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Dungeons & Dragons - 5th Edition

Activating Magic Items

Activating Magic Items

Command Words

Charges

Dungeon Master's Guide, page 141

Armor and Stealth

Armor and Stealth

Player's Handbook, page 144

Armor Class

Armor Class

Player's Handbook, page 144

Breaking Concentration

Breaking Concentration

Concentration Checks

Constitution check, triggered when taking damage.

DC 10, or half the damage taken, whichever is higher.

Player's Handbook, page 203

Casting a Spell With a Magic Item

Casting a Spell With a Magic Item

Dungeon Master's Guide, page 141

Climbing

Climbing

Player's Handbook, page 144

Climbing Onto a Bigger Creature (Optional Rule)

Climbing Onto a Bigger Creature (Optional Rule)

Dungeon Master's Guide 271

Combat Actions

Combat Actions

Dash

Disengage

Dodge

Help

Hide

Ready Action

Player's Handbook, page 192

Conditions

Conditions

Blinded

Charmed

Deafened

Frightened

Grappled

Incapacitated

Invisible

Paralyzed

Petrified

Poisoned

Prone

Restrained

Stunned

Unconscious

Player's Handbook, page 290

Consuming Magic Items

Consuming Magic Items

Dungeon Master's Guide, page 141

Converting Sorcery Points to Spell Slots

Converting Sorcery Points to Spell Slots

Spell Level Points
1 2
2 3
3 5
4 6
5 7

Player's Handbook, page 101

Cover

Cover

Player's Handbook, page 196

Creature Size

Creature Size

Size Space (square ft)
Tiny 2.5
Small 5
Medium 5
Large 10
Huge 15
Gargantuan 20 or larger

Player's Handbook, page 191

Currency Conversion Rates

Currency Conversion Rates

Standard coin conversion rates:

Coin CP SP EP GP PP
CP 1 1/10 1/50 1/100 1/1000
SP 10 1 1/5 1/10 1/100
EP 50 5 1 1/2 1/20
GP 100 10 2 1 1/10
PP 1000 100 50 10 1
Abbreviation Name
CP Copper
SP Silver
EP Electrum
GP Gold
PP Platinum

Player's Handbook, page 143

Cursed Items

Cursed Items

In addition to their regular effects, some items have a hidden, negative effect associated with them.

The Identify spell doesn't pick up curses, or what their effects might be.

Cursed items cannot usually be voluntarily unattuned.

Dungeon Master's Guide, page 138

Damage Vulnerability & Resistance

Damage Vulnerability & Resistance

Player's Handbook, page 197

Death Saving Throws

Death Saving Throws

Player's Handbook, page 197, Player's Handbook, page 198

Destroying Magic Items

Destroying Magic Items

Dungeon Master's Guide, page 141

Disarming (Optional Rule)

Disarming (Optional Rule)

Dungeon Master's Guide 271

Donning and Doffing Armor

Donning and Doffing Armor

Category Don Doff
Light 1 minute 1 minute
Medium 5 minutes 1 minute
Heavy 10 minutes 5 minutes
Shield 1 action 1 action

Player's Handbook, page 146

Equaling a Role

Equaling a Role

Player's Handbook, page 7

Exhaustion

Exhaustion

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

Player's Handbook, page 291

Falling Damage

Falling Damage

1d6 bludgeoning damage per 10 feet. Up to 20d6

Player's Handbook, page 183

Flanking (Optional Rule)

Flanking (Optional Rule)

Dungeon Master's Guide 251

Flying vs Hovering

Flying vs Hovering

Player's Handbook, page 191

Gaps Between Resting

Gaps Between Resting

Player's Handbook, page 186

Grappling & Shoving

Grappling & Shoving

Player's Handbook, page 195

Healing Potions

Healing Potions

Level Rarity Healing
Regular Common 2d4 + 2
Greater Uncommon 4d4 + 4
Superior Rare 8d4 + 8
Supreme Very Rare 10d4 + 20

Dungeon Master's Guide, page 188

Hiding

Hiding

Staying Hidden

Attacking While Hidden

Player's Handbook, page 177, Player's Handbook, page 194

Holding Your Breath

Holding Your Breath

You can hold your breath for 1 + Constitution modifier minutes (minimum 30 seconds).

