📖 Quick Rules Reference
⚔️ Combat Round
Your Turn
- • Move: Up to your speed
- • Action: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use Object
- • Bonus Action: If available (class features, spells)
- • Free Interaction: Draw weapon, open door, etc.
Reactions
- • Opportunity Attack: When enemy leaves your reach
- • One per round: Resets at start of your turn
- • Counterspell/Shield: Common spell reactions
Initiative
- • Roll: d20 + Dexterity modifier
- • Turn Order: Highest to lowest
- • Surprise: Can't move or act on first turn
🎯 Attack Rolls & Damage
Making an Attack
- • Melee Attack: d20 + STR modifier + proficiency (if proficient)
- • Ranged Attack: d20 + DEX modifier + proficiency (if proficient)
- • Spell Attack: d20 + spellcasting modifier + proficiency
- • Hit if: Total ≥ target's AC
- • Natural 20: Critical hit (double damage dice)
- • Natural 1: Automatic miss
Damage & Effects
- • Damage: Roll weapon/spell dice + ability modifier
- • Critical Hit: Roll all damage dice twice
- • Resistance: Take half damage from that type
- • Vulnerability: Take double damage from that type
- • Cover: +2 AC (half), +5 AC (three-quarters)
🎲 Ability Checks & Saves
Ability Check
Roll: d20 + Ability Modifier + Proficiency (if proficient)
Common DCs:
- • DC 5: Very Easy
- • DC 10: Easy
- • DC 15: Medium
- • DC 20: Hard
- • DC 25: Very Hard
- • DC 30: Nearly Impossible
Saving Throws
Roll: d20 + Ability Modifier + Proficiency (if proficient)
Common Saves:
- • STR: Grapples, physical force
- • DEX: Dodging, reflexes
- • CON: Endurance, poison, concentration
- • INT: Mental effects, illusions
- • WIS: Perception, insight, charms
- • CHA: Banishment, possession
Advantage/Disadvantage: Roll 2d20, take higher (advantage) or lower (disadvantage). Multiple sources don't stack.
✨ Four Magic Systems
🔮 Arcane Magic
Users: Mages, Wandslingers
Ability: Intelligence
Resource: Mana Pool
- • Mana: Base + (INT mod × level)
- • Cost: Spell level = mana cost
- • Recovery: Long rest (100%)
- • All known spells available (no preparation)
✨ Divine Magic
Users: Clerics, Knights, most Bards
Ability: Wisdom
Resource: Daily/Instant Limits
- • Daily Limit: Level × WIS mod
- • Instant Limit: Prof. bonus + WIS mod
- • Overuse: Exhaustion + Burns
- • Burns: Can't heal with divine magic (use Fae)
- • All known spells available (no preparation)
🌿 Fae Magic
Users: Druids, Rangers
Ability: Wisdom
Resource: Spell Slots (traditional)
- • Slots: Granted by fey relationships
- • Half-caster progression (base)
- • Recovery: Long rest (all slots)
- • Safest system - no overuse risk
- • All known spells available (no preparation)
🔥 Infernal Magic
Users: Warlocks
Ability: Charisma
Resource: Tolerance (hidden limit)
- • Tolerance: CON mod + level (+ INT bonus)
- • Limits unknown to player
- • Overuse: Damage, exhaustion, mutations
- • Pact-based: Power from demons
- • All known spells available (no preparation)
⚡ Magic System Interactions
Opposite Actions (Violent Clash)
Divine ↔ Infernal
Brutal opposition. Higher spell level wins. Equal levels = both fail + damage.
Arcane ↔ Fae
Violent opposition. Compare mana/slot levels. Equal = mutual destruction.
Circle of Interference (Gentle Disruption - Clockwise)
Divine → Fae → Infernal → Arcane → Divine
Force concentration check (DC 10 + spell level). Disrupts casting, not ongoing effects.
Circle of Enhancement (Reinforcement - Counter-clockwise)
Divine → Arcane → Infernal → Fae → Divine
Combine for enhanced effects. Roll d20 for stability (1-3=fail, 18-20=spectacular). Note: Infernal → Fae is SAFE (no corruption).

