Cheat Sheet

First page is a quick reference for combat rules. Second page is for conditions and other rules.

Other cheatsheets: Kingmaker



Your Turn

In any order, one of each (unless other rules allow).

  • Move up to your Speed
  • Action one action
  • Bonus Action one bonus action (if available)
  • Free interact with one object

You can split your move before/after your other actions.

Surprise

If surprised: cannot move or act on your first turn; cannot take reactions until you have acted.

Actions in Combat

  • Attack one attack (extra attacks may apply)
  • Dash gain extra movement equal to your speed
  • Disengage movement doesn’t provoke OAs this turn
  • Dodge attacks vs you have disadv.; Dex saves with adv.. Lose if incapacitated or speed 0
  • Help give adv. on next ability check or attack roll against a creature within 5 ft
  • Ready declare trigger + action; release as a reaction
  • Ready a Spell cast with 1-action time; hold with concentration; release on trigger
  • Use an Object interact with a second object
  • Grapple Physique check vs target’s Physique or Acrobatics; grappler can drag/carry at ½ speed
  • Shove Physique vs Strength save - push 5 ft or knock prone
  • Escape Grapple Physique or Acrobatics vs grappler’s Physique

Opportunity Attacks

Triggered when a visible enemy leaves your reach without Disengaging. Use a reaction to make a melee attack.

You have one reaction per round; it resets at the start of your turn.

Two-Weapon Fighting

When you attack with a light melee weapon, use a bonus action to attack with a different light melee weapon in your other hand. No ability modifier to damage on the bonus attack (unless negative).

Initiative

Roll d20 + Intelligence modifier (not Dexterity). Ties broken randomly.

Attack Rolls

  • Hit d20 + proficiency + ability mod ≥ target AC

  • Critical Hit natural 20 - roll 1d100 on crit table

  • Fumble natural 1 - roll 1d100 on fumble table

  • Advantage roll 2d20, take higher

  • Disadvantage roll 2d20, take lower

  • Melee STR mod (or DEX with finesse)

  • Thrown STR mod (or DEX with finesse)

  • Ranged DEX mod. Disadv. in melee

  • Spell d20 + spellcasting mod + proficiency vs AC

  • Range X/Y normal (X ft) = no penalty; beyond X = disadv.; beyond Y = can’t attack

Mounted Combat

  • Mount/dismount ½ speed
  • Forced move of mount → DC 10 Dex save or fall off the mount
  • If mount is knocked prone: reaction to dismount safely
  • Controlled mount on your initiative; only Dash, Disengage, Dodge
  • Independent mount acts on its own initiative; full actions
  • OA against you while mounted can target you or mount

With Mounted Combat (trait):

  • Advantage on melee attacks vs smaller unmounted creatures
  • Can redirect attacks targeting your mount to yourself instead
  • Mount takes no damage on a successful Dex save (half on fail)

Cover

  • Half cover +2 AC & Dex saves
  • ¾ cover +5 AC & Dex saves
  • Total cover can’t be targeted

Movement

  • Difficult terrain costs 1 extra ft per ft
  • Drop prone free (no movement cost)
  • Stand up costs ½ speed
  • Crawl (while prone) - 1 extra ft per ft
  • Climb / Swim 1 extra ft per ft (unless speed applies)
  • Long jump STR score in ft (10 ft run-up); half standing
  • High jump 3 + STR mod ft (10 ft run-up); half standing
  • Jump landing in difficult terrain: DC 10 Dex (Acrobatics) or fall prone

Dropping to 0 HP

  • Instant death if remaining damage ≥ your HP maximum.

  • Death saves d20 at start of your turn. 3 successes = stable. 3 failures = dead. Natural 20 = regain 1 HP.

    • Remaining dmg > CON score → first save at disadv.
    • Remaining dmg ≤ CON bonus (or 0) → first save at adv.
  • Stabilize DC 10 Wis (Medicine) check as action; or Healer’s kit (auto-stabilize, no check).

  • Combat Exhaustion (on return from 0 HP): gain 6 levels. Lose 1 at the start of each round. Reaching 6+ = Stunned (not dead).

Spellcasting in Combat

  • Bonus action spell you may only cast a cantrip as your action that turn (and vice versa)
  • Longer casting spend action each turn; can’t move; must maintain concentration
  • Spell targets you must be able to see the target

Concentration

Only one concentration spell at a time. When you take damage, make a Constitution save: DC = max(10, half damage taken). On a fail, the spell ends.

Sneaking & Stabbing

Attack an undetected target: attack with adv.. On hit vs Humanoid: Constitution save or knocked unconscious. Save DC modified by head protection. Rogues force the save with disadv..

