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Dnd5e Cheat Sheet Formatted

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0% found this document useful (0 votes)
161 views3 pages

Dnd5e Cheat Sheet Formatted

Uploaded by

be.scribbedee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Ability Check Movement can include jumping, climbing and

Roll d20. Add relevant ability modifier. Add swimming. Difficult terrain costs and extra foot per
proficiency bonus, if proficient (skill, weapon, ...). foot moved. Dropping prone uses no speed.
Add circumstantial bonuses or penalties. Score Standing up uses half your max speed. Crawling
must be equal or higher than Difficulty Class (DC) to costs one extra foot per foot moved.
succeed.
Combat (actions)
Advantage  Attack
Roll two dice, use the higher number. Advantages  Cast Spell. Spell attack is spellcasting
do not stack. Any number of advantages cancel out ability modifier + proficiency bonus
all disadvantages. If a special ability lets you reroll  Dash: Doubles your speed.
one die, you may only reroll exactly one of the two  Disengage: Movement does not provoke
dice. opportunity attacks for the rest of the turn.
 Dodge: Attack rolls against you have
disadvantage until start of next turn if you
Armor Class see the attacker. Your Dexterity saving
Armor class must be matched or exceeded with an throws have advantage.
attack roll to hit the target. Unarmored AC: 10 +  Help: Helped creature/character gains
DEX mod. Other AC: See armor description. advantage on its next ability check,
provided it does so before the start of your
Attack roll next turn. Also counts for helping on attack
 Melee: Ability Check (STR). Two-weapon rolls.
fighting: Take bonus action for additional  Hide: DEX (stealth) check. Only possible if
attack. Also possible for weapons with unseen.
"thrown" property. Do not add ability  Ready: Decide on a reaction and tie it to a
modifier to damage of bonus weapon, condition. Can also be used for spells with
unless that modifier is negative. casting time of one action. Requires
 Ranged: Ability Check (DEX). Attacking at concentration.
long range has disadvantage. Attacking  Search
beyond long range is impossible. Ranged  Use an Object
attack in close combat has disadvantage.
Unseen attackers have advantage. You Concentration
attack unseen defenders at disadvantage. Only one spell can be concentrated on at a time.
 Grappling: Target can be no more than Whenever you take damage, make a CON saving
one size larger than you. Need at least one throw against DC 10 or half the damage you take,
free hand. STR (athletics) check to initiate. whichever is higher.
Grappled creatures can escape with STR
(Athletics) or DEX (Acrobatics) check Contests
against your athletics check. Moving a
grappled creature halves your speed, Compare results of two Ability Checks. Ties mean
unless the creature is two or more sizes the situation remains as it was before. Example: A
smaller than you. door is closed. A monster tries to open the door, the
 Shoving: Target can be no more than one player tries to keep it shut. A tie means, the door
size larger than you. Make STR (athletics) stays shut.
check contested by STR (athletics) or DEX
(acrobatics). Choose: Either knock target Cover
prone or push it 5 feet away from you.  Half cover: +2 to AC and DEX saving
throws
Carrying capacity  Three-quarters cover: +5 to AC and DEX
Strength score * 15 lb saving throws
 Total cover: Cannot be targeted directly.
Completely concealed.
Combat Step by Step
1. Determine surprise Damage Resistance and Vulnerability
2. Establish positions
3. Roll initiative  Resistance: Halves damage
4. Take turns  Vulnerability: Double damage
5. Begin next round, go back to 4. Resistances and vulnerabilities are applied after all
other modifiers to damage. Resistances and
vulnerabilities that affect the same damage type do
Combat (movement) not stack.
You can move at any point during your turn up to
your speed in feet. You can break up your move.
Damage Roll proficient characters divide crafting time by
 Melee: Weapon damage + STR mod (DEX the amount of characters. You maintain a
possible for finesse weapons) modest lifestyle without having to pay or
 Ranged: Weapon damage + DEX mod comfortable lifestyle at half cost.
 Attacks that hit multiple targets (AoE): If  Practicing a profession: Maintain modest
attacking multiple targets, roll damage once lifestyle without having to pay. Comfortable
for all of them. lifestyle if you are a member of an
 Critical hit: Roll all attack's damage dice organization that can provide gainful
twice and add them together. Then add employment. If you have proficiency in
relevant modifiers. Performance and use this as work, you
earn enough for wealthy lifestyle.
 Recuperating: Recover from debilitating
Difficulty Class (DC) injuries, disease or poison. After three days:
The number you have to equal or exceed with a roll. Make DC 15 CON saving throw. On
Standard DC thresholds: success: Either end one effect that prevents
5 Very Easy you from regaining hit points, or gain
10 Easy advantage on saving throws against one
