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5th Edition

PC Rules Summary
The Rolls
Attack and Damage Rolls
Attack rolls are made when determining if an
attack hits the target.
The roll result is
compared against the target's Armor Class
(AC). If it equals or exceeds the AC, the attack
hits. When an attack hits, damage is usually
rolled as a result. PHB194

Melee Attack Rolls: d20 + STR modifier


+ proficiency bonus + class bonuses + other
situational bonuses or penalties. PHB194
Melee Damage Rolls: Weapon damage
dice + STR modifier + other bonuses or
penalties. PHB196
Ranged Attack Rolls: d20 + DEX
modifier + proficiency bonus + class
bonuses + other situational bonuses or
penalties. PHB194
Ranged Damage Rolls: Weapon damage
dice + DEX modifier + other bonuses or
penalties. PHB196
Spell Attack Rolls: d20 + class's
spellcasting ability modifier + proficiency
bonus. PHB205
Spell
Damage
Rolls:
See
spell
description.

Skill & Ability Checks


Skill and ability checks are made when actively
attempting to overcome a challenge that has a
chance of failure. The check's roll result is
compared against a Difficulty Class (DC).
Success if the result equals or exceeds the DC;
failure otherwise. PHB174, DMG238
Initiative is a DEX check that governs turn
order during combat. DM resolves ties between
monsters & players.
Players resolve ties
between themselves. PHB189

Ability Checks: d20 + ability modifier +


other bonuses or penalties. PHB174
Skill Checks: d20 + ability modifier +
proficiency bonus + other bonuses or
penalties. PHB174
Initiative: d20 + DEX modifier + any
bonuses. PHB189

Saving Throws
Saving throws (saves) are made to passively
avoid or mitigate the results of a threat. The
save result is compared against a DC. Success
if the result equals or exceeds the DC; failure
otherwise. PHB179, DMG238

Saving Throw: d20 + ability modifier +


proficiency bonus. PHB179

Key Mechanics

Passive Checks: 10 + modifiers. Advantage


grants +5 bonus, disadvantage incurs -5
penalty. PHB175
Contests: Both parties to the contest roll as
normal, but success is compared to the
opposing party's roll. On a tie, the situation
remains unchanged or neither party succeeds.
PHB174

Skills
Strength (STR) PHB175
Athletics
Dexterity (DEX) PHB176
Acrobatics
Sleight of hand
Stealth
Intelligence (INT) PHB177
Arcana
History
Investigation
Nature
Religion

Wisdom (WIS) phb178


Animal handling
Insight
Medicine
Perception
Survival
Charisma (CHA) phb178
Deception
Intimidation
Performance
Persuasion

Combat
Combat Order
-

Determine Surprise
Establish Positions
Roll Initiative
Take Turns in initiative order
Begin Next Turn PHB189

Effects and Spell Effects


When an effect lasts for a round, it lasts from
current turn to same turn next round.

Surprise
DM determines surprise. Surprised creatures
cannot move or take actions until their first
turn in combat. Reactions allowed after
surprise turn is over. PHB189

Cover phb196

cover: +2 AC, +2 DEX Saving Throw


cover: +5 AC, +5 DEX Saving Throw
Full cover: Can't be targeted directly

Special Combat Rules


Time: A round lasts 6 seconds. PHB189
Turn: Each battle participant moves up to
move speed and takes one action. PHB189
Ranged Attacks in Close Combat: When active
foe is within 5 feet, attacker at disadvantage on
attack / spell attack rolls. PHB195, 205
Opportunity Attack: Intentionally moving out of
a foe's reach gives foe an attack action as a
reaction.
Involuntary movement does not
cause this. PHB195
Two-Weapon Fighting: Use bonus action for
extra attack with second weapon if wielding two
light weapons. Only negative ability modifiers
are added to the damage of the bonus attack.
Second weapon may be thrown. PHB195
Group Damage Rolls: Roll damage once for all
targets damaged. PHB196
Improvised weapons: Do 1d4 damage. PHB147
Knocking a Creature Out: Deal damage as
normal with melee attack (including spells).
Declare nonlethal damage. If target reduced to
0HP, falls unconscious but is stable. PHB198
Critical Miss / Hit: Natural 1 = auto fail.
Natural 20 = auto hit and roll critical damage.
Damage dice rolled twice, add modifiers
afterward. PHB194, PHB196
Resistance / Vulnerability:
damage for
resistance. Double damage for vulnerability.
PHB197

