This document provides an overview of core Dungeons & Dragons mechanics including ability scores, skills, combat, and more. It covers topics such as:
- Ability checks are d20 rolls plus relevant ability modifiers against target DCs. Proficiency can also apply. Typical DCs range from very easy (5) to nearly impossible (30).
- During combat, melee attacks use Strength and finesse weapons can use Dexterity. Ranged attacks and spells use the relevant ability. Actions include attacking, casting spells, dashing, disengaging, dodging, grappling, and more.
- Other mechanics include ability score modifiers, carrying capacity, jumping distances, concentration checks, hit points,
This document provides an overview of core Dungeons & Dragons mechanics including ability scores, skills, combat, and more. It covers topics such as:
- Ability checks are d20 rolls plus relevant ability modifiers against target DCs. Proficiency can also apply. Typical DCs range from very easy (5) to nearly impossible (30).
- During combat, melee attacks use Strength and finesse weapons can use Dexterity. Ranged attacks and spells use the relevant ability. Actions include attacking, casting spells, dashing, disengaging, dodging, grappling, and more.
- Other mechanics include ability score modifiers, carrying capacity, jumping distances, concentration checks, hit points,
This document provides an overview of core Dungeons & Dragons mechanics including ability scores, skills, combat, and more. It covers topics such as:
- Ability checks are d20 rolls plus relevant ability modifiers against target DCs. Proficiency can also apply. Typical DCs range from very easy (5) to nearly impossible (30).
- During combat, melee attacks use Strength and finesse weapons can use Dexterity. Ranged attacks and spells use the relevant ability. Actions include attacking, casting spells, dashing, disengaging, dodging, grappling, and more.
- Other mechanics include ability score modifiers, carrying capacity, jumping distances, concentration checks, hit points,
Dice rolls must meet or exceed the target. Athletics Advantage & disadvantage Climbing, jumping, lifting, swimming. Advantage and disadvantage don’t stack. If both Skill DC examples are in effect they’re cancelled out. Easy Round down Force open a stuck door, tread rough water. Whenever dividing a number, if the result is a Medium fraction it’s rounded down. Climb a free-hanging rope, grip a moving wagon. Hard ability scores PH 13 Climb a wall with few handholds. Score Mod. Score Mod. Rules 1 -5 16 - 17 +3 Carry capacity 2-3 -4 18 - 19 +4 Carry capacity (lbs) equals STR score x 15 4-5 -3 20 - 21 +5 Push/drag/lift equals x2 carry capacity. Speed 6-7 -2 22 - 23 +6 drops to 5ft when doing so. 8-9 -1 24 - 25 +7 Double these values for each size category above 10 - 11 0 26 - 27 +8 medium. Halve for each category smaller. 12 - 13 +1 28 - 29 +9 Jumping 14 - 15 +2 30 +10 Standing horizontal jump (ft), distance equal to half total STR score; full STR score with min. 10 ability checks PH 174 foot running start. Basic check Standing vertical jump (ft), distance equal to d20 + ability modifier (+ extra modifiers) half of 3+STR modifier; 3+STR with min. 10 foot Passive check running start. 10 + ability modifier (+/- 5 adv/disadv) Group check dexterity PH 176 Everyone rolls and at least half succeed. Associated skills Proficiency Acrobatics Skill or tool proficiency allows a character add Balance, dives, flips, somersaults. their proficiency modifier to a roll. Sleight of hand Steal or plant an item, manual dexterity. typical dc’s PH 174 Stealth Task difficulty DC Hide from observation. Opposed check. Very easy 5 Skill DC examples Easy 10 Easy Medium 15 Palm a coin, walk across an icy surface. Hard 20 Medium Very hard 25 Escape tight rope bindings, pick a typical lock. Nearly impossible 30 Hard Average rolls Disarm a professionally-made trap. A character with an ability score of 10 and no proficiency should succeed 50% of the time. Skills constitution PH 177 Wisdom PH 178
Skill examples Associated skills
