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Dungeons and Dragons 5th Edition Cheat Sheet

Dungeons and Dragons 5th Edition Cheat Sheet


Abilities and Skills (BR57)

Combat (BR69)

Glossary

You have a score from 3-20 for each of your


abilities. You will also have an ability modifier,
which will range from -5 to +5 or so.

Combat is made up of rounds, which represent 6


seconds of time. During a round, every character
and creature gets a turn. On your turn, you can
move and take an action. Your movement can be
used at any time on your turn, and can be split up
as well. Some abilities let you take a bonus
action, and will detail what you can do with it. You
also get one reaction per round.

AdvantageBR4 - Roll twice, and take the higher roll.


For a passive skill, add 5.

Strength (STR) - Physical power and force.


Athletics - climbing, jumping, swimming,
grappling
Dexterity (DEX) - Agility, reflexes, balance
Acrobatics - Balancing, acrobatic stunts
Sleight of Hand - Concealing objects,
pickpocketing
Stealth - Moving silently, hiding from enemies
Constitution (CON) - Physical endurance,
toughness
Intelligence (INT) - Book smarts, knowledge
Arcana - Knowledge about magic
History - Knowledge about history
Investigation - Looking for clues and making
deductions on those clues.
Nature - Knowledge about nature, plants,
animals
Religion - Knowledge about religion
Wisdom (WIS) - Street smarts, reasoning and
deduction
Animal Handling - Calming animals, mounts
Insight - Determine true intentions, detect lies
Medicine - Diagnose illness, stabilize dying
person
Perception - Spot, hear, or detect things.
Survival - Follow tracks, hunt, predict weather
Charisma (CHA) - Force of character, persuasion,
likeability, influence
Deception - Lying, misleading
Intimidation - Influence by threatening, physical
violence, feats of strength
Performance - Entertainment, dance, acting,
storytelling
Persuasion - Influence by tact, social graces

Weapon Attack Ability Modifiers

(BR73)

Normally, you use STR for melee weapons, and


DEX for ranged weapons. If a weapon has the
finesse property, you can use DEX instead. If a
melee weapon has the thrown property, you can
make a ranged attack with it instead, using the
same ability score you would use for a melee
attack.

Unconscious and Dying (BR76)


If you drop to 0 HP, you are unconscious. Each
turn you must make a death saving throw (DST):
Roll a d20. If 10 or higher, you succeed; otherwise,
you fail. Three successes means you stabilize.
Three failures mean you die. A 1 counts as two
failures. If you roll a 20, you regain 1 HP (and
regain consciousness).
Any damage you take counts as a failed DST. If a
creature lands a critical hit on you, it counts as
two failed DSTs.
If your total damage beyond 0 HP matches or
exceeds your total HP, you die.

BR## refer to page numbers in the Basic Rules

Round = Turn (Move, Action, Bonus Action)


+ Reaction
Movement Options (BR70)
Running - move up to your speed
Climbing, Swimming, or Crawling - move at
half speed.
Jumping - Requires a 10 ft. running start
Long Jump - jump up to your STR score in
feet.
High Jump - jump up to 3 + STR modifier
Actions in Combat (BR71)
Attack - See below.
Cast a Spell - Choose which spell to cast, then
determine targets, damage, etc
Dash - Double your speed for this turn. You can
still split your movement up before/between/after
your action(s).
Disengage - Your Move does not provoke
attacks of opportunity
Dodge - All attacks against you have
disadvantage, and all DEX checks you make have
advantage until your next turn.
Help - The target you help gets advantage on
their attack roll or check.
Hide - Make a Dexterity (Stealth) check to
conceal yourself.
Ready - Prepare an action to be taken at a
certain time. e.g. When anything rounds the
corner of that hall, Ill throw my javelin at its face!
Search - Find something. May require a Wisdom
(Perception) check
Use an Object
Making a Weapon Attack (BR73)
1) Decide on a weapon to attack
with.
2) Roll a d20.
a) If its a 20,
you automatically hit. This is a
critical hit.
b) If its a 1,
you automatically miss.
3) If you are proficient in the
weapon, add your proficiency bonus.
4) Add the appropriate ability
modifier (see Attack Ability Modifiers).
5) If this number meets or
exceeds the targets AC, you hit!
6) Roll damage. If this was a
critical hit, roll twice and add.
7) Add the same ability modifier
you used in step 4.
8) You deal that much damage!
Making a spell attack is identical to making a
weapon attack, except for the following:

Always add your proficiency


bonus in step 3. You are always
proficient in spellcasting.

