Aid Another: A character can attempt to help an ally with a skill check. This is a Standard Action and requires a DC 10 skill check. On a success, the ally gets a +2 bonus to their skill check, up to a maximum of +8.
Monster Knowledge: A character can attempt to recall information about a creature they’re facing. The Difficulty Class (DC) for this check is based on the type of information the character is seeking, plus five for paragon tier monsters, plus ten for epic tier monsters.
Basic Info:DC 15. Learn general knowledge like its name, type, and general behavior.
Powers & Abilities:DC 20. Learn details about the creature’s powers, attacks, and special traits.
Resistances & Vulnerabilities:DC 25. Learn the creature’s strengths and weaknesses.
Associated Skills: The skill a character uses depends on the monster’s origin:
Arcana: For Elemental, Fey, and Shadow creatures.
Dungeoneering: For Aberrant creatures.
Nature: For Natural creatures.
Religion: For Immortal and Undead creatures.
Heal: A character can use the Heal skill to assist an ally.
Stabilize: Make a DC 15 Heal check to stabilize a dying ally, preventing them from making death saves.
Grant a Save: Make a DC 15 Heal check to allow an ally to make an immediate saving throw against an ongoing condition, or gains +2 on their next saving throw against a condition.
Use Second Wind: Make a DC 10 Heal check to allow a different character to use second win on their turn without spending an action, but without gaining the bonus to defences.
Special Rules
Falling: When a character falls, they take 1d10 damage for every 10 feet they fall. If a character takes any damage from a fall, they land prone. If trained in it, a character can attempt an Acrobatics check to reduce the damage by half the rolled result.
Hazardous Edge: When a character is pulled, pushed, or slid into a hazardous edge (like the brink of a cliff), they must make a saving throw to avoid falling. This rule does not apply if a character is teleported.
Dying: When a character’s hit points drop to 0 or below, they are considered dying.
At the start of each of their turns, they must make a death saving throw.
3 failures result in their death.
A natural 20 on a death save allows them to immediately spend a healing surge.
If their hit points are reduced to a negative value equal to or greater than their bloodied value, they die instantly without making death saves.
Grab: A grab is a special attack that immobilizes a target. A character makes a Strength attack roll against the target’s Reflex defence. On a success, the target is immobilized as long as the character is adjacent to them. The character must use a Minor Action each turn to sustain the grab.
Escape Grab: To escape a grab, a character must use a Move Action and make either an Acrobatics check vs. the grabber’s Reflex or an Athletics check vs. their Fortitude. On a success, the character can immediately shift away from the grabber.
Turn Structure
Start of Turn:
Resolve any Ongoing Damage.
Resolve Other Effects that trigger at the start of the character’s turn.
Apply any Regeneration the character has.
Resolve any effects that end at the start of the character’s turn.
Actions: Take up to three actions, one of each. Each type can be transmuted down the list but not up.
1 Standard Action
1 Move Action
1 Minor Action
Immediate Actions: These are actions a character can take in response to a trigger, even when it’s not their turn. A character can only take one immediate action per round. A common use is a readied action.
Opportunity Actions (OAs): These are attacks a character gets to make when an enemy leaves a threatened square without shifting. A character can only take one opportunity attack per turn (they may make multiple per round).
End of Turn:
Make any required Saving Throws.
Sustain any Actions that require it.
Resolve any End Effects that trigger.
Action Types
Standard Actions:
Basic Attack: Make a simple melee or ranged weapon attack, use STR for melee attacks, DEX for ranged attacks.
Improvised / Unarmed Attack: Make an attack using STR if melee, DEX if ranged, dealing 1d4 base damage.
Aid Another: A character can attempt a DC 10 skill check to give an adjacent ally a +2 bonus to their next skill check of the same skill.
Bull Rush: Make a STR attack against an enemy’s FORT, on a success, push them by 1 square and shift one square into their former space.
