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5th Edition Player Reference

ATTACK
Target Identify your target to the table.
Attack Roll a d20. During an Attack roll,
1 always fails, and 20 always succeeds.
Modify Add your modifiers. PHB 194
Armor If the modified result is ≥ target’s Armor

D20 ROLLS
Class Class (AC) , the attack hits the target.
Roll Damage Dice and add modifiers.
ACTIONS IN COMBAT
Damage The target’s HP are reduced, factoring Move your Speed, in 1 or more segments
Rolls of the 20-sided die determine success or resistances and vulnerabilities. 1 Action from the list below
failure. Characters with natural abilities, talents, or 1 minor free action: e.g., speak, open a door PHB 199
magical aids have mod fiers which increase the Spell Many spells count as attacks. The caster 1 Bonus Action, if available to you
odds of success. Negative modifiers like weakne- Attack rolls d20 + Spellcasting Ability Modifier 1 Reaction, triggered on another’s turn
sses, diffi ulties, or curses decrease the chances. + Proficiency Bonus to hit vs AC. PHB 205
Move a distance up to your Speed. PHB 181
Ini iative Roll At the beginning of combat, E.g., Longbow Range 150/600: PHB 195
each character rolls a d20 to determine their Ranged ➛ 0-150 ft Roll as normal.
151-600 ft roll with .
+ In addition to moving, perform
one of the following Actions:
turn order in the ght. Add DEX. PHB 189 Attack ➛ ➛ 601 ft + Beyond reach of longbow. one or more times depending on
Attack Melee, ranged, and spell attacks rely on (If a foe is within 5 ft, roll with ) Attack your abilities. (Melee, ranged, or
a d20 roll. See “Attack” this page for details. Protective Cover spell attack) PHB 192
Ability Check (Skill Check) The GM may ask a ½ Cover Grants +2 to AC and DEX saves Cast Spellwithcastingtimeof1round. PHB 192
player to roll to determine whether their
character can accomplish a task. Add relevant ¾ Cover Grants +5 to AC and DEX saves your modified Speed to double
Dash your total distance moved. PHB 192
Ability and Pro ciency modi ers. PHB 173 Full Cannot be directly targeted, but
Saving Throw (Save) In a dangerous situation, Cover might be hit by Area of Effect. PHB 196 roll attack vs. AorA*. if target
the GM may require the player to roll a d20 to try Disarm has 2-hand grip. Larger
Improvised Weapons (uses Attack) combatant size gets . DMG 271
to avoid damage. Add relevant modifiers. PHB 179 Do 1d4 damage, range 20/60. If an improvised
Advantage & Disadvantage weapon resembles an actual weapon, the GM may from melee without inviting an
Circumstances, skills, or the DM’s ruling may rule it can be treated as such, including bonuses. Disengage Attack of Oppor un ty. PHB 192
grant Adv ntage or Dis dv ntage on a attacks for the turn. Attac ers roll
d20 roll. In this case, roll two d20 and use the
higher or lower result as appropriate. PHB 173 DAMAGE & HEALING Dodge at . Also gain
rolls for the turn. PHB 192
to any DEX
Inspiration Hit Points The relative threat of imminent
Awarded by the GM, Inspiration allows a player death or incapacity to a creature. PHB 196 At zero First Aid Stabilize a 0 HP creature. PHB 197
to confer on a d20 roll of their choice, HP a character is unconscious. PHB 197 Seize a creature. Roll Athletics vs.
including another player’s. PHB 125 Grapple target’s AorA*. To Escape: win AorA*
Hit Dice represent toughness and daily ability to (uses Attack) contest vs. grappler’s Athletics. PHB 195
