Dungeons & Dragons Mechanics Quiz
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Questions and Answers

What is Armor Class calculated as?

  • 10 + DEX mod + armor (correct)
  • 10 + STR mod + armor
  • 5 + DEX mod + armor
  • 10 + CON mod + armor

What is the formula for melee weapon attack rolls?

d20 + ProBo + STR

What is the damage formula for ranged weapons?

DEX

What is the difficulty class for a very easy ability check?

<p>5</p> Signup and view all the answers

What is the movement cost for climbing, swimming, or crawling?

<p>+1 extra movement cost</p> Signup and view all the answers

What happens when a creature falls?

<p>1d6 bludgeoning DMG per 10 ft</p> Signup and view all the answers

How many rounds can a creature hold its breath?

<p>1 + CON (min. 30 secs)</p> Signup and view all the answers

How do you stabilize a creature?

<p>DC 10 Medicine check</p> Signup and view all the answers

A character can attack while prone without any penalty.

<p>False (B)</p> Signup and view all the answers

What is the attack roll for an unarmed strike?

<p>ProBo + STR</p> Signup and view all the answers

What does it mean to have damage resistance?

<p>Half-damage of that type</p> Signup and view all the answers

What is the requirement to cast a spell while wearing armor?

<p>Must be proficient in worn armor</p> Signup and view all the answers

What is the function of a concentration spell?

<p>Some spells need concentration</p> Signup and view all the answers

What is the definition of a critical hit?

<p>Roll all dice involved in the attack twice</p> Signup and view all the answers

How is spell save DC calculated?

<p>8 + spellcasting ability mod + ProBo</p> Signup and view all the answers

Flashcards

Armor Class (AC)

A numerical value representing a creature's defensive ability against attacks.

Melee Weapon Attack

How to calculate the attack roll for melee weapons (weapons used in close combat).

Ranged Weapon Attack

How to calculate the attack roll for ranged weapons (weapons used at a distance).

Finesse Weapons

Weapons usable with either Strength or Dexterity.

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Difficulty Class (DC)

A number representing the difficulty of a check or saving throw.

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Passive Check

A character's inherent ability to succeed on a check without needing to roll.

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Hiding

An action allowing a character to attempt to avoid detection through Stealth.

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Difficult Terrain

Obstacles that add to movement costs.

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Falling Damage

Damage taken when falling from a height.

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Short Rest

A recovery period, allowing for regaining health points.

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Long Rest

Longer recovery period, allowing for full regeneration of abilities.

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Opportunity Attack

A reaction attack when a creature moves out of reach.

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Critical Hit

A result of an attack roll of 20.

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Damage Resistance

Reduces damage from specific types.

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Death Saving Throws

Throws to determine if creature is dying.

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Concentration Spells

Spells requiring continuous attention.

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Study Notes

Armor Class

  • Calculated as 10 + Dexterity modifier + Armor

Weapon Attack and Damage Mechanics

  • Melee Weapons: Attack roll = d20 + Proficiency Bonus + Strength modifier; Damage = Strength modifier
  • Ranged Weapons: Attack roll = d20 + Proficiency Bonus + Dexterity modifier; Damage = Dexterity modifier
  • Finesse Weapons: Attack roll = d20 + Proficiency Bonus + Dexterity modifier; Damage = Dexterity modifier
  • Thrown Weapons: Attack roll = d20 + Proficiency Bonus + Strength modifier; Damage = Strength modifier

Ability Checks and Passive Checks

  • Difficulty Classes: Very Easy (5), Easy (10), Medium (15), Hard (20), Very Hard (25), Nigh Impossible (30)
  • Passive Checks: Score = 10 + all modifiers, includes Proficiency Bonus if applicable
  • Group Check: At least half of skilled characters succeed to allow group success

Stealth and Hiding

  • Hiding involves contested Stealth checks against the Perception checks of actively searching creatures and passive perceptions of others
  • Lightly Obscured: Disadvantage on perception checks using sight
  • Heavily Obscured: Inflicted with the blinded condition

Movement and Terrain

  • Difficult Terrain: Costs an extra movement point
  • Climbing/Swimming/Crawling: Also costs an extra movement point; may require Athletic checks

Jumping Mechanics

  • Long Jump: Distance = Strength score with a 10-foot run-up; check to clear obstacles
  • High Jump: Distance = 3 + Strength score with a 10-foot run-up; check to clear obstacles

Falling and Suffocation

  • Falling damage: 1d6 bludgeoning per 10 feet (up to 20d6); lands prone unless damage equals 0
  • Suffocating: Hold breath for 1 + Constitution modifier minutes, followed by rounds equal to Constitution modifier

Visibility Conditions

  • Blindsight: Perceive surroundings without sight, common in certain creatures
  • Darkvision: See in dim light as bright and darkness as dim, colorblind in darkness
  • Truesight: See through magical darkness and illusions, as well as into the Ethereal Plane

Rest Mechanics

  • Short Rest: At least one hour; can use hit dice + Constitution modifier to regain HP
  • Long Rest: At least 8 hours, with 6 hours of sleep; interrupted activity can void the rest

Combat Mechanics

  • Surprise: Contest Stealth against opposing creature’s passive perception; surprised creatures cannot act on the first turn
  • Prone: Can drop prone without using speed; standing up costs half movement
  • Opportunity Attack: Reaction attack when a creature moves out of reach

Actions in Combat

  • Dash: Doubles movement for the turn
  • Disengage: Movement does not provoke opportunity attacks
  • Dodge: Attackers have disadvantage; advantage on Dexterity saving throws
  • Help: Grants advantage to aided creature on attack before your next turn
  • Ready: Delay an action until a specified trigger occurs

Attack Mechanics

  • Critical Hit: Roll all relevant dice for the attack twice
  • Damage Resistance: Takes half damage from a specific type
  • Damage Vulnerability: Takes double damage from a specific type

Death Mechanics

  • Instant Death: Remaining damage after reaching 0 HP equals or exceeds maximum HP
  • Death Saving Throws: Rolling a d20: 2-9 = fail; 10-19 = succeed; 1 = 2 fails; 20 = stabilizes
  • Stabilizing a Creature: DC 10 Medicine check; stable, unconscious creatures regain 1 HP after 1d4 hours

Spell Mechanics

  • Prepared Spells: Can be changed after a long rest; requires 1 min per level for each spell
  • Rituals: Spells with the "ritual" tag take 10 minutes longer but do not consume a spell slot
  • Casting in Armor: Proficiency required to cast spells while wearing armor
  • Concentration: Some spells require concentration; taking damage requires a Constitution saving throw

Area of Effect (AoE) Spells

  • Cone AoE: Width varies with distance from origin; extends in chosen direction
  • Cube AoE: Defined size originating from a point on the cube's face
  • Sphere AoE: Radius stretches outward from a central point

Weapon and Armor Proficiencies

  • Armor Proficiency: No proficiency leads to disadvantage on all related checks and rolls, and prevents spellcasting
  • Weapon Proficiency: Allows use of Proficiency Bonus on attack rolls

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Description

Test your knowledge on key mechanics of Dungeons & Dragons, including Armor Class calculation, weapon attack and damage mechanics, ability checks, and stealth rules. This quiz is perfect for both new and experienced players looking to sharpen their understanding of the game mechanics.

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