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D&D 4th Edition Reference Sheet -1-

Condition Summary (PHB 277)  You are unaware of your surroundings. Death and Healing (PHB 295)
 You don’t age.
Blinded Death Saving Throw
Prone
 You grant combat advantage.  Roll: 1-9 fail; 10-19 no change; 20 spend a healing
 You grant combat advantage to enemies making
 You can’t see any target (your targets have total surge and become conscious.
melee attacks against you.
concealment).  Failures reset only upon rest.
 You get a +2 bonus to all defenses against ranged
 You take a –10 penalty to Perception checks. Healing the Dying
attacks from nonadjacent enemies.
 You can’t flank an enemy.  Heal DC 15 check (standard action) will stabilize
 You’re lying on the ground. (If you’re flying, you
Dazed the dying; no further saving throws unless
safely descend a distance equal to your fly speed.
 You grant combat advantage. additional damage is taken.
If you don’t reach the ground, you fall.)
 You can take either a standard action, a move  Any healing starts at 0 hit points plus healing
 You take a –2 penalty to attack rolls.
action, or a minor action on your turn (you can effect.
 You can drop prone as a minor action.
also take free actions). You can’t take immediate  If healing effect requires use of healing surge and
Restrained
actions or opportunity actions. you have none, gain 1 hit point.
 You grant combat advantage.
 You can’t flank an enemy.
 You’re immobilized.
Deafened
 You can’t be forced to move by a pull, a push, or
 You can’t hear anything.
a slide.
 You take a –10 penalty to Perception checks.
 You take a –2 penalty to attack rolls.
Dominated
Slowed
 You’re dazed.
 Your speed becomes 2. This speed applies to all
 The dominating creature chooses your action. The
your movement modes, but does not apply to
only powers it can make you use are at-will
teleportation or to a pull, a push, or a slide. You
powers.
can’t increase your speed above 2, and your speed
Dying
doesn’t increase if it was lower than 2. If you’re
 You’re unconscious. slowed while moving, stop moving if you have
 You’re at 0 or negative hit points. already moved 2 or more squares.
 You make death saving throw every round. Stunned
Helpless  You grant combat advantage.
 You grant combat advantage.  You can’t take actions.
 You can be the target of a coup de grace.  You can’t flank an enemy.
 Note: Usually you’re helpless because you’re Surprised
unconscious.  You grant combat advantage.
Immobilized  You can’t take any actions.
 You can’t move from your space, although you can  You can’t flank an enemy.
teleport and can be forced to move by a pull, a Unconscious
push, or a slide.
 You’re helpless.
Marked
 You take a –5 penalty to all defenses.
 You take a –2 penalty to attack rolls for any attack
 You can’t take actions.
that doesn’t target the creature that marked you.
Petrified  You fall prone, if possible.
 You can’t flank an enemy.
 You have been turned to stone.
Weakened
 You can’t take actions.
 Your attacks deal half damage. Ongoing damage
 You gain resist 20 to all damage.
you deal is not affected.
D&D 4th Edition Reference Sheet -2-

