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Rules · Fantasy RPG

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)