Quick
Reference
Essential DnD 5e rules at your fingertips.
Actions
Actions you can take on your turn during combat.
Perform a melee or ranged attack with your weapon
Attempt to grab a creature or wrestle with it
Shove a creature, either to knock it prone or push it away from you
Cast a spell with a casting time of 1 action
Gain extra movement for the current turn
Your movement doesn't provoke opportunity attacks for the rest of the turn
Focus entirely on avoiding attacks
Escape a grapple
Grant an ally advantage on an ability check or attack
Interact with a second object or use special object abilities
Equip or unequip a shield
Attempt to hide
Devote your attention to finding something
Choose a trigger and a response reaction
Use a racial or class feature that uses an action
Stop a dying creature from needing to make death saving throws
Perform any action you can imagine
Bonus Actions
Special actions that can be taken in addition to your main action.
Attack with your off hand
Cast a spell with a casting time of 1 bonus action
Use a racial or class feature that uses a bonus action
Reactions
Immediate responses to specific triggers that occur on any turn.
You can rarely move heedlessly past your foes without putting yourself in danger
Execute the reaction specified by your Ready action
Cast a spell with a casting time of 1 reaction
Conditions
Status effects that can be applied to creatures.
You can't see
You are charmed by another creature
You can't hear
Exhaustion is measured in six levels
You are frightened
You are grappled
You can't take actions or reactions
You can't be seen without the aid of magic or a special sense
You can't do anything
You are transformed, along with any nonmagical objects you are wearing or carrying, into a solid inanimate substance (usually stone)
You are poisoned
You are prone
You are restrained
You are stunned
You are unconscious
You have been dropped to zero hit points and are dying
Movement
Different types of movement and their costs.
Movement cost: 5ft per 5ft moved
Movement cost: 10ft per 5ft climbed
Movement cost: 10ft per 5ft swum
Movement cost: 0ft (free)
Movement cost: 10ft per 5ft crawled
Movement cost: half of your speed
Movement cost: 5ft per 5ft jumped
Movement cost: 5ft per 5ft jumped
Perform any movement or stunt you can imagine
Moving in difficult terrain costs an additional 5ft per 5ft of movement
Drag or carry the grappled creature with you
Environment
Environmental conditions that affect visibility, movement, and combat
Obscurance
Dim light, patchy fog, moderate foliage
Darkness, opaque fog, dense foliage
Light
Bright light lets most creatures see normally
Dim light, also called shadows
Darkness creates a heavily obscured area
Vision
Perceive your surroundings without relying on sight, within a certain radius
A creature with Darkvision can see better in the dark or low light conditions, within a certain radius
A creature with truesight can see everything in its true form, independent of the environment
Cover
A target has half cover if an obstacle blocks at least half of its body
A target has three-quarters cover if about three-quarters of it is covered by an obstacle
A target has total cover if it is completely concealed by an obstacle
DM's Skill Reference
Quick reference for Dungeon Masters: what each skill covers and when to call for rolls
Your ability to stay on your feet in tricky situations, along with your ability to perform acrobatic stunts
Your ability to calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions
Your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes
Your ability to climb, jump, or swim. Athletics covers difficult situations you encounter while climbing, jumping, or swimming
Your ability to hide the truth, either verbally or through your actions. This encompasses everything from misleading others through ambiguity to telling outright lies
Your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations
Your ability to determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move
When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check
When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check
A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness
Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles
Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something
Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment
When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check
Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard
The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards
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