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DnD 5.5e Cheat Sheet Cheat Sheet (DRAFT) by

Cheat sheet for 5.5e DMs

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)
 

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