Rolling & Modifying recover from harm. When you take a Short Rest, you
The number on the face of the die is the “natural” can spend Hit Dice to recover hit points. PHB 12 an ally with an action or attack,
Help granting them on a roll. PHB 192
result to which modifiers are applied. For clarity, Armor Class indicates how difficult a creature is to
report the result as “16 plus 3 is 19” or as “modified hit due to armor, dodging and parrying skills, and by making a Ste lth check. PHB 177
19” so the table knows you’ve included the Hide
other factors. Higher numbers are better. PHB 145
modifiers. If you roll a natural 1 or 20 during an a specific action to execute when
Damage Rolls determine how much damage an Ready you perceive a stated ‘tr gg r.’ PHB 193
attack, announce this “critical” miss or hit. PHB 7
attack inflicts. More-deadly attacks use more or
for an item. May require a Per ept-
COMBAT ROUNDS larger dice. Critical hits (20s) roll double dice. PHB 196
Healing is the recovery of Hit Points accomplished
Search
Shove
ion or Inv st ga ion check. PHB 193
Athletics vs. AorA* to push creature
Battles and other time-sensitive activities occur in through rest, spells, or potions. PHB 197
(uses Attack) 5 ft away or knock Prone. PHB 195
Rounds. A Round represents 6 seconds of game Short Rest is an hour rest during which characters
time. During a Round, each combatant gets a Turn can heal by applying remaining Hit Dice. PHB 186 an item for some purpose. This
Use may require a roll. PHB 193
to move and act. Each Round’s Turns occur Long Rest Once per day, 8-hour rest when the
simultaneously in the game world, but are character heals: all Hit Points restored, and ½ max Optional Climb Bigger Creature, Disarm, Mark,
resolved in Initiative Order by the players. PHB 189 number of Hit Dice are restored (minimum 1). PHB 186 Move Rules Overrun, Shove Aside, Tumble DMG 271
Surprised combatants cannot act in Instant Death If a hit reduces a PC below 0 HP to *AorA Roller’s choice: Athletics or Acrobatics.
Surprise the first round of combat. PHB 189
Combatants roll a d20 DEX check to
-1 × max hit points, they suffer instant death. PHB 197
Death Saving Throw When a character starts a
+ In addition to your Action, you may:
Initiative determine order of turns in a round. turn with 0 HP, they make an unmodified saving Move
additional distance, if you have
Add relevant modifier(s). PHB 189 throw of DC 10. 3 fails before 3 successes is fatal, remaining Speed. PHB 181
Round Begins 3 successes renders them Stable at 0 HP. PHB 197 Bonus Action Take one if available. PHB 189
All combatants take their turns Temporary Hit Points are conferred by some Taken instantly, even out of turn.
Turns in initiative order. PHB 189 abilities and magic, and are always lost first. PHB 198 Reaction Triggered by an event. PHB 190
Knockout When reducing a creature to 0 HP, a
Repeat Repeat rounds until victory,
melee attacker may elect to render it Two-Weapon With a light melee weapon in each
defeat, parley or retreat. hand, use Bonus Action to attack
Unconscious rather than kill it. PHB 198 Fighting with 2nd weapon. No ability mod
bonus to 2nd weapon damage. PHB 195
CONCENTRATION Some spells require Concentration to maintain effect. If the caster takes
Damage during concentration, they must make a Saving Throw (DC 10
PHB 203 or half the damage, whichever is higher) in order to maintain the spell.