Player's Handbook, page 183

Improvised Weapons

Improvised Weapons

Melee

Ranged

Player's Handbook, page 147

Improvising Damage

Improvising Damage

Danger Level 1-4 Level 5-10 Level 11-16 Level 17-20
Setback 1d10 2d10 4d10 10d10
Dangerous 2d10 4d10 10d10 18d10
Deadly 4d10 10d10 18d10 24d10

Dungeon Master's Guide, page 249

Instant Death

Instant Death

Player's Handbook, page 197

Jumping

Jumping

Long Jump

High Jump

Player's Handbook, page 182

Learning Wizard Spells

Learning Wizard Spells

To Copy From Another Spell Book

Copying From a Spell Scroll

Player's Handbook, page 114

Magic Item Attunement

Magic Item Attunement

Dungeon Master's Guide, page 136, Dungeon Master's Guide, page 141

Magic Item Categories

Magic Item Categories

Category Description
Armor Suits of magical armour - Will have an item type matching a mundane type of armor
Potions Magical liquids, which have an effect when drunk
Rings Magical rings, for fingers
Rods A stick, 2-3 feet long
Scrolls A scroll, or roll of paper, which can be consumed by reading
Staffs A stick, 5-6 feet long
Wands A stick, approximately 15 inches long
Weapons Swords, bows, axes etc. - Will have an item type matching a mundane type of weapon
Wondrous Items Anything that doesn't fit in another category, but is still magic, and an item

Dungeon Master's Guide, page 139

Magic Item Duplicates

Magic Item Duplicates

Dungeon Master's Guide, page 141

Magic Item Identification

Magic Item Identification

Dungeon Master's Guide, page 136

Magic Item Rarity

Magic Item Rarity

Rarity Suggested Level Suggested Value (GP)
Common 1+ 50-100
Uncommon 1+ 101-500
Rare 5+ 501-5000
Very Rare 11+ 5000-50000
Legendary 17+ 50001+

Dungeon Master's Guide, page 135

Magic Item Spell Casting

Magic Item Spell Casting

Dungeon Master's Guide, page 141

Magic Schools

Magic Schools

School Description
Abjuration Protection, preventing trespass
Conjuration Summoning and transportation
Divination Information gathering, ascertaining the truth
Enchantment Influencing minds and behaviour
Evocation Manipulating energy, elemental damage, healing
Illusion Deception
Necromancy Manipulating life energy, raising the dead
Transmutation Changing one thing into another

Player's Handbook, page 203

Monster Types

Monster Types

Monster Manual, page 6

Mounted Combat

Mounted Combat

Player's Handbook, page 155, Player's Handbook, page 198

Multi-Attacks

Multi-Attacks

Player's Handbook, page 163, Player's Handbook, page 190

Multiclassing

Multiclassing

Spellcasting

Player's Handbook, page 163

Objects

Objects

Substance AC
Cloth, paper, rope 11
Crystal, glass, ice 13
Wood, bone 15
Stone 17
Iron, steel 19
Mithral 21
Adamantine 23
Size Fragile Resilient
Tiny 2 (1d4) 5 (2d4)
Small 3 (1d6) 10 (3d6)
Medium 4 (1d8) 18 (4d8)
Large 5 (1d10) 27 (5d10)

Some particularly resilient objects have a damage threshold where they don't take damage unless they take at least a particular amount from a single attack.

Dungeon Master's Guide 246

Opportunity Attacks

Opportunity Attacks

Player's Handbook, page 195

Passive Checks

Passive Checks

Player's Handbook, page 175

Prices (Common Items)

Prices (Common Items)

Type Cost
Ale (Mug) 4cp
Bread (Loaf) 2cp
Wine (Common) 2sp
Wine (Fine) 10gp

Player's Handbook, page 158

Prices (Inns)

Prices (Inns)

Staying

Type Cost Per Day
Squalid 7 cp
Poor 1 sp
Modest 5 sp
Comfortable 8 sp
Wealthy 2 gp
Aristocratic 4 gp

Food

Type Cost Per Day
Squalid 3 cp
Poor 6 sp
Modest 3 sp
Comfortable 5 sp
Wealthy 8 sp
Aristocratic 2 gp

Player's Handbook, page 158

Prices (Lifestyle Expenses)

