Original 5e (2014) — drag panels to rearrange, click header to collapse
| Action | Effect |
|---|---|
| Attack | Make one attack (extra attacks from feature) |
| Cast a Spell | Cast a spell with casting time of 1 action |
| Dash | Extra movement equal to speed this turn |
| Disengage | Movement doesn't provoke OAs this turn |
| Dodge | Attacks against you at disadvantage; DEX saves at advantage (until next turn, if not incapacitated) |
| Help | Give ally advantage on next ability check or attack vs adjacent enemy |
| Hide | Dexterity (Stealth) check to become hidden |
| Ready | Declare trigger + action; reaction fires when trigger occurs (concentration for spells) |
| Search | Perception or Investigation check |
| Use an Object | Interact with a second object (first is free) |
Only one reaction per round; recharges at start of your turn.
| Condition | Key Effects |
|---|---|
| Blinded | Fail sight checks; attacks at disadv; attackers have adv |
| Charmed | Can't attack charmer; charmer has adv on social checks |
| Deafened | Fail hearing checks; no verbal components |
| Frightened | Disadv on checks/attacks while source in sight; can't move closer |
| Grappled | Speed 0; ends if grappler is incapacitated or moved out of reach |
| Incapacitated | No actions or reactions |
| Invisible | Can't be seen; attacks at adv; attackers at disadv |
| Paralyzed | Incapacitated; can't move/speak; auto-fail STR/DEX saves; hits are crits within 5 ft |
| Petrified | Paralyzed + turned to stone; resist all damage; immune to poison/disease |
| Poisoned | Disadv on attack rolls and ability checks |
| Prone | Disadv on attacks; melee attackers have adv; ranged attackers have disadv; crawl = half speed |
| Restrained | Speed 0; attacks at disadv; attackers have adv; disadv on DEX saves |
| Stunned | Incapacitated; can't move; auto-fail STR/DEX saves; attackers have adv |
| Unconscious | Incapacitated; drop prone; auto-fail STR/DEX saves; hits are crits within 5 ft |
| Exhaustion | See Exhaustion panel |
d20 + DEX modifier. Ties: higher DEX first; still tied = simultaneous.
Creatures unaware of combat are surprised. Surprised = no actions/reactions on first turn (can still move).
d20 + ability mod + proficiency (if proficient) vs. target AC.
DC 10. 3 successes → stable. 3 failures → dead.
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.
| Type | Bonus |
|---|---|
| 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 |
| Condition | Effect |
|---|---|
| Bright light | Normal vision |
| Dim light | Lightly obscured — disadv on Perception (sight) |
| Darkness / Heavy obscurement | Heavily obscured — effectively blinded |
Darkvision: treats darkness as dim, dim as bright. Still can't see colour.
| Movement Type | Cost |
|---|---|
| Normal movement | 1 ft per 1 ft |
| Difficult terrain | 2 ft per 1 ft |
| Climbing | 2 ft per 1 ft (unless climb speed) |
| Swimming | 2 ft per 1 ft (unless swim speed) |
| Crawling (prone) | 2 ft per 1 ft |
| Stand up from prone | Half speed |
Does not provoke opportunity attacks. Difficult terrain doesn't affect forced distance.
| Level | Effect (cumulative) |
|---|---|
| 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 |
Remove 1 level per long rest (requires food & water). All levels removed on finishing a long rest if you have food & water.
| Skill | Ability | Skill | Ability |
|---|---|---|---|
| Athletics | STR | Arcana | INT |
| Acrobatics | DEX | History | INT |
| Sleight of Hand | DEX | Investigation | INT |
| Stealth | DEX | Nature | INT |
| Animal Handling | WIS | Religion | INT |
| Insight | WIS | Deception | CHA |
| Medicine | WIS | Intimidation | CHA |
| Perception | WIS | Performance | CHA |
| Survival | WIS | Persuasion | CHA |