Your Turn
Can be performed in any order

Communication During your turn you can communicate briefly
Movement During your turn, you can move an amount equal to your speed. You can break up this movement before and after any of the following and during an Attack action.
Interaction During your movement or action you can interact with a single object, such as drawing a sword, or opening a door. If you need to interact ith a second object, you need to use your Action.
Action You can perform one action during your turn, such as an Attack action or Cast a Spell with the cast time of 1 action
Bonus Action You can perform one bonus action during your turn, such as an additional Attack with two-weapon fighting or spells which require a Bonus action.
Reaction A reaction is an instant response to a trigger, during or outside your turn. When you take a reaction, you can’t take another one until the start of your next turn. The opportunity attack is the most common type of reaction, class features and spells may grant additional option.
Movement
Walk Cost 5 ft of movement per 5 ft moved.
Crawl Cost 10 ft per 5 ft moved.
Long Jump Cost 5 ft per 5 ft moved. You can jump your Strength score in feet with 10 ft runup or half without.
High Jump Cost 5 ft per 5 ft moved. You can jump up your Strength Modifier in feet + 3 ft with 10 ft runup or half without.
Climb Cost 10 ft per 5 ft moved. Slippery or difficult vertical surfaces may require Strength (Athletics) checks.
Swim Cost 10 ft per 5 ft moved. Rough waters may require Strength (Athletics) checks.
Difficult
terrain
Cost an additional +5 ft per 5 ft moved. Swimming/climbing/crawling now cost 15 ft per 5 ft moved.
Squeezing Cost an additional +5 ft per 5 ft moved.
Grappling If you move a grappled creature, your speed is halved.
Haste Doubles your speed, thereby doubling the total amount of movement available.
Drop prone Cost 0 ft of movement.
Stand up Cost half your current speed in movement.
Mounting or
Dismounting
Only once per turn.
Cost half your current speed in movement.
Moving
through
a creature
You can only move through allies or creatures at least two sizes larger or smaller then you. Their space is difficult terrain.
Dash Grants an additional amount of movement equal to your speed.
Breaking up
movment
You can split your movement before and after your action, or during an Attack Action.
Mixing
movement
speeds
With multiple movement speeds, you can switch back and forth, unless your total movement spent would be greater or equal to your new speed. So, with 30 ft walking speed and 60 ft flying speed. You can walk 30 ft and then fly 30 ft.
Actions
Attack One melee, ranged or special Attack.
└ Grapple Special Attack: A Strength (Athletics) check contested by targets Strength (Athletics) or Dexterity (Acrobatics) check, to grapple target
└ Shove Special Attack: A Strength (Athletics) check contested by targets Strength (Athletics) or Dexterity (Acrobatics) check, to knock target prone or push back 5 ft
Cast a
spell
You can cast spells with a cast time of 1 action
Dash You double your movement speed during this turn, after applying any other other modifiers
Disengage Your Movement doesn’t provoke opportunity Attacks
Dodge Seen attackers have disadvantage on attacks against you, and you have advantage on Dexterity Saving Throws
Escape Make a Strength (Athletics) or Dexterity (Acrobatics) check contested by grapplers Strength (Athletics) check
First aid A DC 10 Medicine check to stabilize a creature
Help Grant an ally advantage on their next ability check, or their next attack against an enemy within 5 ft of you
Hide Stealth check to hide, provided you are not clearly seen i.e. heavily obscured, behind total cover or invisible
Ready Prepare an Action to be triggered on a specific condition before the start of your next turn. To use the trigger you must spend your Reaction. If you ready a spell, this will require concentration, and the spell will be spent even if you don't trigger it. If you ready an Attack action, you will usually only get a single attack
Search GM choice of Wisdom (Perception) or Intelligence (Investigation) Check, for you to find something
Use an
Object
Interact with objects that require an action. Such as potions and many magic items.
Other Actions
Most sources of Bonus Actions and Reactions come from class abilities and feats.
Bonus Actions
Two weapon
fighting
When wielding two light melee weapons in each hand, and you take the Attack Action, you can use your bonus action to Attack with the other weapon.
You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative.
Cast a Spell Cast a spell with a casting time of 1 Bonus Action. You can’t cast another spell during the same turn, except for a cantrip with a Casting Time of 1 Action.

Reactions
Attack of
Opportunity
When an enemy you can see willingly moves out of your reach, you can perform a single melee attack against the provoking creature. This doesn't work if the enemy teleports, or use the Disengage Action
Cast a Spell Cast a spell with a casting time of 1 Reaction.
Identify Spell
(Optional)
An Intelligence (Arcana) check, DC 15 + Spell Level, to Identify spell. You have advantage if the spell is on your class spell list
Readied Action Use your previously readied action

Interactions
Draw of Sheathe a weapon
Open or close a door
Turn a key
Withdraw an item from your backpack
Pick up a dropped or unattended item
Hand an item to someone else
Throw a lever or a switch

