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.
At the table
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Conditions
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
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 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
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
Frightened contains two separate limits. Line of sight controls the listed roll penalty; it is not written as a prerequisite for the restriction on willingly moving closer.
Conditions
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
Incapacitated is often included inside another condition. Resolve its complete list even when the visible label on the character is Stunned, Paralyzed or Unconscious.
Conditions
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
Paralyzed combines Incapacitated with additional movement, saving throw and attack consequences. Apply the distance requirement to a hit before declaring it a critical hit.
Conditions
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
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 affects your movement and attacks, while incoming attacks depend on the attacker’s distance. Record Speed before pricing the movement needed to stand.
Conditions
Restrained has broader combat effects than Grappled, but it is not automatic incapacitation. Keep the creature’s available actions separate from its movement and roll penalties.
Conditions
Stunned includes Incapacitated and two further effects. It does not contain every clause of Paralyzed, even though both conditions can look similar in a scene.
Conditions
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 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
Disengage provides a specific protection for movement during the current turn. It does not supply extra distance, undo every hazard or last through all future movement.
Actions
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 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
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
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 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 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 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.
Equipment
Check the category a character is trained to wear before resolving a test or spell. The rule gives different consequences for untrained armor and an untrained shield.
Turns
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 provides sight without relying on physical vision, but its range and Total Cover limit still matter. Darkness and invisibility do not remove those limits.
Turns
A Bonus Action is available only when a rule gives a specific use. Having several possible uses gives a choice, not additional Bonus Actions on the same turn.
Hazards
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
A Burrow Speed allows movement through particular materials. It does not automatically turn every wall, floor or mountain into a traversable surface.
Movement
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.
Magic
Concentration can end through damage, a new concentration effect, incapacity or death. For damage, calculate the save from damage actually taken and apply the edition’s stated DC cap.
Damage
A critical attack changes damage dice, not every number in the damage expression. Keep the attack roll and the damage calculation as separate steps.
Damage
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.
Senses
Darkvision upgrades lighting within a specified range. It does not make every dark scene look like daylight or restore color information in Darkness.
Movement
A space either is Difficult Terrain or is not. Multiple reasons for that classification do not multiply the Difficult Terrain movement cost.
Checks
Expertise enhances a particular skill proficiency. It doubles the Proficiency Bonus for that check, not the ability modifier or the complete check total.
Hazards
A fall has a damage calculation and a landing consequence. Landing in liquid provides a possible Reaction and check, rather than automatically eliminating all fall damage.
Movement
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.
Combat
Grappling describes establishing and ending a hold. Use it alongside the Grappled condition, which describes the held creature’s ongoing restrictions.
Checks
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.
Movement
High Jump uses the Strength modifier, and reaching above the leap also uses the jumper’s height. Keep vertical leap, arm reach and movement cost as separate quantities.
Magic
An illusion’s description tells you which senses it deceives. General environmental details can appear convincing without giving the illusion physical substance or weight.
Equipment
A makeshift weapon normally has its own damage, range and proficiency rules. A GM-approved resemblance to an existing weapon can replace that procedure with the named weapon’s rules.
Combat
This option applies when a melee attack would reduce a creature to zero Hit Points. It changes the resulting Hit Points and starts a specific unconscious recovery process.
Movement
Long Jump uses the Strength score for distance after a qualifying run-up. Its distance permission does not grant free movement beyond the amount available on the turn.
Rest
A Long Rest has sleep, activity, timing and interruption requirements. Record actual rest progress so an interruption is resolved using this edition’s resume rule.
Magic
The Magic action covers action-time spells and features that require it. A spell taking at least a minute has a continuing action and Concentration requirement during casting.
Combat
An Opportunity Attack uses a Reaction and occurs at a specific point in another creature’s departure. Visibility, movement source and available Reaction all matter.
Senses
Passive Perception is a score used by the GM for awareness without a conscious check. Build it from the complete Perception check bonus, then apply the stated Advantage or Disadvantage adjustment.
Turns
A Reaction responds to a defined trigger and can happen on another creature’s turn. Its availability refreshes at the start of your next turn, not at every round boundary.
Magic
A prepared spell with the Ritual tag can be cast using the ritual option. This trades extra casting time for no spell-slot expenditure; it does not create an upcast version.
Rest
A Short Rest takes an hour and has specific interruption rules. Its recovery dice can be spent one at a time after the rest is completed, with a minimum recovery per die.
Turns
When multiple things happen at the same time on a turn, the person whose turn it is chooses their order. Establish that they share a timing point before applying this rule.
Hazards
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.
Movement
Swimming consumes additional movement unless the creature uses a Swim Speed. Rough water can call for a check, but that question is separate from the normal movement cost.
Movement
Teleportation changes position without crossing the intervening space. Its general rules cover movement, possessions, occupants and blocked destinations, while the specific effect controls additional permissions.
Senses
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.
Senses
Truesight lists specific enhancements within its range. Apply each listed benefit to the relevant visual effect without turning the sense into unlimited knowledge or an instruction to end the effect.
Combat
An Unarmed Strike has three different outcomes. The damage option uses an attack roll; the ordinary grapple and shove options instead make the target roll a saving throw.
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.
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.