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Useful 5e Information Cheat Sheet (DRAFT) by

Useful information for both players and DMs of Dungeons & Dragons 5th edition.

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

Potions of Healing

Potion of...
Rarity
HP Regained
Cost
Healing
Common
2d4+2
50 gp
Greater helaing
Uncommon
4d4+4
200 gp
Superior healing
Rare
8d4+8
1200 gp
Supreme healing
Very Rare
10d4+20
5000 gp

Ability Scores and Modifiers (PHB 13)

Score
Modifier
Score
Modifier
1
-5
16-17
+3
2-3
-4
18-19
+4
4-5
-3
20-21
+5
6-7
-2
22-23
+6
8-9
-1
24-25
+7
10-11
+0
26-27
+8
12-13
+1
28-29
+9
14-15
+2
30
+10

Standard Exchange Rates (PHB 143)

Coin
cp
sp
ep
gp
pp
Copper (cp)
1
1/10
1/50
1/100
1/1000
Silver (sp)
10
1
1/5
1/10
1/100
Electrum (ep)
50
5
1
1/2
1/20
Gold (gp)
100
10
2
1
1/10
Platinum (pp)
1000
100
20
10
1

Donning and Doffing Armor (PHB 146)

Category
On
Off
Light Armor
1 minute
1 minute
Medium Armor
5 minutes
1 minute
Heavy Armor
10 minutes
5 minutes
Shield
1 action
1 action

Cover (PHB 196)

Half
+2 AC and Dex saving throws
3/4
+5 AC and Dex saving throws
Total
Can't be targeted directly by attack or spell

Travel Pace (PHB 182)

Pace
Minute
Hour
Day
Effect
Fast
400 feet
4 miles
30 miles
-5 passive Perception
Normal
300 feet
3 miles
24 miles
--
Slow
200 feet
2 miles
18 miles
Able to use stealth

Exhaustion (PHB 192)

Level
Effect (cumul­ative)
1
Disadv­antage on ability checks
2
Speed halved
3
Disadv­antage on attack­s/saves
4
Hit Point maximum halved
5
Speed reduced to 0
6
Death

Ability Checks (PHB 174)

Task Difficulty
DC
Very Easy
5
Easy
10
Medium
15
Hard
20
Very Hard
25
Nearly Impossible
30

Light & Vision (PHB 183)

Lightly Obscured (dim light)
Disadv­antage on sight Perception checks
Heavily Obscured (darkness)
Effect­ively blinded (see condit­ions)
Blindsight
Out to range, perceive without sight
Darkvision
Out to range, treat dim light as bright light. Can't see colors.
Truesight
Out to range, perceive everything regardless of (magical) darkness, invisi­bility, illusions, shape-­cha­nging, or ethere­alness.
 

Combat Actions (PHB 192)

Attack (action)
Make one melee or ranged attack with a weapon, or multiple attacks with the ‘Extra Attack’ class feature.
Cast A Spell (casting time of spell)
Effect depends on the spell being cast.
Dash (action)
Gain your speed as extra movement for this turn.
Disengage (action)
Your movement doesn’t provoke opport­unity attacks for the rest of the turn.
Dodge (action)
Attack rolls from attackers you can see have disadv­antage and you have advantage on Dex saving throws until the start of your next turn, until you become incapa­citated or your speed drops to 0.
Escape (action)
Escape a grapple by winning a Str (Athle­tics) or Dex (Acrob­atics) check vs. grappler’s Str (Athle­tics) check.
Help (action)
Give an ally advantage on next ability check or attack roll vs. an opponent within 5 ft of you, if done before the start of your next turn.
Hide (action)
Hide from those that can’t perceive you. Your Dex (Stealth) check is the DC for anybody’s Wis (Perce­ption) check to discover you.
Overrun (action or bonus action) (DMG 272)
Move through hostile’s space once by winning opposing Str (Athle­tics) check. Advantage if you are larger or disadv­antage if you are smaller than the opponent.
Ready (action)
Choose an action that you will take in response to a set trigger. Taking the action uses your reaction. Readying a spell requires concen­tra­tion.
Search (action)
Search for something, possibly with a Wis (Perce­ption) or Int (Inves­tig­ation) check.
Tumble (action or bonus action) (DMG 272)
Move through hostile’s space once by winning opposing Dex (Acrob­atics) check.
Use Object (action)
You can interact with an object once per turn for free. A second intera­ction and special cases take an action to complete (e.g. draw a second weapon, equip a shield, drink a potion, retrieve an item from a backpack).

Attack Action (PHB 195)

Melee Attack (one attack)
Normal attack on target within 5 ft. If attacking with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in other hand as a bonus action, see ‘Two-W­eapon Fighting’. If either weapon has the thrown property, it may be thrown as part of this action.
Ranged Attack (one attack)
Normal attack up to normal range (first number). Disadv­antage on attack if target is within 5 ft or up to long range away (second number).
Two-Weapon Fighting (bonus action with attack action)
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the weapon has the thrown property, it may be thrown as part of this action.
Disarm (instead of one attack) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athle­tics) or Dex (Acrob­atics) check. Disadv­antage if item is being held by two or more hands. Larger opponents have advantage and smaller have disadv­antage.
Grapple (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you by winning Str (Athle­tics) check vs. opponent’s Str (Athle­tics) or Dex (Acrob­atics) check.
Mark (with melee attack) (DMG 271)
With a melee attack you can mark the target of that attack. The next opport­unity attack against the marked target before the end of your next turn has advantage and doesn’t cost you your reaction.
Shove (instead of one attack)
Move opponent 5 ft or make prone by winning opposing Str (Athle­tics) check. Disadv­antage if trying to move the opponent to a side rather than to directly away from you.

Enviro­nment (PHB 183)

Forced March
Marching more than 8 hours per day requires a Con saving throw at DC 10 + 1 per additional hour, at the end of each additional hour. If failed, suffer one level of exhaustion (see condit­ions).
Food (one pound per day)
Go without food for 3 + Con modifier of consec­utive days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see condit­ions).
Water (one gallon per day)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer one level of exhaus­tion, or two levels of exhaustion if currently already exhausted (see condit­ions).
Falling
1d6 bludge­oning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Suffoc­ating
Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in rounds, after which drop to 0 hit points and dying.
Short Rest
A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
Long Rest
A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.