Endure a marathon, grasp hot metal without Animal handling flinching, win a drinking contest. Calming animals, intuit intent, control mount. Insight Rules Determine intent, pick a lie. Breathing Medicine Can hold breath equal to 1 + CON modifier, min Stabilise a dying creature, diagnose illness. 30 seconds. After this, can survive rounds equal Perception to CON modifer, then character begins to die. See in the distance, eavesdrop, oppose stealth. Concentration Survival DC10 or DC(half damage taken), whichever is Follow tracks, hunt & gather, predict weather. higher. Hit points Skill DC examples Add hit die + CON modifier per level. If CON Easy modifier increases, add +1 HP per additional Spot a distant landmark, follow clear tracks. CON modifier point. This is retroactive. Medium Interpret non-verbal communications. intelligence PH 177 Hard Track over barren terrain, diagnose rare ailment. Associated skills Arcana charisma PH 178 Lore about magical creatures, spells, symbols. History Associated skills Information about past events. Deception Investigation Lie, disguise yourself, forge documents. Search for clues, hidden objects, cause of death. Intimidation Nature Threaten through physical presence or violence. Lore about plants, animals, terrain, and climate. Performance Religion Entertain an audience. Lore about deities, prayers, cults, holy symbols. Pursuasion Tact, social graces, negotiation, diplomacy. Skill DC examples Easy Skill DC examples Remember common info, identify obvious trap. Easy Medium A routine performance, scare a spineless noble. Identify uncommon symbols or cause of death. Medium Hard Intimidate thugs, persuade an acquaintence. Idenify well-hidden trap, recall esoteric info. Hard Rally a crowd, negotiate a peace treaty. Combat Combat numbers actions in combat PH 192
Melee attack Attack
1d20 + STR mod + proficiency bonus + Melee, ranged or spell attack against target. situational modifiers. Use DEX instead of STR if Cast a spell using finesse weapon. Will be either targeted attack, requiring attack Ranged attack roll vs AC, or a spell effect which requires the 1d20 + DEX mod + proficiency bonus + target to save vs caster’s DC. situational modifiers. Dash Disadvantage if shooting at enemy within 5ft. Move at your speed as an action in addition to Spell attack your usual movement. 1d20 + INT/WIS/CHA mod + proficiency bonus Disengage + situational modifiers. Allows player to move out of melee range Disadvantage if casting at enemy within 5ft. without triggering an opportunity attack. Spell save DC Dodge DC8 + INT/WIS/CHA mod + proficiency bonus Focus entirely on defence. Advantage on DEX + situational modifiers. saves, attackers attack with disadvantage. Half cover (PH 196) Grapple (PH 195) Grants a +2 bonus to AC. Occurs if a target has You grab your target. Target must be no more more than half its body obscured by an obstacle, than one size bigger than you. Make an Althletics eg: a low wall or furniture. check vs Athletics or Acrobatics. Three-quarter cover (PH 196) Target can make another escape attempt each Grants a +5 bonus to AC. Occurs if a target has round. 3/4 of its body obscured by an obstacle, eg: an You can move a grappled creature with you, but arrrow slit. your speed is halved. Critical hits (PH 196) Help A natural 20 attack roll is a critical hit. Roll the Helped creature gets advantage on next attack if damage dice twice, then add relevant modifiers. within 5ft. Hide The Combat Round PH 189 Stealth check vs Perception. Attacking when hidden grants advantage, and usually reveals 1. Establish surprise your position. Opposed Stealth vs Perception checks. Surprised Ready creatures can’t move, act, or react until the end Sacrifice action to have an automatic reaction of the first round. against a specific trigger event. 2. Establish positions Search DM determines placement based on marching Perception or Investigation check. order and enemy placements. Shove (PH 195) 3. Roll initiative You force a target to move. Target must be no 1d20+DEX modifier. Ties resolved by whoever more than one size bigger than you. Make an has the higher DEX modifier. Athletics vs Athletics or Acrobatics. Success 4. Turn order knocks target 5 ft away or prone. Participants take turns to act. Everyone gets one Use an object turn: a movement, an action, and free, bonus, Everything else, eg: drink a potion, lower a gate. and reactions where applicable. A round has completed when everyone has