Quick Reference

All the essential Nimble rules at a glance โ€” open on your phone or print it out.

โ‰ก โš”๏ธ Starting Combat โ–ผ

Initiative: Roll 1d20 + DEX. 1 digit = 1 action to start. 2 digits = 2. 20+ or natural 20 = 3 actions.

Turn order: Heroes go first (clockwise); monsters act last each round.

Surprise: GM may grant the party Advantage on Initiative, or skip rolling โ€” heroes start with 3 actions.


Turn: 1 hero or monster group acts. Round: all participants act once. Encounter: all rounds of a fight.

Actions recharge fully at the END of your turn โ€” spend them all!

โ‰ก ๐Ÿ—ก๏ธ Heroic Actions 3/turn โ–ผ
๐Ÿ—ก
Attack. Roll your weapon/spell die. Roll of 1 = miss. Max on Primary Die = Exploding Crit (reroll + add, ignores monster armor).
๐Ÿƒ
Move. Up to your Speed (default 6 spaces). Can split movement between other actions. Difficult terrain = half speed.
โœจ
Cast Spell. Costs mana = spell tier. Cantrips cost 0. Need 1 hand free (or spellcasting focus) and ability to speak.
๐Ÿ”
Assess. DC 12 skill check to: Ask a Question about an enemy (GM answers honestly), Create an Opening (next ally +1 Primary Die vs that target), or Anticipate Danger (all Primary Dice vs you โˆ’1 this round).

Rushed Attacks: Extra attacks on your turn get cumulative Disadvantage.

Multi-target / AoE: Single roll applied to all. No miss, no crit.

Free Actions (1/turn): open unlocked door, shout, drop item, end Concentration, etc.

โ‰ก ๐Ÿ›ก๏ธ Heroic Reactions 1/round each โ–ผ

Costs 1 action. You start your next turn with fewer actions.

๐Ÿ›ก
Defend. Reduce damage from one attack by your Defense value.
๐Ÿ”„
Interpose. Push an adjacent ally out of an attack's path โ€” you become the target instead.
โšก
Opportunity Attack. Melee attack with Disadvantage when an enemy willingly moves away. Monsters cannot do this.
๐Ÿค
Help. Grant an ally Advantage on a roll if you can reasonably explain how. GM may call a skill check.
โ‰ก ๐ŸŽฒ Skill Checks & Saves โ–ผ

Skill Check: 1d20 + Skill โ‰ฅ DC. Max skill bonus: +12. Roll 1 = always fail. Roll 20 = always succeed.

Save: 1d20 + Stat โ‰ฅ DC. Hero's save DC = 10 + KEY stat.

Saves per hero: 1 advantaged (โ–ฒ), 1 disadvantaged (โ–ผ), 2 neutral.


Difficulty Scale

EasyDC 8
MediumDC 12
ChallengingDC 15
Very DifficultDC 18
Extremely DifficultDC 20+

Which Save?

STR โ€” forced movement, restraint, poison, temperatures.

DEX โ€” agility, dodging explosions, icy terrain.

INT โ€” tricks, illusions, seeing through deception.

WIL โ€” charm, fear, courage, personality.

โ‰ก ๐Ÿ“Š Stats & Skills โ–ผ

4 Core Stats (max +5)

STR โ€” damage, HP recovery, Concentration saves, Grappling, carrying capacity. Skill: Might.

DEX โ€” weapon damage, Initiative, dodge, stealth. Skills: Finesse, Stealth.

INT โ€” spellcasting, languages, wands/scrolls. Skills: Arcana, Examination, Lore.

WIL โ€” spells, personality, nature. Skills: Insight, Influence, Naturecraft, Perception.

KEY = one of your two class key stats. WIL d8 with WIL 2 โ†’ roll 2d8.

โ‰ก ๐ŸŽฏ Advantage & Disadvantage โ–ผ

Advantage X: Roll X extra dice of the same type, drop the X lowest.

Disadvantage X: Roll X extra dice, drop the X highest.

Each instance of Advantage cancels one instance of Disadvantage before rolling.

For multi-die attacks (e.g. 2d6), the leftmost die is the Primary Die โ€” it determines hits, crits, and misses.

