📖 Quick Rules Reference

⚔️ Action Economy

Each turn you get one of each action type. You also get one Reaction per round (resets at start of your turn).

Standard Action

  • Attack (melee or ranged)
  • Cast a Spell (1 action spells)
  • Dash (double movement)
  • Disengage (no opportunity attacks)
  • Dodge (attacks against you have disadv)
  • Help (give ally advantage)
  • Hide (DEX Stealth check)
  • Ready (prepare triggered action)
  • Search / Use Object

Bonus Action

  • Quickened spells (bonus action cast time)
  • Off-hand attack (two-weapon fighting)
  • Class features (Cunning Action, etc.)
  • Some skill checks (varies by feature)
  • Potion (drink a potion)

Only if a feature/spell grants one

Movement Action

  • • Move up to your speed (usually 30ft)
  • • Can split before/after actions
  • Difficult terrain: 2ft per 1ft moved
  • Climb/Swim: 2ft per 1ft moved
  • Stand from prone: costs half speed

Free Action

  • Talking (brief communication)
  • Drop an item or weapon
  • Draw/sheathe one weapon
  • Open a door
  • Knowledge checks (some, GM discretion)

One object interaction per turn

Reaction (1/round): Opportunity Attack (enemy leaves reach), Counterspell, Shield, or class features. Resets at start of your turn.  |  Initiative: d20 + DEX mod. Highest goes first. Surprise = can't 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

Key rule: 1 spell level = 1 mana = 1 fae spell slot level (for all cross-system comparisons)

Opposition (Violent Clash)

Divine ↔ Infernal  |  Arcane ↔ Fae

Higher spell level wins automatically. Equal = both fail + force damage = spell level.

Within 1 level: winner rolls d20 — on 1-5 spell fizzles anyway.

Advantage on saves, dispel, and counterspell vs. opposite system. Area: Disadv attacks, DC −2.

Interference (Clockwise — One-Way Disruption)

Divine → Fae → Infernal → Arcane → Divine

Reaction: force concentration check, DC = 10 + your spell level. Disrupts casting only.

Best method for breaking standing enchantments (1 min/level, safe, no backlash).

Advantage on Dispel Magic vs. systems you interfere with.

Enhancement (Counter-Clockwise — Reinforcement)

Divine → Arcane → Infernal → Fae → Divine

Both casters expend resources. Roll d20 on Unstable Results:

1-3: Catastrophic — 1d6 × combined levels force dmg

4-10: Unstable — spell works + GM side effects

11-17: Success — +1d6 dmg/heal, +1 DC, or +50% dur

18-20: Spectacular — full enhancement + GM bonus

Special: Infernal→Fae is SAFE (no corruption). Divine enhancement = free (no daily limit cost).

Circle of Interaction Diagram

🛡️ Counterspelling

Any caster can counterspell. Method depends on relationship to target system. Resource cost: at least = target spell level.

Same TypeOpposed TypeInterfering Type
MechanicOpposed d20 + ability + profEnergy contest (spell level)Concentration DC 10 + your level
Auto-WinNoneYour level ≥ target + 2None
RiskModerateVery High (tied = mutual destruction)Low
vs. CastingModerateHighly effective (Advantage)Hardest
vs. EnchantmentsHard (DC 10 + lvl×2, 1 min/lvl)Moderate (1 action/lvl, explosion risk)Best (1 min/lvl, safe)

🔄 Cross-System Resource Conversion

Resources convert along the enhancement circle. Multiclass characters or coordinated casters can use these paths.

Arcane → Infernal

Spend arcane mana to buffer infernal tolerance 1:1. Tolerance check only on remaining infernal cost.

Infernal → Fae (SAFE)

Spend fae slot + infernal mana. Roll enhancement table. No corruption, no tolerance check.

Fae → Divine

Spend fae slot level to reduce divine mana cost 1:1. Does not count against divine daily limit.

Divine → Arcane

Spend arcane mana normally + divine mana for enhancement. Divine cost is free (no daily limit).

🌀 Multiclass Aura & Area Saturation

Aura Management

  • • Casting adds spell level of that mana type to your aura
  • Dissipation: 1 spell level/hour of rest
  • Short rest: Purge one chosen type entirely
  • Long rest: Full aura reset

Aura Penalties

  • Opposing mana in aura: Disadv attacks, DC −2, concentration disadv for both systems
  • Interfering mana: Disadv attacks, targets get Adv on saves, possible spell failure
  • Divine + Infernal in aura: Using either triggers Catastrophic Incident (d20 table — force damage + exhaustion + spell fails)

Area Saturation

DM declares area type. Effects by your magic system:

Your System vs. AreaEffect
SameNormal (Adv on concentration)
OpposedDisadv attacks, DC −2
Interfered byConcentration check DC 10-15
Enhancement areaAdv attacks, +1 DC, +2 to enhancement roll

🧘 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