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5e Cheat Sheet

The document provides difficulty class benchmarks for a variety of skills, tasks, and abilities related to athletics, intelligence, dexterity, constitution, wisdom, and charisma. It also includes guidelines for short and long rests, damage and dying, and influencing reactions from friendly, indifferent, and hostile NPCs. Tasks range from climbing cliffs to tracking creatures to withstanding poison, and DCs increase based on the task's level of difficulty from easy to formidable.

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100% found this document useful (2 votes)
535 views

5e Cheat Sheet

The document provides difficulty class benchmarks for a variety of skills, tasks, and abilities related to athletics, intelligence, dexterity, constitution, wisdom, and charisma. It also includes guidelines for short and long rests, damage and dying, and influencing reactions from friendly, indifferent, and hostile NPCs. Tasks range from climbing cliffs to tracking creatures to withstanding poison, and DCs increase based on the task's level of difficulty from easy to formidable.

Uploaded by

thisisradio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Strength Benchmarks

Athletics Climb
Eaay (DC 1o) Scale a cli with plenty of handholds
Moderate (DC 1g) Climb a rough stone wall
Hard (DC zo) Climb a sheer surface with scant handholds
Formidable (DC o) Climb an oiled rope
Athletics Jump
Eaay (DC 1o) Jump a few feet farther than you normally could
Hard (DC zo) Throw a grappling hook in the middle of a long jump
Athletics Swim
Eaay (DC 1o) Tread water in rough conditions
Hard (DC zo) Swim in stormy waters
Formidable (DC o) Swim free of a vortex
Improvised Tasks Break an Object
Eaay (DC 1o) Force open a stuck wooden door
Hard (DC zo) Break open a solid locked door; break rope bonds
Very Hard (DC zg) Break open a solid barred door or elaborate lock
Formidable (DC o) Break open a heavy door held by a metal bar or
masterwork lock; break chain bonds or manacles
Improvised Tasks Mighty Strength
Moderate (DC 1g) Push through an earthen tunnel that is too small
Hard (DC zo) Hang on to a wagon while being dragged behind it
Very Hard (DC zg) Tip over a large stone statue; keep a boulder from rolling
Contem (va. STR) Push a door open when someone else is holding it
Intelligence Benchmarks
Arcana, History, Nature, Religion Recall Lore
Eaay (DC 1o) Recall widely known facts; identify a common symbol
Moderate (DC 1g) Recall specic details about widely known facts; recall
vague information about slightly obscure facts; identify
an uncommon monster
Hard (DC zo) Recall specic details about obscure facts; recall vague
information about truly esoteric facts; identify a spell as
it is being cast (higher-level spells might be harder);
understand a dialect of a known language
Very Hard (DC zg) Recall specic details about truly esoteric facts known
only to a few; identify an especially rare monster;
decipher a simple message in an unfamiliar language;
identify the persistent eects of a spell
Formidable (DC o) Identify a unique monster
Investigation Inspect or Search
Eaay (DC 1o) Find a simple tripwire or a pit covered with branches
and leaves
Moderate (DC 1g) Find the signs of a creature passing across dry ground
and deduce its nature and the direction of its travel; nd
a hidden compartment in a chest
Hard (DC zo) Find a typical secret door; nd a typical pressure plate in
the oor; locate a tripwire
Very Hard (DC zg) Find a particularly well-hidden secret door or
well-disguised pressure plate
Improvised Tasks Clever Ingenuity
Eaay (DC 1o) Communicate a simple idea to a creature that doesnt
share your language
Moderate (DC 1g) Deduce what kind of weapon caused an injury; estimate
the value of a piece of jewelry; pull together a disguise to
help an ally pass as a city guard
Hard (DC zo) Determine how to cause part of a tunnel to collapse;