15 Moderate disease or poison currently affecting you for
20 Hard the next 24 hours.
25 Very Hard  Researching: Up to GM what is feasible
30 Nearly Impossible and how you gain information. Spend one
gp each day you research in addition to
Disadvantage your normal lifestyle expenses.
Roll two dice, use the lower number. Disadvantages  Training: Learn new language or training
do not stack. Any number of disadvantages cancel with a set of tools (additional training
out all advantages. If a special ability lets you reroll options up to GM). Find instructor. GM
one die, you may only reroll exactly one of the two determines how long the search lasts and
dice. whether ability checks are required.
Training takes 250 days and costs 1 gp per
Dropping to 0 Hit Points day.
 Instant Death: When you drop to 0 hit
points and the excess damage equals or Food and water
exceeds your hit point maximum. A character needs one pound of food per day. A
 Fall unconscious: When you drop to 0 hit character can go without food for 3 + CON mod
points and do not die instantly. Regain days. Half rations count as half days. A normal day
consciousness as soon as you regain any of eating resets the count.
hit points. A character needs a gallon of water per day, two in
 Death Saving throw: No modifiers. Roll hot weather. Half water means you need to roll DC
d20 each round. If 10 or higher, you 15 CON check or suffer a level of exhaustion at the
succeed. Otherwise you fail. 1 counts as end of the day.
two failures. Regain 1 hit point on 20. On
third success: become stable. On third fail: Group Checks
die. Count is reset when you regain any hit Everyone makes an ability check. If at least half the
points or become stable. Taking damage at rolls succeed, the whole group succeeds.
0 hit points equals one death saving throw Otherwise, the group fails.
failure. If damage equals or exceeds your
hit points maximum, you suffer instant Group Travel
death.
 Stabilizing: DC 10 Wisdom (medicine) Anybody who is not watching for hidden threats
check. A stable creature regains 1 hit point can: Navigate, draw a map, track or forage.
after 1d4 hours.
Hit Points & Hit Dice
Downtime activities  Max hit points per level: Hit die roll (or
 Crafting: Proficient with a related tool. average) + CON modifier. If your CON
Special location or materials might be modifier increases, so do your Hit Points for
necessary. For every time of downtime each character level.
spent crafting, you make progress in 5-gp  Hit Dice: The number of dice available to
increments towards the item's market value. you for recovery rolls during Long or Short
Choose one of the following: Divide time Rest. You regain expended hit dice during a
spent by proficiency mod (round up) or take Long Rest. Your type of hit die is
the usual time and produce an amount determined by your class(es).
equal to your proficiency mod. Multiply
Initiative relevant ability modifier. Add proficiency bonus, if
A roll that decides turn order. Add DEX mod to d20 proficient.
roll. Ties among monsters: GM decides. Ties
among players: Players decide. Ties among Short rest
monsters and players: GM decides (alternatively: At least one hour. Characters can't do anything
roll d20 per tied character/monster) more strenuous than eating, drinking, reading or
tending to wounds. Characters can spend one or
Long rest more Hit Dice at the end of a short rest to recover.
At least eight hours. Sleeping or light activity: Roll dice and add CON mod to each die. Dice can
reading, talking, eating, standing watch for no more be rolled separately.
than two hours. If interrupted by strenuous activity
for more than one hour, the rest needs to be Skill
repeated. At the end of a long rest, a character Specific aspect of an ability score. Allows you to
regains all hit points and half of the total amount of add your proficiency modifier to an ability check, if
Hit Dice. A character can't benefit from more than proficient in a skill.
one long rest in a 24-hour period. A character
needs to have at least 1 Hit Point at the start of the Surprise
rest to gain its benefits. Cannot move or take an action or reaction until end
of first turn of combat.
Passive Check
10 + all modifiers that normally apply to the check Vision and Light
Lightly obscured (dim light, patchy fog, moderate
Proficiency bonus foliage): Disadvantage on Wisdom (Perception)
Determined by your level and class. Cannot be checks that rely on sight.
added to a roll more than once. Can be multiplied or Heavily obscured (darkness, opaque fog, dense
divided. foliage): Character effectively suffers from blindness
(automatic failure in all tasks that involve sight)
Reaction
Only one allowed per turn. Includes opportunity Working together / Group Ability
attacks. Checks / Team Rolls
If two or more characters are proficient in a task, the
Saving Throw player who wants to roll gets the advantage. It must
Roll d20 to match or exceed a Difficulty Class. Add be a task where two or more characters working
together more productively actually makes sense.

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