Dungeons & Dragons 5e

Player Quick Reference

Cheat Sheet

Core d20 Mechanic

d20 + Ability Modifier + Proficiency Bonus (if proficient) DC

Roll a d20, add your ability modifier, and add your proficiency bonus if you're trained. Meet or beat the Difficulty Class (DC) to succeed. This same mechanic covers ability checks, attack rolls, and saving throws.

Proficiency Bonus by Level
LevelsBonusLevelsBonusLevelsBonus
1–4+2 9–12+4 17–20+6
5–8+3 13–16+5
Common DCs
DCDifficultyDCDifficulty
5Very Easy20Very Hard
10Easy25Extremely Hard
15Medium30Near Impossible
Ability Modifier Formula

Modifier = (Score − 10) ÷ 2, rounded down. Score 10–11 = +0. Every 2 points above 10 adds +1: score 12–13 → +1, 14–15 → +2, 16–17 → +3, 18–19 → +4, 20 → +5.

Advantage & Disadvantage
  • Advantage: Roll the d20 twice — take the higher result.
  • Disadvantage: Roll the d20 twice — take the lower result.
  • Multiple sources of Advantage or Disadvantage don't stack — one of each cancels out (roll normally).
  • Saving Throws follow the same formula: d20 + ability modifier + PB (if the class grants proficiency in that save).

Ability Scores

STR
Strength
Melee attacks, Athletics, carrying capacity, breaking things.
DEX
Dexterity
Finesse/ranged attacks, AC (light/med armour), Acrobatics, Stealth, Sleight of Hand.
CON
Constitution
Hit points, concentration saves, holding breath, endurance.
INT
Intelligence
Arcana, History, Investigation, Nature, Religion. Wizard spellcasting.
WIS
Wisdom
Perception, Insight, Medicine, Animal Handling, Survival. Cleric/Druid/Ranger casting.
CHA
Charisma
Deception, Intimidation, Performance, Persuasion. Bard/Paladin/Sorcerer/Warlock casting.
Skills by Ability
STR
Athletics
DEX
Acrobatics, Sleight of Hand, Stealth
INT
Arcana, History, Investigation, Nature, Religion
WIS
Animal Handling, Insight, Medicine, Perception, Survival
CHA
Deception, Intimidation, Performance, Persuasion
Passive Score: Used without rolling (e.g. passive Perception). Score = 10 + modifier + PB (if proficient). Expertise doubles PB for that skill.

Your Turn in Combat

Move Up to your Speed (30 ft. default for most races). Can be split before and after your Action.
Action Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Study, Use an Object…
Bonus Action Only when a feature or spell specifically grants one. You can't save it for later if unused.
Reaction Once per round, on your turn or another's. Recharges at the start of your next turn.
Initiative
  • At the start of combat, all participants roll a d20 + DEX modifier. Highest goes first.
  • Surprise: Surprised creatures skip their first turn (no Actions, Bonus Actions, Reactions, or movement).
  • Opportunity Attack: Reaction. Triggered when a hostile creature you can see leaves your melee reach without using Disengage.
Movement
  • Difficult terrain costs 2 ft. of movement per 1 ft. traveled.
  • Standing from prone costs half your speed.
  • Climbing and swimming each cost 2 ft. per 1 ft. (unless you have a climb/swim speed).

Common Actions in Combat

Action
Attack
Make one melee or ranged weapon attack (or more with Extra Attack). Unarmed Strikes are attacks. Grapple and Shove are special Unarmed Strikes (2024).
Action
Cast a Spell
Cast a spell with a casting time of 1 Action. Spells that take a Bonus Action or Reaction use those instead.
Action
Dash
Gain extra movement equal to your Speed this turn (total = double Speed).
Action
Disengage
Your movement doesn't provoke Opportunity Attacks for the rest of the turn.
Action
Dodge
Until your next turn: attack rolls against you (from creatures you can see) have Disadvantage, and you have Advantage on DEX saving throws.
Action
Help
Grant an ally Advantage on their next ability check — or on their next attack roll against a creature within 5 ft. of you.
Action
Hide
Make a DEX (Stealth) check. On success you're hidden while you remain out of sight and hearing.
Action
Ready
Declare a trigger and an action. Use your Reaction to act when the trigger occurs before your next turn.
Action
Search / Study
Search: Perception or Investigation check to locate something hidden. Study (2024): use a knowledge skill to learn useful information about a creature or object.
Bonus
Two-Weapon Fighting
After attacking with a Light weapon, attack with another Light weapon in your other hand (no ability modifier to damage, unless you have the Fighting Style or Nick mastery).
Reaction
Opportunity Attack
When a hostile creature you can see leaves your melee reach without Disengaging, make one melee weapon attack against it.