Resistances & Immunities

  • Resistance halve damage (applied after all other modifiers).
  • Immunity no damage from that type.
  • Vulnerability double damage. Multiple resistances to the same damage type still only count as one.

Underwater Combat

  • Melee disadv. unless weapon deals piercing
  • Ranged auto-miss beyond normal range; disadv. within normal range (except crossbows & thrown weapons)
  • Fully immersed resistance to fire damage

Conditions

Blinded - auto-fail sight checks; attacks against = adv.; your attacks = disadv.

Charmed - can’t attack charmer; charmer has adv. on social checks vs you

Deafened - auto-fail hearing checks

Frightened - disadv. on checks & attacks while source is visible; can’t willingly move closer

Grappled - speed 0; ends if grappler is incapacitated or you are moved out of reach

Incapacitated - no actions or reactions

Invisible - impossible to see without special sense; attacks against = disadv.; your attacks = adv.

Paralyzed - incapacitated, can’t move or speak; auto-fail STR/DEX saves; attacks against = adv.; hits within 5 ft = critical

Petrified - transformed to solid, incapacitated; resistance to all damage; immune to poison & disease; auto-fail STR/DEX saves

Poisoned - disadv. on attack rolls and ability checks

Prone - melee = adv.; ranged = disadv.; your attacks = disadv.; stand up costs ½ speed

Restrained - Speed 0; attacks against = adv.; your attacks = disadv.; disadv. on Dex saves

Stunned - incapacitated; auto-fail STR/DEX saves; attacks against = adv.

Unconscious - incapacitated, prone, drop held items; auto-fail STR/DEX saves; attacks against = adv.; hits within 5 ft = critical

Exhaustion - 1: disadv. on checks; 2: ½ speed; 3: disadv. attacks & saves; 4: HP max halved; 5: speed 0; 6: death


Usage Die

After using a consumable, roll its usage die. On a 1 or 2 the die shrinks one step.

d20 → d12 → d10 → d8 → d6 → d4 → 0 (1 last shot for ammo)

Die Avg uses
d20 30
d12 20
d10 14
d8 9
d6 5
d4 2

Short Rest

Post-combat: spend 1 HD; use Healer’s kit

At camp: spend any number of HD

See your class description for more short rest benefits.

Long Rest

Spells: regain PB or half PB spell slots (rounded up) depending on class. You regain your lowest spell slots first.

Attune: switch attuned magic items (max 3).

The Long Rest: gain short rest benefits, then choose one:

  • Regain up to ½ max HP
  • Regain up to ½ max HD
  • Remove 1 exhaustion level
  • Remove 1 negative condition
  • Restore 1 reduced ability score
  • Regain 1 inspiration (if < 3)
  • Regain lowest spell slot

See your class description for more long rest benefits.

Inspiration

Hold up to 3 points.

Skill checks: spend after seeing the result to reroll.

Other rolls: spend before the roll to gain adv..

Travel Roles

One leader per role; first helper grants adv., each further helper +1.

Guide - Int check at camp; sets navigation DC. Fail = half progress; fail by 5+ = no progress.

DC Terrain
5 Open plains, clear landmarks
10 Small hills
15 Light rain, woods
20 Heavy rain, forest
25 Fog, mountains
30 Night fog, magical terrain

Forager - Wis check at end of day; success = 2d4 rations.

DC Terrain
5 Lush forest
10 Forest, coast
15 Thin woodland
20 Dry plains
25 Desert
30 Corrupted deadlands

Lookout - Perception checks during travel. Fail = party is surprised.

Travel Pace

Pace Hour Day Guide Forage Lookout
Slow 1.5 mi 12 mi Adv. Normal Adv.
Medium 2 mi 16 mi Normal Disadv. Normal
Fast 3 mi 24 mi Disadv. None Disadv.
Pace Hide Tracks Effect
Slow Adv. Can use stealth
Medium Normal -
Fast Disadv. −5 to Perception

Forced March: travel beyond 8 h/day. Each extra hour: Con save (DC 10+1/extra hour) or gain 1 exhaustion.

Supplies

Food: 1 lb per character per day. Can go without for CON mod + 3 days (min 1). Each day beyond that = 1 exhaustion.

Water: ½ gallon per day (1 gallon in hot weather). Less than required: DC 15 Con save or 1 exhaustion. Less than half: automatic 1 exhaustion.

Rest Activities

One primary activity per long rest, before sleep.

