5e Cheatsheet
5e Cheatsheet
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