โ‰ก โค๏ธ HP, Wounds & Dying โ–ผ

HP can't go below 0. At 0 HP โ†’ gain 1 Wound + Dying condition.

While Dying: limited to 1 action. Concentration broken. Taking damage = 2 Wounds; crit = 3.

Attacking/casting while Dying โ†’ DC 10 STR save or 1 Wound.

Death: 6 Wounds by default.


Temp HP (THP): Absorbs damage first. Doesn't stack โ€” keep the higher amount. Expires after a Safe Rest.


Hit Dice (HD)

Spend HD during a Catch Breath or Make Camp rest to recover HP. Roll HD + STR. Max HD = your Level.

Negative STR: subtract it from each HD instead of adding.

โ‰ก ๐ŸŒ€ Conditions โ–ผ
BlindedCan't see. Attacks vs you have Adv; your attacks have Disadv.
DazedHeroes: lose 1 action. Monsters: 1 less action on next turn.
DyingAt 0 HP. Max 1 action. Damage = 2 Wounds; crit = 3.
FrightenedDisadv on rolls near fear source; speed halved moving toward it.
GrappledCannot move. Attacks vs you have Advantage.
HamperedActions or movement reduced (e.g. Dazed, Grappled, Prone, Difficult Terrain).
IncapacitatedCan't do anything. Attacks vs you have Adv; melee hits auto-crit.
InvisibleCan't be seen. Your attacks have Adv; attacks vs you have Disadv.
PetrifiedIncapacitated + immune to most damage (picks/explosions still work).
PoisonedDisadvantage on rolls.
ProneMovement costs 2ร—. Disadv on attacks. Melee vs you: Adv. Ranged vs you: Disadv. Stand up: 3 spaces of Speed.
RidingYou move with your mount. Attacks that miss you hit your mount.
SlowedSpeed halved on your next turn.
TauntedDisadv on attacks except against the taunter.
RestrainedLike Grappled but from objects (chains, ropeโ€ฆ). Can be ended logically (pick lock, cut rope).

Stacking: Gaining a condition you already have has no added effect (Dazed + Dazed = still 1 lost action).

โ‰ก ๐Ÿƒ Movement & Range โ–ผ

Speed: Default 6 spaces per Move action. Diagonal movement counts as 1 space.

Difficult terrain (water, enemy space, cliffs): halves movement.

Falling: 1d6 bludgeoning per 10 ft fallen (2 spaces).

Forced movement halted by obstacle: 1d6 per shortened space; two creatures split damage.


Range vs Reach

Ranged attacks made while any enemy is adjacent โ†’ Disadvantage. Spend Disadv 1 โ†’ gain +2 Range (max +6).

Reach X = area within X spaces (sphere/cube). Not affected by being in melee.

Long Range: Add 1 die of Disadvantage to gain +2 Range.


Size

Tiny many/space Small 2/space Medium 1/space Large 2ร—2 Huge 3ร—3 Gargantuan 4ร—4+

Small/Tiny: forced movement hits twice as far. Large: half as far. Huge/Gargantuan: immune to forced movement.

โ‰ก ๐ŸŒฒ Cover, Hiding & Grappling โ–ผ

Cover: Partially obscured โ†’ attackers have Disadvantage vs you.

Full Cover: Completely obscured โ†’ can't be targeted at all.

Hiding: Need Cover from all enemies. Action: DC 15 Stealth. First attack while hidden has Advantage โ€” then you're revealed.


Grapple: Within Reach, 1 hand free. Target makes STR or DEX save (DC 10+STR or DEX).

On fail: same size or smaller โ†’ Grappled. Larger โ†’ you gain the Riding condition.

Escape: forced movement, Incapacitation, or succeed on STR/DEX save as an action.


Concentration: Only 1 thing at a time. Broken on crit (DC 10 STR) or at 0 HP / Incapacitated.

โ‰ก โœจ Magic & Spells โ–ผ

6 schools: Fire Ice Lightning Wind Radiant Necrotic

Cantrips: 0 mana, cast anytime. Tiers 1โ€“9: mana cost = tier. You upcast by spending extra mana.