🧘 Concentration
- • One spell at a time: Casting new concentration spell ends previous
- • When damaged: Make CON save
- • DC: 10 or half damage taken (whichever is higher)
- • Success: Maintain concentration
- • Failure: Spell ends immediately
- • Opposing magic: Disadvantage on concentration checks
- • Matching magic area: Advantage on concentration checks
💫 Common Conditions
Blinded
Can't see. Auto-fail sight checks. Attacks have disadvantage. Attacks against you have advantage.
Charmed
Can't attack charmer. Charmer has advantage on social checks with you.
Frightened
Disadvantage on checks while source in sight. Can't move closer to source.
Grappled
Speed becomes 0. Can't benefit from speed bonuses.
Incapacitated
Can't take actions or reactions.
Invisible
Can't be seen. Attacks against you have disadvantage. Your attacks have advantage.
Paralyzed
Incapacitated. Can't move or speak. Auto-fail STR/DEX saves. Melee hits are crits.
Poisoned
Disadvantage on attack rolls and ability checks.
Prone
Disadvantage on attacks. Melee attacks against you have advantage, ranged have disadvantage. Half speed to stand.
Restrained
Speed 0. Attacks have disadvantage. Attacks against you have advantage. Disadvantage on DEX saves.
Stunned
Incapacitated. Can't move. Auto-fail STR/DEX saves. Attacks against you have advantage.
Unconscious
Incapacitated. Can't move/speak. Drop items, fall prone. Auto-fail STR/DEX saves. Melee hits are crits.
😰 Exhaustion
Cumulative condition that stacks. Effects apply cumulatively.
Level 1: Disadvantage on ability checks
Level 2: Speed halved
Level 3: Disadvantage on attacks and saves
Level 4: HP maximum halved
Level 5: Speed reduced to 0
Level 6: Death
Recovery: Long rest reduces by 1 level (with food/drink)
💀 Death & Dying
At 0 HP
- • Fall unconscious unless killed outright
- • Instant death: Damage exceeds max HP
- • Death saves: Start on your turn
- • Stable: After 3 successes (1d4 hours → 1 HP)
- • Dead: After 3 failures
Death Saving Throws
- • Roll: d20 (no modifiers)
- • 10+: Success
- • 9 or less: Failure
- • Natural 20: Regain 1 HP
- • Natural 1: Counts as 2 failures
- • Damage at 0 HP: 1 failure (crit = 2)
- • Stabilize: DC 10 Medicine check
🏃 Movement & Position
Movement
- • Normal speed: 30 feet (most races)
- • Difficult terrain: Costs 2 feet per foot moved
- • Climb/swim: Costs 2 feet per foot moved
- • Standing from prone: Half your speed
- • High jump: 3 + STR mod (with 10ft run-up)
- • Long jump: STR score in feet (with 10ft run-up)
Opportunity Attacks
- • Trigger: Enemy leaves your reach
- • Attack: One melee attack (uses reaction)
- • Avoid: Disengage action
- • No provoke: Teleport, forced movement
Cover
- • Half cover: +2 AC, +2 DEX saves
- • Three-quarters: +5 AC, +5 DEX saves
- • Total cover: Can't be targeted
🎯 Skills Quick Reference
STR
- • Athletics
DEX
- • Acrobatics
- • Sleight of Hand
- • Stealth
INT
- • Arcana (Arcane magic)
- • History
- • Investigation
- • Nature (Fae magic)
- • Religion (Divine magic)
- • Spellcraft*
- • Infernallia* (Infernal magic)
WIS
- • Animal Handling
- • Insight
- • Medicine
- • Perception
- • Survival
CHA
- • Deception
- • Intimidation
- • Performance
- • Persuasion
Special Skills*
- • Spellcraft: Improvise magic effects
- • Infernallia: Understand infernal magic, pacts, corruption
*Full casters gain Spellcraft proficiency automatically
📊 Useful Numbers
Proficiency Bonus by Level
Levels 1-4: +2
Levels 5-8: +3
Levels 9-12: +4
Levels 13-16: +5
Levels 17-20: +6
Ability Score Modifiers
8-9: -1
10-11: +0
12-13: +1
14-15: +2
16-17: +3
18-19: +4
20-21: +5
22-23: +6
24-25: +7