estimate the value of a gemstone
Very Hard (DC zg) Estimate the value of a rare, antique, or exotic item
Contem (va. INT) Pass o a forged document as real
Dexterity Benchmarks
Acrobatics Balance
Eaay (DC 1o) Walk across an icy surface
Moderate (DC 1g) Walk on a narrow ledge
Hard (DC zo) Cross a wildly swaying rope bridge
Very Hard (DC zg) Walk across a tightrope; surf down staircase on a shield
Acrobatics Tumble
Moderate (DC 1g) Swing from a chandelier
Very Hard (DC zg) Somersault over a creature of the same size
Sleight of Hand Conceal an Object
Eaay (DC 1o) Perform simple feats of sleight of hand
Contem (va. WIS) Palm an object while under close observation
Stealth Hide or Sneak
Contem (va. WIS) Hide in an obscured area; sneak past guards
Improvised Tasks Disarm a Trap*
Eaay (DC 1o) Keep a pit trap from opening when its triggered
Moderate (DC 1g) Keep a scything blade trap from triggering
Hard (DC zo) Prevent a poison needle or gas trap from springing
Very Hard (DC zg) Disarm an intricate trap
Formidable (DC o) Disarm a magic trap
Improvised Tasks Drive
Moderate (DC 1g) Control a heavily laden cart on a steep descent
Hard (DC zo) Steer a chariot around a tight turn or around an obstacle
Improvised Tasks Open a Lock*
Moderate (DC 1g) Pick a simple lock
Hard (DC zo) Pick a typical lock
Very Hard (DC zg) Pick an elaborate lock
Formidable (DC o) Pick a masterwork lock;
pick a magical lock (requires feat)
Improvised Tasks Nimble Agility
Very Hard (DC zg) Escape from chain bonds
Contem (va. DEX) Escape from rope bonds; secure rope bonds
Contem (va. STR) Stay on an unwilling mount
* oquiros procioncv vth hiovos oIs
Constitution Benchmarks
Improvised Tasks Hardy Endurance
Eaay (DC 1o) Qua an entire stein of ale in one go
Moderate (DC 1g) March overland for CON+ hours in a row (save);
roll down a steep slope without taking damage (save)
Hard (DC zo) Swim for hour without rest
Very Hard (DC zg) Swim for hours without rest
Formidable (DC o) March overland for CON+ hours in a row (save)
Resting
Short Rest (at least hour)
You can spend any or all of your Hit Dice during a short rest. For each HD you
spend in this way, roll the die and add your CON modier to it. You regain hit
points equal to the total. You can decide to spend an additional HD after each
roll. Once you have spent a HD, you must complete a long rest to regain it.
Long Rest (at least hours)
Sleep or perform light activity: reading, talking, eating, or standing watch for
no more than hours of the rest period. If the rest is interrupted by strenuous
activitysuch as attacking, taking damage, or casting a spellyou must start
over unless the interruption lasted less than hour. You must have at least
hit point to take a long rest. At the end of the rest, regain all your hit points
and half your maximum number of HD (round up). You cant benet from
more than one long rest in a -hour period.
Wisdom Benchmarks
Animal Handling Deal with an Animal
Moderate (DC 1g) Get animal to keep moving while tired
Hard (DC zo) Train animal for a task; calm aggressive wild animal
Very Hard (DC zg) Calm panicked animal; rear wild animal
Formidable (DC o) Tame wild animal
Insight Sense Motive
Moderate (DC 1g) Discern who among a cagey group is the leader; read a
persons motives or attitude
Hard (DC zo) Interpret enemies hand signs
Very Hard (DC zg) Sense an outside inuence on a person, such as an
enchantment spell
Contem (va. CHA) Recognize a lie; see through a disguise
Medicine Administer First Aid
Eaay (DC 1o) Identify a common ailment or poison from its symptoms;
stabilize a dying creature
Hard (DC zo) Identify a rare ailment or poison
Perception Listen
Moderate (DC 1g) Eavesdrop on a conversation through a door
Very Hard (DC zg) Eavesdrop on a whispered conversation through a door
Contem (va. DEX) Notice a sneaking creature
Perception Spot
Moderate (DC 1g) Detect that a makeshift ambush is about to be sprung