Actions in Combat (PHB 286) push. Strength attack vs. Fortitude as a move Attacking (PHB 279)
action to move up to half speed, carrying grabbed
Aid Another Attack: Standard Action target. Attack Modifiers (PHB 279)
 Targeted melee basic attack vs. AC 10. On hit, Opportunity Attack: Opportunity Action Combat Advantage against Target +2
deal no damage, but one chosen ally gets +2  Triggered by movement out of a square adjacent Attacker is Prone -2
bonus on next attack against target or +2 to all to you; but not a shift, slide, pull, push, or Attacker is Restrained -2
defenses against target's next attack against ally; teleport; expanded by threatening reach. Also Target has Cover -2
bonus expires at end of your next turn. triggered by ranged adjacent ranged or area Target has Superior Cover -5
 Aid Another Skill/Ability Check: Standard Action power. When triggered, you can make interrupting Target has Concealment* -2
 Skill or ability check vs. DC 10. On success, one melee basic attack against triggering enemy. No Target has Total Concealment* -5
chosen ally gets +2 bonus on next same skill or more than once per triggering enemy's turn. Long Range (Weapon attacks only) -2
ability check; bonus expires at end of ally's next Run: Move Action Charge Attack (Melee only) +1
turn.  Move up to speed +2. You have -5 to all attacks * Melee/Ranged only
Bull Rush: Standard Action and grant combat advantage to all enemies until Combat Advantage
 Adjacent target within 1 size larger or smaller. start of your next turn.  +2 bonus on attacks.
Strength check vs. Fortitude. On success, push Second Wind: Standard Action  Must be able to see target.
target 1 square and shift into vacated square.  Spend a healing surge to regain hit points and gain  Granted when target is balancing, blinded,
Charge: Standard Action +2 to all defenses until the start of your next turn. climbing, dazed, flanked, helpless, prone (melee
 Move at least 2 squares from starting position, May only be used once per encounter. only), restrained, running, squeezing, stunned,
directly to nearest square where you can attack Shift: Move Action surprised, unable to see attacker, unaware of
an enemy. At end of move, make a melee basic  Move 1 square without provoking opportunity attacker, unconscious, etc.
attack with +1 bonus on attack. After attack, no attacks. Cannot shift into difficult terrain.
further actions on your turn (unless you spend an Cover, Concealment, Invisibility
Squeeze: Move Action
action point).  Large and larger creatures reduce space by 1; Cover (PHB 280)
Coup de Grace: Standard Action other creatures squeeze into smaller space. Move  -2 penalty on attacks (-5 for superior cover)
 Targeted attack, using any power (including basic half speed as part of squeeze. You have -5 to all  Area/Close attacks trace from origin.
attack), against adjacent, helpless enemy. On hit, attacks and grant combat advantage until you  Reach attacks affected by cover.
automatic critical and if you deal more damage return to your normal space. End as a free action.  [Trace from one corner of attacker’s square to all
than target's bloodied value, target automatically Stand Up: Move Action corners of one of target’s square. 1 or 2 blocked is
killed.  Stand up from prone. Only if your space is cover; 3 or 4 blocked is superior cover.]
Crawl: Move Action occupied, you may shift 1 square to an unoccupied Concealment (PHB 281)
 When prone, move at half speed. square.  -2 penalty on attacks (-5 for total concealment);
Escape: Move Action Total Defense: Standard Action melee and ranged attacks only.
 When grabbed, make Athletics check vs. Fortitude  +2 to all defenses until the start of your next turn.  Concealment is lightly obscured or heavily
or Acrobatics check vs. Reflex. On success, end Walk: Move Action obscured and adjacent.
grab and may shift 1 square.  Move your speed.  Total concealment is total obscurement/darkness
Grab: Standard Action Other or heavily obscured nonadjacent.
 Target enemy (up to one size smaller or larger).  Standard Actions: Administer potion; Equip/stow Invisibility (PHB 281)
Strength attack vs. Reflex within melee reach. On shield; Basic Melee Attack; Basic Ranged Attack.  Invisibility grants total concealment.
hit, target is immobilized. Sustain as a minor  Creatures know the location of invisible creatures,
 Move Actions:
action. End as a free action. Grab is ended by an unless the invisible creature uses stealth.
 Minor Actions: Draw/sheathe weapon; Drink
escape or any condition that would prevent an  A perception check (minor action) can reveal the
potion; Open/close door or chest; Pick up an
attack of opportunity (e.g. dazed, surprised, location of an invisible creature.
item; Retrieve/stow item.
stunned, unconscious) or moved via slide, pull or
D&D 4th Edition Reference Sheet -3-

Difficulty Class and Damage By Level (DMG 42)


DC Values Normal Damage Limited Damage
Level Easy Moderate Hard Low Medium High Low Medium High
1-3 5 10 15 1d6+3 1d10+3 2d6+3 3d6+3 2d10+3 3d8+3
4-6 7 12 17 1d6+4 1d10+4 2d8+4 3d6+4 3d8+4 3d10+4
7-9 8 14 19 1d8+5 2d6+5 2d8+5 3d8+5 3d10+5 4d8+5
10-12 10 16 21 1d8+5 2d6+5 3d6+5 3d8+5 4d8+5 4d10+5
13-15 11 18 23 1d10+6 2d8+6 3d6+5 3d10+6 4d8+6 4d10+5
16-18 13 20 25 1d10+7 2d8+7 3d8+7 3d10+6 4d10+7 4d12+7
19-21 14 22 27 2d6+7 3d6+8 3d8+7 4d8+7 4d10+7 4d12+7
22-24 16 24 29 2d6+8 3d6+8 4d6+8 4d8+8 4d12+8 5d10+8
25-27 17 26 31 2d8+9 3d8+9 4d6+9 4d10+9 5d10+9 5d12+9
28-30 19 28 33 2d8+10 3d8+10 4d8+10 4d10+9 5d10+9 5d12+9