DAMAGE TYPES Bludgeoning Blunt force.


Cold Ice or magical chill.
Lightning Electrical shock.
Necrotic Withering curse.
Psychic Mental anguish.
Radiant Divine light.
Immunity: No damage
Resistance: ½ damage
Fire Intense heat. Piercing Puncture wounds. Slashing Cutting wounds. Vulnerability: 2 × damage
Acid Corrosive compounds. Force Magical wallop. Poison Toxins and venom. Thunder Concussive impact. PHB 197
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5th Edition Player Reference


GLOSSARY ABILITY SCORES
Ability (also Skill Check) d20 roll to These numbers represent your base abilities. 10 is
Check
AC
attempt a challenging action.
Armor Class
CONDITIONS “average.” They are seldom used directly. Instead, they
determine Mod fiers (+ or -) you apply to your rolls.
Advantage Take higher number of 2d20 Spells, traps, and monster attacks may effect The abbreviations refer to these Modifiers. PHB 173
creatures beyond mere damage. These
Area of The volume targeted by a spell. ongoing effects are called Conditions. PHB 290 STR Str ngth Ability to apply force to your
envir nment. Muscle.
Effect
Critical (Crit) Fail (1) or Hit (20) on an attack roll
Blinded Creature cannot see. Attacks against
gain and the creature’s own attacks have . DEX Dex erity Gross and fine motor skills.
Agility.
d20 Roll of a die. 2d8 means, “the total
from rolling two 8-sided dice.”
Charmed Creature cannot harm the charmer.
The charmer has on any interaction with
CON Con ti ution Ability to overcome
harm & debility. Stamina.
Damage Reduction in Hit Points. the creature. INT Int ll gence Ability to recall and
analyze infor ation. Intellect.
Difficulty Class. The number a Deafened Unable to hear, the creature fails
DC d20 roll must meet for success
at a given challenge.
any hearing check. WIS Wsurroundings.
isdom Awareness of your
Insight.
Frightened The creature has on ability and Cha isma Influence over others and
Disadvantage Take lower number of 2d20 attack rolls while source is visible, and won't CHA your own state of mind. Authority.
DM/GM Dungeon Master/Game Master willingly move closer.
DMG
Healing
Dungeon Master’s Guide
Restoring Hit Points.
Grappled Creature’s speed becomes 0 until
condition ends. PHB 195 MOVEMENT&STRENGTH
Incapacitated Creature cannot act or react. You can walk your Speed in
HP Hit Points: remaining toughness feet per turn, or Dash to
Invisible The creature cannot be seen without Speed
Initiative The order in which characters’ magical senses. The creature’s attacks have and move 2×Speed (uses action).
Order turns are taken during a round. attacks against have . Running: Strength feet
Initiative A d20+DEX roll to determine Jump, Long
Paralyzed Creature is Incapacitated. It cannot move Standing: Strength feet ÷2
Roll the order of combat. or speak. Fails all STR and DEX rolls. Attacks STR mod+3 feet with a 10 foot
Striking an enemy within reach, against creature have . Attackers within 5 feet Jump, High
Melee Attack run up; half that flatfooted
usually 5 feet. who hit automatically land a critical hit.
Jump calculator: bit.ly/5e-jump
MM Monster Manual Petri ed The creature’s weight increases 10X.
Creature is Incapacitated. Automatically fails STR Reach 1.5 × Height
Modifier Added to d20 rolls to account for
abilities, proficiencies, or penalties. and DEX rolls. Attacks against creature have . Carry Strength × 15 pounds
Creature has resistance to all damage. Aging, Push/Drag/Lift Strength × 30 pounds
NPC Non-Player Character poison and disease are suspended.
PC Player Character Movement Hazards
Poisoned The creature has on attack and
PHB Player’s Handbook ability rolls. Opportunity Creatures may move freely
Prone The creature must crawl to move at 2 feet Attack past allies, but moving past or
Proficiency Additional bonus to a weapon or away from an enemy may
skill from experience or training. per foot or use ½ of Speed to stand. Creature has PHB 195 trigger an Opportunity Attack.
Ranged Striking an enemy at a distance on attack rolls. Attackers within 5 feet have ,
others have . Falling 1d6 bludgeoning damage per
Attack with a weapon or spell. PHB 183 10 feet fallen, max 20d6.
6 seconds of game time. Consists Restrained The creature’s speed is 0. Its attacks
Round have and attacks against it have . Difficult Terrain Requires one extra foot of
of a Turn for all combatants.
PHB 190 movement per foot moved.
Saving d20 roll to avoid unforeseen Stunned The creature is Incapacitated, can’t
Throw harm or certain magical attacks. move, and speech is faltering. Fails all STR and Squeezing Move through spaces for one
DEX rolls. Attacks on it have . PHB 192 size lower. Costs one extra foot
STR DEX CON Ability modifiers. May be added per foot moved.
INT WIS CHA to d20 rolls for Ability Checks. Unconscious The creature is Incapacitated,
Walking speed. The distance in drops what it’s holding and falls prone. Fails all
Speed STR and DEX rolls. Attacks on it have .
feet a creature moves in a Turn. Attackers within 5 feet who hit get a critical hit.
Spell Attack Using magic to deal damage to
an enemy adjacent or at range. Other Conditions
A creature’s opportunity to Suffocation A creature can hold its breath for
Turn move and act during a Round. 1+CON minutes (30 sec min). Once out of breath, it
survives for 1+CON rounds before it drops to 0 HP. LIGHT & VISION
Exhaustion has six levels with cumulative effects: Bright See normally
1 on all Ability Checks Lightly Dim light or light fog. Sight
2 Speed reduced to half Obscured checks have .
3 on Saving Throws and Attack rolls
4 Hit point maximum halved Heavily Darkness of night or heavy fog.
MONEY & EXPENSES 5 Speed reduced to 0
6 Death More on Exhaustion: PHB 185
Obscured
Darkvision
Creatures are effectively Blinded.
See in Darkness as Dim Light (grays).
Coins Lifestyle Cost/Day
Truesight Reveals mundane & magical darkness,
copper
silver
Wretched
0.01 gp Squalid
00.1 gp Poor

1 sp
2 sp
SPELL COMPONENTS illusions, invisibility, & Ethereal Plane.
Blindsight Sense surroundings without vision.
Modest 1 gp (V) Verbal Caster must be able to speak. Tremorsense Sense origins of surface vibrations.
gold 1 gp Comfortable 2 gp More on Light at PHB 183
Wealthy 4 gp (S) Somatic Caster must be able to move a hand.
platinum 10 gp Attacks against an unseen target are made at .
Aristocratic 10 gp + (M) Material Caster must possess materials, or Attacking a target who can’t see you grants .
A character needs 1 lb of food and 1 gallon of water PHB 203 can use Focus if components are
per day, or they will begin to suffer Exhaustion. PHB 185 0 gp and not consumed in casting.

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