D&D Cheat Sheet Low Ink

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Based on the v0.1 Basic Rules available for download at DungeonsandDragons.com. D&D is ©2014 Wizards of the Coast. D&D Basic Crib Sheet Your Turn: 1 Action, 1 Move Actions Attack: Make a melee or ranged attack roll. Cast a Spell: Does not provoke OAs. Dash: Double your speed. Disengage: Moving does not provoke OAs. Dodge: Adv on Dex saves. Attacks against you have Disadv. Escape Grapple: Str(Ath) or Dex(Acro) vs. Str(Ath) of grappler to break free. Grapple: Str(Ath) vs. Str(Ath) or Dex(Acro) to grapple a creature. Dragging a grappled target halves your move speed. Help: Give Adv to another's next relevant ability check or attack roll. Hide: Dex(Stl) while unseen and silent. Improvise: Do something not covered by the rules. Get creative! Shove: Str(Ath) vs. Str(Ath) or Dex(Acro) of creature up to +1 size category to knock it prone or push it 5' away. Ready: Trigger action as a reaction, happens after triggering event. Search: DM will ask for a check. Stabilize the Dying: DC10 Wis(Medicine) Use an Object: Activate an item. Moves Difficult terrain: +1' cost per 1' moved. Walk: Move your normal speed. Climb, Crawl, Swim: +1' cost per 1' moved, may require check if slippery, few handholds or rough water. Jump: Move 10' to jump Str score (long) or 3+Str mod (high) in feet. Standing jump halves distance. Drop prone: Costs no movement. Stand up: Costs half your speed. Falling: 1d6 bludgeoning per 10', 20d6 max, land prone if any damage taken. Stealth: Dex(Stl) vs. passive Wis(Per). Requires LOS cover or heavily obscured, and stay quiet. Grants adv on first attack when hidden. Reactions: 1 per round Opportunity Attack: Provoked when a hostile creature moves out of your reach. OA resolves before movement. Bonus Actions: 1 per turn Two-Weapon Fighting: When you attack while using 2 light melee weapons, you can use a Bonus Action to attack with the offhand. Offhand gets no ability mod to damage. Conditions Blinded: Fail checks requiring sight. Disadv on attacks. Attacks against you have Adv. Charmed: Cannot harm charmer. Charmer has Adv on social ability checks. Cover: Half cover grants +2 bonus to AC and Dex saves. 3/4 cover grants +5. Deafened: Fail checks involving hearing. Frightened: Disadv on ability checks and attacks while fear source is in line of sight, can't move closer to fear source. Grappled: Speed becomes 0. Incapacitated: No actions or reactions. Invisible: Heavily obscured. Adv on your attacks. Attacks against you have Disadv. Paralyzed: Incapacitated, can't move or speak. Fail Str and Dex saves. Attacks against you have Adv and crit if within 5'. Petrified: Incapacitated, can't move or speak, unaware. Fail Str and Dex saves. Attacks against you have Adv. Resist all damage. Immune to poison and disease. Poisoned: Disadv on attacks and ability checks. Prone: May crawl or stand. Disadv on your attack rolls. Attacks against you outside of 5' have Disadv, within 5' have Adv. Restrained: Speed is 0. Attacks and Dex saves have Disadv. Attacks against you have Adv. Stunned: No actions or moves. Fail Str and Dex saves. Attacks against you have Adv. Unconscious: Incapacitated, can't move or speak, unaware. Drop anything held. Fall prone. Fail Str and Dex saves. Attacks against you have Adv and crit if within 5'. Death, Dying and Recovery Instant Death: If damage remaining after 0HP is >= your HP maximum, you die. Death Saves: If you start a turn with 0HP, roll 1D20. 10+ is 1 success, less is 1 failure. Stabilize on 3 successes. Die on 3 failures. Totals reset when you regain any HP or stabilize. Natural 1: Counts as two failures. Natural 20: Regain 1HP. Damage at 0hp: Suffer an automatic death save failure. Crits count as 2 failures. Crit damage that equals or exceeds your HP maximum kills you. Subdual: An attacker that reduces a creature to 0HP can choose to knock the creature unconscious instead of killing it. Short Rest: 1 hour. Can spend Hit dice. Long Rest: 8 hours. Restores all HP and half total Hit Dice. Allows 2 hours light activity, but strenuous interruptions >1 hour cancel the long rest. Useful Rules Advantage (ADV): Roll 2d20, keep the highest result. Disadvantage (Disadv): Roll 2d20, keep the lowest result. Adv/Disadv Stacking: Adv and Disadv cancel, resulting in a normal 1d20 roll. Multiple Adv or Disadv do not stack. Armored Casting: Can cast if proficient with the armor worn. Concentration (Conc): Lose Conc spell when taking damage unless you save vs. CON, DC=half damage taken, 10 minimum. Critical Hits: On a natural 20 roll all damage dice twice, add them together, then add modifiers once. Freedom of Movement: You may move both before and after your action as long as you have speed remaining, and movement modes may be combined. Initiative Ties: The DM decides all ties. Negative Hit Points: HP < 0 is not tracked. Perception: Wis(Per) is for noticing, Int(Investigation) is for searching. Provoking OAs: Movement within reach does not provoke, only by leaving reach. Ranged Attacks: Ranged weapon and spell attacks in melee range of an enemy have Disadv. Resistance: Take half damage. Ritual Spells: Spells cast as a ritual add 10 minutes to cast time, do not consume a spell slot and do not need to be prepared. Spell Preparation: Full casters can defer preparing spell slots until later. Vulnerability: Take double damage. Useful Equipment Acid Vial: Ranged attack, 2d6 acid damage. Alchemist Fire: Ranged, 1d4 fire/turn, DC10 Dex to extinguish as an action. Antitoxin: Adv on poison saves for 1 hour. Ball Bearings: DC10 Dex save or fall prone. Caltrops: DC15 Dex save or stop, take 1 damage and speed reduced by 10'. Healer's Kit: 10 uses. 1 use as action to stabilize the dying without a check. Holy Water: 2d6 radiant to fiends, undead. Hunting Trap: DC13 Dex save or 1d4 damage and stop. DC13 Str to break free, failed Str save causes 1 damage. Oil: +5 fire damage if splashed target takes any fire damage. Or burn on ground, 5' area, 2 rounds, 5 fire damage per round. Potion of Healing: Action to heal 2d4+2. Torch: Burns for 1 hour. Provides 20' bright light, 40' dim light. Hits for 1 fire damage.