Conditions
Blinded You can't see. Your Attack rolls have disadvantage. Attack rolls against you have advantage.
Charmed You can't attack the charmer. The charmer is advantage on social interactions.
Deafened You can't hear.
Frightened You cannot move towards the source of fear. Your Attacks and ability check have disadvantage, while in line of sight of the source.
Grappled Your speed is 0.
Incapacitated You can't take actions, bonus actions or reactions
Invisible You are not seen, unless seen through magic or special senses. Your Attack rolls have advantage, and Attack rolls against you have disadvantage, even if seen or heard.
Paralyzed You are Incapacitated. Your Strength and Dexterity Saving Throws automatically fail. Attacks against you have advantage and hits from within 5 ft are critical hits.
Prone You can only move by crawling or standing up. Your Attack rolls have disadvantage. Attack rolls against you within 5 ft have advantage, otherwise disadvantage.
Restrained Your speed is 0. Your Attack rolls and Dexterity Saving Throws have disadvantage. Attack rolls against you have advantage.
Squeezing Your Attack rolls and Dexterity Saving Throws have disadvantage. Attack rolls against you have advantage.
Stunned You are Incapacitated, can’t move, and can speak only falteringly. Your Strength and Dexterity Saving Throws automatically fail. Attack rolls against you have advantage.
Unconscious You drop what you’re holding and fall prone. You are Incapacitated, can’t move or speak, and are unaware. Your Strength and Dexterity Saving Throws automatically fail. Attack rolls against you have advantage and hits from within 5 ft are critical hits.
Environment
Vision and Light
Lightly Obscured You have disadvantage on Wisdom (Perception) checks that rely on sight.
Heavily Obscured You are considered Blinded when trying to see something in that area.
Bright light You can see normally.
Dim Light The area is lightly obscured, unless you have Darkvision.
Darkness The area is heavily obscured, unless you have Darkvision in which case it's lightly obscured.

Cover
Half Cover +2 to AC and Dexterity Saving Throws
Three-quarters
Cover
+5 to AC and Dexterity Saving Throws
Total Cover Cannot be targeted by attacks or spells, although area of effect spells and abilities can still be effective

Falling At the end of a fall, you take 1d6 bludgeoning damage for every 10 feet you fell, to a maximum of 20d6. You will be prone unless you avoid the damage

Suffocating You can hold your breath for 1 + Constitution modifier minutes (minimum of 30 seconds). When you run out of breath or choke, you can survive for you Constitution modifier rounds (minimum of 1). At the start of your next turn, you drops to 0 Hit Points and are dying, and you can’t regain Hit Points or be stabilized until you can breathe again.
Simple Weapons
Melee Weapons
Club 1d4 bludgeoning Light
Dagger 1d4 piercing Finesse, light, thrown (range 20/60)
Greatclub 1d8 bludgeoning Two-handed
Handaxe 1d6 slashing Light, thrown (range 20/60)
Javelin 1d6 piercing Thrown (range 30/120)
Light Hammer 1d4 bludgeoning Light, thrown (range 20/60)
Mace 1d6 bludgeoning
Quarterstaff 1d6 bludgeoning Versatile (1d8)
Sickle 1d4 slashing Light
Spear 1d6 piercing Thrown (range 20/60), versatile (1d8)
Ranged Weapons
Crossbow, light 1d8 piercing Ammunition (range 80/320), loading, two-handed
Dart 1d4 piercing Finesse, thrown (range 20/60)
Shortbow 1d6 piercing Ammunition (range 80/320), two-handed
Sling 1d4 bludgeoning Ammunition (range 30/120)
Martial Weapons
Melee Weapons
Battleaxe 1d8 slashing Versatile (1d10)
Flail 1d8 bludgeoning
Glaive 1d10 slashing Heavy, reach, two-handed
Greataxe 1d12 slashing Heavy, two-handed
Greatsword 2d6 slashing Heavy, two-handed
Halberd 1d10 slashing Heavy, reach, two-handed
Lance 1d12 piercing Reach, special
Longsword 1d8 slashing Versatile (1d10)
Maul 2d6 bludgeoning Heavy, two-handed
Morningstar 1d8 piercing
Pike 1d10 piercing Heavy, reach, two-handed
Rapier 1d8 piercing Finesse
Scimitar 1d6 slashing Finesse, light
Shortsword 1d6 piercing Finesse, light
Trident 1d6 piercing Thrown (range 20/60), versatile (1d8)
War pick 1d8 piercing
Warhammer 1d8 bludgeoning Versatile (1d10)
Whip 1d4 slashing Finesse, reach
Ranged Weapons
Blowgun 1 piercing Ammunition (range 25/100), loading
Crossbow, hand 1d6 piercing Ammunition (range 30/120), light, loading
Crossbow, heavy 1d10 piercing Ammunition (range 100/400), heavy, loading, two-handed
Longbow 1d8 piercing Ammunition (range 150/600), heavy, two-handed
Net Special, thrown (range 5/15)
Armor
Armor Armor Class Strength Stealth
Light Armor
Padded 11 + Dex modifier Disadvantage
Leather 11 + Dex modifier
Studded leather 12 + Dex modifier
Medium Armor
Hide 12 + Dex modifier (max 2)
Chain shirt 13 + Dex modifier (max 2)
Scale mail 14 + Dex modifier (max 2) Disadvantage
Breastplate 14 + Dex modifier (max 2)
Half plate 15 + Dex modifier (max 2) Disadvantage
Medium Armor
Ring mail 14 Disadvantage
Chain mail 16 Str 13 Disadvantage
Splint 17 Str 15 Disadvantage
Plate 18 Str 15 Disadvantage
Medium Armor
Shield +2


Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 Action 1 Action


Don This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

Doff This is the time it takes to take off armor. If you have help, reduce this time by half.