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| Roll | Formula | Notes |
|---|---|---|
| Weapon attack | d20 + Ability Mod + (Prof?) | Melee→Str, Ranged→Dex, Finesse/Thrown→Str or Dex |
| Damage | Dice + Ability Mod | No proficiency bonus on damage |
| Skill check | d20 + Ability Mod + (Prof?) | Expertise = ×2 Prof; Jack of All Trades = +½ Prof |
| Saving throw | d20 + Ability Mod + (Prof?) | Each class has proficiency in two saves |
| Spell attack Spell Save DC |
d20 + Spellcasting Mod + Prof 8 + Spellcasting Mod + Prof |
|
| Initiative | Dexterity modifier |
| Passive Perception | 10 + Wis (Perception) |
| Passive Investigation | 10 + Int (Investigation) |
| Unarmed Strike | Str to hit; 1 + Str mod damage |
| Grapple / Shove | Athletics vs. Athletics or Acrobatics |
| Two-Weapon Off-Hand | No ability modifier to damage (unless Fighting Style) |
| Concentration | Con save, DC = max(10, ½ dmg taken) |
| Death Save — success | 3 successes → stabilize; nat 20 → regain 1 HP |
| Death Save — failure | 3 failures → dead; nat 1 → counts as 2 failures |
| Exhaustion | Con save DC 10 after forced march (1 hr/mile) |
| Disengage | Movement doesn't provoke opportunity attacks |
| Dodge | Attacks against you have disadvantage; Dex saves have advantage |
| Help | Ally gains advantage on next ability check or attack roll |
| Ready | Hold action for a trigger; uses your reaction when triggered |
| Hide | Stealth check; must be heavily obscured or behind cover |
| Dash | Extra movement equal to your speed this turn |
| Search | Perception or Investigation check to find something |
| Use Object | Interact with a second object (first is free) |
| Level | Bonus |
|---|---|
| 1–4 | +2 |
| 5–8 | +3 |
| 9–12 | +4 |
| 13–16 | +5 |
| 17–20 | +6 |
| Score | Modifier |
|---|---|
| 1 | −5 |
| 2–3 | −4 |
| 4–5 | −3 |
| 6–7 | −2 |
| 8–9 | −1 |
| 10–11 | +0 |
| 12–13 | +1 |
| 14–15 | +2 |
| 16–17 | +3 |
| 18–19 | +4 |
| 20–21 | +5 |
| Very Easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
| Condition | Key Effect |
|---|---|
| Blinded | Auto-miss ranged; attacks against it have advantage |
| Charmed | Can't attack charmer; charmer has adv on social checks vs it |
| Frightened | Disadv on checks/attacks while source visible; can't move closer |
| Grappled | Speed 0; ends if grappler incapacitated or target escapes |
| Incapacitated | No actions or reactions |
| Invisible | Attacks have advantage; attacks against it have disadvantage |
| Paralyzed | Incapacitated, can't move/speak; attacks within 5 ft auto-crit |
| Petrified | Turned to stone; paralyzed + resistant to all damage |
| Poisoned | Disadvantage on attack rolls and ability checks |
| Prone | Disadv on attacks; attacks within 5 ft have adv, ranged disadv |
| Restrained | Speed 0; disadv on attacks; attacks against it have advantage |
| Stunned | Incapacitated; auto-fail Str/Dex saves; attacks have advantage |
| Unconscious | Stunned + prone + auto-crit within 5 ft |
| Exhaustion 1 | Disadvantage on ability checks |
| Exhaustion 2 | Speed halved |
| Exhaustion 3 | Disadvantage on attack rolls and saving throws |
| Exhaustion 4 | Hit point maximum halved |
| Exhaustion 5 | Speed = 0 |
| Exhaustion 6 | Death |
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