DnD - Player Reference

by FallenGameR

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D&De5 Player Reference

Movement (pg 182)

Difficult terrain. 1ft becomes 2ft of movement.
Climbing, swimming, crawling. 1 extra ft of movement.
Long jump (run 10ft). Distance up to STR score.
Long jump (standing). Distance up to 1/2 STR score.
High jump (run 10ft). Distance up to 3 + STR modifier.
High jump (standing). 1/2 that (extend arms to add 1.5x height).

Strength

Carrying capacity. 15 times your STR score in pounds.
Size and strength. For each size above Medium, double the creature’s carrying capacity. For a tiny creature, halve.
Push, drag, or lift. Weights up to twice your carrying capacity. While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5ft.

Actions in combat (pg 192)

  • Attack.
  • Cast spell.
  • Dash. Additional movement up to your current speed.
  • Disengage. Prevents opportunity attacks.
  • Dodge. DIS on attacks for hostiles, ADV on DEX saves .
  • Help. ADV to target on next skill check or attack.
  • Hide. Do stealth check for success.
  • Improvise an unlisted action.
  • Ready. Decide trigger and reaction including spells.
  • Search. Perception or investigation check.
  • Take bonus action if available.
  • Use object.

Combat (pg 195)

Critical hit. Roll damage dice twice, then add modifiers.
Melee attacks. Combat within a 5ft reach.
Ranged attacks. DIS on the attack roll when your target is beyond normal range but closer than long.
Ranged attacks in close quarters. DIS on the attack roll if you are within 5ft of a hostile creature who can see you and who is not incapacitated.
Unarmed Strike. 1 + STR modifier of bludgeoning damage.
Opportunity attack. Uses reaction. Happens when a hostile creature moves out of your reach without disengaging. You gain an interrupting attack.
Two-weapon fighting. 2 light weapon attacks, one as action, other as bonus action. Thrown weapons can be thrown. Only negative modifiers apply to bonus attack.
Grappling. Attacker athletics vs target athletics or acrobatics. See grappled condition.
Shoving a creature. Attacker athletics vs target athletics or acrobatics. Knock the target prone or push it 5 ft away.

Spell casting (pg 201)

Spellcasting focus. Can be used in place of costless material components. If holy symbol must be held or worn visibly.
Casting in armor. Must be proficient in armor type worn.
Spell attacks. d20 + proficiency + spellcasting.
Spell DC. 8 + proficiency + spellcasting + special modifiers.
Covered target. Target cannot be behind total cover. Area effect begins on near side of obstruction.

Spell components

Verbal (V). Caster gagged or in area of silence can not cast a spell with verbal component.
Somatic (S). Caster must have one free hand to perform gestures for somatic component.
Material (M). Caster can use component pouch or spellcasting focus. Must have specific component to cast spell. Must have one hand free to access component.

Spell duration

Instantaneous. Can not be dispelled.
Concentration. If concentration is lost, spell ends. Moving and attacking do not interfere with concentration. Concentration ends on: voluntary decision, no action required, casting another concentration spell, being incapacitated or killed, taking damage DC is max(10, half damage amount).

Spell combining

Effects of different spells add together and duration overlaps. For same spells highest bonus wins and durations overlap.

Hiding (pg 177)

In combat. Must disengage first.
Actively looking. Stealth vs perception.
Not looking. Stealth vs passive perception.
Lightly obscured. DIS on perception check.
Heavily obscured. Blinded condition.

Cover (pg 196)

1/2 cover. +2 AC and DEX saving throws.
3/4 cover. +5 AC and DEX saving throws.
Total cover. Can’t be targeted directly by attack or spell.

Rest

Short rest. 1 hr, use HD to regain lost HP.
Long rest. 8 hr, regain all HP, 1/2 max HD, all spell slots.

Conditions (pg 290)

Blinded. Fail any sight checks. You attack with DIS. Hostile has ADV.
Charmed. Cannot hurt or attack charmer, charmer has ADV to social ability checks.
Deafened. Fail any hearing checks.
Frightened. DIS to ability checks and attacks while source of fear is in line of sight. Can’t move closer to source of fear.
Grappled. Speed 0, ends when grappler incapacitated or when moved out of reach of grappler from an effect.
Incapacitated. Can not take actions or reactions.
Invisible. Blinded for others. You still make noise and tracks. You attack with ADV, hostile has DIS.
Paralyzed. Incapacitated. Fail any STR and DEX saves. Hostile has ADV. All damage from within 5ft is critical.
Petrified. Incapacitated. Your weight increases x10, unaware of surroundings. Hostile has ADV. Fail any STR and DEX saves, resist ro all damage, poison, disease.
Poisoned. Attacks and ability checks have DIS.
Prone. You attack with DIS. Hostile has ADV within 5ft, if over 5 ft then DIS. You can only crawl (1/2 speed), unless stand. Standing costs half of movement speed for round.
Restrained. Speed 0, you attack with DIS and your DEX saves have DIS. Hostile has ADV.
Stunned. Incapacitated. Hostile has ADV. Fail any STR and DEX saves.
Unconscious. Incapacitated and prone. Fail any STR and DEX saves. Hostile has ADV. All damage from within 5 ft is critical.

Strength skills

Athletics. Physical power, climbing, jumping, swimming.

Dexterity skills

Acrobatics. Balance, staying on feet on slippery surfaces or rolling after difficult jump.
Sleight of hand. Delicate operations, lock picking, planting something, stealing, concealing.
Stealth. Hide from sight in shadows, sneak past guard, move silently.

Intelligence skills

Arcana. Knowledge about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
History. Knowledge about historical events, legendary people, ancient kingdoms, past disputes, and recent wars. Investigation. Make deductions based on surroundings, look for clues, finding something in documents.
Nature. Knowledge about terrain, plants and animals, the weather, and natural cycles.
Religion. Knowledge about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Wisdom skills

Animal handling. Calm down an animal, intuit an animal’s intentions. Control mount during a tricky maneuver.
Insight. Detecting lies, predicting next move and intentions of a creature based on its body language, speech habits, and changes in mannerisms.
Medicine. Stabilize dying companion, diagnose an illness, figure out wound origin.
Perception. Detect the presence of something hidden, hear a conversation through a closed door, eavesdrop under an open window, or candlelight under a closed secret door.
Survival. Follow tracks, hunt wild game, guide through frozen wastelands, identify signs that dangerous animals live nearby, avoid quicksand and other natural hazards.

Charisma skills

Deception. Convincingly hide the truth, misleading others through ambiguity or outright lies. Fast talk a guard, con a merchant, pass yourself off in a disguise.
Intimidation. Influence someone with threats, hostile actions, and physical violence. Pry information out of a prisoner, convince street thugs to back down.
Performance. How well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion. Influence someone with tact, social graces, or good nature. Convince a chamberlain to let your party see the king, negotiate peace between warring tribes, or inspire a crowd of townsfolk.

 

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