had one turn. Combat conditions PH 290 Stunned Subject is Incapacitated, can’t move, and can Blinded only speak falteringly. Auto fails STR and DEX Auto fail on checks requiring sight. Disadvantage checks. Attack rolls against have advantage. when the subject attacks, and attacks against it Unconscious have advantage. Subject is Incapacitated, can’t move or speak, is Charmed unaware of surroundings. Drops whatever it’s Can’t atack or target charmer. Charmer has holding and falls prone. Auto fail STR and DEX advantage in any social interaction with subject. checks. Attack rolls against have advantage. Any Deafened successful attacks within 5ft auto crit. Auto fail on checks requiring hearing. Frightened Healing & dying PH 197 Disadvantage on attacks when cause of fear is HP below zero visible. Can’t willingly move closer to the cause. When your HP is reduced to zero, you fall Grappled unconscious and make death saving throws. Speed is zero. Ends if removed from grappler’s Death saving throws reach or if grappler is incapacitated. Roll 1d20. 10 or higher is success. Three Incapacitated successes in total means you’re stabilised, three Can’t take actions or reactions. failures means you’re dead. A natural 20 grants Invisible 1HP. A natural 1 counts as two failures. Can’t be seen unaided; considered heavily Instant death obscured. Attacks made by an invisible creature You die if your HP goes below 0 and you then have advantage; attacks against one have take additional damage equal to your HP. disadvantage. First aid Paralysed A character can stablise a dying creature by Subject is Incapacitated, can’t move or speak. succeeding on a DC10 Medicine check. Auto fail STR and DEX checks, attacks against Healing Potions have advantage. Successful attacks from within Healing potions provide 2d4+2 HP. 5ft auto crit. Stablised Petrified A stablised creature has 0HP and is unconscious. Subject is transformed, along with all non- Non-lethal damage (PH 198) magical objects carried or worn) into a solid, You can knock your target unconscious if you inanimate substance. Auto fail STR and DEX make a melee attack that reduces it to 0HP. checks, attacks against have advantage. Subject Short rest (PH 186) has resistance to all damage, and is immune to Minimum 1 hour spent resting: eating, drinking, poison and disease (current effects suspended). tending wounds. Recover HP up to maximum Poisoned number of hit dice + CON modifier. Can recover Disadvantage on attacks and checks. total number of hit dice once per day. Prone Long rest (PH 186) Can only crawl. Disadvantage on attack rolls. Minimum 8 hours spent eating, drinking, Attacks within 5ft have advantage, all others sleeping, keeping watch for maximum 2 hours. have disadvantage. If interrupted, characters must restart the rest Restrained period to benefit from it. Recover all HP and Speed is zero and disadvantage on attacks and spent hit dice up to half available total. Can have DEX saves. Attacks against have advantage. no more than one long rest per 24 hour period. Exploration sight & light PH 183 Breaking stuff DMG 246
Types of Light Material AC Material AC
Bright light Cloth, rope 11 Iron, steel 19 Daylight, torches and lanterns within set radius. Crystal, glass 13 Mithril 21 Dim light Wood, bone 15 Adamantine 23 Shadows, dawn, dusk. Confers disadvantage on Stone 17 sight/Perception checks. Object Fragile Tough Darkness Tiny: bottle, lock 1d4 2d4 Night, unlit dungeons, magical darkness. Small: chest, lute 1d6 3d6 Confers Blindness. Medium: barrel, door 1d8 4d8 Lightly obscured Large: cart, window 1d10 5d10 Dim light, fog, moderate foilage. Confers Huge/Gargantuan DM’s discretion disadvantage on sight/Perception checks. Heavily obscured Locks & Traps DMG 120 Darkness, thick fog, dense foilage. Confers Blindness. Picking a lock Characters need Thieves Tools to pick a Types of Sight lock. Tool proficiency grants a bonus. Using Blindsight improvised tools confers disadvantage. Can perceive surroundings without using sight. Traps Radius depends on the creature. To defeat a trap, characters must first Perceive Darkvision (WIS) it, then Investigate (INT) its function, See in darkess as if it were dim light. Can’t see then use DEX/Thieves Tools to disable it. EG: colours. 