Dungeons & Dragons vs. Rick and Morty: Basic Rules
Other
RMR
Wizards of the Coast
Dungeons & Dragons vs. Rick and Morty: Basic Rules - other
Inhoudsopgave
Chapter 1: How to Play
- Getting Started
- Game Dice
- The Structure of Play
- 1. The DM describes the environment
- 2. The players describe what they want to do
- 3. The DM narrates the results of the adventurers' actions
- What's Next?
- Halving
- Six Abilities
- Ability Scores and Modifiers
- The Core Rule
- 1. Roll the die
- 2. Apply circumstantial bonuses and penalties
- 3. Compare the total to a target number
- Advantage and Disadvantage
- Ability Checks
- Proficiency Bonus
- Contests
- Skills
- Strength Checks
- Athletics
- Dexterity Checks
- Acrobatics
- Sleight of Hand
- Stealth
- Hiding and Vision
- Passive Perception
- What Can You See
- Constitution Checks
- Intelligence Checks
- Arcana
- History
- Investigation
- Nature
- Religion
- Wisdom Checks
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
- Charisma Checks
- Deception
- Intimidation
- Performance
- Persuasion
- Finding a Hidden Object
- Saving Throws
Chapter 2: Combat
- The Order of Combat
- Combat Step by Step
- Surprise
- Initiative
- Your Turn
- Bonus Actions
- Other Activity on Your Turn
- Reactions
- Movement and Position
- Breaking Up Your Move
- Difficult Terrain
- Being Prone
- Moving Around Other Creatures
- Actions in Combat
- Casting a Spell
- Attack
- Dash
- Disengage
- Dodge
- Help
- Hide
- Ready
- Search
- Use an Object
- Making an Attack
- Attack Rolls
- Modifiers to the Roll
- Ability Modifier
- Proficiency Bonus
- Rolling 1 or 20
- Unseen Attackers and Targets
- Ranged Attacks
- Range
- Ranged Attacks in Close Combat
- Melee Attacks
- Opportunity Attacks
- Two-Weapon Fighting
- Cover
- Damage and Healing
- Hit Points
- Damage Rolls
- Critical Hits
- Damage Types
- Damage Resistance and Vulnerability
- Healing
- Dropping to 0 Hit Points
- Instant Death
- Falling Unconscious
- Death Saving Throws
- Rolling 1 or 20
- Damage at 0 Hit Points
- Stabilizing a Creature
- Knocking a Creature Out
Chapter 3: Adventuring
- Travel
- Marching Order
- Special Forms of Movement
- Long Jumps
- High Jumps
- Climbing and Swimming
- Resting
- Short Rest
- Long Rest
- Rewards
- Coinage
- Equipment
- Carrying Capacity
- Armor and Shields
- Armor Proficiency
- Light Armor
- Medium Armor
- Heavy Armor
- Shields
- Weapons
- Weapon Proficiency
- Weapon Properties
- Ammunition
- Finesse
- Heavy
- Light
- Loading
- Range
- Thrown
- Two-Handed
- Versatile
- Simple Melee Weapons
- Simple Ranged Weapons
- Martial Melee Weapons
- Martial Ranged Weapons
- {@comic Marital Emotional Weapons}
- Improvised Weapons
- Miscellaneous Gear and Services
- Adventuring Gear
- Candle
- Component Pouch
- Crowbar
- Healer's Kit
- Holy Symbol
- Lantern, Bullseye
- Lantern, Hooded
- Lock
- Oil
- Playing Cards
- Potion of Healing
- Rations
- Rope
- Spellbook
- Thieves' Tools
- Tinderbox
- Torch
- Mounts and Other Animals
- Tack and Harness
- Food, Drink, and Lodging
Chapter 4: Spellcasting
- What Is a Spell?
- Spell Level
- Known and Prepared Spells
- Spell Slots
- Casting a Spell at a Higher Level
- Cantrips
- Rituals
- Casting in Armor
- Casting a Spell
- Casting Time
- Bonus Action
- Reactions
- Longer Casting Times
- Range
- Components
- Verbal (V)
- Somatic (S)
- Material (M)
- Duration
- Instantaneous
- Concentration
- Targets
- A Clear Path to the Target
- Targeting Yourself
- Areas of Effect
- Cone
- Cube
- Line
- Sphere
- Saving Throws
- Attack Rolls
- Combining Magical Effects
- Schools of Magic
- Spell Lists
- Cleric Spells
- Wizard Spells
- Spells
- Aid
- Augury
- Beacon of Hope
- Bless
- Blur
- Burning Hands
- Charm Person
- Command
- Comprehend Languages
- Cure Wounds
- Dancing Lights
- Darkness
- Detect Magic
- Dispel Magic
- Feather Fall
- Fireball
- Flaming Sphere
- Fly
- Guidance
- Guiding Bolt
- Healing Word
- Hold Person
- Identify
- Inflict Wounds
- Invisibility
- Lesser Restoration
- Light
- Lightning Bolt
- Mage Armor
- Mage Hand
- Magic Missile
- Mass Healing Word
- Misty Step
- Prayer of Healing
- Prestidigitation
- Protection from Energy
- Ray of Frost
- Resistance
- Revivify
- Sacred Flame
- Sanctuary
- Shield
- Shield of Faith
- Shocking Grasp
- Silence
- Sleep
- Spider Climb
- Spirit Guardians
- Spiritual Weapon
- Suggestion
- Thaumaturgy
- Thunderwave
- Warding Bond
- Web
Appendix A: Conditions
{@comicH1 APPENDIX B: WHAT IS THE F***ING POINT?!}
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