Dungeons & Dragons - 5th Edition
Activating Magic Items
Activating Magic Items
Command Words
- Speak a command word to activate — learn it by attuning or casting identify
- Command words can't work inside an area of silence
Charges
- Some items have a set number of charges, noted in its description
- You can find out how many charges an item has by casting identify
- If / when your item regains charges, you know how many
Dungeon Master's Guide, page 141
Armor and Stealth
Armor and Stealth
- When wearing heavy armor (and some other types of lighter armor), you have disadvantage to Stealth
- Other Dexterity checks are unaffected
Player's Handbook, page 144
Armor Class
Armor Class
- Armor Class = AC
- Represents how hard a character is to be wounded in battle
- It combines how armored they are with how good they are at dodging attacks
- A character may have multiple potential ACs (depending on class features etc), they choose which one to use
- Typical other sources of AC could be:
- Wearing armor
- Class features (E.g. a barbarian's unarmored defence)
- Racial features (E.g. a lizardfolk's natural armor)
- If a character has no other sources of AC, then it's
10 +Dexterity modifier
Player's Handbook, page 144
Breaking Concentration
Breaking Concentration
- Casting another concentration spell
- Taking damage (forces a concentration check)
- Being incapacitated
- Narrative moments (DM's discretion)
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
- Casts at the lowest possible level
- This doesn't use a spell slot
- The spell requires no components, unless otherwise stated
- If the spell requires a spellcasting ability (e.g. for a spell save DC), use your own
- If you have multiple, pick one
- If you don't have one, it's
+0, don't add proficiency
Dungeon Master's Guide, page 141
Climbing
Climbing
- Each foot takes 2 foot of movement
- Unless the creature has a climb speed
- Make an Athletics check at the DM's discretion
Player's Handbook, page 144
Climbing Onto a Bigger Creature (Optional Rule)
Climbing Onto a Bigger Creature (Optional Rule)
- Optional Rule
- Use instead of a standard grapple when a smaller creature climbs onto a larger one
- Climber makes a Strength (Athletics) or Dexterity (Acrobatics) check
- Contested by the target's Dexterity (Acrobatics) check
- If successful, the climber
- Moves into the target's space
- Can move around on the target, as difficult terrain
- Moves with the target
- The climber has advantage on attack rolls against the target
- Moves into the target's space
- The target
- The target can still attack the climber, at the DM's discretion
- The target can knock the climber off with a contested Strength (Athletics) vs the target's Strength (Athletics) or Dexterity (Acrobatics)
Dungeon Master's Guide 271
Combat Actions
Combat Actions
Dash
- Double speed this turn
Disengage
- No opportunity attacks this turn
Dodge
- Any attacks against you have disadvantage this turn
- Only if you can see the attacker
- Dexterity saving throws with advantage
- Stops if your speed is 0
Help
- Aid another creature
- Help with a task
- They get advantage on their next ability check
- Lasts until your next turn
- Help with an attack
- They get advantage on their next attack
- Hostile creature must be within 5 feet
- Lasts until your next turn
Hide
- Stealth check to hide
Ready Action
- Declare a trigger and a response (action or movement); uses your reaction
- Readying a spell requires concentration; it dissipates if unused
- Must have a casting time of an action
Player's Handbook, page 192
Conditions
Conditions
Blinded
- Can't see
- Attacks against the creature have advantage
- Creature's attacks have disadvantage
Charmed
- Can't attack the charmer
- Can't target the charmer with harmful effects or abilities
- Charmer has advantage on ability checks to socially interact
Deafened
- Can't hear
Frightened
- While in line of sight of the source of fear
- Disadvantage on ability checks
- Disadvantage on attacks
- Can't willingly move closer to the source of fear
Grappled
- Speed is 0
- Ends if the grappler is incapacitated, or moves away
Incapacitated
- Can't take actions or reactions
Invisible
- Impossible to see
- Attack rolls against the creature have disadvantage
- Creature's attack rolls have advantage
Paralyzed
- Can't take actions or reactions
- Fails Strength and Dexterity checks
- Attack rolls against the creature have advantage
- Melee hits auto-crit
Petrified
- Can't take actions or reactions
- Turned to stone
- Fails Strength and Dexterity checks
- Attack rolls against the creature have disadvantage
- Resistance to damage
- Immune to poison and disease
Poisoned
- Disadvantage on attacks and ability checks
Prone
- Disadvantage on attack rolls
- Melee attacks on the creature have advantage
- Ranged attacks on the creature have disadvantage
Restrained
- Speed is 0
- Attacks against the creature have advantage
- Creature's attacks have disadvantage
- Disadvantage on Dexterity saves
Stunned
- Can't take actions or reactions
- Can't move, can barely speak
- Fails Strength and Dexterity checks
- Attacks against the creature have advantage
Unconscious
- Can't take actions or reactions
- Fall prone
- Fails Strength and Dexterity checks
- Attacks against the creature have advantage
- Melee hits auto-crit
Player's Handbook, page 290
Consuming Magic Items
Consuming Magic Items
- Some magic items need to be consumed, by drinking, swallowing, or applying to the skin
- These items only work once
- Typically, a consumable needs to be completely consumed to work
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
- Provides AC and Dexterity save bonuses based on coverage level
- Levels
- Half cover
- At least half the body covered
- +2 AC
- +2 Dexterity saves
- Three-quarters cover
- At least three-quarters of the body covered
- +5 AC
- +5 Dexterity saves
- Total cover
- Completely concealed
- Can't be targeted directly
- Half 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
- Damage resistance halves damage of a given type (round down).
