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D&D 5E Cheat Sheet

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

D&D 5E Cheat Sheet

Uploaded by

tuco tuco
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Abilities and Skills (BR57) Combat (BR69) Glossary
You have a score from 3-20 for each of your Combat is made up of rounds, which represent 6 AdvantageBR4 - Roll twice, and take the higher roll.
abilities. You will also have an ability modifier, seconds of time. During a round, every character For a passive skill, add 5.
which will range from -5 to +5 or so. and creature gets a turn. On your turn, you can
move and take an action. Your movement can be Armor Class (AC)BR9 - A number representing how
Strength (STR) - Physical power and force. used at any time on your turn, and can be split up hard it is to deal damage to something. Usually
Athletics - climbing, jumping, swimming, as well. Some abilities let you take a bonus your armor bonus (or 10 if unarmored) + DEX
grappling action, and will detail what you can do with it. You modifier.
also get one reaction per round.
Dexterity (DEX) - Agility, reflexes, balance ContestBR58 - You and an opponent each make
Acrobatics - Balancing, acrobatic stunts Round = Turn (Move, Action, Bonus Action) skill checks. Whoever’s total is higher wins the
Sleight of Hand - Concealing objects, + Reaction contest.
pickpocketing
Stealth - Moving silently, hiding from enemies Movement Options (BR70) Difficulty Check (DC) - A number representing the
Running - move up to your speed difficulty of a task.
Constitution (CON) - Physical endurance, Climbing, Swimming, or Crawling - move at
toughness half speed. DisadvantageBR4 - Roll twice, and take the lower
Jumping - Requires a 10 ft. running start roll. For a passive skill, subtract 5.
Intelligence (INT) - Book smarts, knowledge Long Jump - jump up to your STR score in
Arcana - Knowledge about magic feet. Hit Dice (HD)BR7 - The amount is determined by
History - Knowledge about history High Jump - jump up to 3 + STR modifier your level(s), and the die is determined by your
Investigation - Looking for clues and making class(es). Used to recover health during Short
deductions on those clues. Actions in Combat (BR71) Rests.
Nature - Knowledge about nature, plants, Attack - See below.
animals Cast a Spell - Choose which spell to cast, then Hit Points (HP)BR7 - How healthy you are. When
Religion - Knowledge about religion determine targets, damage, etc you take damage, you subtract from your current
Dash - Double your speed for this turn. You can hit points.
Wisdom (WIS) - Street smarts, reasoning and still split your movement up before/between/after
deduction your action(s). Immune - You take no damage.
Animal Handling - Calming animals, mounts Disengage - Your Move does not provoke
Insight - Determine true intentions, detect lies attacks of opportunity InitiativeBR69 - Make a DEX check. This determines
Medicine - Diagnose illness, stabilize dying Dodge - All attacks against you have in what order characters and creatures take their
person disadvantage, and all DEX checks you make have turns during combat.
Perception - Spot, hear, or detect things. advantage until your next turn.
Survival - Follow tracks, hunt, predict weather Help - The target you help gets advantage on InspirationBR35 - Granted by the DM for
their attack roll or check. spectacular role-playing. You may use Inspiration
Charisma (CHA) - Force of character, persuasion, Hide - Make a Dexterity (Stealth) check to to gain advantage on one attack roll, saving throw,
likeability, influence conceal yourself. or ability check..
Deception - Lying, misleading Ready - Prepare an action to be taken at a
Intimidation - Influence by threatening, physical certain time. e.g. “When anything rounds the Long RestBR67 - A full night’s rest. Recover spell
violence, feats of strength corner of that hall, I’ll throw my javelin at its face!” slots, HP, and half of your Hit Dice, as well as any
Performance - Entertainment, dance, acting, Search - Find something. May require a Wisdom other special class resources.
storytelling (Perception) check
Persuasion - Influence by tact, social graces Use an Object Opportunity AttackBR74 - When a creature within
your reach moves away, you can use your
Weapon Attack Ability Modifiers (BR73) Making a Weapon Attack (BR73) reaction to make a melee attack.
Normally, you use STR for melee weapons, and 1) Decide on a weapon to attack with.
DEX for ranged weapons. If a weapon has the 2) Roll a d20. Passive CheckBR59 - An ability check that doesn’t
finesse property, you can use DEX instead. If a a) If it’s a 20, you automatically use a roll. Your passive score is equal to 10 + all
melee weapon has the thrown property, you can hit. This is a critical hit. applicable modifiers (ability modifiers, proficiency,
make a ranged attack with it instead, using the b) If it’s a 1, you automatically advantage/disadvantage).
same ability score you would use for a melee miss.
attack. 3) If you are proficient in the weapon, add ProficientBR7 - Add your Proficiency Bonus to any
your proficiency bonus. rolls for this skill/attack/etc
4) Add the appropriate ability modifier (see
Unconscious and Dying (BR76) Attack Ability Modifiers). ReachBR73 - The area that you can make melee
If you drop to 0 HP, you are unconscious. Each
5) If this number meets or exceeds the attacks in. Usually a 5 ft. radius.
Dungeons and Dragons 5th Edition Cheat Sheet

