This is a draft cheat sheet. It is a work in progress and is not finished yet.
Basic Mechanics
Ability Check |
d20 + Ability Modifier + Proficiency |
Advantage |
Roll 2d20, take better roll |
Armor Class |
10 (Or Armor) + Dex modifier (+2 for shield) |
Contest |
Both parties roll, higher wins. Ties leave situation unchanged. |
Disadvantage |
Roll 2d20, take worse roll. |
Fractions |
Round down unless otherwise indicated |
Group Check |
If half the group beats DC, success. |
Initiative |
d20 + Dex modifier |
Inspiration |
Advantage for 1 roll, may be gifted. |
Saving Throw |
d20 + Ability modifier (+ proficiency) |
Battle Mechanics
Weapon Attack |
d20 + Modifier + Proficiency |
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Modifier is STR for Melee or Thrown Modifier is DEX if Missle or Finesse |
Weapon Damage |
Weapons Dice + Attack Modifier |
Spells |
Spell will say to roll Spell Attack (Caster) or make Spell Save (Target) |
Spell Damage |
Follow Spell directions for counting Damage |
Spell Attack Modifier |
Class Modifier + Proficiency Bonus |
Spell Save DC |
8 + Class Modifier + Proficiency Bonus |
Critical Hit |
Always hits, double Damage before adding Modifiers |
Critical Miss |
Always misses, an have consequences |
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