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5e Reference

10 1
Gold Platinum
Things to know…
Pace Min Hr
A Advantage Roll 2d20 take the higher number
Fast* 400ft 4 mi
10 1 D Disadvantage Roll 2d20 take the lower number
Silver Gold Normal 300ft 3 mi
STR Strength Measures bodily power & raw force
Slow** 200ft 2 mi
DEX Dexterity Measures agility, reflexes & balance
*-5 passive perception
10 1 CON Constitution Measures stamina & vital force ** Stealth possible
Copper Silver INT Intelligence Measures ability to recall & reason  Forced March
For each hour spent
WIS Wisdom Measures perception & intuition
travelling make a CON
CHA Charisma Measures ability to interact effectively Saving throw DC 10 + 1
for every hour past 8 on a
HP Hit Points How close to death a creature is
failed save add a level of
AC Armor Class How difficult a creature is to hit exhaustion.
Armor Don Doff
Ability check A d20 roll to succeed or failure of a task Required Food
Light 1 min 1 min & Water
An attempt to resist a spell, trap, disease or  Basic survival
Medium 5 min 1 min Saving Throw
other similar threats A medium creature needs
Heavy 10 min 5 min
Immunity No damage from a specific damage type 1lb of food and 1 gallon of
Shield
1 1 water or they begin to
action action Resistance Half damage from a specific damage type suffer from starvation or
Vulnerability Double damage from a specific damage type dehydration.
Weight  Starvation
Speed How far a creature can move
 Carry: Can go without food for 3
STRx15 lbs Awarded by a Dungeon master & confers A to + CON mod days. (min 1)
Inspiration  Dehydration
 Push/drag/lift: an attack roll, saving throw or ability check
STR x30 lbs Half water requires CON
Saving Throw DC 15.
Resting Ability Score Modifiers
Lesser amounts automatic
 Short Rest gain exhaustion.
Creatures spend an hour Score Modifier Score Modifier
resting and use remaining hit 1 -5 16-17 +3 Exhaustion
dice to regain hit points equal 1. All ability checks D
to the rolled result + 2-3 -4 18-19 +4 2. Speed reduced to half
Constitution modifier. 4-5 -3 20-21 +5 3. Saving throws & attack
Maximum hit die is equal to rolls D
their level. 6-7 -2 22-23 +6 4. Hit point maximum halved
 Long Rest 8-9 -1 24-25 +7 5. Speed reduce to 0
Creatures spend 8 hours 6. Death
resting once per 24 hours to 10-11 +0 26-27 +8 Removing
regain all lost hit points. 12-13 +1 28-29 +9 Exhaustion
Additionally, a creature  Using a spell or effect
regains spent hit Dice up to 14-15 +2 30 +10  Finishing a long rest with
half their maximum (minimum proper food & drink
of one die).  Being raised from the dead
5e Reference
Concentration
Cover Check
 When taking damage
+2 AC & DEX saving make a CON saving
½
throws Conditions throw DC 10 or half the
+5 AC & DEX saving
Blinded. Creature cannot see. Attacks against gain A and the creature’s damage taken whichever
¾ own attacks have D. is higher.
throws
Charmed. Creature cannot harm the charmer. The charmer has A on
Cannot be directly any interaction with the creature.
Total Movement
targeted Deafened. Unable to hear, the creature fails any hearing check. Sometimes by choice others not
Frightened. The creature has D on ability and attack rolls while source so much…
is visible, and won't willingly move closer.
 Long Jump: Move 10+ feet and
Grappled. Creature’s speed becomes 0 until condition ends. jump a distance equal to STR
Actions Incapacitated: Creature cannot act or react.
score in feet; half as far from
More than just attacking... Invisible. The creature cannot be seen without magical senses. The a standing position.
 Dash – Move an amount equal creature’s attacks A have and attacks against have D.
 High Jump: Move 10+ feet and
to your speed after applying Paralyzed. Creature is Incapacitated. It cannot move or speak. Fails all jump to a height equal to 3 +
modifiers STR and DEX rolls. Attacks against creature have A. Attackers within 5
STR modifier in feet; half as
 Disengage - Your movement feet who hit automatically land a critical hit.
far from a standing position.
doesn’t provoke opportunity Petrified. The creature’s weight increases 10x. Creature is  Creatures without a climbing
attacks from hostile creatures Incapacitated: Automatically fails STR and DEX rolls. Attacks against
or swimming speed requires 2
this turn creature have A. Creature has resistance to all damage. Aging, poison
feet for every 1 moved.
 Dodge - Attackers roll their and disease are suspended.
 Dropping Prone costs 0ft of
attacks with D and you gain Poisoned. The creature has D on attack and ability rolls
movement but standing up
A on DEX saving throws for Prone. The creature must crawl to move at 2 feet per foot or use ½ of costs half a creature’s
this turn Speed to stand. Creature has D on attack rolls. Attackers within 5 feet
movement.
 Escape - Using Acrobatics or have A , all other’s attacks have D.
 Crawling while prone requires
Athletics attempt to break Restrained. The creature’s speed is 0. Its attacks have D and attacks
2ft for every 1ft moved.
free from being restrained against it have A.
 Squeezing – Moving through
 Grapple - Attempt to seize a Stunned. The creature is Incapacitated, can’t move, and speech is an area with size restrictions
creature with a STR check faltering. Fails all STR and DEX rolls. Attacks on it have A.
or occupied requires 2 feet
contested by their Acrobatics Unconscious. The creature is Incapacitated, drops what it’s holding and for every 1 moved.
or Athletics check falls prone. Fails all STR and DEX rolls. Attacks on it have A. Attackers
 Falling – 1d6 bludgeoning
 Help - Give an ally A on an within 5 feet who hit get a critical hit.
damage per 10 feet; max 20d6.
attack or action
 Use - Interact with an object Damage Types
 Hide - Attempt to stealth with  Bludgeoning – Blunt force
suitable cover or a distraction  Cold – Freezing chill
 Ready - Choose a trigger & 0 HP & Death  Fire – Intense or heat
resulting action which can There’s a difference between hurt, dying and dead which are  Force – Pure magical energy
then be activated using your you?  Lightning – Electrical shock
reaction later after it occurs  Falling unconscious – When a creature receives damage but not  Necrotic – Life draining
 Search - Look around or enough for instant death. They are set to 0 hp and begin rolling  Piercing – Stabbing wounds
investigate the area Death saving throws.  Poison – Poisons & venoms
 Shove - Attempt to knock  Instant Death – When a creature receives damage past 0 equal to  Psychic – Mental anguish
another creature prone or or exceeds its maximum HP  Radiant – Divine light
push them 5 ft using a STR  Death saving throws - Roll a d20. 10 or higher, you succeed.  Slashing – Cutting wounds
check contested by their Otherwise, you fail. Natural 1 counts as two failures .Natural 20  Thundering – Concussive
Acrobatics or Athletics check you regain 1 HP impact or sonic

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