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DMsCheatSheet Booklet

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0% found this document useful (0 votes)
56 views2 pages

DMsCheatSheet Booklet

Uploaded by

Chloé Vandal
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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PETRIFIED

• Transformed, along with carried or worn


BLINDED nonmagical objects into a solid inanimate
substance. Weight increases by a factor of DAMAGE TYPES
• Automatically fail ability checks relying
ten, and it ceases aging.
on sight.
• Incapacitated (see condition), can’t move
• Attack rolls against blind creature have Bludgeoning Acid Necrotic
or speak, and unaware of surroundings.
advantage, and their attack rolls have Piercing Cold Poison
• Attack rolls against the creature have
disadvantage.
advantage. Slashing Fire Psychic
• Automatically fails Strength and Dexterity
DIFFICULTY CLASS (DC)
CHARMED Force Radiant
saving throws.
• Can’t attack the charmer or target Very easy DC 5
• Resistance to all damage. Lightning Thunder
them with harmful abilities or effects. Easy DC 10
• Immune to poison and disease, but any
• Charmer has advantage on ability
current poison or disease is suspended, Medium DC 15
check to interact socially with the VULNERABILITY : This damage is doubled
not neutralized. Hard DC 20
charmed creature.
RESISTANCE : This damage is halved
POISONED Very hard DC 25
DEAFENED IMMUNITY : This deals no damage
• Disadvantage on attack Nearly impossible DC 30
• Automatically fail ability checks relying
on hearing. rolls and ability checks. DAMAGE SEVERITY BY LEVEL
PRONE CHARACTER SKILLS LEVEL SETBACK DANGER DEADLY
FRIGHTENED
• Disadvantage on ability checks and • Movement when prone must be a crawl. 2–4 5 (1d10) 11 (2d10) 22 (4d10)
• Disadvantage on attack rolls. Strength Wisdom
attack rolls while the source of fear is
in line of sight. • Attack rolls against the creature have Athletics Animal Handling 5–10 11 (2d10) 22 (4d10) 55 (10d10)
• Can’t willingly move closer to the advantage if the attacker is within 5 feet. Insight
Otherwise, the attack has disadvantage. 11–16 22 (4d10) 55 (10d10) 99 (18d10)
source of fear. Dexterity Medicine
RESTRAINED 17–20 55 (10d10) 99 (18d10) 132 (24d10)
GRAPPLED Acrobatics Perception
• Speed becomes 0. • Speed becomes 0. Sleight of Hand Survival
• Grapple ends if the grappler is • Attack rolls against the creature have Stealth IMPROVISING DAMAGE
incapacitated, or an effect removes advantage, and the creature’s attack rolls Charisma
grappled creature from their reach. have disadvantage. DAMAGE EXAMPLES
• Disadvantage on Dexterity saving throws. Intelligence Deception
1d10 Coal burn, falling bookcase
INCAPACITATED Arcana Intimidation
• Can’t take actions or reactions. STUNNED History Performance 2d10 Lightning strike, fire pit
• Incapacitated (see condition), can’t move, Persuasion
INVISIBLE and can speak only falteringly. Investigation 4d10 Collapsing tunnel, vat of acid
• Impossible to see without the aid of • Automatically fails Strength and Dexterity Nature 10d10 Wade in lava, whirling blades
magic or special senses, but can be saving throws. Religion
detected by noise or any tracks it leaves. • Attack rolls against the creature have 18d10 Submerged in lava
• Attack rolls against the creature have advantage.
disadvantage, and their attack rolls 24d10 Jaws of a godlike creature
have advantage. UNCONSCIOUS ROUND DOWN
• Incapacitated (see condition), can’t move POTIONS OF HEALING
PARALYZED or speak, and is unaware of surroundings Fractions are usually rounded down.
• Incapacitated (see condition) and can’t • Drops what it is holding and falls prone. POTION RARITY HP REGAINED
move or speak. • Automatically fails Strength and CONTESTS Regular Common 2d4 +2
• Automatically fail Strength and Dexterity saving throws. When two people compete to achieve
Dexterity saving throws. • Attack rolls against the creature have something, both make an appropriate Greater Uncommon 4d4 +4
• Attack rolls against the creature have advantage.
ability check. The higher result wins. Superior Rare 8d4 +8
advantage. Any attack that hits is a • Any attack that hits the creature is a
critical hit if attacker is within 5 feet. critical hit if the attacker is within 5 feet. On a tie, the situation remains the
same as it was before the contest. Supreme Very Rare 10d4 +20