Advantage: Roll 2d20. Advantage: use higher


roll. Disadvantage: use lower roll. Having both
Advantage & Disadvantage cancels. Doesn't
stack (capped at 2d20). PHB173
Fractions: Round all fractions down. PHB7
Inspiration: Grants advantage. Max of one.
DM awards based on role-play. PHB125
Group Checks: Everyone attempting the same
action rolls. If at least half the group beats the Flourish: Interacting with a single object,
drawing a sword, pulling out a potion, etc. do
DC, the effort succeeds. PHB175
not require actions. PHB190

Special Action Rules

Reaction: Special triggered action. Cannot take


another until next turn. PHB190
Bonus Action: Granted by features, abilities or
spells. Cannot take another until next turn.
PHB189

Actions In Combat phb192

Attack: Use attack rules.


Cast a Spell: Use spellcasting rules.
Dash: Move as an action in addition to normal
move.
Disengage: Normal move doesn't provoke an
opportunity attack.
Dodge: Imposes disadvantage on attackers and
gain advantage on DEX saving throws.
Help: Helped creature (need to be within 5 feet
of foe if attacking) gets advantage.
Hide: DEX (Stealth) check opposed by passive
WIS check of creature who might notice you or
active WIS check of creature actively searching
for you. Attack while hiding gives advantage
and usually reveals position.
Ready: Define action that occurs as a reaction
to a triggered event.
Search: Make a WIS (Perception) check or an
INT (Investigation) check.
Use an object: Objects which require special
interaction such as quaffing a potion or
interacting with multiple objects.

Movement
Movement Speed: How far a creature can move
when traveling and fighting. PHB17.
Breaking up movement: Movement can be
intermixed with actions. PHB190
Moving past allies and foes: You can move
through allies. Size difference of 2 from foe to
move through foe. PHB191
Difficult terrain: Increases movement cost by
one foot per foot moved. Effects cumulative.
Crawling in difficult terrain costs 3 feet per foot
moved. PHB182, 190
Prone: Going prone is free.
See prone
condition.
Standing uses half movement
speed. Movement costs increased by one foot
per foot moved. PHB190
Jumping. Moving 10' gives long jump equal to
STR score, high jump equal to 3 + STR mod.
Non-moving gives half those distances.
PHB182
Squeezing: Can move through spaces one size
smaller.
Movement
speed
is
halved,
disadvantage on attacks and DEX saves, and
foes have advantage on attacks. PHB192

Grappling
Attack action to grab foe within reach and no
more than one size difference larger. Requires
free hand. Contest check of STR (Athletics)
versus target's choice of STR (Athletics) or DEX
(Acrobatics). Success gives target the grappled
condition. No action to release. PHB195
Escaping grapple: Grappled creature takes
action to perform contest check of STR
(Athletics) or DEX (Acrobatics) vs foe's STR
(Athletics). PHB195
Moving grappled creature: Speed is halved
unless creature is 2+ sizes smaller. PHB195

Shoving
Shoving a creature: Attack action to shove
creature. Target must be within reach and no
more than one size larger than attacker.
Contest check of STR (Athletics) check vs
target's choice of STR (Athletics) or DEX
(Acrobatics). If attacker wins, target is knocked
prone or pushed 5' away. PHB195

