0% found this document useful (0 votes)
35 views

5e Cheatsheet

Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
35 views

5e Cheatsheet

Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Rules overview I

Adventuring
Advantage & Disadvantage Melee attacks Copying spells in spellbook
For Advantage, roll 2d20, take better roll. — Unarmed strike deals 1 + Strength mod You (a wizard) can add a spell to your spellbook:
For Disadvantage, take worse. — If holding light weapons in both hands, use if it is a level of which you have spellslots, and if
Fractions bonus action to attack/throw with second one you have spare time to decipher it.
All fractions are rounded down to lower. Ranged attacks Hit-points
Inspiration — Disadvantage on attack beyond normal range Dropping to 0 HP
DM can give out inspiration for good role-playing. — Disadvantage on attack within 5ft — Die if remaining dmg is more than max HP.
A player can give inspiration to others. You can Improvised weapons — Death saving throw on each turn your HP is 0.
only have 1 inspiration. Have advantage on rolls. — Roll a d20, succeed on 10-19. Fail on 1-9.
Do 1d4 damage
— If 1, gain two failures, if 20 gain 1 HP.
Group checks Critical hits & failures
— Stabilize at 3 successes, die at 3 failures.
Everyone rolls. Half succeeds — everyone wins. — If you roll 20 on d20 attack roll, you crit — Gain 1 failure when receiving damage.
Passive checks — Roll second dice for attack damage on target — Attempt to stabilize with a DC 10 Medicine.
10 + Modifiers +- 5 for (dis)advantage. — Add modifier at the end — On stable, regain 1 HP after 1d4 hours.
Armor class — If rolling 1, attack misses automatically
Short rest (1+ hours)
— Without armor: 10 + Dexterity mod Resistance & vulnerability
Spend one or more hit dice, add Constitution
— Otherwise, refer to armor item numbers Half damage on resistance and double damage
mod and regain that much HP.
— Shield: + 2 to armor class on vulnerability. Applied after all modifiers.
Light Grappling (and Shove) Long rest (8 hours)
— Dim light: disadvantage on Wisdom checks — Strength/Dexterity contest on grappling — Need at least 1 HP to take a long rest
— Darkness, or dense foliage: blinded — Strength/Dexterity contest to escape — No more then 2 hours on watch
Movement — Move with grappled creature at half speed — Can take only one per 24 hours
Prone — After rest regain all of HP and half hit dice
Surprise
— Falling prone is a free action Compare Stealth of the ones hiding to passive
Conditions
— Standing up costs half movement speed Perception of the other party. Can’t move or take Blinded
— You can crawl. Crawling speed: 1ft costs 2ft actions if surprised. Attacks on it have adv. Has disadv attacking.
Squeezing Unseen attackers & targets Charmed
A creature can move in spaces one size smaller. — Advantage on attack while unseen Can’t attack charmer. Charmer has advantage on
Have half speed. Disadvantage on attacks. — Disadvantage on attack on unseen target any social interaction with target.
Advantage against target. Equipment Deafened
Long jump Recover ammunition Automatically fail all checks requiring sound.
— Move 10ft, then jump up to [Str stat]ft distance. After battles, recover half of spent ammunition. Frightened
— When landing on difficult terrain, do a DC 10 Armor proficiency Disadv on attacks, while fear source visible.
— Half of Strength if standing; both cost movement. — Without proficiency can’t cast spells Can’t willingly move closer to source of fear.
Acrobatics check, to see if landing on feet. — Disadvantage on checks, saves and attacks Incapacitated
High jump that use Dexterity or Strength Can’t take actions or reactions.
— Move 10ft, then jump up to [3+Str mod]ft. Weapon special properties Paralyzed
— Half of that, if standing. 1/2 height for arm reach. — Reach: + 5ft to melee attack range Can’t move or speak. Fail on Str and Dex saves.
Falling — Versatile: can be used one or two-handed Attacks against have advantage. Attacks within
— Thrown: can throw using same mod 5ft automatically crit on hit.
On fall, take 1d6 bludgeoning damage per 10ft
of fall, to maximum of 20d6, Land prone. Identifying magic items Petrified
Suffocating — Holding an item makes you sense magic Target is transformed into a solid substance.
— Can hold breath up to 1 + Con mod — Identify spell to reveal its properties Can’t move or speak. Attacks against have adv.
— After that, can survive for Con mod rounds — Long rest and concentration to reveal props Fails on Str and Dex saves. Resistance to all
— Cannot be stabilized until breathes again damage. Immune to poison and disease.
Attuning
Difficult terrain, Crawling Requires an uninterrupted short rest with concen- Poisoned
— 1ft counts as 2ft tration in the form of prayers, weapon practice or Disadvantage on attack rolls and ability checks.
— Creature space counts as difficult terrain meditation. You can attune no more then 3 items. Prone
Traps Spellcasting Disadvantage on attack rolls. Attacks against
Determine the DC for: notice (Wisdom), search Spell save DC target within 5ft have advantage.
and find (Intellect) and disable the trap (Dex- 8 + magic ability mod + proficiency bonus. Restrained
terity). Failed check causes trigger. Take half Spell attack modifier Speed is zero. Attacks against have adv. Target
damage on failed checks, usually. Proficiency bonus + ability mod attacks have disadv. Disadv on Dex saves.
Combat Concentration Stunned
Initiative If taking damage while casting, do a Con saving Can’t move. Can only badly speak. Fails on Dex
d20 + Dexterity modifier throw of DC 10 or the half of damage received. and Str saves. Attacks against have advantage.
Cover Failing on that interrupts concentration. Unconscious
— Half cover: +2 bonus to AC and Dex saving Spell components Can’t move, speak. Fails on Dex and Str saves.
— 3/4 cover: +5 bonus to AC and Dex saving Typically spells require verbal and somatic com- Attacks against have advantage. Attacks within
— Total cover: cannot be targeted directly ponents. Most materials are replaced by a focus. 5ft automatically crit on hit.
Rules overview II