1. DC15 Perception (WIS) to notice Truesight 2. DC10 Investigate (INT) to locate the Unimpeded sight within a set range. Can see mechanism through normal and magical darkness, see 3. Three successive DC10 DEX to disable invisible creatures and objects, automatically the mechanism, or DC15 to jump over detect visual illusions, perceive the true form of without triggering it. magically changed creatures, and see into the Traps can also be defeated using improvised Ethereal Plane. means - such as locating and disconneting a Light Source Bright Dim Lasts mechanism - or by simply circumventing it. Candle 5’ +5’ 1 hr Lamp 15’ +30’ 6 hrs Trap Danger Save DC Attack Lantern, bullseye 60’ C +60’ C 6 hrs Setback 10-11 +3 to +5 Lantern, hooded 30’ +30’ 6 hrs Dangerous 12-15 +6 to +8 Torch 20’ +20’ 1 hr Deadly 16-20 +9 to +12 Continual Flame 20’ +20’ Dispell Dancing Lights - 10’ <1 min Faerie Fire - 10’ <1 min Flame Blade 10’ +10’ <10 min Holy Aura - 5’ <1 min Light 20’ +20’ 1 hr Moonbeam - 5’ cyl <1 min Exploration Monster Proficiency MM 8 Tracking DMG 244
CR Bonus CR Mod. Surface DC
0-4 +2 17 - 20 +6 Soft, eg: snow or mud 10 5-8 +3 21 - 24 +7 Dirt or grass 15 9 - 12 +4 25 - 28 +8 Bare earth 20 13 - 16 +5 29, 30 +9 Each day since creature passed +5 Creature left a trail, eg: blood -5 Damage severity DMG 249
Character Travel PH 182
Level “Dang” “Shit!” *Dead* Time Fast Normal Slow 1-4 1d10 2d10 4d10 Minutes 400ft. 300ft. 200ft. 5-10 2d10 4d10 10d10 Hours 4 miles 3 miles 2 miles 11-16 4d10 10d10 18d10 Days 30 miles 24 miles 18 miles 17-20 10d10 18d10 24d10 Effects -5 to - Can use passive stealth Improvising Damage DMG 249 perception Dice Examples Forced March 1d10 Burned by coals, hit by falling After 8 hours of travel, characters have to make bookcase, pricked by poison needle CON checks to prevent exhaustion: 2d10 Struck by lightning, fall into fire pit DC10+1/hr past 8. 4d10 Hit by falling rubble A long rest removes one level of exhaustion. 10d10 Crushed by compacting walls, hit by Level Effect whirring blades, wading through lava 1 Disadvantage on ability checks 18d10 Submerged in lava, hit by crashing 2 Speed halved flying fortress 3 Disadvantage on attacks and saves 24d10 Fall into firey vortex on Elemental 4 HP max halved Plan of Fire, crushed in the jaws of a 5 Speed reduced to 0 godlike or moon-sized creature 6 Death
Encounter distance DMScreen
Foraging DMG 111 Outdoor visibility Distance When travelling at normal or slow pace, party Clear day, no obstructions 2 miles can make a Wisdom (Survival) check to find Rain 1 mile food. The DC reflects how hard it is to find food Fog 100-300 ft. and water in a given area. From a height x20 Food & water availability DC Audible range Distance Abundant food and water 10 Trying to be quiet 2d6 x5 ft. Limited food and water 15 Normal noise level 2d6 x10 ft. Very little, if any, food and water 20 Very loud 2d6 x50 ft. Success: 1d6+WIS modifier to determine the pounds of food and water found. A medium creature needs 1 pound of food and 1 pound of water per day. Magic Casting Spells PH 201 Magic items DMG 136
Spells known Identification
Bards, rangers, sorcerers and warlocks have a Magic items can be identified with the Identify limited number of spells available, which they spell, or by spending a short rest focussing on it. don’t need to prepare. Only one item can be focussed on per rest. All casters have access to a set number of Potions cantrips, which they can cast at will. Potions can be tasted to give an idea of their Preparing spells function. Clerics, druids, paladins and wizards must Attunement choose which spells to prepare from the lists Some items need to be attuned before use. First available to them. identify it, then spend a short rest attuning. Spells are prepared at the end of a long rest. An item can only be attuned to one character at a Spell slots time and a character can only be attuned to three Spellcasters have access to a certain number of items at a time. spell slots, as dictated by their class and level. A Attunement ends when the character has been spell can only be cast if a spell slot of equal level 100+ ft. away from the item for 24 hours, or or lower is available. voluntarily with a short rest. Rituals Spells & spellbooks