- Damage vulnerability doubles damage of a given type.
Player's Handbook, page 197
Death Saving Throws
Death Saving Throws
- Roll a d20 at the start of each turn while at 0 hit points (no modifier)
- 10 or higher: success; 9 or lower: failure
- Natural 20: regain 1 hit point
- Natural 1: counts as two failures
- Any healing ends the process and brings you above 0 hp
- Temporary hp don't count
- 3 successes: stabilised — no more checks (still at 0 hp)
- Unless healed, a stable creature regains 1 hp after 1d4 hours
- 3 failures: dead
- Failures and successes are reset instantly when stable or healed
- Taking damage adds a failure
- Taking a critical hit is 2 failures
- While unconscious, attacks have advantage, and attacks from within 5 feet are automatic criticals
- If you take more damage than your hit-point maximum, you automatically die
- Make a DC 10 Medicine check to stabilise another creature
Player's Handbook, page 197, Player's Handbook, page 198
Destroying Magic Items
Destroying Magic Items
- Magic items are generally supernaturally durable, and can't be destroyed by non-magical means
- Some items are more durable than others, and may have specific destruction requirements, often based on their effects or history
Dungeon Master's Guide, page 141
Disarming (Optional Rule)
Disarming (Optional Rule)
- Optional Rule
- The attacker makes a regular attack roll
- The defender makes a Strength (Athletics) or Dexterity (Acrobatics) check
- If the attacker has a higher value, they drop the item in question
- The attacker has disadvantage if
- Target is holding the item with two hands
- The defender has
- Advantage if the attacker is smaller
- Disadvantage if the attacker is larger
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 |
- Having help reduces doff time by half
Player's Handbook, page 146
Equaling a Role
Equaling a Role
- If your total roll equals or exceeds the target number, the check is a success
Player's Handbook, page 7
Exhaustion
Exhaustion
- Getting more Exhaustion adds more levels
- Suffer all effects of current level and lower levels
- Long resting reduces level by 1, so long as you've eaten and drunk
| 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)
- Optional Rule
- Two creatures are flanking an enemy when they are on directly opposite sides of it
- Both must be able to attack the enemy (in reach, not incapacitated, etc.)
- Both must be on the ground (not mounted, flying, etc.)