  • Cook Food campfire + cooking tools; Cooking skill
  • Craft an Item bandages, salves, arrows; materials + tools required
  • Maintain Gear Gear maintenance kit (usage die d8)
    • Daily Upkeep - spend 1 kit use; first break on a proficient weapon or shield next day is prevented
    • Sharpen Weapon - Int check DC 10 (or Int Craft); success = reroll one damage die next day
    • Maintain Armor - Leatherworking or Metalsmith; success = temp HP equal to proficiency bonus
  • Repair an Item Int (Craft) DC 10; success = item repaired

Skill System

Getting skill points: background events · class starting points · 1 Culture skill · +1 pt per level up · class features may grant extras

Spending points - must own the parent skill in the tree first:

  • 1 pt per skill
  • 2 pts → +1 ability score (max ½ your level)
  • Improved Proficiency (req. Expertise) - 2 pts (+1 cost after each time) → +1 to all checks with that skill
  • Ok to save skill points; spend after any long rest
  • Expertise - Advantage on checks with this skill
  • Expertise (X, Y) - Adv.; one die uses mod X, the other mod Y
  • Group - Choose one sub-skill; can be taken multiple times
  • Synergy (X) - Advantage if you also have skill X
  • Trait - Binary - no roll needed in most cases
  • Untrained - Can attempt without proficiency
  • → X - Cost −1 if you have skill X

Untrained Skills

All can be attempted untrained; training unlocks deeper branches.

  • Acrobatics - balance, tumbling, parkour, aerialists
  • Animal Handling - handle, care for & train animals
  • Gaming - games of chance, skill & tactics
  • Investigation - clues, research, academic analysis
  • Leadership - command, inspire, manage people
  • Medicine - heal, treat, understand the body
  • Perception - senses, insight, awareness
  • Physique - strength, endurance, movement
  • Religion - divine lore, faith, ritual
  • Speechcraft - persuade, deceive, perform
  • Stealth - hide, sneak, vanish

Knowledge Skills

  • Arcana - identify spells, magic items, schools of magic, magical theory
  • Architecture - assess, build & fortify structures
  • Astronomy - stars, navigation
  • Cosmology - planes, manifestations
  • Courtier - court etiquette, politics, fey courts
  • Culture (Group) - knowledge of a specific culture’s customs & history
  • Engineering - devices, siege engines, tinkering
  • Geology - underground, minerals, hazards
  • History - cultures, artifacts, military
  • Law - bureaucracy, contracts, business
  • Language - linguistics
  • Mathematics - accounting, physics, siege weapons
  • Nature - flora & fauna, terrain, weather, primal & fey magic
  • Knowledge (other) (Group) - any other knowledge domain

Practical Skills

  • Agriculture - farming, gardening, mushroom growing
  • Art (Group) - choose one art form per purchase:
  • Burglary - infiltration & theft
  • Cooking - food prep, field cooking
  • Herbalism - plants, herbs, tinctures, salves
  • Profession (Group) - choose one profession
  • Sailor - ship handling, navigation, seamanship
  • Sleight of Hand - manual dexterity
  • Survival - living off the land; each terrain is a separate sub-tree
  • Swimming - swimming, diving
  • Underworld - criminal networks

Traits

This group collects additional traits that are not part of a skill.

  • Death’s Suitor (req. died) - luck helps you survive a fatal rolls

  • Drunkard (req. drunkard) - constantly intoxicated, but that somehow helps you

  • Fiery Spirit of Passion (req. Balder, Calistria, Hanali Celanil, Hathor, Sheyanna Flaxenstrand or Shelyn) - your fiery soul wards allies from fear and you can enthrall enemies

  • Graceful Dancer (req. Art - Dance and Bes, Calistria, Corellon Larethian or Shelyn) - Your dance-like stride lets you slip, shield or strike in one motion.

  • Selfless Martyr (req. Arawn or Torag) - Your faith helps you persevere through anything

  • Steadfast Traveler (req. Physique - Endurance and Desna, Lugh or Marthammor Duin) - Your deity guides you through the roughest terrain and little can stop you

Generic crafting skills

  • Guild Politics - knowledge of the etiquette among guilds and their associates

Craft specific skills

For each single craft, you can select the skills described below.

  • Appraiser - identify quality of items, materials and goods
  • Journeyman Crafter - official trade certificate allowing you to charge for your work with the craft
  • Trader - buying, selling, and appraising goods

Craft Skills

Each craft group is purchased separately; higher sub-skills require lower ones first.

