Quick Reference
The same rule summaries the app shows in the session rules lookup.
Conditions
Poisoned
Has trouble attacking and doing anything that needs skill.
Prone
On the ground. Melee attacks against it have advantage.
Stunned
Can't move or act, and fails Strength and Dexterity saves.
Restrained
Speed is 0. Attacks against it have advantage.
Frightened
Has trouble acting while it can see the source of its fear.
Unconscious
Knocked out. Drops what it is holding and falls prone.
Paralyzed
Can't move or speak. Attacks against it can be critical.
Blinded
Can't see. Attacks it makes have disadvantage.
Charmed
Won't attack the charmer and the charmer has advantage on social checks.
Grappled
Speed is 0 until it breaks free or the grabber lets go.
Rule
Saving Throws
d20 + the ability modifier, + the proficiency bonus when the class is proficient in that save. Meet or beat the DC to succeed.
Cover
Partial cover: +2 AC. Cover: +5 AC. A target out of sight can't be aimed at directly.
Advantage and Disadvantage
Roll two d20s and keep the higher (advantage) or lower (disadvantage). Having both cancels out.
Critical Hits
A natural 20 hits and rolls the damage dice twice. A natural 1 always misses.
Concentration
A caster hurt while concentrating makes a Constitution save, DC 10 or half the damage, whichever is higher, or the spell ends.
Temporary Hit Points
Lost before real hit points. They don't stack: keep the higher number.
Proficiency Bonus
+2 at levels 1–4, +3 at 5–8, +4 at 9–12, +5 at 13–16, +6 after.
Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)