D&D 5e Quick Reference

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Combat Sequence

  1. Everyone rolls Initiative (d20 + Dex mod)
  2. Highest initiative goes first; proceed in order
  3. On your turn: Move + Action + Bonus Action (if available) + Free Interaction
  4. You can also use your Reaction once per round (on any creature's turn)

Action Types

ActionWhat It Does
AttackMake one (or more) melee or ranged attack
Cast a SpellCast a spell with casting time of 1 action
DashDouble your movement speed this turn
DisengageMove away from enemies without provoking opportunity attacks
DodgeAttacks against you have disadvantage; Dex saves have advantage
HelpGive an ally advantage on next ability check or attack
HideStealth check to become hidden
ReadySet a trigger and reaction to use when it occurs
SearchPerception or Investigation check to find something
Use ObjectInteract with an object (some require action)

Ability Checks — Common DCs

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

Death Saving Throws

When reduced to 0 HP: start making Death Saving Throws at start of each turn.

Roll d20:
• 10 or higher = Success (need 3 to stabilize)
• 9 or lower = Failure (3 failures = death)
• Natural 1 = 2 failures
• Natural 20 = regain 1 HP and stand up

Taking damage while at 0 HP = 1 automatic failure (or 2 if a crit).

Conditions Reference

ConditionEffect (summary)
BlindedAuto-fail sight checks. Attacks against you: advantage. Your attacks: disadvantage.
CharmedCan't attack charmer. Charmer has advantage on social checks vs. you.
DeafenedAuto-fail hearing checks. Immune to sound-based effects.
ExhaustionTiered penalties — 6 levels, 6th = death. Rest removes 1 level.
FrightenedDisadvantage on checks/attacks while source of fear is in sight. Can't move toward it.
GrappledSpeed = 0. Ends if grappler is incapacitated or you escape (Athletics vs. Athletics/Acrobatics).
IncapacitatedCan't take actions or reactions.
InvisibleHeavily obscured. Attacks against you: disadvantage. Your attacks: advantage.
ParalyzedIncapacitated. Auto-fail Str/Dex saves. Attacks: advantage. Hits within 5 ft: critical.
PetrifiedTransformed to stone. Incapacitated, auto-fail Str/Dex, resistance to all damage.
PoisonedDisadvantage on attack rolls and ability checks.
ProneMelee attacks: advantage. Ranged attacks: disadvantage. Getting up costs half movement.
RestrainedSpeed = 0. Attacks: disadvantage. Attacks against you: advantage. Dex saves: disadvantage.
StunnedIncapacitated. Auto-fail Str/Dex. Attacks: advantage.
UnconsciousIncapacitated, dropped. Auto-fail Str/Dex. Attacks: advantage. Hits within 5 ft: critical.

Advantage and Disadvantage

Advantage: Roll 2d20, take higher result.
Disadvantage: Roll 2d20, take lower result.
Multiple sources of advantage don't stack — you never roll 3d20.
Advantage + disadvantage = roll normally (they cancel).

Concentration

Spells marked (Concentration) require focus to maintain.
• Only one concentration spell active at a time
• Taking damage = Con save DC 10 or half damage (whichever is higher)
• Fail = concentration ends, spell ends
• Being incapacitated or dying ends concentration