This is a draft cheat sheet. It is a work in progress and is not finished yet.
Movement
Move |
2 feet of movement to move 1 foot |
Climb |
2 feet of movement to move 1 foot |
Swim |
2 feet of movement to move 1 foot |
Drop Prone |
No movement or action required |
Crawl |
Half movement |
Stand Up |
Halves movement until next turn |
High Jump |
Jump [3 + Strength modifier] feet high, halved without a 10 foot start |
Long Jump |
Jump your Strength score in feet, halved without a 10 foot start |
Difficult Terrain |
Use 2 feet of movement to move 1 foot |
Actions
Attack |
Make a melee or ranged attack |
Cast a Spell |
Cast a spell with a casting time of 1 action |
Dodge |
Until the start of your next turn, all attacks against you are made with disadvantage, and you get advantage on Dexterity saving throws |
Use Object |
Interact with an object in the environment or use an item's special ability |
Search |
Search an area for items or information of interest |
Grapple |
Make a Strength (Athletics) check opposed by either a Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the target is Grappled. Can be done as part of an Attack action if your have multiple attacks |
Dash |
Double your movement speed for the rest of your turn |
Escape |
Make a Strength (Athletics) or Dexterity (Athletics) check against a Strength (Athletics) check to escape a grapple |
Use Shield |
Equip or unequip a shield |
Ready |
Take an action or move in response to a pre-defined trigger |
Shove |
Make a Strength (Athletics) check opposed by either a Strength (Athletics) or Dexterity (Acrobatics) check. On a success, you may knock the target prone or push it back 5 feet. Can be done as part of an Attack action if your have multiple attacks |
Disengage |
Prevents attacks of opportunity against you for moving out of an enemy's reach |
Help |
Grant advantage to an ally |
Hide |
Make a Dexterity (Stealth) check to hide. May require cover or other obscuring conditions |
Use a Class Feature |
Some class features require actions to use |
Improvised Action |
It is possible to perform actions not on this list |
Reactions
Opportunity Attack |
When an enemy leaves your reach, you may use a reaction to make an attack roll against that enemy |
Readied Action |
Used as part of the Ready action in response to a pre-defined trigger |
Cast a Spell |
With a cast time of 1 reaction |
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Bonus Actions
Offhand Attack |
When you use the Attack action to make an attack with a light weapon, you may take a bonus action to make an extra attack with a light weapon in your off-hand Offhand attacks do not add STR modifier to damage |
Cast a Spell |
With a cast time of 1 bonus action |
Use Class Feature |
Some class features use bonus actions |
Conditions
Blinded |
You an't see and fail any check that requires sight Attack rolls against you have advantage, and your attack rolls have disadvantage |
Charmed |
You can't attack charmer or target it with harmful abilities or magical effects Charmer has advantage on ability checks to interact socially with you |
Deafened |
You can't hear and automatically fails any ability check that requires hearing |
Fatigued |
See Exhaustion, elsewhere |
Frightened |
You have disadvantage on ability checks and attack rolls while source of fear is within line of sight You can't willingly move closer to source of fear |
Grappled |
Your speed becomes 0, and can't benefit from any bonus to speed Ends if grappler Incapacitated Ends if effect removes you from reach of grappler |
Incapacitated |
You can't take actions or reactions |
Invisible |
You are impossible to see without magic or special senses. You are considered heavily obscured for purposes of hiding, but can be detected by any noise made or tracks left Attack rolls against you have disadvantage, and your attack rolls have advantage |
Paralyzed |
You are Incapacitated and can't move or speak Automatically fail Strength and Dexterity saving throws Attack rolls against you have advantage Any attack made from within 5 feet that hits you is a critical hit |
Petrified |
Transformed into a solid inanimate substance. Weight multiplied by 10. Stops aging. You are Incapactitated, can't move or speak and are unaware Automatically fail STR and DEX saving throws Gain resistance to all damage Immune to poison and disease |
Poisoned |
Disadvantage on attack rolls and ability checks |
Prone |
Can only crawl. Standing ends condition You have disadvantage on attack rolls Attacks against you have advantage if attacker within 5 feet, otherwise attack roll has disadvantage |
Restrained |
Speed becomes 0, can't benefit from any bonus to speed Attack rolls against you have advantage, and your attack rolls have disadvantage Disadvantage on DEX saving throws |
Stunned |
Incapacitated, can't move, can speak falteringly Fail all STR and DEX saving throws Attacks against you have advantage |
Unconscious |
Incapacitated, can't move or speak, unaware Drop what you are holding and fall prone Fail all STR and DEX saving throws Attack rolls against you have advantage Attacks made within 5 feet that hit you are critical hits |
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