Quick Reference
Fast lookup for D&D 5e rules and mechanics
Blinded
- A blinded creature can't see and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Charmed
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer has advantage on any ability check to interact socially with the creature.
Deafened
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
Frightened
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
Grappled
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- The condition ends if the grappler is incapacitated.
- The condition also ends if an effect removes the grappled creature from the reach of the grappler.
Incapacitated
- An incapacitated creature can't take actions or reactions.
Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense.
- The creature's location can be detected by noise or tracks.
- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Paralyzed
- A paralyzed creature is incapacitated and can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet.
Petrified
- A petrified creature is transformed into a solid inanimate substance. Its weight increases by a factor of ten.
- The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity saving throws.
- The creature has resistance to all damage.
- The creature is immune to poison and disease.
Poisoned
- A poisoned creature has disadvantage on attack rolls and ability checks.
Prone
- A prone creature's only movement option is to crawl, unless it stands up.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet. Otherwise, the attack roll has disadvantage.
Restrained
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
Stunned
- A stunned creature is incapacitated, can't move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
Unconscious
- An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
- The creature drops whatever it's holding and falls prone.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet.
Exhaustion
| Level | Effect |
|---|---|
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
Effects are cumulative. Finishing a long rest reduces exhaustion by 1 level (with food and drink).
Actions in Combat
Attack
Make one melee or ranged attack. Some features let you make multiple attacks.
Roll d20 + ability modifier + proficiency bonus (if proficient). On a hit, roll damage dice + ability modifier.
Cast a Spell
Cast a spell with a casting time of 1 action.
Follow the spell's description. Spells with longer casting times require multiple actions or concentration.
Dash
Gain extra movement equal to your speed for the current turn.
Any modifiers to your speed apply to this additional movement.
Disengage
Your movement doesn't provoke opportunity attacks for the rest of the turn.
Useful for retreating from enemies safely.
Dodge
Until your next turn, attacks against you have disadvantage (if you can see the attacker), and you make Dexterity saves with advantage.
You lose this benefit if incapacitated or your speed drops to 0.
Help
Give an ally advantage on their next ability check or attack roll against a target within 5 feet of you.
The ally must make the roll before your next turn.
Hide
Make a Dexterity (Stealth) check to hide.
You must be heavily obscured or behind cover. The check is contested by Wisdom (Perception).
Ready
Prepare an action to trigger in response to a specific circumstance.
Use your reaction to take the action when the trigger occurs. Readying a spell requires concentration.
Search
Make a Wisdom (Perception) or Intelligence (Investigation) check to find something.
DM determines which skill and DC based on what you're searching for.
Use an Object
Interact with an object that requires your action.
Drawing a weapon or opening a door is free. Using a potion, activating a magic item, etc. requires this action.
Bonus Actions
Reactions
Cover
Half Cover
Low wall, furniture, another creature
Three-Quarters Cover
Portcullis, arrow slit, thick tree trunk
Total Cover
Completely concealed behind a wall
Damage Types
Attack Rolls
Critical Hit: Natural 20 - auto hit, roll damage dice twice
Critical Miss: Natural 1 - auto miss
Advantage: Roll 2d20, take higher
Disadvantage: Roll 2d20, take lower
Death Saving Throws
When you start your turn at 0 HP, roll d20:
- 10 or higher: Success
- 9 or lower: Failure
- Natural 20: Regain 1 HP
- Natural 1: 2 failures
3 successes: Stabilized | 3 failures: Death
Skills by Ability
Strength
- Athletics
Dexterity
- Acrobatics
- Sleight of Hand
- Stealth
Intelligence
- Arcana
- History
- Investigation
- Nature
- Religion
Wisdom
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
Charisma
- Deception
- Intimidation
- Performance
- Persuasion
Difficulty Classes
| DC | Difficulty | Example Task |
|---|---|---|
| 5 | Very Easy | Climb a rope, recall common knowledge |
| 10 | Easy | Hear an approaching guard, navigate familiar area |
| 15 | Medium | Kick down a stuck door, spot a hidden enemy |
| 20 | Hard | Leap across a 20-ft chasm, pick a complex lock |
| 25 | Very Hard | Cling to a cart while being dragged |
| 30 | Nearly Impossible | Leap a 30-ft chasm, track a master assassin |
Proficiency Bonus by Level
Movement
Vision & Light
Resting
Short Rest
At least 1 hour of downtime (light activity).
- Spend Hit Dice to heal (roll + CON mod per die)
- Some class features recharge
Long Rest
At least 8 hours (sleep or light activity).
- Regain all HP
- Regain up to half your Hit Dice (minimum 1)
- Regain all spell slots
- Reduce exhaustion by 1 level
- Max one per 24 hours
Carrying Capacity
Carrying Capacity: STR score × 15 lbs
Push/Drag/Lift: STR score × 30 lbs
Encumbered (Variant): Over STR × 5 lbs = -10 ft speed
Heavily Encumbered: Over STR × 10 lbs = -20 ft speed, disadvantage on STR/DEX/CON checks
Suffocating & Drowning
Hold breath: 1 + CON modifier minutes (minimum 30 seconds)
When out of breath or choking: survive CON modifier rounds (minimum 1)
At start of next turn after that: drop to 0 HP and dying
Falling
Falling Damage: 1d6 bludgeoning per 10 feet fallen
Maximum: 20d6 (200 feet)
Fall rate: 500 feet per round (instant if less)