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
🎲 Dice Roller