Вы находитесь на странице: 1из 3

Introduction: A quick reference guide for new and experienced players.

Includes
turn progression, combat options, movement, hiding, conditions, resting,
spellcasting and more.
v8

by Sean Wickett
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and
their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK Not for resale. Permission granted to print or photocopy this document for personal use only.

Combat
Progression
!

Human
1. Surprise Check

(PHB pg 189)

Humans are the youngest of the common races, late to arrive on the
check
vs. Passive
Perception
of opponent)
world(Stealth
scene and
short-lived
in comparison
to dwarves,
elves, and
If youre
surprised;
cant move/attack
turn.
dragons.
But they
are the innovators,
the achievers,till
andnext
the pioneers
of theCant
world,react
the most
adaptable
ambitious
until
end ofand
your
turn. people among the
common races.
2.
Establish Positions
When humans settle somewhere, they stay. They build cities to last
Marching order or stated positions
for the ages and great kingdoms that can persist for centuries. They
Roll
Initiative
3.
live fully
in the
presentmaking them well suited to the adventuring
lifebut
alsoTurn
plan for the future, striving to leave a lasting legacy.
4.
Take
Human
varies
by region.
In theOne
Forgotten
Moveculture
(or split
move)
and Take
ActionRealms,
(PHB pg. 192):
the clothing,
-Attackarchitecture, cuisine, music, and literature in the
northwestern lands of Neverwinter are different from their
-Cast Spell
counterparts in distant Turmish or Impiltur to the east. Human
-Dash (up to double your move)
physical characteristics vary according to the ancient migrations of
-Disengage (prevents opportunity attacks)
the earliest humans, so that the humans of Neverwinter have every
-Dodge (Hostile has disadvantage. Dexterity save has
possible variation of coloration and features.

advantage)
-Help (give target advantage on next Check or Attack)
Having
so (Stealth
much more
varietyfor
than
other cultures, humans
-Hide
check
success)
have
no truly(decide
typical names.
human parentsspell
give their
-Ready
triggerSome
& reaction/hold
before
children
names
from
other
languages,
such
as
Dwarvish
or
casting)
Elvish
(pronounced
more oror
less
correctly).
-Search
(Perception
INT
check) Traditional names
among
different
-Use
Objecthuman cultures vary widely. You might be Haseid
(Calishite),
Kerrian
(Chondathan),
Kosef (Damaran), Amafrey
-Improvise
unlisted action
(Illuskan),
So-Kehur
(Mulan),
Madislak (Rashemi), Mei (Shou), or
-Take Bonus
Action
if available

(Turami).
Next
Round
5.Salazar

Combat
!

Fighter
ranged attacks

(PHB pg 195)

Fighters are the most diverse class of characters in the worlds of

Your
attack roll has disadvantage when your target is
Dungeons & Dragons. Questing knights, conquering overlords,
beyond
normalelite
range,
and youhardened
cant attack
a target
royal champions,
foot soldiers,
mercenaries,
and
beyond
the
long
range.
bandit kingsas fighters, they all share an unparalleled mastery with

weapons and
armor, and
a thorough
knowledge of the skills of combat.
ranged
attacks
in close
quarters
And they
aremake
well acquainted
death,with
bothameting
it outaand
When
you
a rangedwith
attack
weapon,
spell,
staring
it defiantly
in the face.
or
some
other means,
you have disadvantage on the
attack roll if you are within 5 feet of a hostile creature
who can see you and who isnt incapacitated.

Background

Your family
is no stranger to wealth, power, and privilege. In the glory
melee
attacks

days of Neverwinter,
your parents
were the count and countess of
Combat
within a 5-foot
reach.
Corlinn Hill,Strike:
a large estate
located in the
hills northeast
the city. But
Unarmed
1 bludgeoning
damage
+ STR of
bonus.

Mount Hotenow erupted thirty years ago, devastating Neverwinter and

opportunity
attack
erasing Corlinn Hill from the map. Instead of growing up on an estate,
REACTION
: A hostile
creature
moves out
ofhouse
yourinreach
you were raised
in a small
but comfortable
town
Waterdeep.

without
disengaging.
Gain aInterrupting
Attack.
As an adult,
you stand to inherit
meaningless title
and little else.

Personal Goal:fighting
Civilize Phandalin. You were meant for more than
two-weapon

