Quick Reference
All the essential Nimble rules at a glance โ open on your phone or print it out.
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!
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.
Costs 1 action. You start your next turn with fewer actions.
Skill Check: 1d20 + Skill โฅ DC. Max skill bonus: +12. Roll 1 = always fail. Roll 20 = always succeed.
Save: 1d20 + Stat โฅ DC. Hero's save DC = 10 + KEY stat.
Saves per hero: 1 advantaged (โฒ), 1 disadvantaged (โผ), 2 neutral.
Difficulty Scale
| Easy | DC 8 |
| Medium | DC 12 |
| Challenging | DC 15 |
| Very Difficult | DC 18 |
| Extremely Difficult | DC 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.
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.
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.
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.
Stacking: Gaining a condition you already have has no added effect (Dazed + Dazed = still 1 lost action).
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
Small/Tiny: forced movement hits twice as far. Large: half as far. Huge/Gargantuan: immune to forced movement.
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.
6 schools: Fire Ice Lightning Wind Radiant Necrotic
Cantrips: 0 mana, cast anytime. Tiers 1โ9: 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.
Defense = DEX when unarmored. The Defend reaction reduces damage by your Defense.
| Armor | Defense | Cost |
|---|---|---|
| Unarmored | DEX | โ |
| Cheap Hides (Leather) | 3+DEX | 5 gp |
| Hard Leather | 5+DEX | 300 gp |
| Chain Shirt (Mail) | 9+DEX max 2 | 60 gp |
| Rusty Plate | 10 flat | 25 gp |
| Full Plate | 18 flat | 2,000 gp |
| Wooden Buckler | +2 | 5 gp |
| Iron Shield | +4 | 80 gp |
Proficiency: No prof in armor โ Defending costs 1 extra action.
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 โข Gather Information โข Craft โข Buy & Sell โข Socialize โข Research โข Serve โข Build
Lodging
Poor 5 sp/day โ basic. Comfortable 2 gp/day โ solid. Lavish 10 gp/day โ 1 Temporary Boon next day.
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.
Currency: 10 Silver (sp) = 1 Gold (gp). 1 sp โ humble meal. 1 gp โ 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.