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D&D 5e Quick Reference

The document describes various movement, actions, bonus actions, reactions, conditions, environmental effects, and cover that can occur during combat or adventuring in Dungeons & Dragons. It lists different types of movement and their costs, various actions a character can take on their turn including attacking, casting spells, dashing, and more. It also covers bonus actions, reactions, conditions that can affect characters, illumination and vision in different environments, and degrees of cover against attacks.
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0% found this document useful (0 votes)
805 views1 page

D&D 5e Quick Reference

The document describes various movement, actions, bonus actions, reactions, conditions, environmental effects, and cover that can occur during combat or adventuring in Dungeons & Dragons. It lists different types of movement and their costs, various actions a character can take on their turn including attacking, casting spells, dashing, and more. It also covers bonus actions, reactions, conditions that can affect characters, illumination and vision in different environments, and degrees of cover against attacks.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MOVEMENT LIMITED BY MOVEMENT SPEED

You can move at any time during your turn (before, after, or during actions).
Move Climb Swim Drop prone
Cost: 5ft per 5ft Cost: 10ft per 5ft Cost: 10ft per 5ft Cost: 0ft
Crawl Stand up High jump Long jump
Cost: 10ft per 5ft Cost: half movement speed Cost: 5ft per 5ft Cost: 5ft per 5ft
Improvise Di cult terrain Grapple move
Any stunt not on this list Cost modi er: +5ft per 5ft Modi er: speed halved

ACTION 1/TURN
You can also interact with one object or feature of the environment for free.
Attack Grapple Shove Cast a spell
Melee or ranged attack Special melee attack Special melee attack Cast time of 1 action
Dash Disengage Dodge Escape
Double movement speed Prevent opportunity attacks Increase defenses Escape a grapple
Help Use Object Use shield Hide
Grant an ally advantage Interact, use special abilities Equip or unequip a shield
Search Ready Use class feature Improvise
Choose trigger and action Some features use actions Any action not on this list

BONUS ACTION MAX. 1/TURN


You can take a bonus action only when a special ability, spell, or feature states that you can do something as a bonus action.
O hand Attack Cast a spell Use class feature
Use with the Attack action Cast time of 1 bonus action Some features use bonus actions

REACTION MAX. 1/ROUND


A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's.
Opportunity attack Readied action Cast a spell
Enemy leaves your reach Part of your Ready action Cast time of 1 reaction

CONDITION
Conditions alter your capabilities in a variety of ways, and can arise as a result of a spell, a class feature, a monster's attack, or other e ect.
Blinded Charmed Deafened Exhaustion
You can't see You are charmed You can't hear You are exhausted
Frightened Grappled Incapacitated Invisible
You are frightened You are grappled You can't take actions or reactions You can't be seen
Paralyzed Petri ed Poisoned Prone
You are paralyzed You are transformed into stone You are poisoned You are prone
Restrained Stunned Unconscious
You are restrained You are stunned You are unconscious

ENVIRONMENTAL EFFECTS
E ects that obscure vision can prove a signi cant hindrance to most adventuring tasks.
Lightly obscured Heavily obscured
Disadvantage on Perception E ectively blind

The presence or absence of light in an environment creates three categories of illumination.


Bright light Dim light Darkness
Normal vision Lightly obscured Heavily obscured

Some creatures have extraordinary senses that allow them to perceive their environment.
Blindsight Darkvision Truesight
Perceive without sight Limited vision in darkness See in darkness

Obstacles can provide cover during combat, making a target more di cult to harm.
Half cover Three-quarters cover Full cover
Low wall, furniture Portcullis, arrow slit Completely concealed

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