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Cheat sheet for D&D players, useful for begginers. Covers game basics, actions and combat

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Published by Rin, 2023-01-25 15:35:41

D&D Player Cheatsheet

Cheat sheet for D&D players, useful for begginers. Covers game basics, actions and combat

Keywords: D&D,DND,Dungeons,Dragons,Player,Cheatsheet

1 The DM describes the scenario 2 You say what you want to do (A dice roll may be requested) 3 The DM narrates the results ON YOUR TURN N YOUR TURN d20 d12 d10 d10 d8 d6 d4 0 = 10 Number rolled is the right way up Roll together for a total out of 100 (eg. 00 + 3 = 3) THE ROLE OF DICE The game relies on a 20-sided die (d20) to determine success or failure. You succeed if the roll (adding any modifiers) equals or exceeds a target number set by the DM. Advantage: Roll a d20 twice and use the higher number. Disadvantage: Roll a d20 twice and use the lower number. ROUND DOWN If a roll ever results in a fraction, round down. INSPIRATION Inspiration is a reward which can be given by your DM. Spend it to get Advantage on one d20 roll, or award your Inspiration to another player. REACTIONS (Once per round) Reactions are special actions which occur in response to a specific trigger. These can happen at any time, even another player’s turn. Attack Make one melee or ranged attack, or attempt to Grapple or Shove a creature. Cast a Spell Many spells take one Action, but some take a Bonus Action or longer. Dash Take more movement this turn. Disengage When you move past enemies this turn they can’t make Opportunity Attacks. Dodge Attacks against you have Disadvantage. Your DEX saving throws have Advantage. Help Assist someone with a task or attack, giving them Advantage. Hide Make a Stealth check to hide. Ready Choose an Action and an event to trigger it. If the event occurs, take that Action as your Reaction (see Reactions). Search Use an Object Improvise Do something not detailed here. Move up to your speed Can be broken up between actions Take an Action Take a Bonus Action (if available) Interact with something ACTIONS HOW TO PLAY


MOVEMENT COST Drop Prone No Cost Stand Up Half your movement Difficult Terrain, Climb, Crawl, Swim Move at half speed (Cost 10ft for every 5ft travelled) Created with information from 5th Edition SRD. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. INITIATIVE To decide turn order, roll a d20 plus your Dexterity Modifier when combat begins. MAKING AN ATTACK 1 Choose a target within range 2 Roll a d20 to Attack – Add your Attack Modifier. If you equal or exceed the target's Armor Class, roll damage. 3 Roll damage – Roll damage dice then add modifiers based on the weapon or attack description. CRITICAL HITS Rolling a 20 when Rolling to Attack is a critical hit. Roll all damage dice twice then add any modifiers on top. RANGED WEAPONS Ranged weapons show two numbers for normal and long range (eg. 20/60). They have Disadvantage beyond normal range and can’t attack beyond long range. KNOCKING A CREATURE OUT When a melee attack reduces a creature to 0 HP, you can choose to knock that creature out instead of killing them. OPPORTUNITY ATTACKS When a hostile creature next to you that you can see moves out of your reach, you can use your Reaction to make one melee attack against that creature. SPECIAL MOVEMENT HIT POINTS (HP) HP is your durability, ranging from your Hit Point Maximum to 0, reducing as you take damage or increasing with healing. INSTANT DEATH When damage reduces you to 0 HP and there is damage remaining, you die if the remaining damage equals or exceeds your HP maximum. FALLING UNCONSCIOUS If damage reduces you to 0 HP and fails to kill you, you fall unconscious. If you start your turn with 0 HP, make a Death Saving Throw by rolling a d20. At 3 successes you are unconscious but stable. At 3 failures you are dead. Any damage taken while at 0 HP is one failure, and a Critical Hit causes two failures. Any melee attacks received are Critical Hits. If any HP is restored, all Death Saves are removed and you regain consciousness. You can stabilize an unconscious creature by making a DC 10 Medicine check. They remain unconscious but do not make Death Saving Throws on their turn. SHORT REST (1 hour) To regain HP, roll Hit Dice adding your Constitution Modifier. LONG REST (8 hours) Restore lost Hit Points, abilities, and half your total number of Hit Dice. 1 2-9 10-19 20 2 Failures 1 Failure 1 Success Gain 1 HP REST & RECOVERY REST & RECOVERY ©Designed by Mythbound. Custom resources and more at Mythbound.co.uk NOTE TO SELF: Get healing potions


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