A5 Players Cheat Sheet

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ON Y O U R T U R N

Move up to your speed


Can be broken up between actions

Take an Action
HOW TO PLAY
Take a Bonus Action (if available)
1 The DM describes the scenario Interact with something
2 You say what you want to do
(A dice roll may be requested) ACTIONS
3 The DM narrates the results Attack
Make one melee or ranged attack, or
attempt to Grapple or Shove a creature.
THE ROLE OF DICE Cast a Spell
The game relies on a 20-sided die Many spells take one Action, but some
(d20) to determine success or failure. take a Bonus Action or longer.
You succeed if the roll (adding any Dash
modifiers) equals or exceeds a target Take more movement this turn.
number set by the DM.
Disengage
Advantage: Roll a d20 twice and When you move past enemies this turn
use the higher number. they can’t make Opportunity Attacks.
Disadvantage: Roll a d20 twice Dodge
and use the lower number. Attacks against you have Disadvantage.
Your DEX saving throws have Advantage.
ROUND DOWN
Help
If a roll ever results in a fraction, Assist someone with a task or attack,
round down. giving them Advantage.

INSPIRATION Hide
Make a Stealth check to hide.
Inspiration is a reward which can be
given by your DM. Spend it to get Ready
Advantage on one d20 roll, or award Choose an Action and an event to
your Inspiration to another player. trigger it. If the event occurs, take that
Action as your Reaction (see Reactions).
REACTIONS (Once per round) Search
Reactions are special actions which
occur in response to a specific trigger. Use an Object
These can happen at any time, even Improvise
another player’s turn. Do something not detailed here.
Roll together for
a total out of 100
(eg. 00 + 3 = 3) Number rolled is
0 = 10 the right way up

d20 d12 d10 d10 d8 d6 d4


INITIATIVE NOTE TO SELF:
Get healing potions
To decide turn order, roll a d20 plus your HIT POINTS (HP)
Dexterity Modifier when combat begins. HP is your durability, ranging from your
Hit Point Maximum to 0, reducing as you
MAKING AN ATTACK take damage or increasing with healing.
1 Choose a target within range
INSTANT DEATH
2 Roll a d20 to Attack – Add your When damage reduces you to 0 HP and
Attack Modifier. If you equal or exceed there is damage remaining, you die if the
the target's Armor Class, roll damage. remaining damage equals or exceeds your
3 Roll damage – Roll damage dice then HP maximum.
add modifiers based on the weapon or
attack description.
FALLING UNCONSCIOUS
If damage reduces you to 0 HP and fails to
CRITICAL HITS kill you, you fall unconscious. If you start
Rolling a 20 when Rolling to Attack is a your turn with 0 HP, make a Death Saving
critical hit. Roll all damage dice twice Throw by rolling a d20.
then add any modifiers on top.
1 2-9 10-19 20
RANGED WEAPONS 2 Failures 1 Failure 1 Success Gain 1 HP
Ranged weapons show two numbers for
normal and long range (eg. 20/60). They At 3 successes you are unconscious but
have Disadvantage beyond normal range stable. At 3 failures you are dead. Any
and can’t attack beyond long range. damage taken while at 0 HP is one failure,
and a Critical Hit causes two failures. Any
KNOCKING A CREATURE OUT melee attacks received are Critical Hits.
When a melee attack reduces a creature If any HP is restored, all Death Saves are
to 0 HP, you can choose to knock that removed and you regain consciousness.
creature out instead of killing them. You can stabilize an unconscious creature
by making a DC 10 Medicine check. They
OPPORTUNITY ATTACKS remain unconscious but do not make
When a hostile creature next to you that Death Saving Throws on their turn.
you can see moves out of your reach,
you can use your Reaction to make one RE S T & R E C O V E R Y
melee attack against that creature.
SHORT REST (1 hour)
SPECIAL MOVEMENT To regain HP, roll Hit Dice adding your
MOVEMENT COST Constitution Modifier.

Drop Prone No Cost LONG REST (8 hours)


Restore lost Hit Points, abilities, and half
Stand Up Half your movement your total number of Hit Dice.
Difficult Terrain, Move at half speed This work includes material taken from the System Reference Document
Climb, Crawl, (Cost 10ft for every 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-document. The SRD
Swim 5ft travelled) 5.1 is licensed under the Creative Commons Attribution 4.0 International
License available at https://creativecommons.org/licenses/by/4.0/legalcode.

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