Weapons and Armor


Ammunition: of spent ammunition can be
recovered after combat. PHB146
Armor Proficiency: Wearing armor without
proficiency prohibits spell casting and results
in disadvantage on ability checks, saving
throws, and attack rolls that use STR or DEX.
PHB144
Heavy Armor: Heavy armors have a strength
requirement, which incurs 10 foot speed
penalty if not met. PHB144
Finesse: Choose either STR or DEX modifier for
the attack and damage rolls. Same modifier
must be used for both rolls. PHB147
Range: First number is normal range. Second
number is long range, rolled at disadvantage.
PHB195
Reach: Adds 5' to wielder's reach. PHB147
Thrown: May use for melee or ranged attacks.
Use weapon modifier for attack and damage
rolls. PHB147
Versatile: Can be used with one or two hands.
Number in parens indicates two-handed
damage. PHB147
Silvered Weapons: Causes damage to creatures
with resistance to or immunity from non-magic
weapons. PHB148

Magic
Spellcasting Ability:
Bard, Paladin, Sorcerer, Warlock CHA
Cleric, Druid, Ranger WIS

Healing and Death


Hit Points
Can go no lower than 0HP and no higher than
max HP. PHB196
Instant Death: Occurs when reduced to 0HP
and remaining damage is greater than or equal
to HP maximum. PHB197
Unconscious: When you hit 0HP. PHB197
Damage at 0HP: Each time a creature at 0HP
takes damage, it suffers a death roll failure and
is no longer stable. If the damage equals the
creature's HP maximum, it dies. PHB197
Death Saving Throws: Performed at the
beginning of turn when at 0 HP and not stable.
Roll d20. 10 or higher is a success. Three
successes to become stable. Three failures is
death. Natural 1 results in 2 failures. Natural
20, regain 1HP. PHB197
Temporary Hit Points: Separate pool of hit
points that absorbs damage. Once depleted,
damage carries over to regular hit point total.
PHB198

Healing
Stabilize: DC 10 WIS (Medicine) check to
stabilize without healer's kit. If stabilized,
creature is unconscious but no longer makes
death saving throws. If not healed, gain 1HP
after 1d4 hours have passed. PHB197
Healer's kit: 10 uses. Expend 1 use as an
action to stabilize a creature at 0HP. PHB151

Resting

Short Rest: 1+ hours. Spend 1 or more unused


Fighter (Eldritch Knight), Rogue INT
HD to regain HP at end of rest. Each roll
(Arcane Trickster), Wizard
includes CON modifier. PHB186
Spell Save DC: 8 + spellcasting ability modifier Long Rest: 8+ hours. No more than 2 hours on
+ proficiency bonus.
watch. Need at least 1 HP to take a long rest.
Spell Attack Modifier: Proficiency bonus + Only once per 24 hours. At end of rest, regain
spellcasting ability modifier.
all HP and maximum HD (min 1 HD).
Spellcasting in Armor: Requires proficiency in PHB186
armor. Without proficiency, can't cast spells.
PHB144
Concentration:
Taking
damage
while
maintaining a spell forces a CON save against
the greater of DC10 or half the damage amount
received. Spell ends on failed save. Normal
movement and attacking does not affect
concentration.
Casting another spell that
requires concentration, becoming incapacitated
or begin killed breaks concentration. PHB203
Combining Effects: Different spells' effects add
together. Same spells take highest bonus only.
PHB205
Rituals: Don't expend spell slot.
Take 10
minutes longer to cast and can only be cast at
spell's base level. PHB202
Spell Components: Spells typically consist of
Verbal (mystical words), Somatic (gestures),
and Material components.
Check spell
descriptions for exact info. PHB203
Copying a spell: Wizards can copy 1st level or
higher spells to their spellbook if they have
spell lots for that spell's level. Cost is 50gp x
spell level & takes 2 hours x spell level. Scrolls
require INT (Arcana) vs DC 10 + spell level
check.
Copying destroys scroll. PHB114,
DMG200
Using a Scroll: Can only cast spell if it is on
your spell list. If higher than highest spell slot,
spellcasting ability check vs DC10 + spell level.
Use destroys spell regardless of success / fail.
Spell level determines attack bonus and save
DC. DMG200