Charge: A character moves up to their speed and makes a single melee basic attack at the end of their movement, with a +1 bonus to attack.
Coup de Grace: An attack against a helpless or dying target that automatically hits and is a critical hit.
Grab: A character makes a Strength vs. Reflex attack to immobilize an adjacent creature. The character must use a minor action each turn to sustain the grab.
Move Grabbed Target: As a standard action, a character can move a creature they have grabbed along with them as they take a move action.
Ready Action: A character prepares a standard action to be triggered by a specific event later in the round. This becomes an immediate action when triggered.
Second Wind: Once per encounter, a character can spend a healing surge to regain hit points and gain a +2 bonus to all defences until the start of their next turn.
Total defence: A character forgoes all other actions on their turn to gain a +2 bonus to all defences until the start of their next turn.
Heal: A skill check used to stabilize a dying ally, grant a saving throw, or allow another character to use their Second Wind.
Feed Potion: Give a potion to an adjacent ally.
Move Actions:
Walk: Move up to their speed.
Run: Move up to their movement speed plus two, but take a -5 attack penalty and grant advantage on incoming attacks until the start of their next turn.
Shift: Move one square without provoking opportunity attacks.
Jump: Make an Athletics check to jump a certain distance horizontally or vertically.
Stand Up: A move action used to get up from being prone.
Other: A move action may involve a check, such as swimming, balancing, or climbing.
Minor Actions:
Draw/Sheath Weapon, Drink Potion, Drop Prone, Open/Close Door, Pick up Item, Retrieve/Stow Item
Free Actions:
Drop Items, End Grab, Spend Action Point, Make a Knowledge Check
Movement Rules
No Cutting Corners: If moving diagonally, both diagonal squares on either side must be at least half empty.
Moving Through Allies: A character can move through squares shared with an ally with no penalty, but they cannot end their movement there unless the ally is prone.
Moving Through Enemies: A character can’t move through an enemy’s space unless there is a difference of two sizes, or the enemy is helpless.
Ending in Shared Space: If a character would end their turn in a space that they can’t stay in, they immediately move back to the square they entered from.
Difficult Terrain: Entering a square of difficult terrain costs two squares of movement.
Teleportation: Teleportation does not provoke opportunity attacks, a character must be able to see their destination but can pass through barriers.
Squeezing: A creature can fit through a space one size smaller, but takes a -5 to their attack rolls, grants advantage on incoming attacks, and moves at half speed.
Combat Turns
Round: A combat round represents about 6 seconds of in-game time. All characters and creatures in the encounter take one turn during a round.
Turn Anatomy:
Start of Turn:
Resolve any Ongoing Damage.
Resolve Other Effects that trigger at the start of the character’s turn.
Apply any Regeneration the character has.
Resolve any effects that end at the start of the character’s turn.
Actions: Take up to three actions, one of each. Each type can be transmuted down the list but not up.
1 Standard Action
1 Move Action
1 Minor Action
Immediate Actions: These are actions a character can take in response to a trigger, even when it’s not their turn. A character can only take one immediate action per round. A common use is a readied action.
Opportunity Actions (OAs): These are attacks a character gets to make when an enemy leaves a threatened square without shifting. A character can only take one opportunity attack per turn (they may make multiple per round).
End of Turn:
Make any required Saving Throws.
Sustain any Actions that require it.
Resolve any End Effects that trigger.
Initiative
Initiative: At the start of a combat encounter, each character makes an Initiative check (1d20 + Initiative bonus) to determine the order of turns. The characters then take their turns in order, from highest roll to lowest.
If multiple combatants on the same team tie, they have the same initiative count and can choose order each initiative round.
An enemy squad or enemy rider and mount may roll initiative collectively, they must take their turns individually but can do it in any order each round.
If heroes and enemies tie, each side rolls a d20 and the higher roll goes first.
Surprise Round: If one side is surprised, the other side gets a surprise round. The surprised characters cannot act during this round. After the surprise round, combat proceeds with initiative.