turn you must make a death saving throw (DST): target’s AC, you hit!
Roll a d20. If 10 or higher, you succeed; otherwise, 6) Roll damage. If this was a critical hit, ResistanceBR75 - You take half damage.
you fail. Three successes means you stabilize. roll twice and add.
Three failures mean you die. A 1 counts as two 7) Add the same ability modifier you used in Saving ThrowBR4 - Roll a d20, and add your Ability
failures. If you roll a 20, you regain 1 HP (and step 4. Modifier to the roll. If you are proficient, add your
regain consciousness). 8) You deal that much damage! proficiency bonus.

Any damage you take counts as a failed DST. If a Making a spell attack is identical to making a Short RestBR67 - About an hour of downtime. Can
creature lands a critical hit on you, it counts as weapon attack, except for the following: spend Hit Dice to recover HP.
two failed DSTs. ● Always add your proficiency bonus in
step 3. You are always proficient in Ability/Skill CheckBR4 - Roll a d20, and add your
If your total damage beyond 0 HP matches or spellcasting. Ability/Skill Bonus to the roll. If you meet or exceed
exceeds your total HP, you die. ● Use your spellcasting ability in step 4 the DC, you succeed.
● Don’t add your spellcasting ability to
your damage in step 7. VulnerableBR75 - You take double damage.
BR## refer to page numbers in the Basic Rules