DCs to Break or Burst (PHB 262) Food, Drink and Lodging (PHB 222) Price
Doors Food
Break down wooden door 16 Meal, Common 2 sp
Break down barred door 20 Meal, Feast 5 gp
Break down iron door 25 Drink
Break down adamantine door 29 Ale, Pitcher 2 sp
Portcullis Wine, Bottle 5 gp
Force open wooden portcullis 23 Inn Stay (per day)
Force open iron portcullis 28 Typical Room 5 sp
Force open adamantine portcullis 33 Luxury Room 2 gp
Walls Rations
Break through wooden wall (6 in.) 26 Trail Rations (10 days) 5 gp
Break through masonry wall (1 ft.) 35 Journeybread (10 days) 50 gp
Break through hewn stone wall (3 ft.) 43
Other Light Sources Rad Bright Time
Burst rope bonds 26 Candle 2 Dim 1 hour
Burst iron chains 30 Torch 5 Bright 1 hour
Burst admantine chains 34 Lantern 10 Bright 8 hours/pint
Smash wooden chest 19 Campfire 10 Bright 8 hours
Smash iron chest 26 Sunrod 20 Bright 4 hours
Smash adamantine box 32 Phosph. Fungi 10 Dim -
Brazier 10 Bright 8 hours

D&D 4th Edition Reference Sheet -4-

Skills Arcana (Intelligence)  Swim (part of a move action)


* Trained only  Arcana Knowledge magic-related (any DC) or far Calm water 10
Knowledge Skills realms (minimum DC 25). Rough water 15
Arcana, Dungeoneering, History, Nature, and  Monster Knowledge elemental, the fey, or the Stormy water 20
Religion shadow origin, or is a construct. o Swim at half speed (or tread water).
General  Detect Magic* o Failure by 5+: sink 1 square and risk drowning.
Common 10 Identify conjuration or zone 15 + ½ power level o Failure by less: lose rest of move.
Expert 20 (minor action) Bluff (Charisma)
Master 25  Bluff (standard action in combat)
Paragon Tier +5 Identify ritual 20 + ½ ritual’s level o Opposed by Insight.
Epic Tier +10 (standard action) o Feint (standard action in combat)
Identify magical effect 15 + ½ effect’s level o Gain combat advantage until the end of your
Monster Knowledge (standard action) next turn.
Name, type, keywords 15 Sense presence of magic 20 + ½ level of o 1 per encounter.
Powers 20 within 5 + your level squares magic phenomenon o Diversion (standard action in combat)
Resistances, vulnerabilities 25 (1 minute) o Create diversion allowing you to use Stealth to
Paragon tier creature +10 hide.
Epic tier creature +15 Athletics (Strength)
o 1 per encounter.
 Climb (part of a move action)
Acrobatics (Dexterity) Diplomacy (Charisma)
For 1 person 15
 Acrobatic Stunt, such as swing, somersault, slide, Diplomacy influence others with tact, subtlety and
For 5 persons 25
etc. social grace.
Adjustments ±5
Base 15 Dungeoneering (Wisdom)
For 1 person 15
 Balance (part of a move action)  Dungeoneering Knowledge underground
For 5 persons 25
Narrow (12 inches) or unstable 20 environment, hazards or clues (any DC).
Adjustments ±5
Very narrow (6 inches) +5 For 1 person 15  Monster Knowledge aberrant origin.
Narrow and unstable +5 o Climb at half speed, granting combat  Forage (1 hour)
o Move half speed over surface, granting combat advantage. For 1 person 15
advantage. o Failure by 5+: fall and lose rest of move. For 5 persons 25
o Failure by 5+: fall and lose rest of move. o Failure by less: lose rest of move. Adjustments ±5
o Failure by less: lose rest of move. o Must make new check if take damage (at +5 DC Endurance (Constitution)
o Must make new check if take damage. if damage makes you bloodied).
Endure extreme weather ~15
 Escape from Grab see Grab o Free action to catch hold and self-arrest if you
Resist disease ?
 Escape from Restraints (5 minutes) fall while climbing with DC at +5 (plus damage if
Ignore hunger (after 3 weeks) 20 + 5/day
Base ~20 fall results from damage).
Ignore thirst (after 3 days) 20 + 5/day
As a standard action +10  Escape from Grab see Grab Hold breath 20 + 5/round
Narrow and unstable +5  High Jump (part of a move action) (each round after 3 minutes)
 Reduce Falling Damage* (free action if falling, or o Vertical distance cleared (in feet) is check Hold breath 20
move action if jumping down) result divided by 10 (5 with 2 square running (maintain after damage)
Reduce damage by ½ check result. start). Add 133% of height for maximum reach. Swim or tread water after 1 hour 15 + 2/hour
 Long Jump (part of a move action)
o Horizontal distance cleared (in squares) is check
result divided by 10 (5 with 2 square running
start). Vertical distance is ¼ horizontal
distance.
D&D 4th Edition Reference Sheet -5-