Prices (Lifestyle Expenses)

Consolidated costs of living, including accommodation, food, gear maintenance

Type Cost Per Day
Wretched -
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp (minimum)

Player's Handbook, page 157

Proficiency Bonus

Proficiency Bonus

Level Proficiency Bonus
1-4 2
5-8 3
9-12 4
13-16 5
17-20 6

Player's Handbook, page 15

Readying an Action

Readying an Action

  1. Use your action to ready another action
  2. Declare a trigger — a perceivable circumstance ("when the enemy moves into the doorway")
  3. Declare a response — what you will do when the trigger occurs
  4. Your reaction is held in reserve until the trigger fires
  5. When the trigger occurs you can use your reaction to take the readied action, or ignore it
    1. If the trigger doesn't occur before your next turn, the readied action is lost

Readying a Spell

Player's Handbook, page 193

Resting

Resting

Short Rests

Long Rests

Player's Handbook, page 186

Rounding Numbers

Rounding Numbers

Player's Handbook, page 7

Silvering Weapons

Silvering Weapons

Player's Handbook, page 148

Spell Components

Spell Components

Player's Handbook, page 203

Spell Scrolls

Spell Scrolls

Dungeon Master's Guide, page 200

Spellcasting Focus

Spellcasting Focus

Player's Handbook, page 151, Player's Handbook, page 203

Spellcasting modifiers

Spellcasting modifiers

Spell Save DC

8 + proficiency bonus + spellcasting ability modifier

Spell Attack Modifier

proficiency bonus + spellcasting ability modifier

Player's Handbook, page 101, Player's Handbook, page 107, Player's Handbook, page 114, Player's Handbook, page 53, Player's Handbook, page 58, Player's Handbook, page 66, Player's Handbook, page 75, Player's Handbook, page 85, Player's Handbook, page 92, Player's Handbook, page 98

Spending Hit Dice

Spending Hit Dice

Class Hit Dice
Artificer d8
Barbarian d12
Bard d8
Cleric d8
Druid d8
Fighter d10
Monk d8
Paladin d10
Ranger d10
Rogue d8
Sorcerer d6
Warlock d8
Wizard d6

Player's Handbook, page 186

Squeezing

Squeezing

Player's Handbook, page 192

Suffocating / Drowning

Suffocating / Drowning

Player's Handbook, page 183

Surprise

Surprise

Player's Handbook, page 189

Swimming

Swimming

Player's Handbook, page 182, Player's Handbook, page 190

Temporary Hit Points

Temporary Hit Points

Player's Handbook, page 198

Trap Difficulties

Trap Difficulties

Trap Danger Save DC Attack Bonus
Setback 10-11 +3 - +5
Dangerous 12-15 +6 - +8
Deadly 16-20 +9 - +12

Dungeon Master's Guide, page 121

Travel Pace

Travel Pace

Pace Per Minute Per Hour Per Day Effect
Fast 400 ft 4 miles 30 miles -5 to perception
Normal 300 ft 3 miles 24 miles -
Slow 200 ft 2 miles 18 miles Can stealth
Mount Speed Per Minute Per Hour Per Day
Camel 50 ft 500 ft 5 miles 40 miles
Donkey or mule 40 ft 400 ft 4 miles 32 miles
Elephant 40 ft 400 ft 4 miles 32 miles
Horse, draft 40 ft 400 ft 4 miles 32 miles
Horse, riding 60 ft 600 ft 6 miles 48 miles
Mastiff 40 ft 400 ft 4 miles 32 miles
Pony 40 ft 400 ft 4 miles 32 miles
Warhorse 60 ft 600 ft 6 miles 48 miles
Vehicle Miles Per Hour
Airship 8
Galley 4
Keelboat 1
Longship 3
Rowboat 1.5
Sailing ship 2
Warship 2.5

Dungeon Master's Guide, page 119, Player's Handbook, page 156, Player's Handbook, page 181, Player's Handbook, page 182

Travelling Activities

Travelling Activities

Dungeon Master's Guide, page 111, Dungeon Master's Guide, page 244, Player's Handbook, page 183

