D&D 5e Quick Reference
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Combat Sequence
- Everyone rolls Initiative (d20 + Dex mod)
- Highest initiative goes first; proceed in order
- On your turn: Move + Action + Bonus Action (if available) + Free Interaction
- You can also use your Reaction once per round (on any creature's turn)
Action Types
| Action | What It Does |
|---|---|
| Attack | Make one (or more) melee or ranged attack |
| Cast a Spell | Cast a spell with casting time of 1 action |
| Dash | Double your movement speed this turn |
| Disengage | Move away from enemies without provoking opportunity attacks |
| Dodge | Attacks against you have disadvantage; Dex saves have advantage |
| Help | Give an ally advantage on next ability check or attack |
| Hide | Stealth check to become hidden |
| Ready | Set a trigger and reaction to use when it occurs |
| Search | Perception or Investigation check to find something |
| Use Object | Interact with an object (some require action) |
Ability Checks — Common DCs
| DC | Difficulty |
|---|---|
| 5 | Very easy |
| 10 | Easy |
| 15 | Medium |
| 20 | Hard |
| 25 | Very hard |
| 30 | Nearly 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).
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
| Condition | Effect (summary) |
|---|---|
| Blinded | Auto-fail sight checks. Attacks against you: advantage. Your attacks: disadvantage. |
| Charmed | Can't attack charmer. Charmer has advantage on social checks vs. you. |
| Deafened | Auto-fail hearing checks. Immune to sound-based effects. |
| Exhaustion | Tiered penalties — 6 levels, 6th = death. Rest removes 1 level. |
| Frightened | Disadvantage on checks/attacks while source of fear is in sight. Can't move toward it. |
| Grappled | Speed = 0. Ends if grappler is incapacitated or you escape (Athletics vs. Athletics/Acrobatics). |
| Incapacitated | Can't take actions or reactions. |
| Invisible | Heavily obscured. Attacks against you: disadvantage. Your attacks: advantage. |
| Paralyzed | Incapacitated. Auto-fail Str/Dex saves. Attacks: advantage. Hits within 5 ft: critical. |
| Petrified | Transformed to stone. Incapacitated, auto-fail Str/Dex, resistance to all damage. |
| Poisoned | Disadvantage on attack rolls and ability checks. |
| Prone | Melee attacks: advantage. Ranged attacks: disadvantage. Getting up costs half movement. |
| Restrained | Speed = 0. Attacks: disadvantage. Attacks against you: advantage. Dex saves: disadvantage. |
| Stunned | Incapacitated. Auto-fail Str/Dex. Attacks: advantage. |
| Unconscious | Incapacitated, 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).
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
• 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