

Basic Non-Combat Task Resolution/Ability Check

 

Whenever you want to take an action that has a chance of failure or has an element of risk, roll d20, adding the appropriate attribute.

 

If the action is something that you would be good at, based on your background and/or class, add your Proficiency bonus to the result as well.

Alternatively, select two attributes. Every action you take that involves that attribute, also gets your Proficiency bonus.

 

If the roll result is equal or higher than the DC set by the DM, you succeed. The quality or degree of your success or failure can vary based on the margin by which you beat or failed the DC. DCs are usually 10 for Easy tasks, 15 for Moderate tasks, and 20 for Hard tasks.

 

Combat Resolution

 

During your turn, you get Movement, 1 Normal Action, and 1 Bonus Action

 

A. Movement

 

Default speed is 30 feet / 6 squares. You can stagger your movement between actions as long as your total movement consumed has not yet reached your maximum allowed.

 

You can drop Prone at any time without consuming an action. Getting up from being Prone costs half your maximum movement (Speed). If you have already consumed more than half your total movement, you cannot get up this turn.

 

B. Normal actions

 

1. Attack

2. Cast a Spell

3. Dash: Move again

4. Disengage: Movement does not cause Opportunity Attacks

5. Dodge: Attack rolls against you have Disadvantage, you can make DEX saving throws with Advantage

6. Help: The next ability check or attack roll made by an adjacent ally, before your next turn, has Advantage

7. Hide: Make a DEX/Stealth ability check. On success, you become hidden

8. Ready: Name an action and a trigger for the action. If the trigger happens before your next turn, you perform the action you named. This consumes your 1 Reaction per turn

9. Grapple: Make a STR ability check. The target will make a STR or DEX ability check. If you roll equal or higher, the target is Grappled. Grappled targets can escape by taking an action on their turn to make a STR or DEX ability check, opposed by the grappler's STR ability check.

10. Shove: Make a STR ability check. The target will make a STR or DEX ability check. If you roll equal or higher, the target will either be knocked Prone or will have to move back 5 feet/1 square. You can take Disadvantage on your STR ability check in exchange for being able to move the target in a direction besides straight back (Shove Aside)

11. Disarm: Make a melee attack roll. The target will make a STR or DEX ability check. If you roll equal or higher, your target's weapon will drop to the floor. If the target's weapon is two-handed, the Disarm's attack roll has Disadvantage

12. Overrun: Make a STR ability check. The target will make a STR ability check. If you roll equal or higher, you can move through the space occupied by the target. You can replace the STR ability check with a DEX ability check, opposed by the target's DEX ability check (Tumble)

 

C. Bonus Actions

 

You get one Bonus Action. Many abilities are used via Bonus Action, such as a Barbarian activating his Rage or attacking with a dual-wielded second weapon. Since you only have one Bonus Action, you can only do one of these per turn, and you can only use Bonus Actions on abilities/spells that specifically say so.

 

D. Attacks

 

Select a weapon: Light weapons can be dual-wielded. Finesse weapons can use your DEX for attack and damage rolls. Versatile weapons can turn into two-handed weapons. Two-handed weapons require both hands. Describe your weapon.

 

Roll d20 + Proficiency bonus. Add STR, or you can choose to add DEX instead if it's a finesse/light/ranged weapon

If the result is equal to or higher than your target's AC, the attack hits.

If the attack hits, roll your damage dice. Add STR, or you can choose to add DEX instead if it's a finesse/light/ranged weapon

 

If you are dual-wielding two Light weapons, you can use a Bonus Action to attack with your second weapon, but you cannot add your STR/DEX to the damage.

 

If you make a ranged attack while you are within Reach of an active enemy, you will have Disadvantage on the attack roll

 

If an enemy moves out of your Reach, you can take an Opportunity Attack against them, which is a melee attack outside of your turn. The Opportunity Attack is resolved before the movement. This consumes your 1 Reaction/turn

 

Reach: Standard Reach is 5 feet/1 square. Two-handed melee weapons can be described as spears, or polearms, or other such long weapons, which increases your Reach to 10 feet/2 squares

 

E. Spells

 

If the spell calls for a spell attack, use your Spell Attack Roll. If the result is equal to or higher than your target's AC, the spell hits

 

If the spell calls for a ranged spell attack, you still have Disadvantage if you are within Reach of an active enemy

 

If the spell calls for a saving throw, the target must roll d20 + Attribute as stated in the spell + Proficiency if applicable. If the saving throw is equal to or higher than the caster's Spell Save DC, the saving throw is successful

 

Spellbook with Power cards

 

F. Inspiration

 

Whenever you complete a heroic act, or a stunt or maneuver that risked your life, the DM can award you Inspiration. At any time, you can spend Inspiration to gain Advantage to an attack roll, ability check, or saving throw.


The DM may also award Inspiration to reward players for roleplaying: performing acts that are consistent with the character’s background, personality, or identity.

 

H. Definition of Terms

 

Advantage/Disadvantage: If you have Advantage, roll 2d20 and take the higher result. If you have Disadvantage, roll 2d20 and take the lower result. If you have both Advantage and Disadvantage, they cancel out, regardless of the number of sources of either.

 

Concentration: the caster must Concentrate for the listed duration of the spell. If the caster takes damage, they must make a CON saving throw. DC is 10 or half the damage taken, whichever is higher. If the caster fails the saving throw, the effect of the spell is lost. A caster can only maintain Concentration on one spell at a time, but can otherwise move, take actions, or cast other non-Concentration spells normally.

 

Critical Hits: On a natural 20 attack roll, all damage dice are rolled twice, but flat modifiers, such as STR/DEX, are not

 

Grappled: The grappled target's movement is reduced to 0. The grappler's movement is halved, but the grappled target moves wherever the grappler moves. The grappler can release the grapple at any time.

 

Long Rest: Lasts 8 hours. Most abilities are restored, characters are restored to full HP, and up to half of all Hit Dice are recovered

 

Prone: Characters can drop to Prone at any time. Getting up from being Prone costs half your maximum movement (Speed). If you have already consumed more than half your total movement, you cannot get up this turn. Movement while Prone (Crawling) costs 3 times as much movement. A Prone character has Disadvantage on attack rolls. Attack rolls against a Prone target have Advantage if the target is within 5 feet, otherwise attack rolls have Disadvantage

 

Resistance: damage taken is reduced by half

 

Round: One round lasts 6 seconds

 

Short Rest: Lasts 1 hour. Certain abilities are restored, and characters can spend/roll their Hit Dice to restore HP


Temporary HP: Whenever you gain Temp HP while you already have some, you have to choose whether to take the new ones granted and discard the Temp HP that you already have, or vice-versa. Temp HP lasts until they are consumed (by damage) or until after a Long Rest.

bottom of page