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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
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
Key Mechanics
Skills
Strength (STR) PHB175
Athletics
Dexterity (DEX) PHB176
Acrobatics
Sleight of hand
Stealth
Intelligence (INT) PHB177
Arcana
History
Investigation
Nature
Religion
Combat
Combat Order
-
Determine Surprise
Establish Positions
Roll Initiative
Take Turns in initiative order
Begin Next Turn PHB189
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
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
Magic
Spellcasting Ability:
Bard, Paladin, Sorcerer, Warlock CHA
Cleric, Druid, Ranger WIS
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
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
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'
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
Notice (WIS)
Bonuses
Attack Bonus
+3 to +5
+6 to +8
+9 to +12
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
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
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
Treasure
d100
Treasure
31-60
5d6 SP
61-70
3d6 EP
71-95
3d6 GP
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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31-60
61-70
71-95
4d6 x10 GP
96-00
21-35
36-75
76-00
CR 17+
01-15
16-55
56-00
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