Heal (Wisdom)
 Use Second Wind (standard action) Perception (Wisdom) Streetwise (Charisma)
o 10 Adjacent character can use second wind to  Perception (no action if passive, minor action for  Streetwise (1 hour) collect useful information,
regain hit points (but not defense bonus). active, 1 minute to search a square) rumors, etc in a settlement.
 Stabilize Dying (standard action) o May be opposed by Stealth. Typical settlement 15
o 15 Adjacent dying character can stop making  Listen Hostile settlement 20
dying saving throws. Battle 0 Totally alien settlement 30
 Grant Saving Throw (standard action) Normal conversation 10 Information is readily available -2
o 15 Adjacent character can make an immediate Whispers 20 Information is hard to come by +5
saving throw or gain +2 bonus on saving throw Through a door +5 Information is secret or guarded +10
on his turn. Through a wall +1 Thievery (Dexterity)
 Treat Disease (part of treated character’s More than 10 squares away +2  Disable Trap (standard action)
extended rest)  Spot/Search Heroic tier 20
o Heal check can replace Endurance check for Barely hidden 10 Paragon tier 30
disease effects. Adjacent character can make an Well hidden 25 Epic tier 35
immediate saving throw or gain +2 bonus on More than 10 squares away +2 Using tools -2
saving throw on his turn.  Find Tracks Delay (instead of disable) -5
History (Intelligence) Soft ground (snow, loose dirt, mud) 15 o Failure by 5+: trigger trap.
 Knowledge Hard ground (wood or stone) 25 o Failure by less: no effect.
Insight (Wisdom) Rain or snow since traces were made +10  Open Lock (standard action)
 Sense (minor action in combat) Each day since tracks were made +2 Heroic tier 20
Sense motives/attitudes 10 + ½ creature’s level Quarry obscured tracks +5 Paragon tier 30
Sense outside influence 25 + ½ effect’s level Huge or larger creature -5 Epic tier 35
Recognize illusory effect 15 + ½ effect’s level Group of ten or more -5 Using tools -2
Intimidate (Charisma) Religion (Wisdom)  Pick Pocket (standard action)
 Intimidate (minor action in combat)  Religion Knowledge gods, religious traditions and Base 20 + ½ target’s level
o Opposed by Will (+10 if target is hostile; +5 if ceremonies, divine effects, holy symbols, o Failure by 5+: target notices.
target is unfriendly). theology. (any DC). o Failure by less: no effect.
o Force a bloodied target to surrender, get a  Monster Knowledge immortal or undead.  Sleight of Hand (standard action)
target to reveal secrets against its will, or cow Stealth (Dexterity) Base 15
target into some other action.  Hide (at end of move action)
Nature (Wisdom) o Opposed by Perception (all enemies present) (+5
 Nature Knowledge natural world, terrain, climate, if you move more than 2 squares; +10 if you
weather, plants, weather, plants or seasons (any run).
DC). o In combat, you can make a Stealth check only if
 Monster Knowledge natural origin. you have superior cover or total concealment,
 Forage (1 hour) or there is no line of sight.
For 1 person 15 o You can remain hidden as long as you keep out
For 5 persons 25 of sight, keep quiet, keep still, and don’t
Adjustments ±5 attack.
 Handle Animal Calm, teach trick or otherwise
handle a natural beast.

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