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Transcript of D&D Cheat Sheet Low Ink

Page 1: D&D Cheat Sheet Low Ink

Based on the v0.1 Basic Rules available for download at DungeonsandDragons.com. D&D is ©2014 Wizards of the Coast.

D&D Basic Crib Sheet Your Turn: 1 Action, 1 Move

Actions Attack: Make a melee or ranged attack roll. Cast a Spell: Does not provoke OAs. Dash: Double your speed. Disengage: Moving does not provoke OAs. Dodge: Adv on Dex saves. Attacks against you have Disadv. Escape Grapple: Str(Ath) or Dex(Acro) vs. Str(Ath) of grappler to break free. Grapple: Str(Ath) vs. Str(Ath) or Dex(Acro) to grapple a creature. Dragging a grappled target halves your move speed. Help: Give Adv to another's next relevant ability check or attack roll. Hide: Dex(Stl) while unseen and silent. Improvise: Do something not covered by the rules. Get creative! Shove: Str(Ath) vs. Str(Ath) or Dex(Acro) of creature up to +1 size category to knock it prone or push it 5' away. Ready: Trigger action as a reaction, happens after triggering event. Search: DM will ask for a check. Stabilize the Dying: DC10 Wis(Medicine) Use an Object: Activate an item.

Moves Difficult terrain: +1' cost per 1' moved. Walk: Move your normal speed. Climb, Crawl, Swim: +1' cost per 1' moved, may require check if slippery, few handholds or rough water. Jump: Move 10' to jump Str score (long) or 3+Str mod (high) in feet. Standing jump halves distance. Drop prone: Costs no movement. Stand up: Costs half your speed. Falling: 1d6 bludgeoning per 10', 20d6 max, land prone if any damage taken. Stealth: Dex(Stl) vs. passive Wis(Per). Requires LOS cover or heavily obscured, and stay quiet. Grants adv on first attack when hidden.

Reactions: 1 per round Opportunity Attack: Provoked when a hostile creature moves out of your reach. OA resolves before movement.

Bonus Actions: 1 per turn

Two-Weapon Fighting: When you attack while using 2 light melee weapons, you can use a Bonus Action to attack with the offhand. Offhand gets no ability mod to damage.

