This document provides a cheat sheet for the 5th edition of Dungeons and Dragons, summarizing key rules and mechanics. It covers abilities and skills, combat rounds and turns, movement options, actions in combat, weapons and attacks, conditions like unconsciousness and dying, and common game terms. The cheat sheet is intended to serve as a quick reference guide for players by distilling essential rules into a concise yet comprehensive overview.
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DD5 ECheat Sheet
This document provides a cheat sheet for the 5th edition of Dungeons and Dragons, summarizing key rules and mechanics. It covers abilities and skills, combat rounds and turns, movement options, actions in combat, weapons and attacks, conditions like unconsciousness and dying, and common game terms. The cheat sheet is intended to serve as a quick reference guide for players by distilling essential rules into a concise yet comprehensive overview.
We take content rights seriously. If you suspect this is your content, claim it here.
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Dungeons and Dragons 5th Edition Cheat Sheet
Abilities and Skills (BR57) Combat (BR69) Glossary
You have a score from 320 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 roleplaying. 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 Unconscious and Dying (BR76) 4) Add the appropriate ability modifier (see 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. 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 Saving ThrowBR4 Roll a d20, and add your Ability failures. If you roll a 20, you regain 1 HP (and in 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
Dungeons and Dragons 5th Edition Cheat Sheet
Abilities and Skills (PHB173) Combat (PHB189) Glossary
You have a score from 320 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 roleplaying. 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 Making a Weapon Attack (PHB193) reaction to make a melee attack. (PHB194) 1) Decide on a weapon to attack with. 2) Roll a d20. Passive CheckPHB175 An ability check that doesn’t Normally, you use STR for melee weapons, and a) If it’s a 20, you automatically use a roll. Your passive score is equal to 10 + all DEX for ranged weapons. If a weapon has the hit. This is a critical hit. applicable modifiers (ability modifiers, proficiency, finesse property, you can use DEX instead. If a b) If it’s a 1, you automatically advantage/disadvantage). melee weapon has the thrown property, you can miss. make a ranged attack with it instead, using the 3) If you are proficient in the weapon, add ProficientPHB173 Add your Proficiency Bonus to same ability score you would use for a melee your proficiency bonus. any rolls for this skill/attack/etc attack. 4) Add the appropriate ability modifier (see
Attack Ability Modifiers). ReachPHB195 The area that you can make melee Unconscious and Dying (PHB197) 5) If this number meets or exceeds the attacks in. Usually a 5 ft. radius. If you drop to 0 HP, you are unconscious. Each target’s AC, you hit! turn you must make a death saving throw (DST): 6) Roll damage. If this was a critical hit, ResistancePHB197 You take half damage. Roll a d20. If 10 or higher, you succeed; otherwise, roll twice and add. you fail. Three successes means you stabilize. 7) Add the same ability modifier you used Saving ThrowPHB179 Roll a d20, and add your Three failures mean you die. A 1 counts as two in step 4. Ability Modifier to the roll. If you are proficient, add failures. If you roll a 20, you regain 1 HP (and 8) You deal that much damage! your proficiency bonus. regain consciousness). Making a spell attack is identical to making a Short RestPHB186 About an hour of downtime. Can Any damage you take counts as a failed DST. If a weapon attack, except for the following: spend Hit Dice to recover HP. creature lands a critical hit on you, it counts as ● Always add your proficiency bonus in two failed DSTs. step 3. You are always proficient in Ability/Skill CheckPHB174 Roll a d20, and add spellcasting. your Ability/Skill Bonus to the roll. If you meet or If your total damage beyond 0 HP matches or ● Use your spellcasting ability in step 4 exceed the DC, you succeed. exceeds your total HP, you die. ● Don’t add your spellcasting ability to your damage in step 7. VulnerablePHB197 You take double damage. PHB### refer to page numbers in the Player’s Handbook
The Game Master's Book of Legendary Dragons - Epic New - Jeff Ashworth - The Game Master's Books, 1, 1, 2022 - Game Master Series - 9781956403053 - Anna's Archive