Abilities and Skills (PHB173) Combat (PHB189) Glossary


You have a score from 3-20 for each of your Combat is made up of rounds, which represent 6 AdvantagePHB173 - Roll twice, and take the higher
abilities. You will also have an ability modifier, seconds of time. During a round, every character roll. For a passive check, add 5.
which will range from -5 to +5 or so. and creature gets a turn. On your turn, you can
move and take an action. Your movement can be Armor Class (AC)PHB14 - A number representing
Strength (STR) - Physical power and force. used at any time on your turn, and can be split up how hard it is to deal damage to something.
Athletics - climbing, jumping, swimming, as well. Some abilities let you take a bonus Usually your armor bonus (or 10 if unarmored) +
grappling action, and will detail what you can do with it. You DEX modifier.
also get one reaction per round.
Dexterity (DEX) - Agility, reflexes, balance ContestPHB174 - You and an opponent each make
Acrobatics - Balancing, acrobatic stunts Round = Turn (Move, Action, Bonus Action) skill checks. Whoever’s total is higher wins the
Sleight of Hand - Concealing objects, + Reaction contest.
pickpocketing
Stealth - Moving silently, hiding from enemies Movement Options (PHB190) Difficulty Check (DC) - A number representing the
Running - move up to your speed difficulty of a task.
Constitution (CON) - Physical endurance, Climbing, Swimming, or Crawling - move at
toughness half speed. DisadvantagePHB173 - Roll twice, and take the lower
Jumping (PHB182) - Requires a 10 ft. running start roll. For a passive check, subtract 5.
Intelligence (INT) - Book smarts, knowledge Long Jump - jump up to your STR score in
Arcana - Knowledge about magic feet. Hit Dice (HD)PHB12 - The amount is determined by
History - Knowledge about history High Jump - jump up to 3 + STR modifier your level(s), and the die is determined by your
Investigation - Looking for clues and making class(es). Used to recover health during Short
deductions on those clues. Actions in Combat (PHB192) Rests.
Nature - Knowledge about nature, plants, Attack - See below.
animals Cast a Spell - Choose which spell to cast, then Hit Points (HP)PHB12 - How healthy you are. When
Religion - Knowledge about religion determine targets, damage, etc you take damage, you subtract from your current
Dash - Double your speed for this turn. You can hit points.
Wisdom (WIS) - Street smarts, reasoning and still split your movement up before/between/after
deduction your action(s). Immune - You take no damage.
Animal Handling - Calming animals, mounts Disengage - Your Move does not provoke
Insight - Determine true intentions, detect lies attacks of opportunity InitiativePHB189 - Make a DEX check. This
Medicine - Diagnose illness, stabilize dying Dodge - All attacks against you have determines in what order characters and creatures
person disadvantage, and all DEX checks you make have take their turns during combat.
Perception - Spot, hear, or detect things. advantage until your next turn.
Survival - Follow tracks, hunt, predict weather Help - The target you help gets advantage on InspirationPHB125 - Granted by the DM for
their attack roll or check. spectacular role-playing. You may use Inspiration
Charisma (CHA) - Force of character, persuasion, Hide - Make a Dexterity (Stealth) check to to gain advantage on one attack roll, saving throw,
likeability, influence conceal yourself. or ability check..
Deception - Lying, misleading Ready - Prepare an action to be taken at a
Intimidation - Influence by threatening, physical certain time. e.g. “When anything rounds the Long RestPHB186 - A full night’s rest. Recover spell
violence, feats of strength corner of that hall, I’ll throw my javelin at its face!” slots, HP, and half of your Hit Dice, as well as any
Performance - Entertainment, dance, acting, Search - Find something. May require a Wisdom other special class resources.
storytelling (Perception) check
Persuasion - Influence by tact, social graces Use an Object Opportunity AttackPHB195 - When a creature within
your reach moves away, you can use your
Weapon Attack Ability Modifiers (PHB194) Making a Weapon Attack (PHB193) reaction to make a melee attack.
Normally, you use STR for melee weapons, and 1) Decide on a weapon to attack with.
DEX for ranged weapons. If a weapon has the 2) Roll a d20. Passive CheckPHB175 - An ability check that doesn’t
finesse property, you can use DEX instead. If a a) If it’s a 20, you automatically use a roll. Your passive score is equal to 10 + all
melee weapon has the thrown property, you can hit. This is a critical hit. applicable modifiers (ability modifiers, proficiency,
make a ranged attack with it instead, using the b) If it’s a 1, you automatically advantage/disadvantage).
same ability score you would use for a melee miss.
attack. 3) If you are proficient in the weapon, add ProficientPHB173 - Add your Proficiency Bonus to
your proficiency bonus. any rolls for this skill/attack/etc
4) Add the appropriate ability modifier (see
Unconscious and Dying (PHB197) Attack Ability Modifiers). ReachPHB195 - The area that you can make melee
If you drop to 0 HP, you are unconscious. Each
5) If this number meets or exceeds the attacks in. Usually a 5 ft. radius.
turn you must make a death saving throw (DST):
target’s AC, you hit!
Dungeons and Dragons 5th Edition Cheat Sheet

Roll a d20. If 10 or higher, you succeed; otherwise, 6) Roll damage. If this was a critical hit, ResistancePHB197 - You take half damage.
you fail. Three successes means you stabilize. roll twice and add.
Three failures mean you die. A 1 counts as two 7) Add the same ability modifier you used in Saving ThrowPHB179 - Roll a d20, and add your
failures. If you roll a 20, you regain 1 HP (and step 4. Ability Modifier to the roll. If you are proficient, add
regain consciousness). 8) You deal that much damage! your proficiency bonus.

Any damage you take counts as a failed DST. If a Making a spell attack is identical to making a Short RestPHB186 - About an hour of downtime. Can
creature lands a critical hit on you, it counts as weapon attack, except for the following: spend Hit Dice to recover HP.
two failed DSTs. ● Always add your proficiency bonus in
step 3. You are always proficient in Ability/Skill CheckPHB174 - Roll a d20, and add your
If your total damage beyond 0 HP matches or spellcasting. Ability/Skill Bonus to the roll. If you meet or exceed
exceeds your total HP, you die. ● Use your spellcasting ability in step 4 the DC, you succeed.
● Don’t add your spellcasting ability to
PHB### refer to page numbers in the Player’s your damage in step 7. VulnerablePHB197 - You take double damage.
Handbook

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