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Dungeon Cheat Sheet

SKILLS SAVING THROWS


STRENGTH (melee attacks) A saving throw is an enforced
Lift, push, pull, break something resistance check against
Athletics: Climbing, jumping, swimming threats like spells or traps,
requiring a d20 roll plus an
ability modifier. It's subject to
DEXTERITY (ranged attacks, finesse melee, Initiative) situational modifiers,
Nimbly, quickly, quietly, stable footing
advantage, or disadvantage,
Acrobatics: moving on ice, tightrope, shifting ground, stunts with classes providing
Sleight of Hand: sneakily concealing, stealing, or placing objects proficiency for certain saves,
Stealth: Hiding, sneaking affecting the roll.
Other: Pick lock, disable trap The Difficulty Class (DC) is set
by the originating effect, and a
successful save typically
CONSTITUTION (hit die, max health)
reduces or negates harm.
Saving Throws: poison, disease, starvation, holding breath, concentration

DAMAGE TYPES
INTELLIGENCE (Wizard spellcasting)
logic, education, memory, deductive reasoning
ACID COLD
Arcana: spells, magic items/traditions, eldritch symbols, planes of existence
History: events, people, kingdoms, disputes, wars, lost civilizations FIRE FORCE
Investigation: Find hidden items, identify weapons from wounds, spot tunnel
weak points
LIGHTNING NECROTIC
Nature: lore of terrain, plants and animals, weather, natural cycles
Religion: lore of deities, rites, prayers, religious hierarchies, holy symbols, PIERCING POISON
secret cults
Other: Non-verbal creature communication, appraise valuables, create PSYCHIC RADIANT
disguise, forge papers, know trade lore, win a skilled game

SLASHING THUNDER
WISDOM (Cleric, Druid, Ranger spellcasting)
perceptiveness and intuition BLUDGEONING
Animal Handling: calming, intuiting intentions, maneuvering
Insight: Intuit lies or predict next move from body language, speech, and Vulnerability: double damage
mannerisms Resistance: half damage
Medicine: Stabilize dying companion or diagnose illness Immunity: no damage
Perception: Detect hidden elements, overhear conversations, spotting
concealed threats
Survival: Track, hunt, navigate extreme terrain, recognize animal signs, ROLL TYPES
forecast weather, evade natural hazards

NATURAL 1
CHARISMA (Bard, Paladin, Sorcerer, Warlock spellcasting) Critical failure
persuasion, entertainment, impression, lying, social challenges
Deception: hiding the truth, misleading, or lying through words/actions
in situations like conning, disguising, gambling, or allaying suspicions. NATURAL 20
Intimidation: Using threats or violence for interrogations, Critical success
confrontations, coercing decisions.
Performance: music, dance, acting, storytelling, entertainment
Critical Hit
Persuasion: tact and etiquette to influence in good faith: gaining Roll attack dice (AD) twice
audiences, negotiating peace, inspiring groups AD + AD + modifiers = damage
Combat Cheat Sheet
COMBAT ACTIONS CONDITIONS
ATTACK or CAST SPELL BLINDED: Attacks have disadvantage, incoming attacks
have advantage.
DASH: Double movement speed
CHARMED: Can’t harm charmer. Charmer has
DISENGAGE: Won’t provoke opportunity advantage on social ability checks.
attacks this turn
DEAFENED: Can’t hear.
DODGE: Disadvantage to attacks towards you,
FRIGHTENED: Disadvantage on ability checks and
Dexterity rolls have advantage. attack rolls. Can’t move towards the source of fear.
HELP: Aid another creature which gains GRAPPLED: Speed is 0.
advantage on the next ability check. Stabilize
INCAPACITATED: Can’t take actions or reactions.
a fallen creature.
INVISIBLE: Attack with advantage, incoming attacks
READY: Delay your action or movement until a disadvantage. Cannot see without magic, but can be
specific trigger occurs, using your reaction to heard and leave tracks.
complete the chosen response. Readying a
PARALYZED: Incapacitated. Fail Strength and Dexterity
spell requires concentration, and breaking it
saving throws. Incoming attacks have Advantage. Dmg
before the trigger occurs nullifies the spell. is critical if within 5ft.
SEARCH: Find something, DM can ask for PETRIFIED: Turns to stone, gets heavier, stops aging,
checks on Wisdom (Perception) or can't act or perceive, and attacks have advantage.
Intelligence (Investigation) Auto-fails Strength/Dexterity saves, resistance to all
damage, and is immune to new poison/disease, but
USE AN OBJECT: Using an object during
existing ones pause, not end.
another action is common, use this for
focused interaction or handling several POISONED: Disadvantage on attack rolls and ability
checks.
objects.
PRONE: Can only crawl or stand up, disadvantage on
attacks, attackers within 5 feet have advantage, others
BONUS ACTIONS have disadvantage.
Extra actions granted by specific abilities, spells, or
features, like a rogue's Cunning Action. You can RESTRAINED: 0 speed, disadvantage on attacks and
only take one per turn, chosen from available Dexterity saves, attackers have advantage.
options, and can't take one if deprived of actions. STUNNED: Incapacitated, can't move, speaks
REACTIONS falteringly, fails Strength/Dexterity saves, attackers
have advantage.
A quick action in response to a trigger, usable once
per round, even during another's turn. UNCONSCIOUS: Incapacitated. Can't move, speak, or
perceive, drops held items, falls prone, fails
OPPORTUNITY ATTACKS
Strength/Dexterity saves, attackers have advantage,
Make an opportunity attack with your reaction
critical hits within 5ft.
when an enemy within sight moves out of reach.
Disengage to avoid these attacks while moving.

