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Cheat Sheet 1

This document provides a cheat sheet for the basic rules and terminology of Dungeons & Dragons, including dice types and their uses, ability scores, combat options, common races, and character classes. It summarizes key information about the core mechanics of D&D in a concise reference sheet for easy access during gameplay.
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100% found this document useful (2 votes)
1K views2 pages

Cheat Sheet 1

This document provides a cheat sheet for the basic rules and terminology of Dungeons & Dragons, including dice types and their uses, ability scores, combat options, common races, and character classes. It summarizes key information about the core mechanics of D&D in a concise reference sheet for easy access during gameplay.
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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D&D CHEAT SHEET

DICE TYPES & USES action. Examples: draw a weapon, open a


D20: attempt to do something. If the door, speak.
DM doesn’t specify what die to roll, roll MOVEMENT: move up to your speed.
this! Can be done before or after your action,
D12, D10, D8, D6, D4: damage, hit or split up.
dice, miscellaneous. REACTION: use on others’ turns.
Examples: certain spells, readied action.

ABBREVIATIONS
AC: Armor Class; the number you need
to roll to hit a character with an attack.
DM: Dungeon Master; the person who
runs the game.
D(X): A die with X sides. Example: a
D20 is a 20-sided die.
From top left to bottom right: D10
NPC: Non-player character; a character
(percentile), D10 (normal), D12, D20,
in the game controlled by the DM.
D4, D6, D8.
PC: Player character.
XP: Experience points. Just like in video
ABILITY SCORES games, you level up by earning these.
STRENGTH: muscle, physical power GP: gold pieces, the main unit of
DEXTERITY: agility, reflexes currency.
CONSTITUTION: endurance, health PP: platinum pieces; each is worth 10gp
INTELLIGENCE: learning, reasoning, SP: silver pieces, worth 1/10th of a gp.
retaining information EP: electrum pieces, worth 5sp each.
WISDOM: senses, intuition Rarely used.
CHARISMA: personality, presence CP: copper pieces, worth 1/10th of an
sp. The smallest unit of currency.
COMBAT OPTIONS
ACTION: main part of your turn. RACES
Examples: attack with a weapon, cast a HILL DWARF: Bonuses to Constitution
spell, interact with a nearby or held and Wisdom
object. MOUNTAIN DWARF: Bonuses to
BONUS ACTION: smaller thing to Strength and Constitution
complement your action. Examples: HIGH ELF: Bonuses to Dexterity and
reload a crossbow, off-hand attack. Intelligence
INTERACTION: tiny thing done at the
same time as your or as part of your
D&D CHEAT SHEET
WOOD ELF: Bonuses to Dexterity and ROGUE: capable of lining up big chunks
Wisdom of damage with Sneak Attack and able to
DARK ELF/DROW: Bonuses to master specific skills
Dexterity and Charisma SORCERER: arcane spellcasters that
LIGHTFOOT HALFLING: Bonuses to don’t need to prepare their spells in
Dexterity and Charisma advance
STOUT HALFLING: Bonuses to WARLOCK: spellcasters who get their
Dexterity and Constitution power from otherworldly beings
HUMAN: Bonuses to all ability scores WIZARD: scholarly arcane spellcasters
DRAGONBORN: Bonuses to Strength that specialize in specific schools of
and Charisma magic
FOREST GNOME: Bonuses to
Intelligence and Dexterity
ROCK GNOME: Bonuses to
Intelligence and Constitution
HALF-ELF: Bonuses to Charisma and 2
others
HALF-ORC: Bonuses to Strength and
Constitution
TIEFLING: Bonuses to Charisma and
Intelligence

CLASSES
BARBARIAN: Lots of HP and melee
damage, no armor or spellcasting, can
get bursts of strength with Rages
BARD: primarily support spellcaster
CLERIC: divine spellcaster
DRUID: nature-based spellcaster, can
transform with Wild Shape
FIGHTER: masters of weapon combat
MONK: speedy unarmed attackers that
attack many times in a turn
PALADIN: holy warriors that dabble in
divine magic
RANGER: weapon users that have access
to nature magic

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