Conditions phb290
Blinded: Creature auto fails ability checks
requiring sight. Attack rolls against creature
have advantage. Creature has disadvantage for
attacks.
Charmed: Can't attack or target charmer.
Charmer has advantage on any social
interaction with target.
Deafened: Character automatically fails all
ability checks requiring sound.
Frightened: Disadvantage on attacks while
source of fear is visible. Target can't willingly
move closer to source of fear.
Grappled: Speed is 0 regardless of bonuses.
Condition ends when grappler is incapacitated
or when an effect removes grappler from reach.
Incapacitated: Can't take actions or reactions.
Invisible: Can't be seen without special sense
or aid of magic. Is considered heavily obscured
when
hiding.
Attacks
against
have
disadvantage, attack rolls have advantage.
Paralyzed: Creature is incapacitated and can't
move or speak. Auto fail STR and DEX saves.
Attacks against have advantage. Any attacks
from within 5' automatically crit on hit.
Petrified: Target is transformed into a solid
inanimate substance. Target is incapacitated,
can't move or speak, and is unaware of
surroundings. Attacks against have advantage.
Auto fail STR and DEX saves. Resistance to all
damage.
Immune to poison and disease
(current afflictions are suspended.)
Poisoned: Disadvantage on attacks rolls and
ability checks.
Prone: Crawl movement unless movement
spent to stand up. Disadvantage on attack
rolls unless attacker is within 5' which then
gives attacker advantage.
Restrained: Speed is 0 regardless of bonuses.
Attacks against have advantage, attacks have
disadvantage. Disadvantage on DEX saves.
Stunned: Target is incapacitated, can't move
and can only speak haltingly. Auto fail STR
and DEX saves.
Attacks against have
advantage.
Unconscious: Target is incapacitated, can't
move or speak, and is unaware of
surroundings.
Drops everything and falls
prone. Auto fail STR and DEX saves. Attacks
against have advantage.
Attacks within 5'
automatically crit on a hit. See also damage at
0HP.
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5th Edition
DM Rules Summary
Character Stats
Armor Class: No armor, AC = 10 + DEX
modifier. Otherwise use armor table. Note
only some armor types confer DEX modifier or
impose DEX modifier limit. PHB14
Shield: +2 to AC. PHB145
Ability Modifier: (Ability Stat 10) / 2. PHB13
Proficiency Bonus: Adds bonus to ability
checks, saving throws, and attack rolls where
character has proficiency. Can still attempt
skill check without bonus. PHB173

Money phb143

Exchange Rates
Coin
CP
SP
Copper 1
1/10
Silver
10
1
Electrum 50
5
Gold
100 10
Platinum 1000 100

EP
1/50
1/5
1
2
50

GP
1/100
1/10

1
10

Selling Items: Typically get price for


undamaged goods.
Monster equipment is
generally unsellable.
Selling magical items
beyond potions and scrolls is generally reserved
for the very rich. PHB144

Environment
In dim light and other lightly obscured areas,
creatures
have
disadvantage
on
WIS
(Perception) checks that rely on sight.

Lighting phb183
Lightly obscured: Dim light, moderate foliage.
Disadvantage on WIS checks requiring sight.
Heavily Obscured: Darkness, dense foliage.
Blinded.

Source
Lantern bullseye
Hooded Lantern
Torch or Light spell

Bright light
60' cone
30' radius
20' radius

Pace
Fast

Hour
Day
Effect
4 miles 30 miles -5 passive WIS
(perception)
Normal 3 miles 24
None
Slow
2 miles 18
Stealth, Difficult
Terrain
Forced march: Marching for longer than 8
hours in a day. Each party member performs
CON save every hour at DC 10 + each hour
above 8. Fail results in one level of exhaustion.
PHB181

Traps dmg121
PP
1/1000
1/100
1/20
1/10
1

Dim light
> 60'
> 30'
> 20'

Vision Abilities phb183


Blindsight: Perceive surroundings without
relying on sight.
Darkvision: See in darkness as if the darkness
were dim light, cannot see colors.
Truesight: See in normal and magical
darkness, see invisible creatures and objects,
automatically detect visual illusions and
succeed on saving throws against them,
perceive original form of shapechanger or
creature transformed by magic, and see into
the Ethereal Plane.