- Both flanking creatures have advantage on melee attack rolls against that enemy
- Flanking only works with melee attacks
- Large or larger creatures only need one of their spaces to qualify for flanking
- A creature with reach greater than 5ft can flank from beyond 5ft if its reach allows
Dungeon Master's Guide 251
Flying vs Hovering
Flying vs Hovering
- If a creature has a hover speed, it doesn't fall if knocked prone
- Both can stay in-place
Player's Handbook, page 191
Gaps Between Resting
Gaps Between Resting
- Short rests as often as you like
- Long rests at most every 24 hours
Player's Handbook, page 186
Grappling & Shoving
Grappling & Shoving
- Replace an attack with an attempt
- Target at most one size larger
- Contested skill check
- Your Athletics
- Their Athletics or Acrobatics
- Shoving
- Either
- Knock them prone
- Push 5 feet
- Either
- Grappling
- Inflict the grappled effect
- Speed is 0
- Requires a free hand
- Breaking the Grapple - Can be done by the grappled creature forcing the check to be repeated, and succeeding
- You can move them, but your speed is halved
- Full speed if they're two sizes smaller, or less
- Inflict the grappled effect
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
- Take the Hide action to attempt to conceal yourself
- Make a Dexterity (Stealth) check
- This result is compared against the passive Perception of any creature that might notice you
- A creature actively searching makes a Wisdom (Perception) check against your roll instead
- You need to be practically able to hide yourself, e.g. lightly obscured, or heavily obscured
- You can't hide from a creature that can see you clearly
Staying Hidden
- You remain hidden until you are discovered, or until you reveal yourself
- You are discovered if
- A creature's Perception beats your Stealth check (actively or passively)
- You come out of cover or obscurement
Attacking While Hidden
- Attacking from hiding reveals your location regardless of whether you hit
- You have advantage on the attack roll if the target can't see you
- Attacks against you have disadvantage if the creature can guess your location
- If the creature incorrectly guesses your location, the attack automatically misses
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
- Anything being used as a weapon not designed to be one
- If close enough to a real weapon, use that, proficiency at DM's discretion
- If not
- 1d4 damage, damage type DM's discretion
- No proficiency
Ranged
- 1d4 damage
- Normal range 20 ft, long range 60 ft
Player's Handbook, page 147
Improvising Damage
Improvising Damage
- Danger levels
- Setback - Unlikely to kill or seriously harm
- Dangerous - Likely to seriously harm characters
- Deadly - Likely to kill characters
| 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
- Can happen if you take more damage than would reduce you to 0 HP
- If the overflow damage exceeds your maximum HP, you die instantly
- No death saving throws
- Skip going unconscious
- E.g. your character has
30max HP, and takes70damage- It takes
30points of damage to reduce your character to0HP - The remaining
40is greater than your maximum,30, so your character dies
- It takes
Player's Handbook, page 197
Jumping
Jumping
Long Jump
- Running start - Number of feet equal to your strength score (not bonus)
- Standing start - Half number of feet equal to your strength score (not bonus)
- 1 ft. of jumping costs 1 ft. of movement
- Can't jump further than your remaining movement would allow
- Long-jumping over an obstacle
- No more that a quarter the jump distance
- DC 10 Athletics check to clear it
- Landing in difficult terrain
- DC 10 Acrobatics check or fall prone
High Jump
- Running start -
3 + strength modifier(minimum 0 feet) - Standing start - Half
3 + strength modifier(minimum 0 feet) - Make an Athletics check to jump higher (DM's discretion)
- 1 ft. of jumping costs 1 ft. of movement
- When reaching up, the total height to grab is
jump height + 1.5 * character height
Player's Handbook, page 182
Learning Wizard Spells
Learning Wizard Spells
To Copy From Another Spell Book
- 2 hours and 50 gp per spell level
- Can then be prepared normally
Copying From a Spell Scroll
- Intelligence (Arcana) check, DC 10 + spell level
- On success: spell is copied
- Scroll is destroyed regardless
Player's Handbook, page 114
Magic Item Attunement
Magic Item Attunement
- Requires attunement to use magical properties
- A creature can attune at most 3 items at once
- Items that come in pairs (e.g. boots, or bracers) only take one of these attunement slots
- Attune by spending a short rest
- Focus only on the item
- Be in physical contact with the item
- When attuned, a creature learns how to use the item, including command words
- End attunement by
- No longer satisfying a prerequisite
- Being more than 100 feet away for 24 hours
- Dying
- Another creature attunes to the item
- Voluntarily over a short rest
