Skip to content

Quick Reference



Dice Rolls


ATTACK ROLL

Made to hit a target and is contested by the target's Armour Class (AC).

D20 + Ability Modifier + PB (if proficient)
DAMAGE ROLL
Rolled to determine how much harm is done to a target.
Damage Die + Ability Modifier

SAVING THROW

Made to resist an effect and is contested by Dificulty Class (DC).

D20 + Ability Modifier + PB (if proficient)

ATTACK ROLL

Made to hit a target and is contested by the target's Armour Class (AC).

D20 + Ability Modifier
SKILL CHECK
Ability Checks made using skills (e.g. Perception, Intimidation, History, etc).
D20 + Ability Modifier + PB (if proficient)


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

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

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.

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.

READY

Prepare to take an action or Move in response to a trigger you define.

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.

USE A FEATURE

Activate a feature (e.g, Class feature, Species feature) that uses a a Bonus Action.

Reaction

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.

USE A FEATURE

Trigger: specified by the feature

Activate a feature (e.g, Class feature, Species feature) that uses a a Reaction.