Other Effects
Falling: Take 1d6 bludgeoning damage per 10
feet fallen, max 20d6.
Land prone unless
damage is avoided. PHB183
Suffocating: Creature can hold breath in
minutes = 1 + CON modifier. At start of turn
after this time elapsed, drop to 0HP and
creature is dying. PHB183

Size Categories phb191

Movement and Travel


Travel pace assumes 8 hours of travel per day.

List any saving throws to defend against


damage or entrapment. Successful save often
gives half damage, failed save gives full
damage. When attempting to disarm, failed
check often causes trap to trigger. Typical
mechanical trap has a DC15 for disarming
using Thieves' Tools. Lack of Thieves' Tools
can impose disadvantage.
Determine the DCs to:

Notice (WIS)

Search and find (INT)

Disable Thieves' Tools (DEX)

Trap Save DCs and Attack


Trap Danger Save DC
Setback
10-11
Dangerous 12-15
Deadly
16-20

Bonuses
Attack Bonus
+3 to +5
+6 to +8
+9 to +12

Trap Damage Severity by Level


Char level Setback Dangerous
1-4
1d10
2d10
5-10
2d10
4d10
11-16
4d10
10d10
17-20
10d10
18d10

Deadly
4d10
10d10
18d10
24d10

Difficulty Classes
Shortcut: Easy (10), Medium (15), Hard (20).

Difficulty
Very easy
Easy
Medium
Hard
Very Hard
Nearly impossible
DMG238

DC
5
10
15
20
25
30

Size
Tiny
Small
Medium
Large
Huge
Gargantuan

Space
2x2
5x5
5x5
10 x 10
15 x 15
20 x 20
or larger

Examples
Imp, sprite
Giant rat, goblin
Orc, werewolf
Hippogriff, ogre
Fire giant, treant
Kraken, purple
worm

Morale dmg273
Creature or group of creatures flees on a failed
DC10 Wisdom Saving Throw. Make optional
checks on: surprise, reduced to half hit points
for first time, no way to harm opposing group,
all creatures in group surprised, group's leader
is disabled or captured, group reduced to half
size with no opposing team losses.

Exhaustion
Special abilities and hazards that affect a
creature. Measured in levels. Levels added /
removed based on circumstances such as
forced march, no food, etc.

Level
1
2
3
4
5
6

Effect
Disadvantage on ability checks.
Speed halved.
Disadvantage on attack rolls and
saves.
HP max halved.
Speed reduced to 0.
Death

Taking a long rest reduces the level by 1,


assuming food and drink are available.
PHB291

Chases dmg252
Run as combat encounter with initiative.
Dashing: 3 + CON modifier dashes allowed.
Above that requires DC10 CON saving throw or
gain one level of exhaustion. This exhaustion
removed after short or long rest.
Ending: Quarry makes DEX (Stealth) vs
pursuer WIS (Perception) check.
Quarry
escapes on success. Use common sense for
automatic fails and apply advantage / disad.
Chase Complications: DMG254 for tables.

Notes:
PHB## represents 5E Player's Handbook page
reference
DMG## represents 5E Dungeon Masters Guide
page reference

Lingering Injury dmg272

Magic Items

Roll a d20 on this table when a creature takes Identifying Magic Items: Handling an item will
a critical hit, drops to 0hp, fails a death save by give you a sense that it is extraordinary.
5 or more.
Identify spell reveals its properties. With a
short rest with concentration and physical
d20 Injury
contact, at end of rest character learns its
1
Lose an eye. Disadvantage on properties. DMG136
Perception.
Potions: A little taste will tell taster its
DMG136
2
Lose an Arm or a Hand. Can only properties.
Attuning: Some magic items require user to
hold single object at a time. No attune to them before properties can be used.
two-handed weapons.
Requires an uninterrupted short rest with
3
Lose a foot or a leg. Speed halved. concentration (subsequent to short rest to id
it), in the form of prayers, weapon practice or
Disadvantage on DEX checks. Fall meditation. Item can be attuned to only one
prone after a Dash action.
character at a time, and you can attune no
4
Limp. Speed reduced by 5 feet. more than three different items. DMG136
duration: Ends after item has been
Fall phone if DEX saving throw fail Attunement
100+ feet away for 24 hours, when creature
after a Dash action.
dies, or voluntarily end attunement on short
5-7 Internal injury. Must make DC15 rest. DMG138

CON save for combat actions. On


fail, lose action and no reactions
until next turn.
8-10 Broken ribs. Internal injury, but at
DC15.
11-13 Horrible Scar. Disadvantage on
CHA (Persuasion), advantage on
CHA (Intimidation).
14-16 Festering Wound. HP max reduced
by 1 every 24 hours. At 0hp, death.
17-20 Minor Scar. No effect. Looks cool.