- An item can only be attuned to one creature at a time
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
- Multiple items of the same kind can be used simultaneously
- Apply common sense - you might have some difficulty wearing two pairs of gloves, regardless of how magical they are
Dungeon Master's Guide, page 141
Magic Item Identification
Magic Item Identification
- Use the Identify spell
- Attune to the item over a short rest
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
- If the spell requires concentration, you still need to concentrate
- Spell DC
- If you have a single spell-save DC, use that
- If you have multiple, pick one
- If you have none,
+0
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 |
- Abjuration
- Absorb elements
- Alarm
- Banish
- Counterspell
- Mage armor
- Sanctuary
- Shield
- Conjuration
- Conjure Celestial
- Demiplane
- Find Familiar
- Maze
- Teleport
- Wish
- Divination
- Contact Other Plane
- Detect Magic
- Identify
- Scrying
- Enchantment
- Bless
- Confusion
- Enthrall
- Hold Person
- Irresistible Dance
- Zone of Truth
- Evocation
- Chain Lightning
- Cure Wounds
- Fireball
- Telepathy
- Wall of Stone
- Illusion
- Blur
- Fear
- Invisibility
- Minor Illusion
- Necromancy
- Animate Dead
- False Life
- Gentle Repose
- Resurrection
- Transmutation
- Alter Self
- Awaken
- Enhance Ability
- Polymorph
- Slow
Player's Handbook, page 203
Monster Types
Monster Types
- Aberrations
- Weird aliens from other places
- Beasts
- Regular animals
- Not tied to what exists in the real world, they may have some supernatural elements
- Celestials
- Angels and the like
- Counterpart to fiends
- Constructs
- Creatures that have been built
- Dragons
- Both true dragons, and their relatives
- Elementals
- Creatures intrinsically tied to earth, air, fire and water
- Fey
- Creatures intrinsically tied to the Feywild, or nature
- Fiends
- Devils, demons and the like
- Counterpart to celestials
- Giants
- Large humanoids
- Humanoids
- Playable races (almost exclusively)
- Small-to-medium creatures with approximately two arms and two legs
- Monstrosities
- Something of a catch-all for "monsters" in general
- Oozes
- Semi-liquid creatures
- Plants
- Animated plants
- Undead
- Reanimated corpses
Monster Manual, page 6
Mounted Combat
Mounted Combat
- To be mounted, a creature must by at least one size class bigger
- Attacks can target either the mount or the character
- Mounting or dismounting costs half your movement
- Falling off
- Checks to remain mounted are a DC 10 Dexterity saving throw
- This can be triggered by
- The rider being knocked prone
- The mount being forced to move
- Make checks at advantage if using a suitable saddle
- Initiative
- For a controlled mount, its initiative matches yours when you mount it
- For an independent mount, it retains its place in initiative
- Attacks of Opportunity
- When the mount provokes an attack of opportunity, the attack can target either the mount, or you
- Controlled mounts
- E.g. horses
- Can only Dash, Disengage, or Dodge
- Can move and act on the turn they're mounted
Player's Handbook, page 155, Player's Handbook, page 198
Multi-Attacks
Multi-Attacks
- When you take the Attack action, make multiple attacks
- The attacks don't have to target the same creature; you can move between them and split across multiple targets
- Multiple sources of multi-attack don't stack
- Use one attack to Grapple or Shove
Player's Handbook, page 163, Player's Handbook, page 190
Multiclassing
Multiclassing
- You can take levels in other classes when you level up
- There's a difference between character level, and your level in your classes
- Each class has ability score minimums
- You also need to meet the prerequisite for your primary class
- When you pick a class for the first time
- You gain some, but not all of the class proficiencies
- When you level up
- Hit points / die are added based on the class you pick
- Your proficiency bonus is based on your total character level
- Multi-attack - Doesn't stack
- Channel divinity - You get more options, but not more uses
- Your cantrip effects are based on your total character level
Spellcasting
- Spells prepared
- Prepare each class spell list separately for each class
- Each spell associated with one of your classes
- The spell bonus / DC for a spell is based on which class its prepared for
- There's a separate table for how many spell slots you have, don't use the class-specific ones (warlock spell slots are separate)
- Warlocks - You can use pact magic slots for non-warlock spells, and regular spell slots for pact magic
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
- Take a reaction when a creature moves out of your reach
- Must be able to see it
- If you have multiple reaches, any of them count
- E.g. holding a whip in one hand (reach 10 ft.), and a sword in the other (5 ft.) you can make an opportunity attack when a creature moves out of 5 ft., or out of 10 ft.
