Ability Scores
Strength (STR) |
muscles, used to hit with melee weapons, and shoving people around |
Dexterity (DEX) |
Agile, used for ranged/finesse weapons, avoiding being hit, and being sneaky |
Constitution (CON) |
Toughness, determines your hp and helps withstand poison |
Intelligence (INT) |
book knowledge, helpful to recall lore, analyze information, and some spellcasting |
Wisdom (WIS) |
practical knowledge, used for survival, handling and some spellcasting |
Charisma (CHA) |
charismatic, ability to influence others state of mind, and some spellcasting |
Action in Combat
Action |
This is your “main” action. This can be used to attack, cast spells (with 1 action cast time), dash, disengage, ready action, and some others. |
Bonus action |
This is a shorter action, that you will gain from your class |
movement |
You can move up to your full movement speed once per turn, you can split this up however you want |
object interaction |
Once per turn, you can open a door, equip a weapon, pick up an object etc. |
reaction |
This happens on others turn, if someone walks away from melee with you, you get an attack of opportunity (AoO), or this is used on ready action, or class features |
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Actions
Attack |
Attack with a weapon one or more times (depends on class and level) |
Cast |
a spell with a casting time of 1 action |
Dash |
Move up to your movement speed again |
Disengage |
move away from enemies without them getting an attack of opportunity |
Hide |
roll a stealth check to hide |
Ready |
Prepare to use an action when something specific happens outside of your turn |
Use an object |
Using a scroll, giving a potion to someone, or some other magic item |
First aid |
Roll a medicine check to stabilize a dying character |
Coins
pp |
platinum piece (worth 10 gp) |
gp |
gold piece |
ep |
Something made by the devil |
sp |
silver piece (1/10 gp) |
cp |
copper piece (1/100 gp) |
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Dictionary
AC |
Armor Class (how difficult you are to hit) |
DC |
Difficulty class (how difficult a 'challenge' is) |
DM |
Dungeon Master |
NPC |
Non-player character (the characters played by the DM that you encounter) |
PC |
Player character (that's your characters) |
TPK |
Total party kill (when the whole part dies, try to avoid this) |
Crit |
When you roll the highest or lowest on a d20 |
AoO |
Attack of opportunity (I rarely see this abbreviation) |
Dice jail |
Where bad dice go feel shame for rolling so low |
Modifiers |
The bonus or drawback you add to your roll |
Advantage |
roll 2d20 and take the highest result |
Disadvantage |
roll 2d20 and take the lowest result |
AoE |
Area of Effect (typically the area of a spell effects) |
Combat round |
This is a round of combat where everyone has taken their turn once (this is 6 seconds) |
Concentration |
If you're attacked while concentrating on a spell, you have to roll a saving throw to focus |
Components |
What your spell require. verbal (V), somatic (S), and/or material (M) |
Spell slots |
This is how many spells you can cast of each level |
BBEG |
Big bad evil guy (the boss enemy) |
PHB |
Player's handbook |
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Created By
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