Miscellaneous rules not fitting into the other sections can be found here.
While in initiative, you may use a set number of action points (AP) on each
of your turns. By default, you may only use 3 AP per round,
though some effects may either grant you additional AP, or
restrict you to using fewer.
Unless otherwise stated, you may not take a particular action more than
once on the same turn, even if you have enough AP available.
Free Action. Free actions take little time or effort on your part to peform, including actions such as interacting with an object. They cost 0 AP to use.
Minor Action. A minor action is an especially swift action, and costs only 1 action point to use.
Standard Action. Most actions that a character can take, such as the Attack action, are standard actions costing 2 AP.
Major Action. Some actions are especially intensive, like the Charge action, and cost 3 AP to use.
No Action. Ending concentration on a spell, or dropping an item that you are holding require no AP, and may be done at any point.
A companion is a creature that follows you for some reason, be that
because you befriended it, or you have bound it by magic. In combat, a
companion takes its turn immediately after yours. Unless you use a minor
action to command your companion to take some specific action on its
turn, it will take the Dodge action.
Natural Weapons are considered melee weapons with the Light property which the character is proficient with. By default, every characters' fists are considered Natural Weapons dealing 1 bludgeoning damage on a hit.
Under the point buy system, you have 18 points to spend to increase your ability
scores from -1 up to 3. Each score has a point cost associated with it, increasing
in cost as the scores get higher. The exact costs are detailed in the table below.
Each size has an associated "size die." These dice often correspond to monster's hit dice, but are also referenced by other rules such as falling.
Size Dice
|
Minuscule | 1d1 |
Tiny | 1d4 |
Small | 1d6 |
Medium | 1d8 |
Large | 1d10 |
Huge | 1d12 |
Gargantuan | 1d20 |
Weapons may have a variety of properties that affect how they may be used.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a small creature to use effectively.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. If a character is wielding a light weapon in both its mainhand and offhand, it may use the offhand attack minor action on its turn.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity for the attack and damage Rolls. You must use the same modifier for both rolls.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Loading. Because of the time required to load this weapon, you can fire only one piece of Ammunition from it each time you use AP or a reaction, regardless of how many attacks you can normally make at a time.