- Take one melee attack
- No multiattack
- Can't take the reaction if
- They've used Disengage
- They've teleported
- They've been moved by an external force
Player's Handbook, page 195
Passive Checks
Passive Checks
- A passive check is a fixed score used instead of a die roll
- Score = 10 + all modifiers that normally apply to the check
- Add +5 if the creature has advantage on the check
- Add −5 if the creature has disadvantage on the check
- Used when a task is routine, repeated, or when the DM wants to check without tipping off players
- Most common use: passive Wisdom (Perception) to notice hidden creatures or things
- e.g. +3 Perception modifier → passive Perception of 13
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
- Use your action to ready another action
- Declare a trigger — a perceivable circumstance ("when the enemy moves into the doorway")
- Declare a response — what you will do when the trigger occurs
- Your reaction is held in reserve until the trigger fires
- When the trigger occurs you can use your reaction to take the readied action, or ignore it
- If the trigger doesn't occur before your next turn, the readied action is lost
Readying a Spell
- You can ready a spell as normal, but the spell must have a casting time of 1 action
- Expend the spell slot on your turn when readying
- You hold the spell's energy with concentration until the trigger occurs
- If your concentration is broken, the spell is lost without effect
- You cannot maintain concentration on another spell while holding a readied spell
- When the trigger occurs, use your reaction to release the spell
- If the trigger doesn't occur before your next turn, the spell is lost without effect
Player's Handbook, page 193
Resting
Resting
Short Rests
- At least 1 hour
- Spend hit dice to regain health
- Decision to spend more can be made after rolling others
- Some class features refresh
Long Rests
- At least 8 hours
- Sleep at least 6, no heavy activity
- If interrupted, start again
- Full heal
- Regain half total hit dice
- Most class features refresh
- Lose temporary hp
Player's Handbook, page 186
Rounding Numbers
Rounding Numbers
- Always round down when halving
- For example, halving
15gives7
Player's Handbook, page 7
Silvering Weapons
Silvering Weapons
- Cost of 100gp per-weapon / 10 pieces of ammo
- Silver is included in the price
Player's Handbook, page 148
Spell Components
Spell Components
- Spells have requirements to cast them
- Verbal (V)
- Magic words, spoken aloud
- Can't be performed if you can't speak
- E.g. being gagged
- Somatic (S)
- Gesturing and waving your hands
- Requires at least one hand free
- Material (M)
- Specific objects, mentioned as part of the spell
- If the item has no cost listed, it can be substituted with
- Spellcasting focus
- Component pouch
- If a cost is listed, the exact item is required
- Requires at least one hand free, though this can be the same hand as a somatic component
Player's Handbook, page 203
Spell Scrolls
Spell Scrolls
- To use a spell scroll, the spell must be on your class's spell list
- A scroll can be used once, then crumbles
- Using the scroll
- Doesn't require material components
- Otherwise, is cast as normal
- If the spell is higher level than you can normally cast, make an Arcana check, DC
10 + spell level- On a failure, the scroll is still consumed
- Spell save DC and attack bonus are determined by the scroll, not the caster
Dungeon Master's Guide, page 200
Spellcasting Focus
Spellcasting Focus
- Used to replace material spellcasting components
- Only replaces components without a cost listed
- Comes in multiple flavours
- Arcane focus - E.g. a wand, or crystal ball
- Component pouch - A pouch of magical bits and bobs
- Druidic focus - E.g. a stick
- Holy Symbol - Deity / divine representation
- Spellcasting focuses need to be carried in a hand to be used
- Holy symbols can be attached to a shield
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
- Your Hit Die is determined by your class
- To spend one, roll it, add your Constitution modifier, add it to your hit points
| 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
- A creature can squeeze through a space large enough for a creature one size smaller than it
- When squeezing
- Movement is halved
- Attacks against the squeezing creature have advantage
- Disadvantage on attack rolls
- Disadvantage on dexterity saving throws
Player's Handbook, page 192
Suffocating / Drowning
Suffocating / Drowning
- After running out of breath, you can survive for 1 round per Constitution modifier
- Then drop to 0 hp
- Can't be healed until you can breathe
Player's Handbook, page 183
Surprise
Surprise
- Surprised creatures can't take actions, or move on their first turn
- No reaction until their first turn ends
Player's Handbook, page 189
Swimming
Swimming
- Each foot of swimming costs 2 feet of movement
- Unless the creature has a swim speed
- Make an Athletics check at the DM's discretion
- If you have a swim speed
- Make melee attacks as normal underwater
Player's Handbook, page 182, Player's Handbook, page 190
Temporary Hit Points
Temporary Hit Points
- A pool of hp from spells or abilities in addition to your regular hp