Half on Save: creatures who succeed take ยฝ damage and no other effects.

Upcasting: Spend additional mana on a tiered spell for extra effect (up to the highest tier you've unlocked).


Monster Armor & Spells

Medium Armor: only damage from the dice (no modifiers). Heavy Armor: half the dice damage. Crits and vulnerabilities ignore armor.


Spell Scrolls & Wands

Scrolls: DC 10 Arcana if you don't know the school; single use.

Wands: Rechargeable. No Arcana check if proficient; DC 10+tier if not.

โ‰ก ๐Ÿ›ก Armor & Defense โ–ผ

Defense = DEX when unarmored. The Defend reaction reduces damage by your Defense.

ArmorDefenseCost
UnarmoredDEXโ€”
Cheap Hides (Leather)3+DEX5 gp
Hard Leather5+DEX300 gp
Chain Shirt (Mail)9+DEX max 260 gp
Rusty Plate10 flat25 gp
Full Plate18 flat2,000 gp
Wooden Buckler+25 gp
Iron Shield+480 gp

Proficiency: No prof in armor โ†’ Defending costs 1 extra action.

โ‰ก ๐Ÿ•๏ธ Resting & Downtime โ–ผ

Field Rests

Catch Breath (10 min): Spend any number of HD. Roll each + STR โ†’ recover that much HP.

Make Camp (8 hours + sleep): Take max value per HD + STR instead of rolling.


Safe Rest (overnight, safe location)

Recover all HP, all Hit Dice, all mana, and class resources. Heal 1 Wound. Great time for Downtime Activities.


Downtime Activities (examples)

Retrain โ€ข Gather Information โ€ข Craft โ€ข Buy & Sell โ€ข Socialize โ€ข Research โ€ข Serve โ€ข Build


Lodging

Poor 5 sp/day โ€” basic. Comfortable 2 gp/day โ€” solid. Lavish 10 gp/day โ†’ 1 Temporary Boon next day.

โ‰ก โญ Leveling Up โ–ผ

HP Increase: Roll your Hit Die with Advantage โ†’ add to max HP.

More HD: Max Hit Dice = your level.

More Skilled: +1 Skill Point. You may also move 1 point from one skill to another (can't go negative). Max skill: +12.

Class Features: New abilities, possibly increased mana pool or subclass choice.

GM awards levels after completing an appropriately challenging quest or adventure.

โ‰ก ๐Ÿง™ Classes โ–ผ
๐Ÿช“
Berserker. Unstoppable force of wrath and ruin.
๐Ÿƒ
The Cheat. Sneaky, backstabbing, dirty-fighting rogue.
๐ŸŽ–
Commander. Battlefield tactician, leader, weapon master.
๐Ÿน
Hunter. Resourceful survivalist, bow master, skilled tracker.
๐Ÿ”ฅ
Mage. Wield and shape fire, ice, and lightning.
โš–๏ธ
Oathsworn. Faithful guardian, protector, avenger.
๐Ÿ’€
Shadowmancer. Summon hordes of expendable minions.
๐Ÿ•Š
Shepherd. Master life and death. Lead a faithful companion.
๐ŸŽต
Songweaver. Inspiring presence, sharp wit, sharper tongue.
๐ŸŒช
Stormshifter. Master of weather, beast, and nature.
๐Ÿ‘Š
Zephyr. Disciplined martial artist โ€” swift hands, swift feet.
โ‰ก ๐Ÿ’ฐ Currency & Inventory โ–ผ

Currency: 10 Silver (sp) = 1 Gold (gp). 1 sp โ‰ˆ humble meal. 1 gp โ‰ˆ sumptuous feast.

Inventory Slots: 10 + STR slots.

1 slot: 1-handed weapon, shield, worn armor, 500 gp, or 2 potions.

2 slots: 2-handed weapon, unworn armor, bulky items.

Small related items can share 1 slot (e.g. Camping Supplies).


Starting Gold (Level 1)

Class starting equipment OR 50 gp. Starting at higher levels: 50 gp ร— level.


Healing Potions

Healing (50 gp): 2d4+4 HP. Greater (150 gp): 3d6+6. Supreme (450 gp): 4d8+8.