D&D 5e Cheatsheet

Original 5e (2014) — drag panels to rearrange, click header to collapse

Combat Actions ▼
ActionEffect
AttackMake one attack (extra attacks from feature)
Cast a SpellCast a spell with casting time of 1 action
DashExtra movement equal to speed this turn
DisengageMovement doesn't provoke OAs this turn
DodgeAttacks against you at disadvantage; DEX saves at advantage (until next turn, if not incapacitated)
HelpGive ally advantage on next ability check or attack vs adjacent enemy
HideDexterity (Stealth) check to become hidden
ReadyDeclare trigger + action; reaction fires when trigger occurs (concentration for spells)
SearchPerception or Investigation check
Use an ObjectInteract with a second object (first is free)
Bonus Actions & Reactions ▼

Bonus Actions (class/feature-granted)

  • Two-Weapon Fighting (off-hand attack)
  • Cunning Action (Rogue: Dash/Disengage/Hide)
  • Bonus action spell (e.g., Healing Word, Misty Step)
  • Wild Shape, Second Wind, Bardic Inspiration, etc.

Reactions

  • Opportunity Attack — creature leaves your reach voluntarily
  • Counterspell — interrupt a spell being cast (within 60 ft)
  • Shield — +5 AC until start of next turn
  • Absorb Elements — resist triggered damage; add 1d6 to next melee
  • Hellish Rebuke — 2d10 fire when hit (DEX save half)
  • Parry (Battle Master) — reduce damage by 1d8 + DEX

Only one reaction per round; recharges at start of your turn.

Conditions ▼
ConditionKey Effects
BlindedFail sight checks; attacks at disadv; attackers have adv
CharmedCan't attack charmer; charmer has adv on social checks
DeafenedFail hearing checks; no verbal components
FrightenedDisadv on checks/attacks while source in sight; can't move closer
GrappledSpeed 0; ends if grappler is incapacitated or moved out of reach
IncapacitatedNo actions or reactions
InvisibleCan't be seen; attacks at adv; attackers at disadv
ParalyzedIncapacitated; can't move/speak; auto-fail STR/DEX saves; hits are crits within 5 ft
PetrifiedParalyzed + turned to stone; resist all damage; immune to poison/disease
PoisonedDisadv on attack rolls and ability checks
ProneDisadv on attacks; melee attackers have adv; ranged attackers have disadv; crawl = half speed
RestrainedSpeed 0; attacks at disadv; attackers have adv; disadv on DEX saves
StunnedIncapacitated; can't move; auto-fail STR/DEX saves; attackers have adv
UnconsciousIncapacitated; drop prone; auto-fail STR/DEX saves; hits are crits within 5 ft
ExhaustionSee Exhaustion panel
Combat Flow ▼

Initiative

d20 + DEX modifier. Ties: higher DEX first; still tied = simultaneous.

Surprise

Creatures unaware of combat are surprised. Surprised = no actions/reactions on first turn (can still move).

Attack Roll Anatomy

d20 + ability mod + proficiency (if proficient) vs. target AC.

  • Natural 20 = critical hit (double all damage dice)
  • Natural 1 = automatic miss (regardless of AC)
  • Advantage = roll 2d20, take higher
  • Disadvantage = roll 2d20, take lower
  • Adv + Disadv cancel out regardless of count

Death Saving Throws

DC 10. 3 successes → stable. 3 failures → dead.

  • Nat-1 counts as 2 failures
  • Nat-20: regain 1 HP immediately
  • Any damage while at 0 HP counts as 1 failure (massive = 2)
  • Stabilize: DC 10 Medicine check (uses action)
Spellcasting ▼

Concentration

  • Only one concentration spell at a time
  • Taking damage → CON save DC 10 or half damage, whichever higher
  • Fail = concentration drops
  • Incapacitated or killed = auto-drop

Bonus-Action Spell Rule

If you cast a spell as a bonus action, the only other spell you can cast that turn is a cantrip with a 1-action casting time.

Components

  • V Verbal — must be able to speak
  • S Somatic — free hand required
  • M Material — component pouch or focus

Other Rules

  • Ritual: cast 10 min longer, no slot consumed
  • Upcasting: use higher slot for stronger effect
  • Counterspell vs. Counterspell: uses your reaction; the countered caster can't counter back (no reaction left)
Cover & Visibility ▼

Cover

TypeBonus
Half cover (low wall, ally)+2 AC & DEX saves
Three-quarters (portcullis, thick tree)+5 AC & DEX saves
Full cover (completely hidden)Can't be targeted directly

Light & Visibility

ConditionEffect
Bright lightNormal vision
Dim lightLightly obscured — disadv on Perception (sight)
Darkness / Heavy obscurementHeavily obscured — effectively blinded

Darkvision: treats darkness as dim, dim as bright. Still can't see colour.

Movement ▼
Movement TypeCost
Normal movement1 ft per 1 ft
Difficult terrain2 ft per 1 ft
Climbing2 ft per 1 ft (unless climb speed)
Swimming2 ft per 1 ft (unless swim speed)
Crawling (prone)2 ft per 1 ft
Stand up from proneHalf speed

Jumping

  • Long jump: STR score in feet (half without run-up)
  • High jump: 3 + STR modifier feet (half without run-up)
  • Jumping uses movement; difficult terrain still costs extra

Forced Movement

Does not provoke opportunity attacks. Difficult terrain doesn't affect forced distance.

Exhaustion ▼
LevelEffect (cumulative)
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
5Speed reduced to 0
6Death

Remove 1 level per long rest (requires food & water). All levels removed on finishing a long rest if you have food & water.

Rests ▼

Short Rest (1+ hour)

  • Spend any number of Hit Dice to recover HP (roll + CON mod per die)
  • Regain class features that recharge on short rest (Second Wind, etc.)
  • No limit per day, but must actually rest

Long Rest (8 hours)

  • Regain all lost HP
  • Regain all expended spell slots
  • Regain spent Hit Dice up to half max (min 1)
  • Regain class features that recharge on long rest
  • Max one long rest per 24 hours
  • Must be at 1+ HP to benefit; interrupted rest (1 hr of activity) must restart
Common Rulings ▼
  • Opportunity Attacks: triggered when a creature you can see voluntarily leaves your reach. NOT triggered by being pushed/pulled/teleported.
  • Grapple: Athletics vs. opponent's Athletics or Acrobatics (their choice). Grappled speed = 0. Drag = half speed.
  • Shove: Athletics vs. opponent's Athletics or Acrobatics. Choose: knock prone OR push 5 ft.
  • Ready + Concentration: readied spell requires concentration; if you're already concentrating, holding the readied spell drops the previous spell.
  • Flanking: optional rule only — not RAW. If used: advantage when on directly opposite sides.
  • Diagonals: RAW = 5 ft each (5-5-5). Optional Dungeon Master's Guide variant: 5-10-5-10.
  • Hiding: must be obscured from the creature. Attacking while hidden = advantage (but reveals you). Moving into sight while hidden = DM may call for new check.
  • Unconscious & healing: creature regains consciousness immediately when healed above 0 HP.
Skills ▼
SkillAbilitySkillAbility
AthleticsSTRArcanaINT
AcrobaticsDEXHistoryINT
Sleight of HandDEXInvestigationINT
StealthDEXNatureINT
Animal HandlingWISReligionINT
InsightWISDeceptionCHA
MedicineWISIntimidationCHA
PerceptionWISPerformanceCHA
SurvivalWISPersuasionCHA
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