- When taking damage, temporary hp are lost first, then regular hp
- Healing can't restore temporary hp
- You can only have one source of temporary hp at once
- If you would gain another source while you already have them, you choose
- You can keep your current temporary hp, or gain the new ones
- Temporary hp are lost when finishing a long rest
Player's Handbook, page 198
Trap Difficulties
Trap Difficulties
- Trap danger levels
- Setback - Unlikely to kill or seriously harm
- Dangerous - Likely to seriously harm characters
- Deadly - Likely to kill characters
| 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 |
- Some of these speeds aren't listed explicitly, but are extrapolated from a travel pace of 8 hours a day
| Vehicle | Miles Per Hour |
|---|---|
| Airship | 8 |
| Galley | 4 |
| Keelboat | 1 |
| Longship | 3 |
| Rowboat | 1.5 |
| Sailing ship | 2 |
| Warship | 2.5 |
- Land vehicles are typically pulled by mounts, and use their speed
- Multiply carrying capacity by 5 for each mount pulling the vehicle
- Fully crewed ships can travel all day, working in shifts
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
- While doing a travel activity: no contribution to passive Perception for noticing threats
- Navigating - Survival check
- DC -
5(open terrain),10(limited line of sight, e.g. hills),15(obscured terrain, e.g. jungle)
- DC -
- Drawing a map - No check required
- Tracking - Survival check
- DC -
10(soft surfaces),15(dirt or grass),20(bare stone) - Modifiers -
+5(per day passed),-5(creature left a visible trail, e.g. blood)
- DC -
- Foraging - Survival check
- DC -
10(easy),15(limited resources available),20(very scarce resources)
- DC -
Dungeon Master's Guide, page 111, Dungeon Master's Guide, page 244, Player's Handbook, page 183
Truesight
Truesight
- See in darkness
- See in magical darkness
- See invisible things
- Automatically detect
- Illusions
- Shapeshifters
- Shapechangers
- Transformed creatures
- See into the ethereal plane
Player's Handbook, page 185
Two Weapon Fighting / Dual Wielding
Two Weapon Fighting / Dual Wielding
- Requires two light weapons
- When you make an attack with a light weapon in one hand, you can use your bonus action to make an attack with the other
- Rolling to hit is unaffected
- No ability bonus to damage
- Either attack can be replaced with throwing a weapon
Player's Handbook, page 195
Types of Armor
Types of Armor
Light
- Calculate your AC by adding your Dexterity modifier to the base number in the armor type.
Medium
- Calculate your AC by adding your Dexterity modifier, to a maximum of +2, to the base number in the armor type.
Heavy
- Your AC is the base number of the armor type.
Shield
- All types of shield add +2 to your AC.
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
- Melee weapon attacks
- Only effect if you don't have a swimming speed
- Disadvantage on the attack unless using a dagger, javelin, shortsword, spear or trident
- Ranged weapon attacks
- Automatically miss beyond normal range
- Disadvantage unless the weapon is a crossbow, net, or thrown weapon
- Creatures have resistance to fire while under water
- Creatures without water breathing have to hold their breath
Player's Handbook, page 198
Using Different Speeds
Using Different Speeds
- If you have multiple speeds, you can switch back and forth between them during a move
- Subtract any movement already taken from the movement type when you switch
Player's Handbook, page 190
Vision and Light
Vision and Light
Obscured vision
- Lightly obscured
- Partially obscured objects
- Disadvantage on perception checks based on sight
- Heavily obscured
- Vision blocked entirely
- Treat as Blinded
Light Levels
- Bright light - Can see normally
- Dim light - Lightly obscured
- Darkness - Heavily obscured
Vision Types
- Blindsight
- Can perceive surroundings without sight to a certain range
- The nature of this depends on its source (e.g. echolocation, magic, etc.)
- Darkvision
- See dim light as bright light within a range
- See darkness as dim light within a range
- Tremorsense
- Pick up vibrations through the ground in a certain radius
- Has to be the same ground
- Can't detect flying or incorporeal creatures
- Truesight
- See through darkness, invisibility, illusions, shapechanging, and into the ethereal plane within a range
Monster Manual, page 9, Player's Handbook, page 183, Player's Handbook, page 185
Weapon Properties
Weapon Properties
Ammunition
- Requires the user to have ammunition to attack
- Drawing ammo is part of the action
- Half ammo can be retrieved
Finesse
- Choose Strength or Dexterity for calculating attack and damage bonus
Heavy
- Small creatures get disadvantage
Light
- Suitable for two weapon fighting
Loading
- Negates multi-attack
Range
- (Normal / Long) range
- Long range attacks at disadvantage
Reach
- Add range to attacks for melee weapons
- Also affects attacks of opportunity
Thrown
- Melee weapon can also be used for ranged
- Uses same ability modifier as a regular attack (i.e. usually strength)
Two-handed
- Requires two hands to use
Versatile
- Can be one- or two-handed
- Does more damage with two
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