Combat Cheat Sheet - D&D 5e
Each Round = 6 seconds 2.5 Actions
1. To Start 2.5 Actions (continued)
ATTACK See other page (3. Attacks) GRAPPLE Make an Athletics check
ROLL INITIATIVE = 1d20 + Dex. Mod contested by a target's
This determines order of turns. CAST SPELL See Chapter 10. in PHB
Athletics or Acrobatics check,
If surprised: Compare Stealth vs. Perception ABILITY CHECK no more than one size larger
DASH Movement increases by doubling max speed. than you and in your reach.
Checks. Surprised PCs/Creatures miss first turn.
With Success, they are
DISENGAGE Your movement does not provoke subjected to the grappled
opportunity attacks.
condition (PHB P.g 290). You
2. On Your Turn DODGE Attacks against you, from attackers you can can release the target
see have disadvantage until your next turn whenever you like, no action
required.
MOVEMENT ACTION FIRST AID Make a DC 10 Widom (Medicine) check to
May be broken up + Only one per turn stablise a creature with 0 hit points. (PHB 197) ESCAPE GRAPPLE Using your action,
succeed a Atheletics
Up to Max Speed per turn See 2.5 Actions* TWO-WEAPON ATTACK or Acrobatics check
Use bonus action to make second attack if both contested by the
+
weapons are melee. Any AMs are not added to creature who is
fREE ACTION BONUS ACTION damage of second attack, unless negative. grappling you's
Only one per turn Athletics check.
simple + Quick + HELP Another creature gets advantage on 1 ability
i.e. using an object includes bonus action check or attack roll when attacking a creature
MOVING A GRAPPLED CREATURE
spells, class actions and within 5 ft of you.
offhand attack when you move, you can drag or carry the
any of
READY Desribe a specific action to occur in result of a grappled creature with you, but your
these can percievable circumstance. You can choose to speed is halved, unless the creature is two
trigger a...
Creatures can only your ready action at trigger, if you want. or more size smaller than you.
react once per
REACTION HIDE Make a stealth check in attempt to hide.
round. Movement
Reactions can also
SHOVE Make an Athletics check contested by a
target's Athletics or Acrobatics check, no more Each square = 5ft by 5ft
1."Ready" Action include class- than one size larger than you and in your How many squares can you move? = Speed/5
specific actions. reach. With Success, you knock them prone or Difficult terrain = + 1ft per square
2. Reaction Spell push them 5ft away from you.
To Stand Up = half max speed.
Surprised creatures Moving while prone = +1ft per square, on
can't react on their USE OBJECT Allows you to take a second free action difficult terrain = +3 ft per square.
3. Opportunity Attack after interacting with object. You can't end your move in a creature's space.
first turn.
attack if creature leaves In a hostile creature's space, you can only
your reach on their turn
More on Reactions in PHB: SEARCH Perform a Wisdom (perception) or Inteligence move through if they are at least two size
P.g 190, 193, 195, 202 (investigation) check to find something. smaller or larger.
3. Attacks 4. Damage
ROLL TO ATTACk
What's the Damage?
Melee Weapon Attack = 1d20 + Strength Mod. + Proficiency Melee Weapon Damage = + Strength Mod.
Roll damage dice
Ranged Weapon Attack = 1d20 + Dexterity Mod. + Proficiency
Spell Attack = 1d20 + Spellcasting Mod. + Proficiency
associated with + Ranged Weapon Attack = + Dexterity Mod.
Spell Damage = none unless specified
weapon
Spell Save DC = 8 + Spellcasting Mod. + Proficiency
*When rolling doubles, do not add modifiers twice*
in some cases, you will be given advantage/disadvanatage to attacker. Resitant to this damage type? = Halve Damage
Advantage means you roll two times and take the higher number. Vulnerable to this damage type? = Double Damage
Disadvantage means rolling two times and taking the lower number.
DID IT HIT?
5. Sustaining Damage
d20 = 1 -> Miss, do not add any bonuses.
d20 = 20 -> "Critical Hit", double no. of dice for damage If the amount of damage is: >= HP < HP
d20 + any relevant modifiers >= target's armour class + cover
bonus* -> Hit >= HP + MHP
*
Player or Subtract
DEAD
Cover 1/2 3/4 Total someone damage
No special? from HP
3F
a il s Yes
Bonus +2 +5 can't be attacked
STABLE (Still
UNSTABLE (Unconscious)
Or First Aid
Unconscious, no
HP = 0, Must make death
more death saving
saving throws at each turn.
throws)
HP = 0
3 Success
UNCONSCIOUS = Can still sustain damage (counts as +1 HP after 1d4
hours, when you
1 fail); If attack is within 5 ft, it is a critical hit
regain consciousness
(counts as 2 fails