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
- Roll d20 + attack bonus.
- Meet or beat the target's AC to hit.
- 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