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5th Edition Player Reference

ATTACK
Target Identify your target to the table.
Attack Roll a d20. During an Attack roll,
1 always fails, and 20 always succeeds.
Modify Add your modifiers. PHB 194
Armor If the modified result is ≥ target’s Armor
Class Class (AC) , the attack hits the target.
D20 ROLLS Roll Damage Dice and add modifiers.
Damage The target’s HP are reduced, factoring
ACTIONS IN COMBAT
Rolls of the 20-sided die determine success or resistances and vulnerabilities. Move your Speed, in 1 or more segments
failure. Characters with natural abilities, talents, or 1 Action from the list below
magical aids have modifiers which increase the Spell Many spells count as attacks. The caster 1 Bonus Action, if available to you
odds of success. Negative modifiers like weakne- Attack rolls d20 + Spellcasting Ability Modifier
+ Proficiency Bonus to hit vs AC. PHB 205 1 Reaction, triggered by certain events
sses, difficulties, or curses decrease the chances.
E.g., Longbow Range 150/600: PHB 195 Move a distance up to your Speed. PHB 181
Initiative Roll At the beginning of combat,
each character rolls a d20 to determine their Ranged •• 0-5 ft (with adjacent foe) Disadvantage
0-150 ft (no foe adjacent) Normal Roll + In addition to moving, perform
one of the following Actions:
turn order in the fight. PHB 189 Attack • 151-600 ft Disadvantage
one or more times depending on
Ability Check (Skill Check) The GM may ask a • 601+ ft Beyond reach of longbow Attack your abilities. (Melee, ranged, or
player to roll to determine whether their Protective Cover and Spell Targeting spell attack) PHB 192
character can accomplish a task. Add relevant ½ Cover Grants +2 to AC and DEX a Spell which can be cast as one
Ability and Proficiency modifiers. PHB 173 Cast action. PHB 192
¾ Cover Grants +5 to AC and DEX
Saving Throw (Save) If a character is caught in Full Cannot be directly targeted, but your modified Speed to double
Cover might be hit by Area of Effect. PHB 196 Dash your total distance moved. PHB 192
a dangerous situation, the GM may require the
player to roll a d20 to try to avoid damage. Add Improvised Weapons Roll attack vs. target’s STR or DEX.
relevant modifiers. PHB 179 Do 1d4 damage, range 20/60. If an improvised Disarm DIS if target has 2-hand grip. Larger
Advantage & Disadvantage weapon resembles an actual weapon, the GM may combatant size gets ADV. DMG 271
Circumstances, skills, or the GM’s ruling may rule it can be treated as such, including bonuses. from melee without inviting an
Disengage Attack of Opportunity. PHB 192
grant Advantage or Disadvantage on a d20 roll.
In this case, roll two d20 and use the higher or
lower result as appropriate. PHB 173 DAMAGE & RECOVERY Dodge
attacks for the turn. Attackers
roll at Disadvantage. Also gain
Inspiration Hit Points The relative threat of imminent Advantage to any DEX rolls. PHB 192
Awarded by the GM, Inspiration allows a death or incapacity to a creature. PHB 196 At zero Stabilize a 0 HP creature. PHB 197
HP a character is unconscious. PHB 197 First Aid
player to confer Advantage on a d20 roll of
their choice, including another player’s. PHB 125 Hit Dice represent toughness and daily ability to Attempt to seize and control a
Rolling & Modifying recover from harm. When you take a Short Rest, you Grapple creature. Escape from grapple by
can spend Hit Dice to recover hit points. PHB 12 winning STR or DEX contest
The number on the face of the die is the “natural” against the grappler’s STR. PHB 195
result to which modifiers are applied. For clarity, Armor Class indicates how difficult a creature is to
report the result as “16 plus 3 is 19” or as “modified hit due to armor, dodging and parrying skills, and an ally with a particular action
19” so the table knows you’ve included the other factors. Higher numbers are better. PHB 145 Help or attack , granting them
modifiers. If you roll a natural 1 or 20 during an Advantage on their roll. PHB 192
Damage Rolls determine how much damage an
attack, announce this “critical” hit or miss. PHB 7 attack inflicts. More-deadly attacks use more or Hide by making a Stealth check. PHB 177
larger dice. Critical hits (20s) roll double dice. PHB 196
COMBAT ROUNDS a specific action to execute when
Ready you perceive a stated ‘trigger.’ PHB 193
Healing is the recovery of Hit Points accomplished
through rest, spells, or potions. PHB 197 for an item. May require a Percept-
Battles and other time-sensitive activities occur in Search
Rounds. A Round represents 6 seconds of game Short Rest is an hour rest during which characters ion or Investigation check. PHB 193
time. During a Round, each combatant gets a Turn can heal by applying remaining Hit Dice. PHB 186 a creature 5 feet away from you
to move and act. Each Round’s Turns occur Shove or knock it Prone. PHB 195
Long Rest is an 8-hour rest during which the
simultaneously in the game world, but are character can heal fully (all Hit Points and Hit Dice an item for some purpose. This
resolved in Initiative Order by the players. PHB 189 are restored). Max one long rest per day. PHB 186 Use may require a roll. PHB 193
Surprised combatants cannot act in
Surprise the first round of combat. PHB 189 Instant Death If a hit reduces a PC below 0 HP to
-1 × max hit points, they suffer instant death. PHB 197 + After your Action, you may:
Combatants roll a d20 DEX check to Death Saving Throw When a character starts a additional distance, if you have
Move
Initiative determine order of turns in a round. turn with 0 HP, they make an unmodified saving remaining Speed. PHB 181
Add relevant modifier(s). PHB 189 throw of DC 10. 3 fails before 3 successes is fatal, Bonus Action Take one if available. PHB 189
Round Begins 3 successes renders them Stable at 0 HP. PHB 197
Taken on your turn or somebody
All combatants take their turns Temporary Hit Points are conferred by some Reaction else’s. Triggered by an event. PHB 190
Turns in initiative order. PHB 189 abilities and magic, and are always lost first. PHB 198
Knockout: When a creature is reduced to 0 HP, Interaction Small, free task with action. PHB 199
Repeat Repeat rounds until victory, the attacker may elect to render it With a light melee weapon in each
defeat, parley or retreat. Unconscious rather than kill it. PHB 198 Two-Weapon hand, use a Bonus Action to hit
Fighting with the second weapon. Penalties
CONCENTRATION Some spells require Concentration to maintain effect. If the caster takes
Damage during concentration, they must make a Saving Throw (DC 10
apply, bonuses do not. PHB 195
PHB 203 or half the damage, whichever is higher) in order to maintain the spell.

