| 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. |
| 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. |
| 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. |
| 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. |
| 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 |
| 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 |
| 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. |
| 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. |
| 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 |
| 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) | ||
| 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 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 |