Hard (DC zo) Find a tiny item such as a gem in a pile of other items
Contem (va. DEX) Notice a hiding creature
Survival Track (ranger class feature)
Eaay (DC 1o) Track a creature through snow or mud
Moderate (DC 1g) Track a creature through a forest
Hard (DC zo) Track a creature across dirt or grass
Very Hard (DC zg) Track a creature across bare stone
Formidable (DC o) Track a creature across dirt or grass after a rainfall
Survival Wilderness Survival
Eaay (DC 1o) Hunt/forage for food while traveling in the wilderness
Moderate (DC 1g) Avoid natural hazards, such as quicksand
Hard (DC zo) Keep from getting lost while traveling in the wilderness
Charisma Benchmarks
Deception Beguile and Bluff
Contem (va. WIS) Fast-talk or con someone; adopt a disguise; impersonate
someones voice; give false assurance to dull suspicion;
tell a convincing lie
Intimidation Hector and Bluster
Hard (DC zo) Get an unruly crowd to move out of the way; badger
allied soldiers into a ghting mood; goad a person to act
Contem (va. WIS) Pry information out of a prisoner
Performance Astound and Fascinate
Eaay (DC 1o) Entertain a crowd; give a pleasing performance
Moderate (DC 1g) Give a rousing or inspiring performance
Hard (DC zo) Give a masterful performance
Persuasion Smooth Talking
Moderate (DC 1g) Calm and comfort a distraught person
Contem (va. WIS) Persuade someone to do something; convince someone
to back down from a confrontation
Improvised Tasks Gather Information
Eaay (DC 1o) Gather the common gossip in a town or neighborhood;
learn about the local power gures
Moderate (DC 1g) Find what you need in an unfamiliar city; nd out whos
really in power
Hard (DC zo) Suss out local information only a few people know
Very Hard (DC zg) Dig up obscure community news or lore
NPC Reactions
nuoncing n cronturo gonornIIv roquiros n CHA chock.
Friendly NPC
Default The NPC will do as you wish for requests that dont involve risk or
sacrice
DC 1o The NPC accepts a minor risk or sacrice to do as you wish
DC zo The NPC accepts a signicant risk or sacrice to do as you wish
Indifferent NPC
Default The NPC oers no help or harm
DC 1o The NPC will do as you wish except will not take any risks or make
any sacrices
DC zo The NPC accepts a minor risk or sacrice to do as you wish
Hostile NPC
Default The NPC opposes your actions and may take risks to do so
DC 1o The NPC oers no help or harm
DC zo The NPC will help you as long as there are no risks or sacrices
involved
Damage and Dying
Inmant Death You die if the remaining damage after equals or
exceeds your hit point maximum.
Unconacioua At hit points you fall unconscious. You become
conscious if you regain any hit points.
Death Savea Whenever you start your turn with hit points, you must
make a CON save (DC ). Third success, you become
stable; third failure, you die. Successes and failures dont
need to be consecutive, and the number of both is reset
to when you regain any hit points or become stable.
nturnI 1. Counts as two failures.
nturnI oo. You regain hit point.
Damage at o hp Each time a creature with hit points takes damage, it
suers a death saving throw failure. If the damage equals
the creatures hit point maximum, it dies.
Travel Pace
so tho onJinoss DC Juring oxpIorntion in pInco o/ tho urpriso DC.
icuIt torrnin* hnIvos tho mnximum Jistnnco covoroJ.
Travel Readiness Max Distance per
Pace DC minutes hour day
Cautioua ft. mile miles
Slow ft. mile miles
Moderate ft. miles miles
Fam , ft. miles miles
* icuIt torrnin incIuJos /orom, jungIo, mountnin, nnJ svnmp,
normnI torrnin incIuJos Josort, hiIIs, pInins, ronJ/pnth, nnJ tunJrn
Creature Sizes
ronturos cnn squoozo ns i/ ono sizo smnIIor, soo ConJnions /or Squoozing.
SurrounJ nnJ FiIIs nro gvon ns muItipIos g MoJium cronturos.
Size Space (ft.) Surround Fills
Tiny
Small
Medium
Large
Huge
Gargantuan *
* or [nrgor
Surprise DCs
urpriso is n W!S snving throv vnh
n DC bnsoJ on cronturo nIortnoss.