Delaying: Actions can be delayed in two ways: either readying a single action for a specified trigger, or delaying the character’s entire turn until later in the initiative.
Attacks
Attack Roll: When a character makes an attack, they roll a d20 and add their modifiers (ability score, proficiency bonus, etc.). To hit a target, the roll must be equal to or greater than their relevant defence.
Defence: Each character has four defences: Armor Class (AC), Fortitude (Fort), Reflex (Ref), and Will (Will). An attack targets one of these defences, and a roll must equal or exceed the target’s defence to hit.
Attacking Multiple Enemies: When one power attacks multiple creatures, a separate roll is made to attack each target, but damage is rolled collectively and the same for each target.
Opportunity Attacks: If a creature willingly moves out of a square in reach of an enemy with non-shift movement, or makes a ranged or area attack while within range, an Opportunity Attack is triggered.
Conditions
Prone: Lying on the ground. A character grants Combat Advantage against melee attackers and gains a +2 bonus to defences against ranged attacks. They take a -2 penalty on their own attack rolls.
Blind: A character cannot see anything. They grant Combat Advantage to all attackers and take a -5 penalty to their own attack rolls. They also have a -10 penalty to Perception checks and cannot flank.
Dazed: A character is disoriented. They can only take one action per turn (Standard, Move, or Minor). They cannot take immediate actions or opportunity attacks and cannot flank.
Dominated: A character is under the control of another creature. They are dazed, and their controller chooses their actions for them, but they can only use their at-will powers.
Immobilized: A character cannot move from their current location. However, they can still be teleported, pushed, pulled, or slid by another effect.
Restrained: A character is tied up or grappled. They grant Combat Advantage to all attackers, cannot move (or be moved), and take a -2 penalty to their attack rolls.
Deaf: A character cannot hear. They take a -10 penalty to Perception checks that rely on sound.
Dying: A character is at 0 HP or below. They are unconscious and must make death saves each round.
Helpless: A character is unable to defend themselves. They grant Combat Advantage to all attackers and are vulnerable to a Coup de Grace.
Marked: An enemy has singled out a character. That character takes a -2 penalty on attack rolls against any target other than the one who marked them.
Petrified: A character has been turned to stone. They cannot act, have a resistance of 20 to all damage, are unaware of their surroundings, and do not age.
Slowed: A character’s maximum speed is reduced to 2 squares.
Stunned: A character is unable to act. They grant Combat Advantage to all attackers and cannot take any actions. They also cannot flank.
Weakened: A character’s attacks deal half damage (this does not affect ongoing damage).
Surprised: A character is caught off guard at the start of an encounter. They grant Combat Advantage to all attackers and cannot take any actions until their first turn (except for free actions). They also cannot flank.
Unconscious: A character is knocked out. They are helpless, take a -5 penalty to all their defences, and cannot take any actions. If able, they also fall prone. They cannot flank.
Combat Modifiers
Advantage (+2):Advantage doesn’t stack
Flanking: Standing on opposite borders/corners of an enemy with an ally, must be less than 45° away from exactly opposite.
Invisible Attacker: Applies if the defender cannot perceive the attacker
Condition: Against creatures that are dazed, restrained, stunned, surprised, unconscious, or prone (if in melee)
Penalties (-2):
Attacker is Prone: Prone attackers take a penalty to attack rolls.
Long Range: A ranged attack beyond the weapon’s base range, within the weapon’s long range.
Target is Prone (Ranged): A ranged attack against a prone target who is not adjacent.
Concealment or Cover: Penalty against attacks if the defender is concealed by shadow, fog, or other, or has normal cover.
Marked: An enemy a character is marked by imposes a -2 penalty to any of that character’s attacks that are not directed at them.
Penalties (-5):
Superior Cover: Cover that blocks most of the body, usually artificial.
No Line of Sight: If a character cannot see their target, they take a -5 penalty to their attack roll.