Combat & Danger

Guard (action)

When you take the Guard action, you select one creature to protect from harm. Until the start of your next turn, any attack roll made against the guarded creature has disadvantage if you can see the attacker, as long as the guarded creature is within 5 feet of you and is no more than 1 size larger than you. If an attack would hit the guarded creature, you can choose to take the damage in its place (no action required).

Taunt (action)

When you take the Taunt action, you can roll a Charisma check contested by the target's Charisma or Wisdom check (target's choice). If you succeed, the target has disadvantage on all attacks that do not target you until the end of its next turn.

The taunt has no effect if the target can't understand the language you speak while making the taunt. The target has advantage on the contested checks if you have successfully used the Taunt action on them before.

Holding an Action (Spells)

You may hold a spell normally as a readied action (which requires concentration), but you may continue to hold it without expending additional spell slots by spending your action each turn to do so. During this action, you may change what triggers you to release the spell.

Longer Bonus Actions

If a spell, feature, or other activity can normally be done as a bonus action, you may choose to do it as an action instead. You can't do this to use the same type of activity twice in the same turn.

Fall Damage

The amount of damage a creature suffers from falling depends on its size. For each 10 feet fallen, a creature suffers the following damage upon impact:

Out of Combat

Getting Hurt Hurts Longer

Short Rest

You can't spend any Hit Dice during a short rest until someone expends one use of a healer's kit to bandage and treat your wounds.

Long Rest

You do not heal fully from a long rest.

You spend any remaining Hit Dice when you finish a long rest, without the need for a healer's kit, then immediately regain all expended Hit Dice to start the new day.

Resting

Armor

If you take a long rest while wearing medium or heavy armor, you gain 1 level of exhaustion.

Shelter

Extreme cold, heat, or exposure to cold precipitation prevents you from benefiting from a long rest unless you have some sort of shelter (tent, covered wagon, cave, campfire, etc.).

Items

Healing Potions

Any standard potion of healing (or its more powerful variants) is specially formulated to pour out very quickly. You can use a bonus action to drink one yourself, or you may use an action to administer one to an unconscious character.

Readily Available Items

It takes an action to find and retrieve a desired item from within your backpack, bag of holding, sack, or other closed container.

Some containers make their contents readily available, so that withdrawing a desired item can be done as a simple item interaction. These include:

Spell component pouches are a special case. Any number of components for spells can be freely withdrawn or stowed during the casting of those spells.

Goodberry

If you have a berry produced by the goodberry spell, you can use an action to force feed it to an unconscious creature. You must succeed on a DC 10 Medicine check to be successful, and a failed check causes the creature to instantly fail 1 death saving throw and regain 0 hit points. In the stress of combat, the DC increases to 15 if an enemy is within 30 feet of the unconscious creature.