Adventuring Flashcards

1
Q

Explain short rests.

A

-A period of down time at least 1 hour long doing nothing more strenuous than eating, drinking, reading and tending wounds.

-A character can spend one or more hit dice at the end of a short rest.

For each hit dice spend, roll the die and add your constitution modifier to it. You regain hit points equal to the total (Minimum 0)

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2
Q

Explain long rests.

A

-A long rest is a period of extended downtime, at least 8
hours long, during which a character sleeps or performs
light activity for no more than 2 hours.

  • If the rest is interrupted by a period of strenuous activity—at least 1 hour of adventuring activity—
    the characters must begin the rest again to gain any
    benefit from it.

-At the end of a long rest, a character regains all lost
hit points.
-The character also regains spent Hit Dice, up
to a number of dice equal to half of the character’s total
number of them.

-A character can’t benefit from more than one long rest
in a 24-hour period.
-A character must have at least 1 hit point at the start of the rest to gain its benefits.

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3
Q

What happens when moving through difficult terrain?

A

You move at half speed in difficult terrain.
Moving 1 foot in difficult terrain costs 2 feet of speed.

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4
Q

What happens when you are climbing, swimming or crawling, but you do not have a climbing or swimming speed?

A

Each foot of movement costs 1 extra foot.

Note: This stacks with the speed penalty in difficult terrain. Therefore climbing, swimming or crawling in difficult terrain costs 2 extra feet of movement.

Note: There is no crawling speed, but if you have a climbing or swimming speed and use it to climb or swim, you ignore this extra cost.

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5
Q

How is falling damage calculated?

A

At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell.
To a maximum of 20d6.

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6
Q

(Bonus 1) A creature can hold it’s breath for a number of minutes equal to what?

A

1+ its constitution modifier (minimum of 30 seconds).

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7
Q

(Bonus 2) When a creature runs out of breath or is choking, it can survive how many rounds?

A

It can survive a number of rounds equal to its Constitution modifier (min 1). After which it drops to 0 hit points and is dying.

Additionally, it can’t regain hit points/ be stabilized until it can breath again.

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8
Q

In a Lightly Obscured area, creatures have disadvantage on what?

A

Wisdom (Perception) Checks that rely on sight.

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9
Q

In a Heavily Obscured area, creatures effectively suffer from what?

A

The Blinded Condition:

-A blinded creature can’t see and automatically fails
any ability check that requires sight.

-Attack rolls against the creature have advantage, and
the creature’s attack rolls have disadvantage.

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10
Q

Bright light lets creatures see ____________.

A

Normally.

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11
Q

Dim Light creates a _______ __________ area.

A

Lightly Obscured area.

In a Lightly Obscured area, creatures have disadvantage on Wisdom (Perception) Checks that rely on sight.

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12
Q

Darkness creates a _______ __________ area.

A

Heavily obscured area.

In a Heavily Obscured area, creatures effectively suffer from the Blinded Condition:

-A blinded creature can’t see and automatically fails
any ability check that requires sight.

-Attack rolls against the creature have advantage, and
the creature’s attack rolls have disadvantage.

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13
Q

What is Blindsight?

A

A creature with Blindsight can perceive its surroundings without relying on sight, within a specific radios.

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14
Q

What is Darkvision?

A

within a specific range a creature with Darkvision can see in;
-Dim light as if it were bright light
-Darkness as if it were dim light, and only sees in shades of grey.

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15
Q
A
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