GRAPPLE START COMBAT EXHAUSTION


Use one of your Attack actions for a special melee
1. Determine Surprise Effects stack. Long rest
move. The target must be within one size and within
reach. Use a free hand to make a Strength 2. Establish positions with food and drink to
(Athletics) check against the target's chosen 3. Roll initiative reduce by 1 level.
Strength (Athletics) or Dexterity (Acrobatics)
1. Disadvantage on
check. Target becomes grappled; release anytime.
Grappled creatures can try to escape with the COVER ability checks
same checks. You can move them at half speed, C & DE C & DE
2. Speed halved
2A 5A
unless they're much smaller. 3. Disadvantage on
X
X

+
+

1 /2 3/4 attack rolls and


SHOVE
Use one Attack action to shove: knock prone or BE TAR saving throws
OT
push away 5ft. Target within reach, max one size 4. Max HP halved
GE
CANN

TED

FULL
larger. Make a Strength check, they resist with 5. Speed reduced to 0
Strength or Dexterity. Automatic success if they're 6. Death
incapacitated. area of effect could still hit
Explorer Cheat Sheet
MOVEMENT TRAVEL PACE
Distance = Speed PACE FAST NORMAL SLOW
Difficult Terrain: 2x move cost
Climbing, Swimming, Crawling: 2x move cost. PER MIN 400ft 300ft 200ft
If in difficult terrain, costs 3x movement.
PER HOUR 4 miles 3 miles 2 miles
Dropping Prone: No cost
Standing from Prone: Costs half total speed PER DAY 30 miles 24 miles 18 miles

Long Jump:
-5 Wisdom Can use
Run 10ft, jump distance = Strength score EFFECT no effect
(Perception) Stealth
Standing: half Strength score
High Jump: (extend arms to add 1.5x height)
Run 10ft: 3 + Strength score
Standing: Half running score AREAS OF EFFECT

RESTING

SHORT REST
1+ hour, can heal by rolling Hit Dice and adding = point of origin
Constitution modifiers to regain hit points.

LONG REST
During an 8-hour long rest, including 6 hours of sleep,
characters regain all hit points and half their total Hit CURRENCY
Dice. They can't take another long rest for 24 hours
and must have at least 1 hit point to benefit. Copper Silver Electrum Gold Platinum
(cp) (sp) (ep) (gp) (pp)

DEATH 1 10 50 100 1000

DEATH SAVING THROWS


At 0 hit points, roll a d20 each turn. No ability score
applies. 3 Successes: Stabilize, 3 Failures: Death. IMPROVISED DAMAGE
Taking damage equals 1x failure, 2x if critical.
Falling - 1d6 bludgeoning damage for every
1: 2x fail | 2-9: 1x fail | 10-19: success | 20: +1 hp 1d6
10ft fallen, max 20d6. Lands prone.
INSTANT DEATH
If damage reduces you to 0 HP and leftover damage Burned by coals, hit by a falling bookcase,
1d10
equals or exceeds your maximum hit points, you die. pricked by a poison needle

Calculation: Damage - HP >= Max HP = death Being struck by lightning, stumbling into a
2d10
STABILIZING fire pit
Help Action: DC 10 Wisdom (Medicine) check
Hit by falling rubble in a collapsing tunnel,
+1 HP after 2 (1d4) hours 4d10
stumbling into a vat of acid
Taking damage starts death throws again
Crushed by compacting walls, hit by whirling
10d10
steel blades, wading through a lava stream

VISION 18d10
Being submerged in lava, being hit by a
crashing flying fortress

BRIGHT DIM LIGHT DARKNESS Tumbling into a vortex of fire on the


Can see Disadvantage Creature is Elemental Plane of Fire, being crushed in the
clearly to Wisdom blinded 24d10
jaws of a godlike creature or a moon-sized
(Perception) monster

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