Conditions

Blinded: Fail checks requiring sight. Disadv on attacks. Attacks against you have Adv.

Charmed: Cannot harm charmer. Charmer has Adv on social ability checks. Cover: Half cover grants +2 bonus to AC and Dex saves. 3/4 cover grants +5. Deafened: Fail checks involving hearing. Frightened: Disadv on ability checks and attacks while fear source is in line of sight, can't move closer to fear source. Grappled: Speed becomes 0. Incapacitated: No actions or reactions. Invisible: Heavily obscured. Adv on your attacks. Attacks against you have Disadv. Paralyzed: Incapacitated, can't move or speak. Fail Str and Dex saves. Attacks against you have Adv and crit if within 5'. Petrified: Incapacitated, can't move or speak, unaware. Fail Str and Dex saves. Attacks against you have Adv. Resist all damage. Immune to poison and disease. Poisoned: Disadv on attacks and ability checks. Prone: May crawl or stand. Disadv on your attack rolls. Attacks against you outside of 5' have Disadv, within 5' have Adv. Restrained: Speed is 0. Attacks and Dex saves have Disadv. Attacks against you have Adv. Stunned: No actions or moves. Fail Str and Dex saves. Attacks against you have Adv. Unconscious: Incapacitated, can't move or speak, unaware. Drop anything held. Fall prone. Fail Str and Dex saves. Attacks against you have Adv and crit if within 5'.

Death, Dying and Recovery

Instant Death: If damage remaining after 0HP is >= your HP maximum, you die. Death Saves: If you start a turn with 0HP, roll 1D20. 10+ is 1 success, less is 1 failure. Stabilize on 3 successes. Die on 3 failures. Totals reset when you regain any HP or stabilize. Natural 1: Counts as two failures. Natural 20: Regain 1HP. Damage at 0hp: Suffer an automatic death save failure. Crits count as 2 failures. Crit damage that equals or exceeds your HP maximum kills you. Subdual: An attacker that reduces a creature to 0HP can choose to knock the creature unconscious instead of killing it. Short Rest: 1 hour. Can spend Hit dice. Long Rest: 8 hours. Restores all HP and half total Hit Dice. Allows 2 hours light activity, but strenuous interruptions >1 hour cancel the long rest.

Useful Rules Advantage (ADV): Roll 2d20, keep the highest result. Disadvantage (Disadv): Roll 2d20, keep the lowest result. Adv/Disadv Stacking: Adv and Disadv cancel, resulting in a normal 1d20 roll. Multiple Adv or Disadv do not stack. Armored Casting: Can cast if proficient with the armor worn. Concentration (Conc): Lose Conc spell when taking damage unless you save vs. CON, DC=half damage taken, 10 minimum. Critical Hits: On a natural 20 roll all damage dice twice, add them together, then add modifiers once. Freedom of Movement: You may move both before and after your action as long as you have speed remaining, and movement modes may be combined. Initiative Ties: The DM decides all ties. Negative Hit Points: HP < 0 is not tracked. Perception: Wis(Per) is for noticing, Int(Investigation) is for searching. Provoking OAs: Movement within reach does not provoke, only by leaving reach. Ranged Attacks: Ranged weapon and spell attacks in melee range of an enemy have Disadv. Resistance: Take half damage. Ritual Spells: Spells cast as a ritual add 10 minutes to cast time, do not consume a spell slot and do not need to be prepared. Spell Preparation: Full casters can defer preparing spell slots until later. Vulnerability: Take double damage.

Useful Equipment Acid Vial: Ranged attack, 2d6 acid damage. Alchemist Fire: Ranged, 1d4 fire/turn, DC10 Dex to extinguish as an action. Antitoxin: Adv on poison saves for 1 hour. Ball Bearings: DC10 Dex save or fall prone. Caltrops: DC15 Dex save or stop, take 1 damage and speed reduced by 10'. Healer's Kit: 10 uses. 1 use as action to stabilize the dying without a check. Holy Water: 2d6 radiant to fiends, undead. Hunting Trap: DC13 Dex save or 1d4 damage and stop. DC13 Str to break free, failed Str save causes 1 damage. Oil: +5 fire damage if splashed target takes any fire damage. Or burn on ground, 5' area, 2 rounds, 5 fire damage per round. Potion of Healing: Action to heal 2d4+2. Torch: Burns for 1 hour. Provides 20' bright light, 40' dim light. Hits for 1 fire damage.