📖 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).

Circle of Interaction Diagram

🧘 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