Quick Reference
Dice Rolls
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Attack Roll -
Made to hit a target and is contested by the target's Armour Class (AC).
D20 + Ability Modifier + PB (if proficient) + other Bonuses
Damage Roll
When an attack or attempt to harm is successful, the creature often makes a Damage Roll to determine how much damage it causes to its target.Damage Die + Ability Modifier + other Bonuses
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Saving Throw -
Made to resist an effect and is contested by Dificulty Class (DC)
D20 + Ability Modifier + PB (if proficient) + other Bonuses
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Ability Check -
Made to see if a creature succeed a particular task and is contested by Dificulty Class (DC)
D20 + Ability Modifier + other Bonuses
Skill Check
Skill checks are Ability Checks made using skills (e.g. Perception, Intimidation, History, etc)D20 + Ability Modifier + PB (if proficient) + other Bonuses
Calculations
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Armour Class -
Base AC:
10 + Dex modifier
Light Armour:
Armour's AC + Dex modifier
Medium Armour:
Armour's AC + Dex modifier (max 2)
Heavy Armour: A
rmour's AC
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Passive Perception -
10 + Wisdom (Perception) check bonus
Advantage grants +5 bonus and Disadvantage grants -5 penalty.
Your Turn
Movement
Movement
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Move
Cost: 5 ft. per tile / 10 ft. per tile (Difficult Terrain)
Change your position.
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Prone
Cost: none
Give yourself the Prone condition.
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Stand Up
Cost: half your max Speed
End the Prone condition
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Climb
Cost: 10 ft. per tile
Scale a vertical surface.
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Swim
Cost: 10 ft. per tile
Move on deep liquid.
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Move while Grappling
Modifier: Speed is halved
Move while Grappling a creature.
Action
Action
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Attack
Perform a Melee or Ranged attack with your weapon or perform Unarmed Strike.
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Dash
For the rest of the turn, give yourself extra Movement equal to your Speed.
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Disengage
Your Movement doesn't provoke Opportunity Attack for the rest of the turn.
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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.
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Hide
Make a DC 15 Dexterity (Stealth) check. Gain Invisible condition on success.
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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.
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Search
Make a Wisdom (Insight, Medicine, Perception, or Survival) check to discern something that isn't obvious.
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Study
Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check to call to mind an important piece of information about it.
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Utilise
Use a nonmagical object, equip Shield.
Bonus Action
Bonus Action
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Off-Hand Attack
If you attack with a Light weapon weapon, you can make one Extra Attack with a different Light weapon weapon. Ability modifier is not added to damage roll (unless negative).
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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
Reaction
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Opportunity Attack
Trigger: a Creature leaves your reach
Make one Melee attack against the triggering creature.
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Readied Action
Trigger: specified by your Ready action
Execute the reaction specified by your Ready action.
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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.