Cheat Sheet

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





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 Athletics check vs target’s Athletics or Acrobatics; grappler can drag/carry at ½ speed
  • Shove Athletics vs Strength save - push 5 ft or knock prone
  • Escape Grapple Athletics or Acrobatics vs grappler’s Athletics

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.

Mounted Combat

  • Mount/dismount ½ speed
  • Forced move of mount → DC 10 Dex save or fall prone
  • 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

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
  • adv. and disadv. cancel out.

  • 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

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 (Kingmaker)

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.

Hexploration (Kingmaker)

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.
  • As group: Terrain cost to Travel (or Reconnoiter) a hex: Open (plains, grasslands) 1, Difficult (forest, desert) 2, Greater Difficult (mountain, swamp) 3, Road -1.
  • Indiviually: Fortify Camp (Craft vs terrain DC) or Map the Area (Investigation or Survival; requires Reconnoiter).

HA modifiers:

  • Exhaustion -1 HA per 2 exhaustion levels
  • Forced March +1 HA, but travel only; Con save end of day (DC 10+5/day) or gain exhaustion
  • Severe Weather -1 HA
  • Pathfinding / Mountain Routefinding +1 HA (one skill only)

Camp Activities (Kingmaker)

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