Faranoid
Viglant
Diainteremed
Unfocuaed
Dimraced
Random Encounters
ungoon 1o min, iIJornoss 1 hr
Population Density d
Denaely Inhabed
Typical Habation
Momly Uninhabed
ncountor imnnco 1Joooo /t,
outJors normnI, 1o JicuIt
Special Actions
[arge Choose a target at least feet away; move up to half
your speed (to a position where the target is in your
reach) and make a single melee attack.
jligb* With sucient handholds, you can climb at your
speed; without, make an Athletics check.
joup de _race Attack an adjacent, unconscious creature. If you hit the
creature and deal damage, the creature drops to hit
points. If the creature was already at hit points, it dies.
(igengage Move up to half your speed. If you leave a hostile
creatures reach during this movement, you do not
provoke an opportunity attack from that creature.
(odge Focus entirely on avoiding attacks. Until your next turn,
attack rolls against you have disadvantage, and you make
Dexterity saving throws with advantage. You lose this
benet if you cannot move or take actions.
_rapple Using at least one free hand, try to grab and hold a
creature no more than one size larger than youcontest
your STR vs. the creatures STR or DEX (the creature
chooses). If you win, the creatures speed becomes and
cannot increase until the grapple ends.
oving n _rnppIoJ Cronturo. If you move while
grappling a creature, you drag or carry it, and every feet
costs you extra feet of movement, unless the creature
is two or more sizes smaller than you.
ostrnining n Cronturo. As a separate action, you can
restrain a grappled creaturecontest your STR vs. the
creatures STR or DEX (the creature chooses). If you win,
the creature is restrained. While you restrain it, attacks
against you have advantage, your attacks have disad-
vantage, and you have disadvantage on Dexterity saving
throws. You can stop restraining a creature at any time.
nJing n _rnppIo. Release a grappled creature
whenever you like (you must if you cant take actions or if
you lose control of the grabbing limb). If a force removes
a grappled creature from your reach, the creature is
freed, unless the force also targets and moves you. A
grappled creature can escape as an action by winning a
contest of STR or DEX (its choice) vs. your STR.
elg Aid another creature in the completion of a task, or aid
another creature in one of its attacks against a creature
within feet of you. The creature you aid gains
advantage for the next relevant ability check or attack
roll it makes before your next turn.
nder Distract or otherwise hinder another creature within
feet of you; describe the manner in which you do so. The
creature has disadvantage on the next relevant ability
check or attack roll it makes before your next turn.
umle Use your action to move (again) up to your speed.
_umg* _ong _ump. Move at least feet to leap your STR
score in feet; otherwise, your STR score in feet.
igh _ump. Move at least feet to leap up + your
STR modier in feet; otherwise, your STR modier in
feet (minimum ). Total reach = jump height + height.
nock Qowg You knock a creature prone (no more than one size
larger than you) by winning a contest of your STR vs.
that creatures STR or DEX (the creature chooses).
eady an cion Choose a trigger event youll be able to perceive and an
action you want to take when that happens. When the
trigger occurs, use your reaction to take the action you
chose. This may interrupt another creatures action.
Qwip* You can swim your speed.
* [is ncion i n ovo
Conditions
linded Automatically fails any ability check involving sight.
Attack rolls against blind creatures have advantage;
a blind creatures attack rolls have disadvantage.
[atmed Cannot attack charmer or target charmer with harmful
abilities or magical eects. Charmer has advantage on
any ability check to interact socially with the creature.
jtawling* Crawling movement costs double; creature is prone (_.v.).
(ea[ened Automatically fails any ability check involving hearing.
ncumbered* Disadvantage on attack rolls and STR, DEX, and CON
checks and saving throws. Max unencumbered load =
STR; max load = STR; max push or drag load =
STR (speed drops to ft. above STR).
haumed* See Exhaustion section.
galling* A creature who falls takes d bludgeoning damage per
feet fallen (maximum d). The creature lands
prone (_.v.), unless it avoids taking damage from the fall.
gtightened Disadvantage on ability checks and attack rolls while the
source of its fear is within line of sight. Cannot willingly
move in such a way that it would end its turn closer to
the source of its fear than where it started.
olding @reath* A creature can hold its breath for a number of minutes
equal to its CON modier (minimum seconds). After
that, if it cant breathe for a number of rounds equal to its
CON modier (minimum ), it falls unconscious. If it still
cant breathe, it loses all its hit points.
