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Cheatography

My D&D Player Cheat Sheet Cheat Sheet (DRAFT) by

For my D&D players reference

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Ability Scores

STR - Strength
Your ability to apply force to your enviro­nment. Muscle.
DEX - Dexterity
Your ability to maneuver through your enviro­nment. Agility.
CON - Consti­tution
Your ability to withstand harm. Stamina.
INT - Intell­igence
Your ability to recall and analyze inform­ation. Intellect
WIS - Wisdom
Your ability to gather inform­ation about your surrou­ndings. Insight.
CHA - Charisma
Your ability to influence others and your own state of mind. Leader­ship.
Ability Scores are the numbers which determine your base abilities. They are seldom used directly. Instead they determine the modifiers (pluses and minuses) you apply to your die rolls.

d20 Rolls

Init­i­­ative
At the beginning of combat, each character rolls a d20 to determine their turn order in the fight. Add DEX.
Attack
Melee, ranged, and spell attacks rely on a d20 roll. See “Attack” this page for details.
Ability Check (Skill Check)
The GM may ask a player to roll to determine whether their character can accomplish a task. Add relevant Ability and Profic­­iency modifiers.
Saving Throw (Save)
In a dangerous situation, the GM may require the player to roll a d20 to try to avoid damage. Add relevant modifiers.
Advantage & Disadv­­antage
Circum­­st­a­nces, skills, or the DM’s ruling may grant Adva­ntage or Disa­d­­va­­­ntage on a d20 roll. In this case, roll two d20 and use the higher or lower result as approp­­riate.
Inspir­­ation
Awarded by the GM, Inspir­­ation allows a player to confer on a d20 roll of their choice, including another player’s.
Rolling & Modifying
The number on the face of the die is the “natural” result to which modifiers are applied. For clarity, report the result as “16 plus 3 is 19” or as “modified 19” so the table knows you’ve included the modifiers. If you roll a natural 1 or 20 during an attack, announce this “critical” miss or hit.
Rolls of the 20-sided die determine success or failure. Characters with natural abilities, talents, or magical aids have modi­fiers which increase the odds of success. Negative modifiers like weakne­­­sses, diffic­­­u­l­ties, or curses decrease the chances.
 

Movement

Move
Walk, Run, Skip, Hop. You can move any way you think your character can. You’ll be using this form of movement the most.
5 feet distance costs 5 feet movement
Climb
Need to get up that cliff? Maybe you need to go down the rope into the deep, dark pit. You’re going to be climbing.
5 feet distance costs 10 feet in movement
Crawl
Sometimes you need to get on all fours to fit through that sewer grate. Unless you’re a gnome.
5 feet distance costs 10 feet in movement
Swim
Whether it’s the breast­stroke or the doggie paddle, it‘s how you get across the river in front of you. Just remember not to go swimming until one hour after you eat or when your are wearing plate mail.
5 feet distance costs 10 feet in movement
Jump
Jumping includes both high jumping and long jumping. No matter is you are jumping up to grab onto a ledge or jumping across a pit of snakes, this movement has you covered.
5 feet distance costs 5 feet movement
Fall Down
Maybe you do it on purpose or maybe you faint, falling to the ground costs you nothing.
Cost 0 feet of movement
Stand Up
When you get knocked down, always get back up. Unless your fighting an ancient black dragon. Then stay on the ground and pretend you’re dead.
5 feet distance costs 1/2 your total movement

Actions in Combat

Attack
Swing that sword or fire that crossbow! Make a ranged or melee attack.
Cast a Spell
Let loose the Fireball! You may cast a spell that takes 1 action during this phase. Make sure to consult you spell descri­ption.
Dash
Sometimes your normal movement isn’t quite enough. When you Dash, you double your movement speed.
Disengage
The art of running away and not getting hit. When you disengage, use your action so that you may move without provoking an attack of opport­unity.
Dodge
You prepare you defenses for the incoming attack. When you use this action you get advantage on Dexterity checks and opponents you can see attack with disadv­antage.
Grapple
Requir­ements: The target must be no more than one size larger than you. The target must be within your reach. You must have at least one free hand. This allow you to grab onto a creature or attempt to wrestle with it. Using one free hand you make a Strength (Athle­tics) check contested by the target‘s Strength (Athle­tics) or Dexterity (Acrob­atics) check, decided by the target. A grappled creature has a speed of 0.
Help
Sometimes, lending a helping hand is better than taking a swing. When using the help action, you grant an advantage to an ally within 5 feet of you. Their first attack roll is made with advantage, or you grant them advantage on another task you determine.
Hide
Rogues call it playing smart and barbarian call it being a wuss. When using the hide action, you move to a location where you cannot be seen, for example, behind a very large rock. You make a Dexterity (Stealth) check versus your opponent’s Wisdom (Perce­ption) check to determine if you can be seen.
Ready
You wait. Instead of taking an action during the action phase of your turn, you wait for a specific event to occur to trigger your action. You must say what the triggering event will be & you must say what action you will take. The triggering action can be anything you think may take place or that you will observe. If the event takes place before the start of you next turn, your action is triggered. (This uses your Reaction)
Search
Looking around as an action during combat. You should be ready to make a Wisdom or Intell­igence check (it’s up to your DM’s discre­tion).
Shove
Requir­ements: The target must be no more than one size larger you. The target must be within your reach. You push someone 5 feet away from you. You make a Strength (Athle­tics) check contested by the target’s Strength (Athle­tics) or Dexterity (Acrob­atics) check, decided by the target
Interact with an Object
Using some objects is considered at Free Action while some require you to use your Action to accomplish the task. Here are some examples of both types:
 
- Drawing your sword - Free Action
 
- Drinking a potion- Bonus Action
 
- Feeding a potion to an Ally - Action
 
- Open a door - Free Action
 
- Intera­cting with more than one object that would normally be a free action - Action
 
- Cowering in fear at the sight of the BBEG - Free Action
This is what you have been waiting for. During the action phase you can attack, cast a spell and so much more. Key factors to keep in mind during the Action Phase:

- You don’t have to take an action.
- The most common action is the Attack Action.
- If your action permits multiple attacks, you may move between attacks as long as you have movement remaining.