This character cheat sheet provides an overview of common actions, modifiers, and rules in tabletop roleplaying games:
- Actions include attacks, spells, dashing, dodging, helping others, hiding, readying an action, searching, using an object, and grappling. Each turn a character can normally take one action, one bonus action, move, and react.
- Modifiers for attacks and skills depend on ability scores like Strength, Dexterity, and spellcasting abilities. Armor Class is calculated based on armor worn and Dexterity.
- Other rules cover provoking attacks of opportunity, movement in increments, standing up, and not ending turns in another creature's space.
This character cheat sheet provides an overview of common actions, modifiers, and rules in tabletop roleplaying games:
- Actions include attacks, spells, dashing, dodging, helping others, hiding, readying an action, searching, using an object, and grappling. Each turn a character can normally take one action, one bonus action, move, and react.
- Modifiers for attacks and skills depend on ability scores like Strength, Dexterity, and spellcasting abilities. Armor Class is calculated based on armor worn and Dexterity.
- Other rules cover provoking attacks of opportunity, movement in increments, standing up, and not ending turns in another creature's space.
This character cheat sheet provides an overview of common actions, modifiers, and rules in tabletop roleplaying games:
- Actions include attacks, spells, dashing, dodging, helping others, hiding, readying an action, searching, using an object, and grappling. Each turn a character can normally take one action, one bonus action, move, and react.
- Modifiers for attacks and skills depend on ability scores like Strength, Dexterity, and spellcasting abilities. Armor Class is calculated based on armor worn and Dexterity.
- Other rules cover provoking attacks of opportunity, movement in increments, standing up, and not ending turns in another creature's space.
This character cheat sheet provides an overview of common actions, modifiers, and rules in tabletop roleplaying games:
- Actions include attacks, spells, dashing, dodging, helping others, hiding, readying an action, searching, using an object, and grappling. Each turn a character can normally take one action, one bonus action, move, and react.
- Modifiers for attacks and skills depend on ability scores like Strength, Dexterity, and spellcasting abilities. Armor Class is calculated based on armor worn and Dexterity.
- Other rules cover provoking attacks of opportunity, movement in increments, standing up, and not ending turns in another creature's space.
• One Action 10 + Dexterity Modifer + Armor • One Bonus Action Melee Attack D20 + Strength Modifier + Proficiency • Movement Rule is: If the aggressor meets your AC, it beats Ranged Attack D20 + Dexterity Modifier + Proficiency On Anyone’s Turn your AC Spell Attack D20 + Spellcasting Modifier* + Proficiency • One Reaction Spell Save 8 + Spellcasting Modifier* + Proficiency Spellcasting Modifier: Charisma Bards, Paladins, Sorcerers, Warlocks An Action Can Be Intelligence Rogues, Wizards Attack Make on melee or ranged attack Wisdom Druids, Rangers Cast a Spell Cast a known spell, depending on the casting time specified Bonus Action (1/turn): Free Actions (can do 1 per turn): • Offhand attack • Draw/sheathe a weapon Dash Take a second movement • Cast a bonus action spell • Open/close doors Disengage Your movement doesn’t provoke attacks of oppor- • Class Actions such as: • Take a potion from your backpack tunity ▶▶ Barbarian: Enter/Exit Rage • Grab/move/place items ▶▶ Bard: Give Bardic Inspiration • Hand an item to another player Dodge Until your next turn, all attacks against you, from ▶▶ Druid: Enter/Exit Wild Shape • Interact with most items attackers you can see, are at disadvantage ▶▶ Fighter: Second Wind Help • Provide a creature with advantage on the next ▶▶ Monk: Unarmed Strike Reaction (1/round): skill check ▶▶ Rogue: Dash, Disengage or Hide • Attack of opportunity ▶▶ Sorcerer: Convert between spell • Make one melee attack as a creature • Provide a friendly creature advantage on their slots and sorcery points leaves your reach first attack against an enemy within 5 ft of you. • Perform a readied action Hide Make a Stealth check in an attempt to hide Movement: • Cast a reaction spell Ready Prepare an action to use as your reaction when a • Move up to your full movement speed in increments of 5 ft (including diago- certain triggering action happens (ie, the enemies nally). This can be split to perform an are within hitting distance) attack. Search • Perform a Wisdom (Perception) or Intelligence (Investi- • Stand Up (takes half of max movement) gation) check to find something. • Notable Rules: Use an Ob- Interact with an object (drink a potion, items that • You cannot end your turn within an- other creature’s square ject specify you must use your action, take a second ▶▶ If you (or an enemy) leave a crea- free action) ture’s reach, you provoke an attack of Grapple/ Attempt to grapple/shove a creature no larger than opportunity. Shove one size bigger than you