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Combat Reference Sheet

Combat Actions

Attack: Make a melee or ranged weapon attack
Cast a Spell: Cast a cantrip or spell of 1st level or higher (based on cast time)
Dash: Gain extra movement equal to your speed + modifiers for the current turn
Disengage: Your movement doesn’t provoke opportunity attacks this turn
Dodge: Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or your speed drops to 0.
Help: You help one creature with a task, giving that creature advantage on the next ability check it makes for that task. Or you distract one creature within 5 feet of you, and the next attack roll that an ally of yours makes against that creature has advantage. One turn.
Hide: You make a Dexterity (Stealth) check and attempt to become hidden.
Ready: You wait for a particular circumstance before you act, which lets you act using your reaction before the start of your next turn. You must decide in advance a) which circumstance will trigger your reaction and b) the action you will take in response to that trigger. If you ready a spell, it must have a casting time of 1 action, and you must concentrate on it until you release it.
Search: You make a Wisdom (Perception) check or an Intelligence (Investigation) check to find something.
Knowledge Check: You can use Arcana, History, Nature, or some other relevant skill to attempt to discern non-obvious information about an enemy.
Use Magic Item, Use an Object, Use an Ability

Things You Can Do On Your Turn

  • Move up to your speed
  • Take one action
  • Communicate with speech, gestures, or both
  • Interact with one object or feature of the environment as you move or take your action. To interact with a second object, take the Use an Object action.

Things you can do in addition to movement and action

  • Draw or sheathe a sword
  • Open or close a door
  • Withdraw a potion from your pack
  • Pick up a dropped weapon
  • Take something off a table
  • Remove a ring
  • Stuff food into your mouth
  • Plant a banner
  • Pull some coins from your pouch
  • Drink all the ale in a flagon
  • Throw a lever or switch
  • Pull a torch from a sconce
  • Take a book off a shelf
  • Extinguish a small flame
  • Pull the hood of your cloak up and over your head
  • Put your ear to a door
  • Kick a small stone
  • Turn a key in a lock
  • Tap the floor with a 10-foot pole
  • Hand an item to another character

Making an Attack

  • Make sure you are within range for your weapon
  • Roll a d20
  • Add appropriate modifiers (strength, proficiency, weapon enchantment, and any other modifiers)
  • Report the total value
  • If the total value is higher than the enemy's armor class, the DM will tell you to roll damage

Critical Effects

  • If you roll a 20, you always hit if it is possible to hit.
  • If you roll a 1, you always miss and you forfeit all attacks that would follow the attack on which you rolled a 1.
  • If you roll a 20 or a 1, reroll the die to see if a critical effect occurs.
  • On a 20 followed by a hit against the AC of the enemy, you score a critical hit.
  • If you score a critical hit, roll percentile dice and report the number. Effects can range from double damage to triple damage to dismemberment, maiming, and outright slaughter.
  • On a 1 followed by a roll of 1-3, you roll a fumble or critical miss. Roll percentile dice and report the number. Effects can range from simply missing to tripping, breaking your weapon, or decapitating everything within a 5 foot radius - ally, enemy, and self. Effects vary by weapon type.
Reference Sheet | 5e Homebrew | Minnerond