- π©Έ Conditions
- π© Exhaustion
- π§± Cover
- π¦ Light & Vision
- π₯Ύ Travel Pace
- π― Typical DCs
- π Lifestyle Expenses
The Beholder's Gazette Β· Rules Quick Reference
π©Έ Conditions
- Blinded
- Can't see; fails any check that needs sight.
- Attacks against it have advantage; its own attacks have disadvantage.
- Charmed
- Can't attack the charmer or aim harmful abilities or magic at them.
- The charmer has advantage on social checks against it.
- Deafened
- Can't hear; fails any check that needs hearing.
- Exhaustion
- Six levels, each adding to the ones below. See the Exhaustion card.
- Frightened
- Disadvantage on checks and attacks while the source of its fear is in sight.
- Can't willingly move closer to that source.
- Grappled
- Speed 0, and no bonuses to speed apply.
- Ends if the grappler is incapacitated, or if something moves it out of the grappler's reach.
- Incapacitated
- No actions and no reactions.
- Invisible
- Can't be seen without magic or a special sense; counts as heavily obscured for hiding.
- Noise or tracks can still give away where it is.
- Attacks against it have disadvantage; its own attacks have advantage.
- Paralyzed
- Incapacitated; can't move or speak.
- Fails Strength and Dexterity saves.
- Attacks against it have advantage, and a hit from within 5 feet is a critical hit.
- Petrified
- Turned to stone (or similar) with its nonmagical gear; weighs ten times as much and stops aging.
- Incapacitated, can't move or speak, and unaware of its surroundings.
- Fails Strength and Dexterity saves; attacks against it have advantage.
- Resistant to all damage; immune to poison and disease (any already in it are paused, not cured).
- Poisoned
- Disadvantage on attack rolls and ability checks.
- Prone
- Can only crawl until it stands up, which ends the condition.
- Its attacks have disadvantage.
- Attacks against it have advantage from within 5 feet, and disadvantage from farther away.
- Restrained
- Speed 0, and no bonuses to speed apply.
- Attacks against it have advantage; its own attacks have disadvantage.
- Disadvantage on Dexterity saves.
- Stunned
- Incapacitated; can't move, and can barely speak.
- Fails Strength and Dexterity saves; attacks against it have advantage.
- Unconscious
- Incapacitated, can't move or speak, and unaware of its surroundings.
- Drops what it holds and falls prone.
- Fails Strength and Dexterity saves.
- Attacks against it have advantage, and a hit from within 5 feet is a critical hit.
π© Exhaustion
Effects stack: a creature suffers its current level and every level below it.
| 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 |
- A new source of exhaustion raises the level by the amount it says.
- A long rest with food and drink lowers the level by 1.
- All effects end once the level drops below 1.
π§± Cover
Cover only counts against attacks and effects from the far side of it. Use the best cover the target has; degrees don't add up.
- Half cover
- +2 to AC and Dexterity saves.
- At least half the body is blocked: a low wall, big furniture, a thin tree, another creature (friend or foe).
- Three-quarters cover
- +5 to AC and Dexterity saves.
- About three-quarters is blocked: a portcullis, an arrow slit, a thick tree trunk.
- Total cover
- Can't be targeted directly by an attack or spell, though an area effect can still reach it.
- Completely hidden behind an obstacle.
π¦ Light & Vision
- Bright light
- Normal sight. Daylight (even overcast) and the inner radius of a torch, lantern, or fire.
- Dim light
- Lightly obscured: disadvantage on Wisdom (Perception) checks that rely on sight. The edge of a light source, twilight and dawn, a very bright full moon.
- Darkness
- Heavily obscured: effectively blinded when trying to see into it. Night outdoors (most moonlit nights too), an unlit dungeon, magical darkness.
- Lightly obscured
- Dim light, patchy fog, moderate foliage.
- Heavily obscured
- Darkness, thick fog, dense foliage.
- Darkvision
- Within its range, dim light counts as bright and darkness as dim. No colors in darkness, only grays.
- Blindsight
- Perceives its surroundings within its range without needing sight.
- Truesight
- Within its range: sees through normal and magical darkness, sees invisible things, sees through illusions (and auto-saves against them), sees a shapechanger's true form, and sees into the Ethereal Plane.
| Light source | Bright | Dim (beyond) | Lasts |
|---|---|---|---|
| Candle | 5 ft | +5 ft | 1 hour |
| Torch | 20 ft | +20 ft | 1 hour |
| Lamp | 15 ft | +30 ft | 6 hours a flask of oil |
| Hooded lantern | 30 ft | +30 ft | 6 hours a flask (hood down: 5 ft dim) |
| Bullseye lantern | 60-ft cone | +60 ft | 6 hours a flask of oil |
π₯Ύ Travel Pace
| Pace | Minute | Hour | Day | Effect |
|---|---|---|---|---|
| Fast | 400 ft | 4 miles | 30 miles | β5 to passive Wisdom (Perception) |
| Normal | 300 ft | 3 miles | 24 miles | β |
| Slow | 200 ft | 2 miles | 18 miles | Can move stealthily |
- Forced march
- A day is 8 hours of travel. Each extra hour covers an hour's distance, then every traveler makes a Constitution save, DC 10 + 1 per hour past 8, or gains a level of exhaustion.
- Mounts
- A mount can gallop at twice the fast pace for about an hour.
- Difficult terrain
- Half speed: every foot of movement costs 2 feet.
π― Typical DCs
| Task | DC |
|---|---|
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
π Lifestyle Expenses
| Lifestyle | Per day | What it buys |
|---|---|---|
| Wretched | β | Sleeping rough, with nothing to call your own. |
| Squalid | 1 sp | A leaky room or a flophouse cot, among the desperate. |
| Poor | 2 sp | Plain food and a shared room; little comfort, but safe enough. |
| Modest | 1 gp | A clean room or a small home, and decent food. |
| Comfortable | 2 gp | A private room in a good inn, and good meals. |
| Wealthy | 4 gp | Fine lodgings, servants, and a seat at the best tables. |
| Aristocratic | 10 gp | A mansion, a household staff, and the company of the powerful (10 gp a day at least). |
The short descriptions are the Gazette's.
Nothing here matches. Try a shorter word.
These are short summaries of rules from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. The wording is the Gazette's; when a summary and the SRD disagree, the SRD wins.
Search filters the cards and highlights the matches, and the address bar keeps the search, so π Copy Link shares it. π¨οΈ Print prints the cards on screen as a two-column cheat sheet. The conditions are the same list as the Toolbox's Initiative tracker.
How to use the rules reference
Seven sections on one page: the fifteen conditions, from blinded and charmed to stunned and unconscious; the six levels of exhaustion; cover; light, darkness, and vision; travel pace; typical difficulty classes; and what each lifestyle costs per day. Type in the search box and the cards narrow to the ones that match, with the words highlighted. The links above the cards jump to a section.
At the table
- Someone is grappled, knocked prone, or frightened. Search the condition and read two lines instead of hunting through an index.
- The party wants to push on through the night. Check the travel pace for miles per day and the forced march rules for what it costs them.
- A goblin ducks behind a low wall. Half cover or three-quarters? The cover card settles it before anyone starts arguing.
- Print it before the session as a two-column cheat sheet and tape it inside your screen.
Works with
The same conditions appear in the Toolbox's Initiative tracker, and any section can go on your DM Screen as a card. For the spells and monsters the rules keep getting dragged into, see the Spellbook and the Bestiary.