Dungeons & Dragons 4E Combat Cheat Sheet: Standard Action
Dungeons & Dragons 4E Combat Cheat Sheet: Standard Action
Dungeons & Dragons 4E Combat Cheat Sheet: Standard Action
ANATOMY OF A TURN
Start: Ongoing damage, Regeneration, Other Effects, End Effects
Actions: 1 Standard, 1 Move, 1 Minor
Standard Action
Administer a potion, Aid Another, Basic Attack, Bluff, Bull Rush,
Charge, Coup de Grace, Detect Magic, Equip or stow a shield,
Grab, Heal, Improvised Attack, Intimidate, Move a grabed target,
Ready an action, Second Wind, Stunt, Thievery, Total Defense
Move Action
Balance*, Climb*, Crawl, Escape, Hop Down, Jump*, Run, Shift,
Squeeze, Stand Up, Stealth*, Stunt, Swim*, Walk
* Can be used as part of another move action.
Minor Action
Draw or sheathe a weapon, Drink a potion, Drop prone, Insight,
Load a Crossbow, Open or close a door, Perception, Pick up an
item, Retrieve or stow an item
Immediate Action (Once / Round)
Readied action
Opportunity Action (Once / Turn)
Opportunity attack
Free Action (Unlimited, any time)
Delay, Drop held items, End a grab, Knowledge check, Spend an
action point, Talk
End: Saving Throws, Sustain Actions, End Effects
CONDITIONS
Blind: Grant combat advantage, cannot see targets, -5 attack
penalty, -10 to Perception, cannot flank.
Dazed: Grant combat advantage, can only take one action on turn,
no immediate/opportunity actions, cannot flank.
Deaf: Can't hear, -10 to Perception.
Dominated: Dazed, dominating creature chooses your actions.
The only powers it can use are at-wills.
Dying: Unconscious, make death saving throw every round.
Helpless: Grant combat advantage, can be targeted by coup de
gras.
Immobilized: Cannot move, but can teleport or be moved by pull,
push, or slide.
Marked: -2 penalty to attack rolls against all but marking target.
Petrified: Cannot take actions, gain resist 20 all, unaware, do not
age.
Prone: Grant combat advantage to melee, +2 bonus to defenses vs
ranged, -2 penalty to attack rolls.
Restrained: Grant combat advantage, cannot move or be moved,
-2 attack
Slowed: Your maximum speed is 2.
Stunned: Grant combat advantage, cannot take actions, cannot
flank.
Surprised: Grant combat advantage, cannot take actions (except
free), cannot flank.
Unconscious: Helpless, -5 penalty to all defenses, cannot take
actions, fall prone if posible, cannot flank.
Weakened: Your attacks (besides ongoing) deal half damage.
BENEFITS
Combat Advantage: +2 bonus to attack rolls, must be able to see
target.
Concealment: -2 penalty to attacks against you if lightly obscured
or if heavily obscured but next to target.
Cover: -2 penalty to attacks against you if around corner or
protected by terrain. -5 penalty to attacks against you if protected
by significant terrain.
Insubstantial: Take half damage
Invisible: Cannot be seen, gain combat advantage against targets
that cannot see you, don't provoke opportunity attacks.
SKILLS
Aid: DC10+ lvl to give ally +2 to check (max +8). Give ally -1
on fail.
Bluff: Once/encounter vs Insight. Combat advantage til end next
turn or Stealth check until attack/turn end.
Heal: Stabilize: DC15, Use Second Wind: DC10, Grant Save+2:
DC15.
Monster Knowledge: Name, type, keywords: DC15. Powers:
DC20. Resists/vulns: DC 25. Paragon +5, Epic +10. Arcana:
Elemental, Fey, Shadow. Dungeoneering: Aberrant. Nature:
Natural. Religion: Immortal, Undead.
SPECIAL RULES
Dying: Make saving throw on turn. 3 failures and you die, roll 20+
and spend a healing surge. If HP becomes bloodied value as a
negative, you die.
Escape Grab: Acrobatics vs REF or Athletics vs FORT; Shift on
success.
Falling: 1d10 damage per 10 feet fallen. Fall prone if you take
damage. Trained Acrobatics check reduces damage by half the
result. If forced onto a hazard, make a saving throw to be prone (if
not teleporting) at ledge.
Grab: STR vs REF. Immobilize target while adjacent. Sustain
Minor. End Free.
Granted Saves: No penalty for fail.
MODIFIERS
All Attack Types Modifiers
Combat Advantage against foe +2
Attacker is prone -2
Target has normal cover -2
Target has superior cover -5
Melee Attacks
Charge Attack +1
Target has concealment -2
No line of sight -5
Ranged Attacks
Long Range -2
Target is prone -2
Target has concealment -2
No line of sight -5