The Adventurers' Guild

Print one for every player

Cheat Sheet

The rules you'll use every game, on one page. Keep it next to your character sheet.

The one core rule

Roll a d20 + your modifier. Meet or beat the target number and you succeed.

Trained in it? Add your proficiency bonus too (+2 at levels 1 to 4).

How hard is it? (DC)

5Very easy10Easy15Medium20Hard25Very hard

Advantage and disadvantage

  • Advantage: roll two d20s, keep the higher.
  • Disadvantage: roll two d20s, keep the lower.
  • Both at once? They cancel. Roll one die.
  • Natural 20 on an attack: always hits, critical hit (roll damage dice twice). Natural 1: always misses.

The three kinds of rolls

  • Ability check: trying something hard. Target: the DC.
  • Saving throw: resisting danger. Target: the DC.
  • Attack roll: hitting a foe. Target: their Armor Class (AC).

Your turn in a fight

  • Move up to your speed (usually 30 ft = 6 squares).
  • One action: Attack, Magic, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Study, Influence or Utilize.
  • Free: draw a weapon or open a door, and say a few words.
  • Bonus action only if a feature or spell gives you one.
  • One reaction per round, such as an opportunity attack.

Making an attack

  1. Roll d20 + attack bonus.
  2. Meet or beat the target's AC to hit.
  3. Roll damage + your modifier.

Cover: low wall +2 AC, arrow slit +5 AC.

At 0 hit points

  • You fall unconscious. Each turn, roll a d20 (no modifiers).
  • 10+ success, 9 or less failure.
  • 3 successes: stable. 3 failures: you die.
  • Natural 1 = two failures. Natural 20 = wake up with 1 HP.
  • Any healing wakes you up.

Resting

  • Short rest (1 hour): spend Hit Point Dice to heal.
  • Long rest (8 hours): back to full HP, all spell slots back.

The six abilities

STRStrength: lift, climb, swingDEXDexterity: sneak, dodge, shootCONConstitution: toughnessINTIntelligence: knowledge, puzzlesWISWisdom: notice, sense dangerCHACharisma: persuade, charm

Score to modifier

8–9−110–11+012–13+114–15+216–17+318–19+420+5