Truesight

Truesight

Player's Handbook, page 185

Two Weapon Fighting / Dual Wielding

Two Weapon Fighting / Dual Wielding

Player's Handbook, page 195

Types of Armor

Types of Armor

Light

Medium

Heavy

Shield

Armor Types

Armor Type Name Cost (GP) Armor Class (AC) Strength Requirement Stealth
Light Armor Padded 5 11 + Dex - Disadvantage
Light Armor Leather 10 11 + Dex - -
Light Armor Studded leather 45 12 + Dex - -
Medium Armor Hide 10 12 + Dex (Max 2) - -
Medium Armor Chain shirt 50 13 + Dex (Max 2) - -
Medium Armor Scale mail 50 14 + Dex (Max 2) - Disadvantage
Medium Armor Breastplate 400 14 + Dex (Max 2) - -
Medium Armor Half Plate 750 15 + Dex (Max 2) - Disadvantage
Heavy Armor Ring mail 30 14 - Disadvantage
Heavy Armor Chain mail 75 16 13 Disadvantage
Heavy Armor Splint 200 17 15 Disadvantage
Heavy Armor Plate 1500 18 15 Disadvantage
Shield Shield 10 +2 - -

Player's Handbook, page 145

Typical Difficulty Classes

Typical Difficulty Classes

Difficulty DC
Very easy 5
Easy 10
Medium 15
Hard 20
Very hard 25
Nearly impossible 30

Player's Handbook, page 174

Underwater Combat

Underwater Combat

Player's Handbook, page 198

Using Different Speeds

Using Different Speeds

Player's Handbook, page 190

Vision and Light

Vision and Light

Obscured vision

Light Levels

Vision Types

Monster Manual, page 9, Player's Handbook, page 183, Player's Handbook, page 185

Weapon Properties

Weapon Properties

Ammunition

Finesse

Heavy

Light

Loading

Range

Reach

Thrown

Two-handed

Versatile

Player's Handbook, page 146

Weapons

Weapons

Type Weapon Damage Two-handed Damage
Simple Melee Club 1d4 bludgeoning
Simple Melee Dagger 1d4 piercing
Simple Melee Greatclub 1d8 bludgeoning
Simple Melee Handaxe 1d6 slashing
Simple Melee Javelin 1d6 piercing
Simple Melee Light hammer 1d4 bludgeoning
Simple Melee Mace 1d6 bludgeoning
Simple Melee Quarterstaff 1d6 bludgeoning 1d8 bludgeoning
Simple Melee Sickle 1d4 slashing
Simple Melee Spear 1d6 piercing 1d8 piercing
Simple Ranged Crossbow, light 1d8 piercing
Simple Ranged Dart 1d4 piercing
Simple Ranged Shortbow 1d6 piercing
Simple Ranged Sling 1d4 bludgeoning
Martial Melee Battleaxe 1d8 slashing 1d10 slashing
Martial Melee Flail 1d8 bludgeoning
Martial Melee Glaive 1d10 slashing
Martial Melee Greataxe 1d12 slashing
Martial Melee Greatsword 2d6 slashing
Martial Melee Halberd 1d10 slashing
Martial Melee Lance 1d12 piercing
Martial Melee Longsword 1d8 slashing 1d10 slashing
Martial Melee Maul 2d6 bludgeoning
Martial Melee Morningstar 1d8 piercing
Martial Melee Pike 1d10 piercing
Martial Melee Rapier 1d8 piercing
Martial Melee Scimitar 1d6 slashing
Martial Melee Shortsword 1d6 piercing
Martial Melee Trident 1d6 piercing 1d8 piercing
Martial Melee War pick 1d8 piercing
Martial Melee Warhammer 1d8 bludgeoning 1d10 piercing
Martial Melee Whip 1d4 slashing
Martial Ranged Blowgun 1 piercing
Martial Ranged Crossbow, hand 1d6 piercing
Martial Ranged Crossbow, heavy 1d10 piercing
Martial Ranged Longbow 1d8 piercing
Martial Ranged Net -

Player's Handbook, page 149

XP By Level

XP By Level

Level XP
1 0
2 300
3 900
4 2700
5 6500
6 14000
7 23000
8 34000
9 48000
10 64000
11 85000
12 100000
13 120000
14 140000
15 165000
16 195000
17 225000
18 265000
19 305000
20 355000

Player's Handbook, page 15