Bards, clerics, druids and wizards can cast ritual Wizard spells can be copied to a spellbook if they spells without having to prepare them. have a high enough spell slot to cast it. It takes Spell components 2 hours and 50gp per spell level. Copying a spell Spells have verbal, somatic, and material from a scroll consumes the scroll. components. Casters must have access to all required components in order to cast spells. Magic item rarity DMG 135 A component pouch is assumed to have all Character the material components for a spellcaster’s Rarity Level Value spells inside it. The exception is spells that list Common 1st or higher 50-100 gp components with a specific cost. A focus can Uncommon 1st or higher 101-500 gp take the place of a component pouch. Rare 5th or higher 501 - 5k gp Casting in armour Very rare 11th or higher 5001 - 50k gp A caster can only cast while wearing armour if Legendary 17th or higher 50,001+ gp they’re proficient with that type of armour. Boosting spells Example magic items Casting some spells in a spell slot of a higher Common level than required will boost the spell effect. Potion of healing, 1st level spell scrolls. Stacking spell effects Uncommon If two spells that have the same effect target the +1 weapons, bag of holding, mithral armour. same creature, only the more potent spell has an Rare effect. +2 weapons, ring of feather fall, staff of healing. Recovering spell slots Very rare Spell slots are totally recovered at the end of a +3 weapons, dragon scale armour, crystal ball. long rest. Warlocks, wizards, socercers and some Legendary druids have features that allow them to recover Deck of many things, robe of the archmagi, rod additional slots. of resurrection, vorpal sword. The Wider World Common Expenses NPC Earnings Weapons & Armour (PH 145, 149) Status Min. income/mo. Profit/mo. Simple melee weapon 1sp - 5gp Poor 6gp 4sp Simple ranged weapons 1sp - 25gp Unskilled labour, mercenaries, peddlers, theives Martial melee weapons 5 - 50gp Modest 30gp 2gp Martial ranged weapons 10 - 75gp Soldiers with families, labourers, hedge wizards Light armour 5 - 45gp Comfortable 60gp 4gp Medium armour 10 - 750gp Skilled tradesfolk, merchants, military officers Heavy armour 30 - 1500gp Wealthy 120gp 8gp , 150, DMG 188) Adventuring Gear (PH Very successful merchants, royal sycophants Acid 25gp Aristocratic 300gp 20gp Antitoxin 50gp Politicians, guild leaders, high priests Ammo 1gp (20 arrows/bolts) Note Healer’s kit 5gp Minimum income per month is income before Rations (1 day) 5sp any expenses (upkeep, taxes, etc). Profit per Rope 1gp month is expendable income (beer, savings, Healing 2d4+2, common, ~50gp etc). This assumes a fairly benevolent ruler (ie, Greater healing 4d4+4, uncommon modest taxation) and a peacetime setting. Superior healing 8d4+8, rare Supreme healing 10d4+20, very rare calendar events DMG 33 Food & Accommodation, (PH 158) Days, weeks & months Inn/Night Meals/day Each month is comprised of three ten-day weeks, Squalid 7cp 3cp ie: a tenday. The events observed will depend on Poor 1sp 6cp what race and culture are observing them. Modest 5sp 3sp Examples of physical observances Comfortable 8sp 5sp The changing of the seasons. Wealthy 2gp 8sp Midsummer and midwinter. Aristocratic 4gp 2gp The harvest cycle. Transport (PH 159) Examples of religious observances Coach within city 1cp Celestial phenomena such as eclipses. Coach between cities 3c/mile Date of a hero’s ascention to godhood. Road or gate toll 1cp Appointment of a new church leader. Ship 1sp/mile Donkey/mule 8gp Examples of cultural observances Riding horse 75gp A monarch’s birthday. Warhorse 400gp Market day or craft festivals. Anniversary of a great victory. Trade goods (PH 157) When guild apprentices are chosen. 1 lb. flour or 1 chicken 2cp 1 lb. iron or 1 sq. yd. canvas 1sp Examples of fantastical observances 1 lb. cinnamon or pepper, or 1 sheep 2gp When the Feywilds appear in a local forest. 1 lb. of cloves or 1 pig 3gp When a great dragon demands a regular tithe. 1 sq. yd. silk or 1 cow 10gp A haunted castle appears on a nearby hill. 1 lb. of gold 50gp The full moon affects a lycanthrope population. DM Reference Guide by /u/timothy776 Background by Akinna Stock NPC Earnings by /u/bjornbob1234