You are on page 1of 2

D&D 5e quick reference

MOVEMENT LIMITED BY MOVEMENT SPEED

You can move at any time during your turn (before, after, or during actions).
Move PHB, pg. 190. Climb PHB, pg. 190. Swim PHB, pg. 182.
Cost: 5ft per 5ft Cost: 1 Oft per 5ft Cost: 1 Oft per 5ft
Drop prone PHB, pgs. 190-191,292. Crawl PHB, pg. 182. Stand up PHB, pg. 190-191.
Cost: Oft Cost: 1 Oft per 5ft Cost: half movement speed
High jump PHB, pg. 182. Long jump PHB, pg. 182. Improvise
Cost: 5ft per 5ft Cost: 5ft per 5ft Any stunt not on this list
Difficult terrainPHB, pg. 182 Grapple move PHB, pg. 195.
Cost modifier: +5ft per 5ft Modifier: speed halved

ACTION 1/TURN

You can also interact with one object or feature of the environment for free.
Attack PHB, pgs. 192,194-195. Grapple PHB, pg. 195. Shove PHB, pg. 195.
Melee or ranged attack Special melee attack Special melee attack
Cast a spell PHB, pg. 192. Dash PHB, pg. 192 Disengage PHB, pg. 192.
Cast time of 1 action Double movement speed Prevent opportunity attacks
Dodge PHB, pg. 192. Escape PHB, pg. 195. Help PHB, pg. 192.
Increase defenses Escape a grapple Grant an ally advantage
Use Object PHB, pg. 193. Use shield PHB, pgs. 144-146. Hide PHB, pg. 192.
Interact, use special abilities Equip or unequip a shield
Search PHB, pg. 193 Ready PHB, pg. 193. Use class feature
Choose trigger and action Some features use actions
Improvise PHB, pg. 193.
Any action not on this list

BONUS ACTION MAX.1/TURN

You can take a bonus action only when a special ability, spell, or feature states that you can do something as a
bonus action.
Offhand Attack PHB, pgs. 192,194-195. Cast a spell PHB, pg. 192. Use class feature
Use with the Attack action Cast time of 1 bonus action Some features use bonus actions

REACTION MAX.1/ROUND

A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's.
Opportunity attack PHB, pg. 195. Readied action PHB, pg. 193. Cast a spell PHB, pg. 192.
Enemy leaves your reach Part of your Ready action Cast time of 1 reaction

https://crobi.github.io/dnd5e-quickref/preview/quickref.html 1/2
D&D 5e quick reference

CONDITION

Conditions alter your capabilities in a variety of ways, and can arise as a result of a spell, a class feature, a monster's
attack, or other effect.
Blinded PHB, pg. 290. Charmed PHB, pg. 290 Deafened PHB, pg. 290.
You can't see You are charmed You can't hear
Exhaustion PHB, pg. 291. Frightened PHB, pg. 290 Grappled PHB, pg. 290.
You are exhausted You are frightened You are grappled
Incapacitated PHB, pg. 290 Invisible PHB, pg. 291. Paralyzed PHB, pg. 291
You can't take actions or reactio You can't be seen You are paralyzed
Petrified PHB, pg. 291. Poisoned PHB, pg. 292. Prone PHB, pg. 292
You are transformed into stone You are poisoned You are prone
Restrained PHB, pg. 292. Stunned PHB, pg. 292. Unconscious PHB, pg. 292
You are restrained You are stunned You are unconscious

ENVIRONMENTAL EFFECTS

Effects that obscure vision can prove a significant hindrance to most adventuring tasks.
Lightly obscured PHB, pg. 183. Heavily obscured PHB, pg. 183.
Disadvantage on Perception Effectively blind

The presence or absence of light in an environment creates three categories of illumination.


Bright light PHB, pg. 183. Dim light PHB, pg. 183. Darkness PHB, pg. 183.
Normal vision Lightly obscured Heavily obscured

Some creatures have extraordinary senses that allow them to perceive their environment.
Blindsight PHB, pg. 183. Darkvision PHB, pg. 183-184. Truesight PHB, pg. 184.
Perceive without sight Limited vision in darkness See in darkness

Obstacles can provide cover during combat, making a target more difficult to harm.
Half cover PHB, pg. 196. Three-quarters cover PHB, pg. 196. Full cover PHB, pg. 196.
Low wall, furniture Portcullis, arrow slit Completely concealed

2/2

You might also like