First page is a quick reference for combat rules. Second page is for conditions and other rules.
In any order, one of each (unless other rules allow).
You can split your move before/after your other actions.
If surprised: cannot move or act on your first turn; cannot take reactions until you have acted.
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.
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).
Roll d20 + Intelligence modifier (not Dexterity). Ties broken randomly.
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.
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).
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.
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..
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
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 |
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.
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:
See your class description for more long rest benefits.
Hold up to 3 points.
Skill checks: spend after seeing the result to reroll.
Other rolls: spend before the roll to gain adv..
Predict weather: Survival (DC 15) at Breaking Camp. Expertise with terrain skill.
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.
Each day has a number of Hexploration Activities (HAs) based on pace.
| Pace | HA | Guide | Forage | Lookout |
|---|---|---|---|---|
| Careful | 1 | Adv. | Normal | Adv. |
| Normal | 2 | Normal | Disadv. | Normal |
| Reckless | 3 | Disadv. | None | Disadv. |
HA modifiers:
| Activity | Check |
|---|---|
| Prepare Camp | Survival vs Zone DC |
| Hunting | Survival; success = 1 ration (+1 per 5 above DC) |
| Cooking | Cooking; no roll for basic meal |
| Camouflage | Survival or Stealth |
| Stand Guard | Perception; skip camp activity to stay alert |
| Subsist | Survival or social check; -5 after exploring |
| Aid | First helper = adv.; each further helper = +1 |
| Other | Cook Food, Craft Item, Maintain Gear, Repair an Item, etc… |
Full rules: Combat · Combat Skills · Adventuring & Resting · Equipment · The Character · Kingmaker Rules · D&D 5e Basic Rules