being
a ruler
of nothing
at all.one
Rebuilding
Corlinn
Hill as
is impractical,
2
Light
weapon
attacks,
as action;
other
bonus
thanks
to
the
volcano.
But
in
the
last
three
or
four
years,
hardy
action. Thrown weapons can be thrown. Only negative
settlers have been rebuilding another ruin near the city: the old town
modiers apply to bonus attack.
of Phandalin, which orcs sacked five centuries ago. Clearly, what
grappling
Phandalin needs now is a civilizing influencesomeone to take the
Attacker
Athletics
vsorder.
Target
Athletics
reins and bring
law and
Someone
like or
you.Acrobatics (target
Youre not
the
only one with
such ideas.
knight named Sildar
choice).
See
Grappled
Condition
for Aeect.
Hallwinter recently set out for Phandalin in the company of a dwarf
shoving
a creature
named Gundren Rockseeker. They plan to reclaim an ancient mine
Attacker
Athletics vs Target Athletics or Acrobatics (target
and restore Phandalin to a civilized center of wealth and prosperity.
choice).
the target
prone
or push
it 5tofeet
away.
Since yourKnock
goals align,
Hallwinter
should
be willing
assist
you.
Alignment: Lawful Neutral. Its essential to establish law and order,
(cumlative)
even if it takes an ironEXHAUSTION
fist to do it. The
nobility are bound by honor
Level
Effect
and
tradition
to protect their people from both external and internal
threats
stability. An organized
society
leaves no room for evil and
1 to Disadvantage
on abliity
checks
chaos to take root.
2
Speed halved
3
Disadvantage on attack rolls and saving throws

Hit Point maximum halved

Speed reduced to 0

Death

Humanfighter(noble),page2of2
D&D 5e Player CheetSheet by Sean Wickett, via DMsGuild.com

Miscellaneous
!
Gaining
Levels
hiding

As you adventure and overcome challenges, you gain experience


(must disengage first, if in combat)
points (XP), as explained in the rulebook.
Stealth vs Perception (active looking)
With each level you gain, you gain one additional Hit Die and add
Stealth vs Passive Perception (not looking)
1d10 + 2 to your hit point maximum.

Lightly Obscured = disadvantage on Perception check


Heavily Obscured = Blindness (see conditions)

2nd Level: 300 XP

cover
Action Surge. You can push yourself beyond your normal limits for
cover = +2 AC and DEX saving throws
a moment. On your turn, you can take one additional action on top of
cover = +5 AC and DEX saving throws
your regular action and a possible bonus action.
critical
hits
Once you use
this feature, you must finish a short or long rest before
Roll damage dice twice then add modiers
you can use it again.
rests

Short
= 1hr; 900
use HD
3rd
Level:
XPto regain lost HP

Long
= 8hr; Regain all HP, of max HD, all spell slots
Improved Critical. Your weapon attacks score a critical hit on a roll

Movement
!

of 19 or 20.

(PHB pg 181)

4th
Level:
2,700
XP= 2 feet of movement
Difficult
Terrain:
1 foot

Ability Score
Improvement.
Your Strength
increases
18, which
Climbing,
Swimming,
Crawling
= 1 extra
foot oftomovement
has the following effects:
Jump: run
10;becomes
distance
Long
Your Strength
modifier
+4.= up to STR score
standing;
STR score
Your attack bonus
and yourdamage
for Strength-based attacks,
High
run 10;and
3+javelin,
STR mod
such Jump:
as your greataxe
increase by 1.
standing; that (ext. arms to add 1.5x height)
Your modifier to Strength saving throws increases by 1.
Your modifier to Athletics increases
by 1.
Travel Pace
Distance Traveled per...
5th
Level:
6,500 XP Day
Pace
Minute Hour

Effect
Extra Attack. Whenever you take the Attack action on your turn, you
Fast
400 feet 4 miles 30 miles -5 penalty to passive Wisdom
can make two attacks, instead of one, as part of taking that action.
(Perception) scores
Proficiency Bonus. Your proficiency bonus increases to +3, which
Normal
300 feet
3 miles 24 miles

has
the following
effects:
Slow
Your attack
bonus
increases
by
1
for
weapons
youre
proficient
200 feet 2 miles 18 miles
Able to use
Stealth with.
Your modifier for saving throws and skills youre proficient in (indicated by a ) increases by 1.
(PHB
Because the modifier for your Perception skill increased,
yourpg 290)
passive Wisdom (Perception) score increases by 1.
blinded - Auto-fail sight dependant checks, disadvantage to
your attacks, Your
hostile has
advantage
Improving
Armor
As
you acquire
treasure,hurt/attack
you can buy charmer,
better armor
to improve
charmed
- Cannot
charmer
has your
Armor
Class.
The
rulebook
contains
equipment,
including
armor.
advantage to social ability checks

Conditions
!

deafened - Auto-fail hearing dependant checks


frightened - Disadvantage to checks/attacks while source of

fear is in line of sight. Cant move closer to source of fear.

grappled - Speed 0 + no bonus. Ends when grappler


incapacitated or when out of reach of grappler from eect.
incapacitated - No actions/reactions
invisible - Hiding = Heavily Obscured, still makes noise and

tracks.You attack with advantage, hostile has disadvantage.

paralyzed - Incapacitated. Auto-fail Dex & Str saves. Hostile


has advantage. All damage from within 5 feet critical.

petrified - Your weight increases x10, incapacitated, unaware


of surroundings. Hostile has advantage. Auto-fail Dex & Str
saves, resist all damage/poison/disease.

poisoned - Attacks & ability checks have disadvantage.


prone - Only crawl unless stands ( mov.) You attack with

disadvantage. Hostile has advantage within 5 feet; over 5 feet,


has disadvantage.

restrained - Speed zero, no bonus. Your attacks & Dex saves


have disadvantage. Hostile has advantage.

stunned - Incapacitated. Hostile has advantage. Auto-fail Dex/


Str saving throws.
unconscious - Incapacitated & prone. Auto-fail Dex & Str
saves. Hostile has advantage. All damage from within 5 feet
critical.
TM&2014WizardsoftheCoastLLC.Permissionisgrantedtophotocopythisdocumentforpersonaluse.

