This is a draft cheat sheet. It is a work in progress and is not finished yet.
D20 TESTS
d20 + Ability mod [+ Proficiency bonus + modifiers] must equal or exceed Difficulty Class (DC) |
Ability Check: d20 + Ability ≥ DC. If related to skill with Proficiency, d20 + Ability + Proficiency ≥ DC |
Saving Throws: d20 + Ability ≥ DC. If proficient in save: d20 + Ability + Proficiency ≥ DC |
Heroic Inspiration: Re-roll one die, result must be used. Only one HI at a time, can give to others |
ATTACKS
Attacks: d20 + Ability + Proficiency ≥ target AC |
Ranged Attacks: Up to short range → normal attack. Up to long range → Disadvantage on attack. If an enemy is within 5 ft of you → Disadvantage on your ranged attacks. |
Cover: Half Cover: +2 AC, +2 on DEX saves. ¾ Cover: +5 AC, +5 on DEX saves. Total Cover: Can only be targeted by area effects. |
Damage Roll: Weapon damage dice + Ability mod (same as for attack) + modifiers |
Critical Hit: Flat extra full damage dice, then roll and add mods as normal |
MOVEMENT
Move: You can move your Speed in ft. Can be broken up in any way before/after actions. Dash action → additional movement equal to Speed |
Can pass through space of an ally, incapacitated creature, tiny creature, or 2 sizes larger/smaller |
Other movements: Climb: 1 ft costs +1 ft (normal with Climb Speed) Crawl: 1 ft costs +1 ft Difficult Terrain: 1 ft costs +1 ft Drop prone: no movement cost Move while grappling: 1 ft costs +1 ft High jump: height = (3 + STR mod) ft if ≥ 10 ft running start, ½ from standing. 1 ft costs 1 ft Long jump: length = (STR score) ft if ≥ 10 ft running start, ½ from standing. 1 ft costs 1 ft Stand up: costs half your Speed Swim: 1 ft costs +1 ft (normal with Swim Speed) |
Opportunity Attacks: When enemy leaves reach, take Reaction for one melee/unarmed attack. Not during Disengage action, teleport, or when moving without using movement (e.g. thrown, falling, explosion) |
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SKILLS
For Ability checks using Skills you are proficient in → add Proficiency mod to roll |
Acrobatics: DEX Keep balance; dodge trap; traverse difficult surface; juggle; swing on chandelier Animal Handling: WIS Control mount; calm pet; train companion; understand animal intentions Arcana: INT Recall lore about spells; magic items; magical traditions; monsters; planes of existence Athletics: STR Lift portcullis; climb cliff; break bonds; jump chasm; carry ally; swim through rapids Deception: CHA Mislead guard; sell fake wares; use disguise; impersonate official; false flattery History: INT Recall lore about historical events; people; nations; conflicts; cultures; lost civilizations Insight: WIS Discern true intentions; recognize mind control; detect lies; assess trustworthiness Intimidation: CHA Command loyalty; scare off beast; interrogate prisoner; demoralize enemies Investigation: INT Find secret door; search archive; identify forgery; break code; analyze crime scene Medicine: WIS Stabilize dying ally; perform surgery; diagnose illness; treat poison; identify cause of death Nature: INT Recall lore about terrain; plants; animals; weather; natural phenomena; seasons Perception: WIS Eavesdrop; spot hidden monster; recognize ambush; detect trap; notice secret symbol Performance: CHA Play instrument; entertain crowd; impress noble; dance; act out story; rally allies Persuasion: CHA Recruit help; get information; justify actions; calm fears; negotiate peace; convince judge Religion: INT Recall lore about deities; prayers and rituals; holy symbols; religious orders and cults Sleight of Hand: DEX Pick pocket; unlock shackles; cheat at games; conceal an object; plant evidence Stealth: DEX Move silently; hide in shadow; blend into crowd; tail a target; set up ambush; shake pursuers Survival: WIS Avoid natural hazards; follow tracks; identify lair; forage; predict weather; hunt game |
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