Bludgeoning Blunt force. Lightning Electrical shock. Psychic Mental anguish. Immunity: No damage
DAMAGE TYPES Cold Ice or magical chill. Necrotic Withering curse. Radiant Divine light. Resistance: ½ damage
Vulnerability: 2 × damage
Fire Intense heat. Piercing Puncture wounds. Slashing Cutting wounds.
Acid Corrosive compounds. Force Magical wallop. Poison Toxins and venom. Thunder Concussive impact. PHB 197

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GLOSSARY ABILITY SCORES
Ability (also Skill Check) d20 roll to
CONDITIONS These represent your base abilities. They are
Check attempt a challenging action. seldom used directly. Instead, they determine the
AC Armor Class modifiers (+ and -) you apply to your rolls. The
Spells, traps, and monster attacks may effect abbreviations refer to these modifiers. PHB 173
Area of The volume targeted by a spell. creatures beyond mere damage. These
Effect ongoing effects are called Conditions. PHB 290 STR Strength Your ability to apply force to
your environment. Muscle.
Critical (Crit) Fail (1) or Hit (20) on an attack roll
Blinded Creature cannot see. Attacks against
d20 Roll of a die. 2d8 means, “the total gain Advantage and the creature’s own attacks DEX Dexterity Your fine and gross motor
skills. Agility.
from rolling two 8-sided dice.” have Disadvantage.
Damage Reduction in Hit Points. Charmed Creature cannot harm the charmer.
CON Constitution Your ability to overcome
debility. Stamina.
INT Intelligence
Difficulty Class. The number a The charmer has Advantage on any interaction Your ability to recall and
DC d20 roll must meet for success with the creature. analyze information. Intellect.
WIS Wisdom
at a given challenge. Deafened Unable to hear, the creature fails Your awareness of your
DM/GM Dungeon Master/Game Master any hearing check. surroundings. Insight.
DMG Dungeon Master’s Guide Frightened The creature has Disadvantage on CHA Charisma Your influence over others
and your own state of mind. Authority.
Healing Restoring Hit Points. ability and attack rolls while source is visible,

