Show Menu
Cheatography

5E - Combat Cheat Sheet (DRAFT) by

Quick reference sheet for Fifth Edition Dungeons and Dragons

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

Combat overview

1. Determine surprise1
2. Establish positions
3. Roll initiative
4. Take turns
5. Begin next round2
1. Dexterity (Stealth) vs. passive Wisdom (Perce­ption) if one side is attempting to be stealthy
2. Return to step 4, a round is approx 6 seconds

Combat actions

Attack
Cast
Dash
Double speed for a turn
Disengage
Movement doesn't provoke attacks of opport­unity
Dodge
Attacks against you have disadv­antage if you can see the attacker & Dexterity saving throws are at advantage
Help
Grant another creature advantage on its next ability check or attack this turn
Hide
Make a Dexterity (Stealth) check to attempt to hide and gain advantage on next attack
Ready
Search
Use an object

Combat movement

Difficult terrain
Doubles movement costs
Drop prone
Free
Rise from prone
Costs 1/2 speed
Move while prone
Doubles movement costs
Move through friendly
Counts as difficult terrain
Move through hostile
Only if two sizes difference
 

Improvised damage

Dice
Examples
1d10
Burned by coals, hit by falling bookcase
2d10
Struck by lightning, stumbling into a fire pit
4d10
Hit by falling rubble in a tunnel, stumbling into a vat of acid
10d10
Crushed by compacting walls, wading through lava
18d10
Submerged in lava, hit by a flying fortress
24d10
Being crushed by a falling moon

Special attacks

Opport­unity attacks
When a hostile creature moves out of reach you may use a reaction to attack
Two weapon fighting
Gain a bonus attack (without ability modifier) if the first attack is with a light melee weapon in one hand and you have a second weapon
Grappling
Strength (Athle­tics) against either Strength (Athle­tics) or Dexterity (Acrob­atics) to apply the grappled condition
Shoving
Strength (Athle­tics) against Strength (Athle­tics) or Dexterity (Acrob­atics) to knock the target prone or move it 5 feet away

Cover

Half cover
+2 to AC and Dex saves
Three-­qua­rters cover
+5 to AC and Dex saves
Total cover
Cannot be targeted directly
 

Object AC

Cloth, paper, rope
11
Crystal, glass, ice
13
Wood, bone
15
Stone
17
Iron, steel
19
Mithral
21
Adamantine
23

Object HP

Size
Weak
Tough
Tiny (bottle, lock)
1d4
2d4
Small (chest, lute)
1d6
3d6
Medium (barrel, chande­lier)
1d8
4d8
Large (cart, large window)
1d10
5d10
Objects are immune to poison and psychic damage, and may be resistant to or vulnerable to particular other types

Some objects may have a damage threshold, a minimum amount to cause damage

AoE Targets

Area
Targets
Cone
Size/10
Cube/s­quare
Size/5
Cylinder
Radius/5
Line
Length/30
Sphere­/circle
Radius/5
Always round up

Damage severity

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