^ncorporeal Resistance against nonmagical damage; targets have
resistance against its nonmagical damage. Can move
through (but not stop in) objects or other creatures.
^nvaible An invisible creature is impossible to see without the aid
of magic or a special sense. For hiding, the creature is
heavily obscured. The creatures location can be detected
by any noise it makes or any tracks it leaves. Attack rolls
against the creature have disadvantage, and the
creatures attack rolls have advantage.
gatalyzed Cannot move, speak, or take an action not purely mental.
When paralyzed, a creature drops whatever its holding
and falls prone (_.v.). A paralyzed creature automatically
fails STR and DEX saving throws.
groqe Prone creatures may crawl or stand up but otherwise
cant move. Prone creatures have disadvantage on attack
rolls. Attack rolls against prone creatures have disad-
vantage unless the attacker is adjacent, in which case
attack rolls have advantage. A creature can drop prone
by using feet of movement, and must use its entire
move to stand (but if its speed is , it cant stand).
emraiqed Speed becomes , and cant benet from bonuses to
speed. Attack rolls against restrained creature have
advantage, and creatures attack rolls have disadvantage.
Creature has disadvantage on DEX saving throws.
Q_ueeging* A squeezing creature can move around as if one size
smaller. Movement costs feet extra for every feet.
Squeezing creatures have disadvantage on attack rolls
and DEX saving throws; attack rolls against squeezing
creatures have advantage.
Qtunqed Cannot move or take actions. Automatically fails STR
and DEX saving throws. Attack rolls against the creature
have advantage.
^ncoqacioug An unconscious creature drops whatever its holding and
falls prone (_.v.). The creature cannot move, take actions,
or perceive its surroundings. The creature automatically
fails STR and DEX saving throws.
* ot n onJnion er e, oro g n nuntion
Hide and Seek
Stealth
A hidden creature has advantage on attack rolls against creatures that dont
know its there. To hide, make a DEX [Stealth] check, and contest against
creatures who would sense you (WIS [Perception]) and/or creatures who are
searching for you (INT [Search]). You must have cover or be obscured and you
must remain quiet; otherwise, you can be seen or heard.
Perception
WIS [Perception] to notice (this is the default to use); INT [Search] to search.
Searching should be reasonably specic. Contest notice or search roll against
DEX [Stealth] of a creature trying to hide.
Weather
Temperate Spring/Fall d Temperate Winter d
No special weather Cold
Storm (light rain) Cold, storm (snow)
Storm (heavy rain) - Cold, storm (heavy snow)
Temperate Summer d Desert d
No special weather Hot
Hot Hot, storm (dust)
Storm (heavy rain) Hot, storm (heavy rain)
Tundra/Arctic d Tropical Summer d
Cold Hot
Cold, storm (snow) Hot, storm (light rain)
Cold, storm (heavy snow) Hot, storm (heavy rain)
Weather Phenomena
Cold Below o: CON save (DC ) vs. exhaustion each full hour. Creatures
without cold weather gear automatically fail this save.
Heat Above 1oo: CON save (DC ) vs. exhaustion each full hour. Creatures
wearing medium or heavy armor or heavy clothing suer disadvantage.
Storma: Reduce travel speeds to (if combined with dicult terrain then ).
Dum Storm[Heavy Rain: Visibility reduced to ft, creatures suer
disadvantage on saves against surprise.
Heavy Snow: As heavy rain, and reduce speed for d days after the storm.
Exhaustion
ocs thnt nppIv oxhnumion nJJ IovoIs g oxhnumion. ocs thnt romovo
oxhnumion subtrnc IovoIs g oxhnumion. o hours g /uII rntions (/oJ nnJ
vntor) thnt incIuJo 8 hours g rom romovo 1 IovoI g oxhnumion.
Level 1. Disadvantage on all attacks and ability checks; cannot maintain
concentration on spells. (Also applies to levels .)
Level z. Speed reduced to . When attempting to cast a spell, DC CON
check or the spell is expended without eect. (Also applies to levels .)
Level . Speed is reduced to , and maximum hit points reduced to .
Level q. Speed becomes , and maximum hit points are reduced to .