MOVEMENT&STRENGTH
and won't willingly move closer.
HP Hit Points Grappled Creature’s speed becomes 0 until
Initiative The order in which characters’ condition ends. PHB 195
Order turns are taken during a round. You can walk your Speed in
Incapacitated Creature cannot act or react. Speed feet per turn, or Dash to
Initiative A d20+DEX roll to determine move 2×Speed (uses action).
Roll the order of combat. Invisible The creature cannot be seen without
magical senses. The creature’s attacks have Running: Strength feet
Striking an enemy within reach, Advantage and attacks against have Disadvantage. Jump, Long
Melee Attack usually 5 feet. Standing: Strength feet ÷2
Paralyzed Creature is Incapacitated. Auto-fails Running: STR mod+3
MM Monster Manual STR and DEX rolls. Attacks against creature Jump, High
Standing: Strength ÷2 feet
Added to d20 rolls to account for have Advantage. Attackers within 5 feet who hit
Modifier abilities, proficiencies, or penalties. automatically land a critical hit. Jump calculator: bit.ly/5e-jump
NPC Non-Player Character Petrified The creature’s weight increases 10X. Reach 1.5 × Height
PC Player Character Creature is Incapacitated. Automatically fails STR Carry Strength × 15 pounds
and DEX rolls. Attacks against creature have Push/Drag/Lift Strength × 30 pounds
PHB Player’s Handbook Advantage. Creature has resistance to all damage.
Additional bonus to a weapon or Aging, poison and disease are suspended. Movement Hazards
Proficiency skill from experience or training. Poisoned The creature has Disadvantage on Opportunity Creatures may move freely
Ranged Striking an enemy at a distance attack and ability rolls. Attack past allies, but moving past or
Attack with a weapon or spell. Prone The creature must crawl to move at 2 feet PHB 195 away from an enemy may
per foot or use ½ of Speed to stand. Creature has trigger an Opportunity Attack.
Round 6 seconds of game time. Consists
of a Turn for all combatants. Disadvantage on attack rolls. Attackers within 5 Falling 1d6 bludgeoning damage per
Saving d20 roll to avoid unforeseen feet have Advantage, others have Disadvantage. PHB 183 10 feet fallen, max 20d6.
Throw harm or certain magical attacks. Restrained The creature has speed 0. The Difficult Terrain Requires one extra foot of
STR DEX CON Ability modifiers. May be added creature’s attacks have Disadvantage and PHB 190 movement per foot moved.
INT WIS CHA to d20 rolls for Ability Checks. attacks against it have Advantage. Squeeze through spaces one
Stunned The creature is Incapacitated, can’t Squeezing class size lower, at one extra
Speed Walking speed. The distance in PHB 192
feet a creature moves in a Turn. move, and speech is faltering. Fails all STR and foot of movement per foot.
DEX rolls. Attacks on it have Advantage.
Spell Attack Using magic to deal damage to
an enemy adjacent or at range. Unconscious The creature is Incapacitated,
drops what it’s holding and falls prone. Fails all
Turn A creature’s opportunity to STR and DEX rolls. Attacks on it have Advantage.
move and act during a Round. Attackers within 5 feet who hit get a critical hit.
Other Conditions
Suffocation A creature can hold its breath for
1+CON minutes (30 sec min). Once out of breath, it
LIGHT & VISION
Bright See normally
survives for 1+CON rounds before it drops to 0 HP.
Lightly Dim light or light fog. Sight
Exhaustion has six levels with cumulative effects:
MONEY & EXPENSES Obscured checks have Disadvantage.
1 Disadvantage on all Ability Checks
2 Speed reduced to half Heavily Darkness of night or heavy fog.
Coins Lifestyle Cost/Day 3 Disadvantage on Saving Throws and Attack rolls Obscured Creatures are effectively Blinded.
4 Hit point maximum halved See in Darkness as in Dim Light
Wretched — 5 Speed reduced to 0 Darkvision — but only in grays.
copper 0.01 gp
Squalid 1 sp 6 Death More on Exhaustion: PHB 185
See in Darkness and magical
silver 00.1 gp Poor 2 sp Truesight darkness; see illusions and
gold
Modest
1 gp Comfortable 2 gp
1 gp
SPELL COMPONENTS invisibility; see Ethereal Plane
Blindsight Sense surroundings within a
platinum 10 gp Wealthy 4 gp (V) Verbal Caster must be able to speak. given radius without vision.
Aristocratic 10 gp + (S) Somatic Caster must be able to move a hand. Tremorsense Sense origins of surface vibrations.
A character needs 1 lb of food and 1 gallon of water (M) Material Caster must possess materials, or More on Light at PHB 183
per day, or they will begin to suffer Exhaustion. PHB 185 PHB 203 use Focus if components are 0 gp.

D&D, Player’s Handbook, Monster Manual and Dungeon Master’s Guide are trademarks of Wizards of the Coast. Version 1.2 cryptocartographer.net

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