Difficulty classes (DC) Creature space Simple weapons Dmg Properties


Very easy 5 Tiny 2.5 x 2.5ft Club 1d4 Light
Easy 10 Small 5 x 5ft Dagger 1d4 Finesse, Light, Thrown
Medium 15 Medium 5 x 5ft Greatclub 1d8 Two-handed
Hard 20 Large 10 x 10ft Handaxe 1d6 Light, Thrown
Very hard 25 Huge 15 x 15ft Javelin 1d6 Thrown
Impossible 30 Gargantuan 20 x 20ft Light Hammer 1d4 Light, Thrown
Mace 1d6
Ability score modifiers Armor Donning Doffing Quaterstaff 1d6/8 Versatile
1 -5 16—17 +3 Light armor 1 min. 1 min. Sickle 1d4 Light
2—3 -4 18—19 +4 Medium armor 5 min. 1 min. Spear 1d6/8 Thrown, Versatile
4—5 -3 20—21 +5 Heavy armor 10 min. 5 min. Unarmed 1
6—7 -2 22—23 +6 Shield 1 action 1 action Light Crossbow 1d8 Two-handed, Loading
8—9 -1 24—25 +7 Dart 1d4 Finesse, Thrown
10—11 0 26—27 +8 Services Payment Shortbow 1d6 Two-handed
12—13 +1 28—29 +9 Cab between towns 2cp/mile Sling 1d4
14—15 +2 30 +10 Cab within city 1cp
Skilled hireling 2gp/day Martial weapons Dmg Properties
Strength Wisdom Untrained hireling 2sp/day Battleaxe 1d8/10 Versatile
Athletics Animal Handling Messenger 2cp/mile Flail 1d8
Dexterity Insight Road or gate toll 1cp Glaive 1d10 Heavy, Reach, Two-h
Acrobatics Medicine Ship’s passage 1sp/mile Greataxe 1d12 Heavy, Two-handed
Sleight of hand Perception Greatsword 2d6 Heavy, Two-handed
Stealth Survival Lifestyle expenses Price/Day Halberd 1d10 Heavy, Reach, Two-h
Intelligence Charisma Wretched 0 Lance 1d12 Reach, Special
Arcana Deception Squalid 1sp Longsword 1d8/10 Versatile
History Intimidation Poor 2sp Maul 2d6 Heavy, Two-handed
Investigation Performance Modest 1gp Morningstar 1d8
Nature Persuasion Comfortable 2gp Pike 1d10 Heavy, Reach, Two-h
Religion Wealthy 4gp Rapier 1d8 Finesse
Aristocratic min 10gp Scimitar 1d6 Finesse, Light
Actions in combat Shortsword 1d6 Finesse, Light
Attack Ready (Reaction) Object AC Trident 1d6/8 Thrown, Versatile
Cast a spell Search Cloth, paper, rope 11 War Pick 1d8
Dash Use an object Wood, bone 15 Warhammer 1d8/10 Versatile
Disengage Improvise Stone 17 Whip 1d4 Finesse, Reach
Dodge Shove Iron, steel 19 Blowgun 1 Ammunition, Loading
Help Grapple Hand Crossbow 1d6 Light, Loading
Hide Stabilize Character advancement Lvl Prof. Heavy Crossbow 1d10 Heavy, Loading, Two-h
0 1 +2 Longbow 1d10 Heavy, Two-handed
Exhaustion 300 2 +2 Net Special, Thrown
1 Disadvantage on ability checks 900 3 +2
2 Move at half speed 2 700 4 +2 Light armor Def Properties
3 Disadvantage on attack rolls and Str saves 6 500 5 +3 Padded 11+Dex Disadv on stealth
4 Maximum HP is halved 14 000 6 +3 Leather 11+Dex
5 Speed is reduced to zero 23 000 7 +3 Studded 12+Dex
6 Death 34 000 8 +3
48 000 9 +4 Medium Armor Def Properties
Travel Hour Day Effect 64 000 10 +4 Hide 12+Dex
Fast 4 miles 30 miles - 5 passive Wis 85 000 11 +4 Chain Shirt 13+Dex
Normal 3 miles 24 miles 100 000 12 +4 Scale Mail 14+Dex Disadv on stealth
Slow 2 miles 18 miles Able to stealth 120 000 13 +5 Breastplate 14+Dex
140 000 14 +5 Half Plate 15+Dex Disadv on stealth
Tracking DC 165 000 15 +5
Soft surface (like snow) 10 195 000 16 +5 Heavy Armor Def Properties
Dirt or grass 15 225 000 17 +6 Ring Mail 14 Disadv on stealth
Bare stone 20 265 000 18 +6 Chain Mail 16 Disadv on stealth
Each day after creature passed +5 305 000 19 +6 Splint 17 Disadv on stealth
Creature left a trail such as blood -5 355 000 20 +6 Plate 18 Disadv on stealth

You might also like