Level g. Drop to hit points and cannot regain hit points.
Level . The creature dies.
Food and Water
Water: gal. per creature per day.* nI/ ntion. CON save (DC ) vs.
exhaustion each full day (if the character is already exhausted, levels of
exhaustion). oss thnn nI/ ntion. One level exhaustion per full day (if the
character is already exhausted, levels of exhaustion).
Fmd: lb. per creature per day.* nI/ ntion. day of starvation per full day.
oss thnn nI/ ntion. day of starvation per full day. osuIt. After +CON
modier days of starvation, one level of exhaustion per full day without food,
or CON save (DC ) vs. exhaustion per full day on half rations.
* nrgo , ugo 1, _nrgnntunn o or grontor o if hot vonthor
Languages
Standard Speakers Script Exotic Speakers Script
Common Humans Common Abyssal Demons Infernal
Dwarvish Dwarves Dwarvish Celestial Celestials Celestial
Elvish Elves Elvish Draconic Dragons Draconic
Giant Ogres, Giants Dwarvish Deep Speech Aberrations Infernal
Gnomish Gnomes Dwarvish Infernal Devils Infernal
Goblin Goblinoids Dwarvish Primordial Elementals Dwarvish
Gnoll Gnolls Common Sylvan Fey Elvish
Haling Halings Common Undercommon Underdark Elvish
Orc Orcs Dwarvish traders
Don/Remove Armor
ou bonot /rom nrmor AC onIv i/
vou tnko tho /uII timo to Jon n.
Category Don Remove*
Light min. min.
Medium min. min.
Heavy min. min.
* nh [oIp, roJuco his imo 6v
Magic Item Rarity
Rarity Min. Level Item Value
Common gp
Uncommon gp
Rare , gp
Very Rare ,, gp
Legendary ,, gp
Artifact ,+ gp
Default DCs
tva[
agy
Wodetate
atd
^ery atd
otgidab[e
jeurly ^pgoggib[e
Door/Wall HP
Material Door Wall*
dapaniqe
[agg
^toq
toqe
Wmd
* por inch g hicknoss
Random Incidental Treasure
io roIIs /nIIing outsiJo tho inJicntoJ rnngos rosuIt in no tronsuro in thnt
cntogorv. L=Monmor LovoI.
^n a Qteaturea ouch ^n a air or teaaure [em
Category d+L* Treasure Category d+L* Treasure
Common ;1 (d) cp Copper 1o , (dx) cp
Coina 1 (d) sp Silver[ 1o18 (dx) sp
Rare 11 (d) ep Elecrum 1 (dx) ep
Coina 1oo (d) gp Gold 1 (dx) gp
o (d) pp Flatinum 1 (d) pp
Gema[ 1;o1 (d) orn gems Gema 1;oo (d) orn gems
Art ooo (d) smp gems oo; (d) smp gems
Objeca o;1 (d) dec art objs o8 (d) prec gems
o (d) prec gems Art oo (d) dec art objs
; ne art obj Objeca o (d) ne art objs
Magc 18o (d) com potions Magc 1;oo d com potions
Itema oo; unc mag item Itema oo (d) unc mag items
o8o rare mag item o;o (d) rare mag items
o very rare mag item oo very rare mag item
legendary mag item
Encounter Building
o nJ vour totnI XP buJgot, muItipIv tho numbor g chnrncors in tho pnrtv bv
tho XP vnIuo shovn on tho tnbIo boIov. ote: !/ tho PCs nro outnumboroJ o.1,
nn Lnsv oncountor bocomos Avorngo, nnJ nn Avorngo oncountor bocomos
Tough. !/ tho PCs nro outnumboroJ .1, nn Lnsv oncountor bocomos Tough.
Lvl Easy Avg Tough Lvl Easy Avg Tough
1 11 , ,
z 1z , , ,
1 , , ,
q 1q , , ,
g 1g , , ,
1 , , ,
1 , , ,
8 , 18 , , ,
q , 1q , , ,
1o , zo , , ,
* JJ 1 /or rich or 1 /or poor.
/ vou Iiko, vou cnn mnko oxtrn roIIs on tho tnbIo /or monstors nbovo IovoI 1o.

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