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

Offhand Attack: When you take the Attack action with a light melee weapon, you can use a bonus action to attack with a different light melee weapon you're holding. Don't add ability modifier to damage unless negative.
Class Features: Many class features grant bonus actions: Cunning Action (Rogue), Flurry of Blows (Monk), Rage (Barbarian), etc.
Spells: Some spells have a casting time of 1 bonus action, like Healing Word or Misty Step.

Reactions

Opportunity Attack: When a hostile creature you can see moves out of your reach, you can use your reaction to make one melee attack against it.
Readied Action: Execute an action you prepared with the Ready action when your specified trigger occurs.
Spells: Some spells can be cast as a reaction, like Shield or Counterspell.
Class Features: Some features use reactions: Uncanny Dodge (Rogue), Deflect Missiles (Monk), etc.

Cover

Half Cover

+2 AC and Dexterity saves

Low wall, furniture, another creature

Three-Quarters Cover

+5 AC and Dexterity saves

Portcullis, arrow slit, thick tree trunk

Total Cover

Can't be targeted directly

Completely concealed behind a wall

Damage Types

Acid Corrosive spray, black dragon breath
Bludgeoning Blunt force: clubs, falling, constriction
Cold Infernal chill, ice breath, frigid water
Fire Flames, red dragon breath, heat
Force Pure magical energy
Lightning Electric shocks, blue dragon breath
Necrotic Life-draining energy
Piercing Puncturing: arrows, spears, teeth
Poison Venomous stings, toxic gas
Psychic Mental assault
Radiant Divine light, searing flame
Slashing Cutting: swords, axes, claws
Thunder Concussive sound

Attack Rolls

d20 + Ability Modifier + Proficiency Bonus (if proficient)

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

1-4+2
5-8+3
9-12+4
13-16+5
17-20+6

Movement

Climbing: Costs 2 feet per 1 foot moved (1 ft with climbing speed)
Swimming: Costs 2 feet per 1 foot moved (1 ft with swimming speed)
Crawling: Costs 2 feet per 1 foot moved
Difficult Terrain: Costs 2 feet per 1 foot moved
Standing Up: Costs half your movement speed
High Jump: 3 + STR modifier feet (running), half standing
Long Jump: STR score feet (running), half standing

Vision & Light

Bright Light: Normal vision for most creatures.
Dim Light (Lightly Obscured): Disadvantage on Perception checks relying on sight.
Darkness (Heavily Obscured): Effectively blinded. Darkvision treats as dim light.
Darkvision: See in dim light as bright, darkness as dim (grayscale only).
Blindsight: Perceive surroundings without sight, within a specific radius.
Truesight: See in darkness, see invisible, detect illusions, see into Ethereal Plane.

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)