Use your spellcasting ability


in step 4

Dont add your spellcasting


ability to your damage in step 7.

Armor Class (AC)BR9 - A number representing how


hard it is to deal damage to something. Usually
your armor bonus (or 10 if unarmored) + DEX
modifier.
ContestBR58 - You and an opponent each make
skill checks. Whoevers total is higher wins the
contest.
Difficulty Check (DC) - A number representing the
difficulty of a task.
DisadvantageBR4 - Roll twice, and take the lower
roll. For a passive skill, subtract 5.
Hit Dice (HD)BR7 - The amount is determined by
your level(s), and the die is determined by your
class(es). Used to recover health during Short
Rests.
Hit Points (HP)BR7 - How healthy you are. When
you take damage, you subtract from your current
hit points.
Immune - You take no damage.
InitiativeBR69 - Make a DEX check. This determines
in what order characters and creatures take their
turns during combat.
InspirationBR35 - Granted by the DM for
spectacular role-playing. You may use Inspiration
to gain advantage on one attack roll, saving throw,
or ability check..
Long RestBR67 - A full nights rest. Recover spell
slots, HP, and half of your Hit Dice, as well as any
other special class resources.
Opportunity AttackBR74 - When a creature within
your reach moves away, you can use your
reaction to make a melee attack.
Passive CheckBR59 - An ability check that doesnt
use a roll. Your passive score is equal to 10 + all
applicable modifiers (ability modifiers, proficiency,
advantage/disadvantage).
ProficientBR7 - Add your Proficiency Bonus to any
rolls for this skill/attack/etc
ReachBR73 - The area that you can make melee
attacks in. Usually a 5 ft. radius.
ResistanceBR75 - You take half damage.
Saving ThrowBR4 - Roll a d20, and add your Ability
Modifier to the roll. If you are proficient, add your
proficiency bonus.
Short RestBR67 - About an hour of downtime. Can
spend Hit Dice to recover HP.
Ability/Skill CheckBR4 - Roll a d20, and add your
Ability/Skill Bonus to the roll. If you meet or exceed
the DC, you succeed.

Dungeons and Dragons 5th Edition Cheat Sheet


Abilities and Skills (PHB173)

Combat (PHB189)

Glossary

You have a score from 3-20 for each of your


abilities. You will also have an ability modifier,
which will range from -5 to +5 or so.

Combat is made up of rounds, which represent 6


seconds of time. During a round, every character
and creature gets a turn. On your turn, you can
move and take an action. Your movement can be
used at any time on your turn, and can be split up
as well. Some abilities let you take a bonus
action, and will detail what you can do with it. You
also get one reaction per round.

AdvantagePHB173 - Roll twice, and take the higher


roll. For a passive check, add 5.

Strength (STR) - Physical power and force.


Athletics - climbing, jumping, swimming,
grappling
Dexterity (DEX) - Agility, reflexes, balance
Acrobatics - Balancing, acrobatic stunts
Sleight of Hand - Concealing objects,
pickpocketing
Stealth - Moving silently, hiding from enemies
Constitution (CON) - Physical endurance,
toughness
Intelligence (INT) - Book smarts, knowledge
Arcana - Knowledge about magic
History - Knowledge about history
Investigation - Looking for clues and making
deductions on those clues.
Nature - Knowledge about nature, plants,
animals
Religion - Knowledge about religion
Wisdom (WIS) - Street smarts, reasoning and
deduction
Animal Handling - Calming animals, mounts
Insight - Determine true intentions, detect lies
Medicine - Diagnose illness, stabilize dying
person
Perception - Spot, hear, or detect things.
Survival - Follow tracks, hunt, predict weather
Charisma (CHA) - Force of character, persuasion,
likeability, influence
Deception - Lying, misleading
Intimidation - Influence by threatening, physical
violence, feats of strength
Performance - Entertainment, dance, acting,
storytelling
Persuasion - Influence by tact, social graces

Weapon Attack Ability Modifiers

(PHB194)

Normally, you use STR for melee weapons, and


DEX for ranged weapons. If a weapon has the
finesse property, you can use DEX instead. If a
melee weapon has the thrown property, you can
make a ranged attack with it instead, using the
same ability score you would use for a melee
attack.