Attack Rolls & Damage

Attack Roll
d20 + Ability Mod + PB Target AC
  • Melee: STR modifier (or DEX if the weapon has Finesse).
  • Ranged: DEX modifier. Disadvantage if you're within 5 ft. of a hostile creature.
  • Natural 1: Automatic miss, regardless of modifiers.
  • Natural 20: Automatic hit — Critical Hit!
Critical Hit
  • Roll all of the attack's damage dice twice, then add modifiers once.
  • Example: a longsword normally deals 1d8+3. A crit deals 2d8+3.
Armour Class (AC)
Armour TypeAC Formula
Unarmoured10 + DEX mod
Light ArmourBase AC + DEX mod
Medium ArmourBase AC + DEX mod (max +2)
Heavy ArmourFixed AC (no DEX mod)
Shield+2 AC (one free hand required)
Cover
  • Half Cover: +2 bonus to AC and DEX saving throws.
  • Three-quarters Cover: +5 bonus to AC and DEX saves.
  • Total Cover: Cannot be targeted directly by attacks or spells.

Hit Points & Death Saves

  • HP at 1st level: Maximum hit die result + CON modifier.
  • HP per level: Roll your hit die (or take the listed average) + CON modifier.
  • When HP reaches 0, you fall Unconscious and begin making Death Saving Throws.
  • Massive Damage: Damage that exceeds your max HP (at 0) kills you instantly.
Death Saving Throws

At the start of each of your turns while at 0 HP, roll a d20 (no modifiers).

Success
3 successes = stable
Failure
3 failures = dead
  • Roll 10 or higher = success. Below 10 = failure.
  • Natural 20: Regain 1 HP and regain consciousness.
  • Natural 1: Counts as two failures.
  • Taking any damage while at 0 HP = 1 failure (crit = 2 failures).
  • Any healing (even 1 HP) stabilizes and regains HP.
  • A stable but unconscious character regains 1 HP after 1d4 hours.

Resting

Short Rest

1 hour of downtime. Spend Hit Dice to recover HP: roll each die + CON modifier.

  • Spend as many Hit Dice as you wish (up to your remaining total).
  • Half your expended Hit Dice are recovered on a Long Rest.
Long Rest

8 hours (max 2 hrs light activity). Requires at least 1 HP to start. Limit: once per 24 hours.

  • Regain all lost HP.
  • Regain half your total Hit Dice (min 1).
  • Regain all spell slots.
  • Most class features recharge.

Spellcasting Basics

Spell Save DC 8 + PB + Spell Mod
Spell Attack Bonus PB + Spell Mod
Spell Slots
  • Spells have a level (cantrip or 1–9). You must use a slot of at least that level to cast it.
  • Casting with a higher-level slot than required often enhances the spell (upcasting).
  • Cantrips (0-level spells) use no slots — cast them freely as many times as you like.
  • All spell slots recharge on a Long Rest.
Components
  • V (Verbal): Must be able to speak. Silenced or gagged casters cannot cast V spells.
  • S (Somatic): Requires a free hand for the gesture.
  • M (Material): Requires the component or a spellcasting focus to substitute.
Concentration
  • Only one concentration spell at a time. Starting another ends the first.
  • When you take damage: CON save DC = max(10, half damage taken). Fail → spell ends.
  • Being Incapacitated or killed also breaks concentration.
Ritual Casting
  • Some spells can be ritual cast: add 10 minutes to casting time — no spell slot used.
  • Requires the Ritual Caster feature or the spell to be prepared/known as a ritual.