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0
International License available at https://creativecommons.org/licenses/by/4.0/legalcode. © Designed by Mythbound. Custom resources and more at Mythbound.co.uk
LONG JUMP
If moving 10 feet before jumping, the jump
distance equals your Strength score, or half ACTIONS INSTANT DEATH
EXHAUSTION
that when making the jump from standing. When damage reduces a character to 0 HP,
LVL EFFECT Attack Dodge Search they die if the remaining damage equals or
Clear a low obstacle = DC 10 Athletics exceeds their HP maximum.
1 Disadvantage on ability checks Cast Spell Help Use Object
Land in difficult terrain = DC 10 Acrobatics
2 Speed halved Dash Hide Improvise DEATH SAVING THROWS
3 Disadvantage on attack rolls and HIGH JUMP Disengage Ready If a player starts their turn with 0 HP, they
saving throws If moving 10 feet before jumping, the jump roll a d20 to make a Death Saving Throw.
4 Hit point maximum halved height is 3 + Strength modifier (minimum 0 STARTING COMBAT
feet), or half that when making the jump 1 2-9 10-19 20
5 Speed reduced to 0 from standing. Maximum height reached 1 Determine surprise
2 Failures 1 Failure 1 Success Gain 1 HP
6 Death with arms outstretched equals jump height 2 Establish positions
plus 1½ times the creature’s height. 3 Roll initiative 3 Successes = Stable but unconscious
Finishing a long rest plus having food 3 Failures = Dead
and drink reduces exhaustion level by 1.
4 Take turns
FALLING
Each 10ft = 1d6 bludgeoning damage Damage at 0 HP = 1 Failure
TRAP DANGER INITIATIVE Critical Hit at 0 HP = 2 Failures
(max 20d6), and the creature lands prone. D20 + Dexterity Modifier. (All attacks within 5 feet are Critical Hits)
DANGER SAVE DC ATTACK BONUS
VISION & LIGHT CRITICAL HITS Stabilizing = DC 10 Medicine check
Setback 10-11 +3 to +5
Dangerous 12-15 +6 to +8 Dim light / Lightly obscured - Disadvantage Roll all damage dice twice then add
on sight based Perception checks. any modifiers on top.
Deadly 16-20 +9 to +12
Darkness / Heavily obscured - As though Radius
REACTIONS (Once per round) SPELL AREAS
MOVEMENT suffering from the Blinded condition. Diameter
An instant response to a specified ( = Point of Origin )
TYPE COST Darkvision - Creatures with Darkvision can trigger. Resets at the start of your next
see in dim light as if it were bright light turn. If a reaction interrupts a turn,
Drop Prone No Cost and darkness as if dim light, but that turn continues after the reaction.
Stand Up Half your movement can’t discern colour in darkness.
OPPORTUNITY ATTACKS CONE CUBE CYLINDER SPHERE LINE
Difficult Terrain, Move at half speed LIGHT SOURCE BRIGHT DIM If a hostile creature you can see moves
Climb, Crawl, (Cost 10ft for every LOSING CONCENTRATION
Candle 5 ft. +5 ft. out of your reach, use a Reaction to
Swim 5ft travelled) • Casting another concentration spell.
make one melee attack against it. It
Lamp 15 ft. +30 ft. doesn't provoke attacks if it Disengages, • Being incapacitated or killed.
TRAVEL PACE Bullseye Lantern 60 ft. cone +60 ft. teleports or is moved by something • Taking damage - Make a Constitution
If travelling more than 8 hours in a day, without using its Movement, Action, saving throw. The DC equals 10 or half the
make a CON saving throw at the end of Hooded Lantern 30 ft. +30 ft. or Reaction. damage taken, whichever is higher.
every hour (DC 10 +1 for each extra hour). Torch 20 ft. +20 ft.
A failure gains one level of exhaustion. COVER BONUS ACTION SPELLS
If casting a bonus action spell, you can’t cast
PACE PER MINUTE PER HOUR PER DAY EFFECT 1/2 +2 to AC and DEX saving throws another spell this turn unless it is a cantrip.
Fast 400 feet 4 miles 30 miles -5 penalty to passive Perception
3/4 +5 to AC and DEX saving throws
Normal 300 feet 3 miles 24 miles – SPELL SAVE DC
REMEMBER: Full Can't be targeted directly, Save DC = 8 + proficiency bonus +
Slow 200 feet 2 miles 18 miles Able to use stealth Difficult terrain except by areas of effect
= half speed spellcasting ability modifer

© Designed by Mythbound. Custom resources and more at Mythbound.co.uk © Designed by Mythbound. Custom resources and more at Mythbound.co.uk

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