Unconscious and Dying (PHB197)


If you drop to 0 HP, you are unconscious. Each
turn you must make a death saving throw (DST):
Roll a d20. If 10 or higher, you succeed; otherwise,
you fail. Three successes means you stabilize.
Three failures mean you die. A 1 counts as two
failures. If you roll a 20, you regain 1 HP (and
regain consciousness).
Any damage you take counts as a failed DST. If a
creature lands a critical hit on you, it counts as
two failed DSTs.
If your total damage beyond 0 HP matches or
exceeds your total HP, you die.
PHB### refer to page numbers in the Players

Round = Turn (Move, Action, Bonus Action)


+ Reaction
Movement Options (PHB190)
Running - move up to your speed
Climbing, Swimming, or Crawling - move at
half speed.
Jumping (PHB182) - Requires a 10 ft. running start
Long Jump - jump up to your STR score in
feet.
High Jump - jump up to 3 + STR modifier
Actions in Combat (PHB192)
Attack - See below.
Cast a Spell - Choose which spell to cast, then
determine targets, damage, etc
Dash - Double your speed for this turn. You can
still split your movement up before/between/after
your action(s).
Disengage - Your Move does not provoke
attacks of opportunity
Dodge - All attacks against you have
disadvantage, and all DEX checks you make have
advantage until your next turn.
Help - The target you help gets advantage on
their attack roll or check.
Hide - Make a Dexterity (Stealth) check to
conceal yourself.
Ready - Prepare an action to be taken at a
certain time. e.g. When anything rounds the
corner of that hall, Ill throw my javelin at its face!
Search - Find something. May require a Wisdom
(Perception) check
Use an Object
Making a Weapon Attack (PHB193)
1) Decide on a weapon to attack
with.
2) Roll a d20.
a) If its a 20,
you automatically hit. This is a
critical hit.
b) If its a 1,
you automatically miss.
3) If you are proficient in the
weapon, add your proficiency bonus.
4) Add the appropriate ability
modifier (see Attack Ability Modifiers).
5) If this number meets or
exceeds the targets AC, you hit!
6) Roll damage. If this was a
critical hit, roll twice and add.
7) Add the same ability modifier
you used in step 4.
8) You deal that much damage!
Making a spell attack is identical to making a
weapon attack, except for the following:

Always add your proficiency


bonus in step 3. You are always
proficient in spellcasting.

Use your spellcasting ability


in step 4

Dont add your spellcasting

Armor Class (AC)PHB14 - A number representing


how hard it is to deal damage to something.
Usually your armor bonus (or 10 if unarmored) +
DEX modifier.
ContestPHB174 - You and an opponent each make
skill checks. Whoevers total is higher wins the
contest.
Difficulty Check (DC) - A number representing the
difficulty of a task.
DisadvantagePHB173 - Roll twice, and take the lower
roll. For a passive check, subtract 5.
Hit Dice (HD)PHB12 - The amount is determined by
your level(s), and the die is determined by your
class(es). Used to recover health during Short
Rests.
Hit Points (HP)PHB12 - How healthy you are. When
you take damage, you subtract from your current
hit points.
Immune - You take no damage.
InitiativePHB189 - Make a DEX check. This
determines in what order characters and creatures
take their turns during combat.
InspirationPHB125 - Granted by the DM for
spectacular role-playing. You may use Inspiration
to gain advantage on one attack roll, saving throw,
or ability check..
Long RestPHB186 - A full nights rest. Recover spell
slots, HP, and half of your Hit Dice, as well as any
other special class resources.
Opportunity AttackPHB195 - When a creature within
your reach moves away, you can use your
reaction to make a melee attack.
Passive CheckPHB175 - An ability check that doesnt
use a roll. Your passive score is equal to 10 + all
applicable modifiers (ability modifiers, proficiency,
advantage/disadvantage).
ProficientPHB173 - Add your Proficiency Bonus to
any rolls for this skill/attack/etc
ReachPHB195 - The area that you can make melee
attacks in. Usually a 5 ft. radius.
ResistancePHB197 - You take half damage.
Saving ThrowPHB179 - Roll a d20, and add your
Ability Modifier to the roll. If you are proficient, add
your proficiency bonus.
Short RestPHB186 - About an hour of downtime. Can
spend Hit Dice to recover HP.
Ability/Skill CheckPHB174 - Roll a d20, and add your
Ability/Skill Bonus to the roll. If you meet or exceed

Dungeons and Dragons 5th Edition Cheat Sheet


Handbook

ability to your damage in step 7.

the DC, you succeed.


VulnerablePHB197 - You take double damage.

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