Rules Overview
Modes of Play
Exploration mode takes place over minutes or hours. You use your travel Speed if you're moving, and you engage in exploration activities like Avoiding Notice, Detecting Magic, Scouting, or Searching. You can rest while exploring to recover HP and abilities, and make daily preparations at the start of each day.
Downtime mode takes place over days. You might make money, train, or recover, among other things.
Actions
The most important actions to learn are the basic actions. Specialty basic actions come up less frequently, and you typically won't look them up until you need them. Speaking normally doesn't take an action.
Related: Activities, disrupting actions
Rolling Checks
Most checks are modified by your attribute modifier (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) and your proficiency modifier (untrained, trained, expert, master, or legendary) for the statistic. You might get a circumstance, status, or item bonus or penalty as well.
The degrees of success are critical success, success, failure, and critical failure. You get a success if you meet or exceed the DC, or a critical success if you exceed the DC by 10 or more. If your result is lower than the DC, you get a failure, or a critical failure if you failed by 10 or more.
Related: Flat checks and secret checks (in the sidebar), fortune and misfortune (in the sidebar)
Effects
Effects that last for a period of time list a Duration. These can last a set increment of time, or can end if certain requirements are met. Many effects apply conditions, which measure advantages or impediments like being blinded, frightened, or invisible.
Movement
This game measures movement on a grid. Difficult terrain and other types of terrain may impede your movement, while elevation is relevant to flying creatures.
Creatures can get tactical advantages by careful positioning. The most common are using cover from terrain and other creatures to increase your AC, and flanking, which requires you and an ally to be on the opposite sides of an enemy to reduce the enemy's AC.
Related: Escape a grab or restraint, falling, forced movement, moving through creatures, special movement modes (burrow, climb, fly, and swim), travel speed outside of encounters, untethered
Attacking
Related: Area Fire, cover, flanking enemies, spell attacks, targeting creatures
Defenses
Damage
Damage reduces the Hit Points (HP) that measure a creature's overall health or an object's durability. A creature might have immunity to damage or effects of certain kinds, a resistance that reduces the damage it takes, or a weakness that increases damage it takes (page 400). These are typically keyed to Damage types such as slashing damage or fire damage.
Related: Persistent damage condition
Spells
Related: Dismiss and Sustain basic actions
Skills
Perception and Detection
Four main conditions indicate how well you can pinpoint and target a creature: observed, hidden, undetected, and unnoticed. A creature with the concealed or invisible condition is harder to find and target.
Related: Light, special senses