  • Alchemy - substances, potions, poisons, distilling
  • Ceramics - pottery, glaze, architectural ceramics
  • Cordage - rope, rigging
  • Gemcutting - cut & appraise gems
  • Kite Making - kites
  • Leatherworking (Group) - leather armor, clothing, containers, parchment
  • Metalwork (Group) - all metalsmithing sub-disciplines:
  • Textiles (Group) - cloth armor, clothes, embroidery, bags, traps
  • Trapmaking - mechanical traps, snares, nets
  • Woodworking (Group) - bowyer, joinery, shipbuilding, wood carving
  • Craft (other) (Group) - any other craft discipline

Weapons

Type Examples Properties
Simple light (1d4) Club, dagger, sickle Slam (club) · Close quarters, conceal, finesse (dagger) · Thrown¹
Simple (1d6) Handaxe, mace, spear Shove, thrown (spear) · Thrown (handaxe) · Versatile¹
Simple 2h (1d8) Greatclub, quarterstaff Slam (greatclub) · Shove (quarterstaff)
Martial light (1d6) Rapier, shortsword, trident Finesse (swords) · Close quarters (shortsword) · Shove, thrown, versatile (trident)
Martial (1d8) Battleaxe, flail, longsword, warhammer Chained (flail) · Armor piercer (war pick) · Slam (morningstar) · Versatile¹
Martial 2h reach (1d10) Glaive, halberd, pike Shove
Martial 2h (2d6) Greataxe, greatsword, maul Slam (maul)

¹ Some weapons in this category, not all - ask your DM.

Name Properties
Dart (1d4, 20/60) Conceal, finesse
Javelin (1d6, 30/120) -
Sling (1d4, 30/120) Ammunition
Shortbow (1d6, 80/320) Ammunition, 2h
Crossbow, light (1d8, 80/320) Ammo, loading, 2h
Crossbow, heavy (1d10, 100/400) Ammo, heavy, loading, 2h
Crossbow, hand (1d6, 30/120) Ammo, light, loading
Longbow (1d8, 150/600) Ammo, heavy, 2h
Longbow, composite (1d10, 150/600) Ammo, heavy, special, 2h
Staff sling (1d6, 60/200) Ammunition, 2h
Blowgun (1, 25/100) Ammo, loading
Boomerang (1d4, 20/60) Finesse
Net (-, 5/15) Special

Melee Weapon Properties

Armor Piercer - on a miss vs heavy armor, roll d4 and add to the attack roll.

Chained - swings around shields; +2 attack vs shield users.

Close Quarters Combat - no disadv. when prone; bonus action attack after escaping a grapple.

Conceal - bonus action Sleight of Hand vs Perception to draw; attack = advantage + 19–20 crit.

Finesse - use STR or DEX for attack and damage (same modifier for both).

Shove - replace an attack to shove up to two adjacent creatures (STR save or pushed 5 ft).

Slam - on crit or exceeding AC by 10+: target rolls next d20 with disadvantage.

Thrown - throw for a ranged attack using same ability mod; normal 20 ft / max 60 ft.

Versatile - use two hands to increase damage die one size.

Special Weapons

Improvised - 1d4 damage; thrown 20 ft / 60 ft; similar objects treated as real weapons.

Ranged Weapon Properties

Ammunition - drawing ammo requires two hands; recover ½ after battle.

Conceal - Sleight of Hand vs Perception; attack = advantage.

Heavy - Small creatures have disadvantage.

Loading - spend one attack or bonus action to reload between shots.

Range X/Y - beyond X = disadvantage; beyond Y = can’t attack.

Net - restrains Large or smaller until freed (DC 10 STR or 5 slashing damage to AC 10 net).

Composite Longbow - STR 14 or lower = disadvantage; may take attack penalty equal to STR mod to add STR mod to damage.

Ammunition

Item Usage Die
Arrows d12
Crossbow bolts d12
Sling bullets d12
Blowgun needles d20

Special arrows: Blinding · Blunt · Fire · Frog-crotch · Signal · Smoking Special bullets: Acid · Flame · Priest’s

Armor Rules

Don / Doff

Category Don Doff
Light 1 min 1 min
Medium 5 min 1 min
Heavy 10 min 5 min
Shield 1 action 1 action

With help, doffing time is halved.

Sleeping in armor - light: no penalty; medium or heavy: regain only ¼ HP; exhaustion levels don’t reduce.

Pavise - action to place/pick up; when placed gives half/¾ cover (prone) from one direction; no shield bonus while placed.

Tower shield - special Dodge: not lost even if incapacitated or speed 0.

Armor spikes (+25 gp) - successful grapple deals 1d3 piercing damage.

Reinforced gorget (+4 gp) - immunity to garrote special mechanics.

Full rules: Combat · Skills · Combat Skills · Adventuring & Resting · Travel · Weapons · Armor · Equipment · The Character · D&D 5e Basic Rules