Treasure

Gemstone Tables: DMG134.


Art Object Tables: DMG134-135
Individual treasure tables: DMG136
Hoard treasure tables: DMG137-139
Magic Item tables: DMG144-149

d100

Treasure

Individual Treasure CR 0-4


01-30

31-60

5d6 SP

61-70

3d6 EP

Ability Check vs Save

71-95

3d6 GP

Ability checks are active creature actively


trying to achieve something. Saving throws are
passive innate creature responses that help
mitigate / avoid damage or effects.

96-00

1d6 PP

Ability Check
STR
lifting, pushing,
pulling, bashing
DEX
WIS
INT

CHA

CON

fleet of foot,
agility, deftness
awareness,
senses
deductive
investigation,
interpretation
social
interactions

Stamina, health

Save
opposing force
physically moving
target
dodging out of
harm's way
resisting charm,
fear, willpower
resist illusions,
mental assaults
resisting
possession,
attacks on
personality
endure disease,
poison, sapping
of vitality

PHB174, DMG237-238
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Individual Treasure CR 5-10


01-30

4d6 x100 CP, 1d6 x10 EP

31-60

6d6 x10 SP, 2d6 x10 GP

61-70

3d6 x10 EP, 2d6 x10 GP

71-95

4d6 x10 GP

96-00

2d6 x10 GP, 3d6 PP

Individual Treasure CR 11-16


01-20

5d6 x100 SP, 1d6 x100 GP

21-35

1d6 x100 EP, 1d6 x100 GP

36-75

2d6 x100 GP, 1d6 x10 PP

76-00

2d6 x100 GP, 2d6 x10 PP

CR 17+
01-15

2d6 x1000 EP, 8d6 x100 GP

16-55

1d6 x1000 GP, 1d6 x100 PP

56-00

1d6 x1000 GP, 2d6 x100 PP

Roll
1
2
3
4
5
6
7
8
9
10
Roll
1
2
3
4
5
6
7
8
9
10
Roll
1
2
3
4
5
6
7
8
9
10
Roll
1
2
3
4
5
6
7
8
9
10

Weather

Winter
Chilly, sunny, breezy
Cold, clear, windy
Cold, cloudy, snowflakes, breezy
Cold, cloud, snowy, breezy
Cold, hazy, foggy
Cold, overcast, snowflakes
Cold, overcast, snowflakes, windy
Frigid, cloudy, snowy, breezy
Frigid, cloudy, snowy, windy
Frigid, thunderheads, hail, stormy
Spring
Chilly, cloudy, donwpour, breezy
Chilly, cloudy, downspour, windy
Cold, thunderheads, downpour
Hot, sunny, humid
Mild, clear, windy
Mild, overcast, drizzle
Mild, overcast, showers
Mild, sunny, breezy
Warm, clear, breezy
Warm, hazy, humid
Summer
Hot, clear, breezy
Hot, hazy, humid
Hot, thunderheads, stormy
Mild, clear, windy
Mild, hazy, humid
Mild, sunny, breezy
Sweltering, sunny
Warm, clear
Warm, sunny, humid
Warm, thunderheads, humid
Autumn
Chilly, clear, windy
Chilly, cloudy, showers, windy
Chilly, hazy, foggy
Chilly, overcast, snow, breezy
Cold, thunderheads, stormy, snowy
Hot, clear, breezy
Mild, cloudy, showers, breezy
Mild, hazy, foggy
Warm, clear, breezy
Warm, hazy humid

Extreme weather examples: hail storm,


blizzard, tornado, flash floods, hurricane. See
also DMG 109

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