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Rolls & Rules

Roll Formulas

RollFormulaNotes
Weapon attackd20 + Ability Mod + (Prof?)Melee→Str, Ranged→Dex, Finesse/Thrown→Str or Dex
DamageDice + Ability ModNo proficiency bonus on damage
Skill checkd20 + Ability Mod + (Prof?) Expertise = ×2 Prof; Jack of All Trades = +½ Prof
Saving throwd20 + Ability Mod + (Prof?) Each class has proficiency in two saves
Spell attack
Spell Save DC
d20 + Spellcasting Mod + Prof
8 + Spellcasting Mod + Prof
  • Int — Wizard, Artificer
  • Wis — Cleric, Druid, Ranger
  • Cha — Bard, Paladin, Sorcerer, Warlock

Situational

InitiativeDexterity modifier
Passive Perception10 + Wis (Perception)
Passive Investigation10 + Int (Investigation)
Unarmed StrikeStr to hit; 1 + Str mod damage
Grapple / ShoveAthletics vs. Athletics or Acrobatics
Two-Weapon Off-HandNo ability modifier to damage (unless Fighting Style)

Saves

ConcentrationCon save, DC = max(10, ½ dmg taken)
Death Save — success3 successes → stabilize; nat 20 → regain 1 HP
Death Save — failure3 failures → dead; nat 1 → counts as 2 failures
ExhaustionCon save DC 10 after forced march (1 hr/mile)

Actions in Combat

DisengageMovement doesn't provoke opportunity attacks
DodgeAttacks against you have disadvantage; Dex saves have advantage
HelpAlly gains advantage on next ability check or attack roll
ReadyHold action for a trigger; uses your reaction when triggered
HideStealth check; must be heavily obscured or behind cover
DashExtra movement equal to your speed this turn
SearchPerception or Investigation check to find something
Use ObjectInteract with a second object (first is free)

Proficiency Bonus

LevelBonus
1–4+2
5–8+3
9–12+4
13–16+5
17–20+6

Ability Score → Modifier

ScoreModifier
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

Alignment

Lawful
Neutral
Chaotic
Good
LGHonor, virtue, authority in service of the greater good
NGKindness and good deeds without care for rules or chaos
CGFreedom, individualism, good intentions, dislikes authority
Neutral
LNOrder and duty without strong moral agenda
NBalance, pragmatism, avoids extremes
CNFreedom, unreliability, follows whims
Evil
LEMethodical evil, power through order and discipline
NEPure self-interest, no honor or loyalty
CEChaos, cruelty, destruction for its own sake

DC Difficulty

Very Easy5
Easy10
Medium15
Hard20
Very Hard25
Nearly Impossible30

Conditions

ConditionKey Effect
BlindedAuto-miss ranged; attacks against it have advantage
CharmedCan't attack charmer; charmer has adv on social checks vs it
FrightenedDisadv on checks/attacks while source visible; can't move closer
GrappledSpeed 0; ends if grappler incapacitated or target escapes
IncapacitatedNo actions or reactions
InvisibleAttacks have advantage; attacks against it have disadvantage
ParalyzedIncapacitated, can't move/speak; attacks within 5 ft auto-crit
PetrifiedTurned to stone; paralyzed + resistant to all damage
PoisonedDisadvantage on attack rolls and ability checks
ProneDisadv on attacks; attacks within 5 ft have adv, ranged disadv
RestrainedSpeed 0; disadv on attacks; attacks against it have advantage
StunnedIncapacitated; auto-fail Str/Dex saves; attacks have advantage
UnconsciousStunned + prone + auto-crit within 5 ft
Exhaustion 1Disadvantage on ability checks
Exhaustion 2Speed halved
Exhaustion 3Disadvantage on attack rolls and saving throws
Exhaustion 4Hit point maximum halved
Exhaustion 5Speed = 0
Exhaustion 6Death

Weapons

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