Quick Reference
Dice Rolls
-
ATTACK ROLL -
Made to hit a target and is contested by the target's Armour Class (AC).
- DAMAGE ROLL
- Rolled to determine how much harm is done to a target.
-
SAVING THROW -
Made to resist an effect and is contested by Dificulty Class (DC).
-
ATTACK ROLL -
Made to hit a target and is contested by the target's Armour Class (AC).
- SKILL CHECK
- Ability Checks made using skills (e.g. Perception, Intimidation, History, etc).
Calculations
ARMOUR CLASS- Light Armour:
Armour's AC + DEX modifier
Medium Armour:Armour's AC + DEX modifier (max 2)
Heavy Armour:Armour's AC
PASSIVE CHECKS-
Passive Checks are skill checks that does not require rolling a d20, most commonly used for Passive Perception (
10 + Wisdom (Perception) bonus
).
Calculation:10 + Ability (Skill) bonus
Your Turn
Movement
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MOVE
Cost: 5 ft. per tile / 10 ft. per tile (Difficult Terrain)
Change your position. Movement Cost is Doubled on irregullar surface, such as Deep Liquid (Swim) or Vertical Surface (Climbing).
-
PRONE
Cost: none
Give yourself the Prone condition.
-
STAND UP
Cost: half your max Speed
End the Prone condition
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SWIM
Cost: 10 ft. per tile
Move on deep liquid.
-
CLIMB
Cost: 10 ft. per tile
Scale a vertical surface.
-
MOVE WHILE GRAPPLING
Modifier: Max Speed is halved
Move while Grappling a creature.
Actions
-
ATTACK
Perform a Melee or Ranged attack with your weapon or perform Unarmed Strike.
-
DASH
For the rest of the turn, give yourself extra Movement equal to your Speed.
-
DISENGAGE
Your Movement doesn't provoke Opportunity Attack for the rest of the turn.
-
DODGE
Focus entirely on avoiding attacks. Attack Rolls against you have Disadvantage & you have Advantage on DEX Save
-
HELP
Give Advantage on another creature's Ability Check or Attack Roll.
-
HIDE
Make a DC 15 DEX (Stealth) check. Gain Invisible condition on success.
-
INFLUENCE
Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature's attitude.
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MAGIC
Cast a spell that has a casting time of an Action or use a feature or magic item that requires a Magic action to be activated.
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READY
Prepare to take an action or Move in response to a trigger you define.
-
SEARCH
Make a Wisdom (Insight, Medicine, Perception, or Survival) check to discern something that isn't obvious.
-
STUDY
Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check to call to mind an important piece of information about it.
-
UTILISE
Use a nonmagical object, equip Shield.
Bonus Action
-
OFF-HAND ATTACK
If you attack with a Light weapon, you can make one Extra Attack with a different Light weapon. Ability modifier is not added to damage roll (unless negative).
-
CAST A SPELL
Cast a spell with a casting time of a Bonus Action.
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USE A FEATURE
Activate a feature (e.g, Class feature, Species feature) that uses a a Bonus Action.
Reaction
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OPPORTUNITY ATTACK
Trigger: a Creature leaves your reach
Make one Melee attack against the triggering creature.
-
READIED ACTION
Trigger: specified by your Ready action
Execute the reaction specified by your Ready action.
-
CAST A SPELL
Trigger: specified by the spell
Cast a spell with a casting time of a Reaction.
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USE A FEATURE
Trigger: specified by the feature
Activate a feature (e.g, Class feature, Species feature) that uses a a Reaction.