Conditions

Blinded
Can't see. Auto-fails sight checks. Attacks against: Advantage. Own attacks: Disadvantage.
Charmed
Can't attack the charmer or target them with harmful effects. Charmer has Advantage on social checks vs. you.
Deafened
Can't hear. Auto-fails hearing checks.
Exhaustion
2024: Each level = −2 to all d20 Tests (1–10 scale). Level 10 = death. Remove 1 level per Long Rest.
Frightened
Disadvantage on checks and attacks while source is visible. Can't move closer to the source.
Grappled
Speed = 0. Ends if grappler is Incapacitated or you're moved out of reach.
Incapacitated
Can't take Actions or Reactions.
Invisible
Can't be seen. Attacks against: Disadvantage. Own attacks: Advantage.
Paralyzed
Incapacitated. Can't move or speak. Auto-fails STR/DEX saves. Attacks against: Advantage. Hits within 5 ft. are crits.
Petrified
Turned to stone. Incapacitated, can't move. Resistance to all damage. Immune to poison and disease.
Poisoned
Disadvantage on attack rolls and ability checks.
Prone
Must crawl (costs half speed to stand). Melee attacks against: Advantage. Ranged attacks against: Disadvantage.
Restrained
Speed = 0. Attacks against: Advantage. Own attacks and DEX saves: Disadvantage.
Stunned
Incapacitated. Can't move. Speech is faltering. Auto-fails STR/DEX saves. Attacks against: Advantage.
Unconscious
Incapacitated. Can't move or speak, unaware of surroundings. Auto-fails STR/DEX saves. Hits within 5 ft. are crits.

Notable Changes in the 2024 Edition

If you learned D&D from the 2014 Player's Handbook, these are the biggest mechanical changes to know about.

Backgrounds Grant ASIs & Origin Feat
Your Background now provides your Ability Score Increases (+2 to one ability and +1 to another, or +1 to three different abilities) and a free Origin Feat at 1st level. Previously ASIs came from your race, and feats required a level-up choice.
Species (Formerly Races)
"Race" is now called Species. Species no longer grant Ability Score Increases. Instead they provide traits, movement types, darkvision, resistances, and similar features — ASIs are handled entirely by Backgrounds.
Weapon Mastery Properties
Martial characters can apply one Mastery property per turn on weapons they're proficient with. Examples: Cleave — hit a second adjacent creature on a hit; Topple — target makes CON save or falls Prone; Graze — a miss still deals STR/DEX mod damage; Nick — off-hand Light weapon attack is a free action (not Bonus Action); Push — shove target 10 ft.; Vex — your next attack against the target has Advantage.
Exhaustion Overhauled
Exhaustion now runs 1–10 (was 1–6). Each level adds a cumulative −2 penalty to all d20 Tests (attack rolls, ability checks, saving throws). Level 10 = instant death. One level is removed per Long Rest. The old version had six levels with escalating distinct effects.
Heroic Inspiration
Renamed from "Inspiration." Same mechanic — lets you reroll any d20 Test before or after the roll. New: you can gift your Heroic Inspiration to another player. You still can't hold more than one at a time.
Grapple & Shove Are Unarmed Strikes
Grapple and Shove are now types of Unarmed Strikes, used via the Attack action. Grapple: STR (Athletics) contested by STR (Athletics) or DEX (Acrobatics). Shove: same contest — succeed to push 5 ft. away or knock Prone. Previously these were separate action types.
Nick Mastery & Two-Weapon Fighting
The Nick mastery property on a Light weapon lets you make the off-hand attack as a free action within the Attack action — it no longer costs your Bonus Action. Standard two-weapon fighting (without Nick) still requires the Bonus Action as before.
Study Action (New)
A new combat Action. Make an Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival check to learn useful information about a creature or object you can observe — such as its resistances, immunities, or vulnerabilities.