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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. \columnbreak
### 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. \pagebreak ### 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.
\columnbreak ### 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.