Crib Sheet for 5E

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    Crib Sheet for D&D Fifth EditionWhat can I do in combat?

    There are four things that every player can do everyround in Fifth Edition:

    Movement. You can move a total of feet equalto your movement ever round. It need not be allat once, but remember that trying to withdraw

    from combat may give your enemy a free shot atyou.

    Action. You get one Action on your turn. With ityou may: Attack, Cast a Spell, Dash (move upto your Movement in feet), Disengage (yourmovement doesnt provoke opportunity attacksfor the rest of the turn), Dodge (you do notattack, but focus on defense, making yourattackers have Disadvantage, and gainingAdvantage on Dexterity saving throws), Help(assist another character with something), Hide,Ready (letting you set a condition to use your

    Reaction, below), Search (devote your attentionto finding something), Use an Object.Remember, you only get to do one of these.

    Bonus Action. You get one Bonus Action perturn. These are usually available because of aclass ability, or from choices like two-weaponfighting. Remember, you only get one.

    Reaction. You get one Reaction per turn. This isused for certain kinds of spells, some classabilities, and for opportunity attacks whensomeone doesnt Disengage.Remember, youonly get one.

    What is a Short Rest?

    Short Rests are quick, one hour downtimes that youtake during adventuring to patch yourselves up, refreshyourself, and take a moment to refresh yourself. Duringyour Short Rest, some abilities you have may reset,including regaining some expended spell slots, such as inthe case of the Wizards Arcane Recovery ability.Duringthat Short Rest, you may not undertake any strenuousactivity, such as you normally do during adventuring. Ifyou do, the effects of the Short Rest are nullified.

    Spending Hit Dice. During Short Rests, you

    may spend your Hit Dice, as recorded on yourcharacter sheet. When you do, you roll theappropriate die and regain that many Hit Points,plus your Constitution modifier, up to yournormal Maximum. You may not spend more HitDice than you currently have stored up.

    What is a Long Rest?

    Long Rests are more extensive periods ofdowntime, at least 8 hours long. During this time you

    can do nothing strenuous at all, simply eating, reading,talking, the like. At the end of a Long Rest, someabilities from your class will be refreshed, allowing youto prepare new spells, refresh your spell slots, regain upto half of your maximum Hit Dice, and all of your lost hitpoints.

    What is Advantage?

    Advantage is a special condition where, if theDM feels you are in a situation that gives you a decentupper hand, you may roll two d20s on a task attemptinstead of one, and take the higher of the two rolls.

    What is Disadvantage?

    Disadvantage is the opposite of Advantage. It isa special condition where, if the DM feels you are in asituation that puts you at a distinct deficiency, you mustroll two d20s on a task attempt instead of one, and take

    the lower of the two rolls.

    Can I have both Advantage and Disadvantage?

    No. No matter how many Advantagecircumstance you have, a single instance ofDisadvantage cancels it completely, leaving you at justthe single d20 roll. The opposite is also true. If you havea number of circumstances giving you Disadvantage,and a single Advantage, you dont have to roll two d20sand take the worse roll.

    What is Inspiration?

    Inspiration is a special reward from the DM foryou playing in character well, indulging in Flaws,showing your personality and ideals, and generallyplaying the type of character you have describedyourself to be.You either have Inspiration or you dont,and if you do, you may spend it. Once you do, youreceive Advantage on a single die roll.

    Whats the deal with Proficiency

    Proficiency is a term that describes your skill withcertain types of Skills, Saving Throws, Weapons, Armor,Tool Kits, Languages in short, its what youve trained

    to do. It is a bonus granted by your level, and what youhave Proficiency in is dictated by your choices from yourClass and Background. In play, you can spend moneyand downtime to gain Proficiency in other things, likeLanguages, Skills, and Tool Kits. Remember, though,even if you arent Proficient in something, it doesntmean you cant do it; it just means you are more at themercy of the dice than someone that has trained to doit!

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    Combat Step by Step

    1. Determine surprise. The DM determines whetheranyone involved in the combat encounter is surprised.2. Establish positions. The DM decides where all thecharacters and monsters are located. Given theadventurers marching order or their stated positions inthe room or other location, the DM figures out wherethe adversaries arehow far away and in whatdirection.3. Roll initiative. Everyone involved in the combatencounter rolls initiative, which is a Dexterity check,determining the order of combatants turns.4. Take turns. Each participant in the battle takes a turnin initiative order.5. Begin the next round. When everyone involved in thecombat has had a turn, the round ends. Repeat step 4until the fighting stops.

    Interacting with Objects Around You

    Here are a few examples of the sorts of thing youcan do in tandem with your movement and action:

    draw or sheathe a sword

    open or close a door

    withdraw a potion from your backpack

    pick up a dropped axe

    take a bauble from a table

    remove a ring from your finger

    stuff some food into your mouth

    plant a banner in the ground

    fish a few coins from your belt pouch

    drink all the ale in a flagon

    throw a lever or a switch pull a torch from a sconce

    take a book from a shelf you can reach

    extinguish a small flame

    don a mask

    pull the hood of your cloak up over your head

    put your ear to a door

    kick a small stone

    turn a key in a lock

    tap the floor with a 10-foot pole

    hand an item to another character

    Improvising an Action

    Your character can do things not covered bythe actions in this chapter, such as breaking downdoors, intimidating enemies, sensing weaknesses inmagical defenses, or calling for a parley with a foe. Theonly limits to the actions you can attempt are yourimagination and your characters ability scores.

    When you describe an action not detailedelsewhere in the rules, the DM tells you whether that

    action is possible and what kind of roll you need tomake, if any, to determine success or failure.

    Exhaustion

    Some special abilities and environmentalhazards, such as starvation and the long-term effects offreezing or scorching temperatures, can lead to aspecial condition called exhaustion. Exhaustion ismeasured in six levels. An effect can give a creatureone or more levels of exhaustion, as specified in theeffects description.

    Level Effect

    1 Disadvantage on ability checks2 Speed halved3 Disadvantage on attack rolls and saving throws4 Hit point maximum halved5 Speed reduced to 06 Death

    If an already exhausted creature suffers anothereffect that causes exhaustion, its current level ofexhaustion increases by the amount specified in theeffects description.

    A creature suffers the effect of its current levelof exhaustion as well as all lower levels. For example, acreature suffering level 2 exhaustion has its speedhalved and has disadvantage on ability checks.An effect that removes exhaustion reduces its level asspecified in the effects description, with all exhaustioneffects ending if a creatures exhaustion level is reduced

    below 1.Finishing a long rest reduces a creaturesexhaustion level by 1, provided that the creature hasalso ingested some food and drink.

    And remember this, have fun. Above all other things,

    HAVE FUN