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