Table ReadyMaps. Stories. Less prep.
More table time.

At the table

Make the next rules call.

Practical SRD 5.2.1 guides: read the rule, work through a specific decision, and keep a printable card beside the dice.

These are optional fifth-edition rules references. Our original adventures remain system-neutral.

60 guides

Conditions

Blinded: sight checks and attack rolls

Separate a task that requires sight from a task that merely becomes harder without it. Blinded changes specific rolls; it does not remove every way a character can interact with a scene.

Conditions

Charmed: restrictions without mind control

Read the condition separately from the spell or ability that caused it. Charmed protects the charmer from certain harm and changes social checks; additional instructions must come from the originating effect.

Conditions

Deafened: decide which checks need hearing

Deafened is a narrow sensory condition. The important ruling is whether the information being sought depends on sound, rather than assuming that all observation or communication becomes impossible.

Conditions

Exhaustion: calculate the current penalties

SRD 5.2.1 uses one cumulative level counter. Track that level before calculating a D20 Test or Speed change, and use this edition’s arithmetic instead of a condition table from another edition.

Conditions

Grappled: targets, movement and dragging

A grapple is not the same as restraint or incapacitation. Keep the grappler’s identity on the table because it determines which attack rolls the condition penalizes.

Conditions

Invisible: who can see you matters

Invisible changes targeting and rolls, with an explicit exception for a creature that can somehow see you. Check that observer separately instead of treating visibility as one global yes-or-no state.

Conditions

Petrified: weight, damage and immunity

Petrified changes both the creature’s material state and its game effects. Keep resistance to damage separate from immunity to a condition; they do not mean the same thing.

Conditions

Poisoned: which rolls are affected?

The Poisoned condition imposes two categories of roll penalty. A poison may also cause damage, saves or a specific duration, but those instructions come from the poison or other effect itself.

Conditions

Prone: standing up and attacker distance

Prone affects your movement and attacks, while incoming attacks depend on the attacker’s distance. Record Speed before pricing the movement needed to stand.

Conditions

Unconscious: what remains after waking?

Unconscious bundles several effects and explicitly leaves one of them behind when it ends. Track held objects and posture as well as the immediate attack and saving throw consequences.

Actions

Dash: use your modified Speed

Dash adds movement for the current turn. Calculate it from the Speed that applies now, including modifiers, and distinguish gaining movement from making movement free.

Actions

Dodge: when the benefits apply and end

Dodge is a temporary defensive action with specific visibility and loss conditions. Mark its expiry and recheck it when the character is immobilized or incapacitated.

Actions

Help: choose the check or the attack

Help has two distinct uses. Declare which one you are taking so the table knows who gets Advantage, what roll it applies to and when the benefit expires.

Actions

Hide: requirements, check and discovery

The Hide action has positioning requirements before the roll and named ways for hidden status to end. Keep the successful check total available for a later search.

Actions

Influence: decide whether a check is needed

Start with the request and the creature’s response, not a reflexive Persuasion roll. The Influence action distinguishes willing, unwilling and hesitant responses before assigning a check.

Actions

Ready: trigger, reaction and held spells

Ready trades your current action for a later response within a limited window. Write the trigger and response separately, then reserve the Reaction needed to carry it out.

Actions

Search: choose the right Wisdom skill

Search is about discerning something that is not obvious. Name the information being detected before picking the skill, so a hidden object, a mental state and tracks do not all default to the same roll.

Actions

Study: match a question to a knowledge skill

Study uses an Intelligence check to retrieve or interpret important information from memory, a clue, a book or another source. State the question and the source of knowledge before selecting the skill.

Turns

Attack: equip a weapon and move between attacks

The Attack action includes specific opportunities to equip a weapon and, when a feature grants multiple attacks, to divide movement between them. Identify which attacks belong to the action.

Senses

Blindsight: check range and Total Cover

Blindsight provides sight without relying on physical vision, but its range and Total Cover limit still matter. Darkness and invisibility do not remove those limits.

Hazards

Burning: stop recurring fire damage

Burning deals damage at the start of each turn until the fire is extinguished. Track the damage timing separately from the action used to put it out.

Movement

Climbing: budget movement before making a check

A climbing route has a movement cost even when no check is needed. A difficult surface can add a check at the GM’s option; success does not itself make the climb cost no movement.

Damage

Damage Threshold: a gate, not damage subtraction

A damage threshold determines whether one instance deals damage at all. Once the instance reaches the threshold, the rule applies the entire instance rather than subtracting the threshold.

Checks

Expertise: double proficiency once

Expertise enhances a particular skill proficiency. It doubles the Proficiency Bonus for that check, not the ability modifier or the complete check total.

Movement

Flying: check hover before a forced fall

A flying creature can fall when specific conditions or a zero Fly Speed apply. The ability to hover provides an exception; being airborne alone does not.

Checks

Heroic Inspiration: commit to the reroll

Heroic Inspiration can reroll any die immediately after it is rolled. The new result is mandatory, so the decision carries a real possibility of a worse roll.

Hazards

Suffocation: track its Exhaustion separately

Suffocation has a breath-holding period and then adds Exhaustion each turn. Recovery from breathing again removes the levels gained from suffocation, so keep their source visible.

Senses

Tremorsense: locate without granting sight

Tremorsense pinpoints locations through a shared surface or liquid. Knowing a location is not the same as seeing a target, especially when another feature requires sight.

Each guide links its official source page. Examples and summaries are adaptations; consult the full effect when a spell, item or creature adds a special rule.

Source and reuse

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.

The explanation, example and table prompt are Table Ready adaptations; source text has been reflowed. This guide and its printable card are available under the same CC BY 4.0 license. Independent reference; no official affiliation. These rules are optional for our system-neutral adventures.