First page is a quick reference for combat rules. Second page is for conditions and other rules.
Other cheatsheets: Kingmaker
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.
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
With Mounted Combat (trait):
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..
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.
| 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.
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.
One primary activity per long rest, before sleep.
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:
All can be attempted untrained; training unlocks deeper branches.
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
For each single craft, you can select the skills described below.
Each craft group is purchased separately; higher sub-skills require lower ones first.
| 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 |
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.
Improvised - 1d4 damage; thrown 20 ft / 60 ft; similar objects treated as real weapons.
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.
| 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
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