Spell Casting

Human
spellcasting focus

(PHB pg 201)

Humans are the youngest of the common races, late to arrive on the

An
item such as a crystal, an orb, a rod or wand, or holy
world scene and short-lived in comparison to dwarves, elves, and
symbol.
Can
beare
used
in place of
components.
dragons. But
they
the innovators,
thematerial
achievers, and
the pioneers
Holy
be held or
visibly
(i.e.among
a shield).
of the symbol
world, themust
most adaptable
andworn
ambitious
people
the
common races.
casting
in armour

Areas of Affect
Gaining
Levels

(PHB pg 204)

As you adventure and overcome challenges, you gain experience


points (XP), as explained in the rulebook.
With each level you gain, you gain one additional Hit Die and add
1d10 + 2 to your hit point maximum.

point of origin

line

When
settlein
somewhere,
they stay.
They build cities to last
Must
behumans
procient
armour type
worn.
for the ages and great kingdoms that can persist for centuries. They
live fully in the presentmaking them well suited to the adventuring
lifebut also plan for the future, striving to leave a lasting legacy.
d20
+ spellcasting
ability
+ proficiency
bonus
Human
culture
varies by region.
In the
Forgotten Realms,
the
clothing,
architecture,
cuisine,
music,
and
literature
thehostile
Ranged attacks have disadvantage within 5 feetinof
northwestern lands of Neverwinter are different from their
who
is not incapacitated.
counterparts in distant Turmish or Impiltur to the east. Human
physical characteristics vary according to the ancient migrations of
the earliest humans, so that the humans of Neverwinter have every
DCvariation
= 8 + spellcasting
+ proficiency bonus +
possible
of coloration ability
and features.

2nd Level: 300 XP

Having so much more variety than other cultures, humans


Targets

Ability Score Improvement. Your Strength increases to 18, which


has the following effects:
Your Strength modifier becomes +4.
Your attack bonus and your damage for Strength-based attacks,
such as your greataxe and javelin, increase by 1.
Your modifier to Strength saving throws increases by 1.
Your modifier to Athletics increases by 1.

Attack Rolls

Saving Throws

special modifiers

have no truly typical names. Some human parents give their


a children
clear path
target
namesto
from
other languages, such as Dwarvish or
Cannot
be behind total
cover.
Elvish (pronounced
more or
less correctly). Traditional names
Area
eect
begins
on cultures
near side
ofwidely.
obstruction.
among
different
human
vary
You might be Haseid
(Calishite), Kerri
(Chondathan), Kosef (Damaran), Amafrey
targeting
yourself
So-Kehur
(Mulan),itMadislak
Mei (Shou),
or
If (Illuskan),
spell is target
of choice,
can be(Rashemi),
caster, unless
specied
hostile
not caster (see spell description). Area of Eect
Salazaror(Turami).

can also target caster.

Components
Fighter

verbal
(v)the most diverse class of characters in the worlds of
Fighters are

Dungeons
& Dragons.
Questing
knights,
conquering
Caster
gagged
or in area
of silence
cant
cast a overlords,
spell with
royal champions,
elite foot soldiers, hardened mercenaries, and
verbal
component.

bandit kingsas fighters, they all share an unparalleled mastery with


somatic
(s)
weapons and armor, and a thorough knowledge of the skills of combat.

Caster
have
one freewith
hand
to both
perform
gestures
for
And theymust
are well
acquainted
death,
meting
it out and
somatic
component.
staring it defiantly in the face.

material (m)

Background

Caster can use component pouch or spellcasting focus.


Must have specific component to cast spell, even if
Your family is no stranger to wealth, power, and privilege. In the glory
consumed
by spell.
Must
have
onethe
hand
accessof
days of Neverwinter,
your
parents
were
countfree
andto
countess
component.
Corlinn Hill, a large estate located in the hills northeast of the city. But

Mount Hotenow erupted thirty years ago, devastating Neverwinter and


Duration
erasing Corlinn Hill from the map. Instead of growing up on an estate,
you were raised in a small but comfortable town house in Waterdeep.
instantaneous
As an adult,
you stand to inherit a meaningless title and little else.
Cant
be dispelled.

Personal Goal: Civilize Phandalin. You were meant for more than

concentration
being a ruler of nothing at all. Rebuilding Corlinn Hill is impractical,

If
concentration
is lost,
ends.
concentration
thanks
to the volcano.
But inspell
the last
threeEnd
or four
years, hardy at
any
time,
action
required.
settlers
haveno
been
rebuilding
another ruin near the city: the old town
of Phandalin,
which orcsdont
sacked
five centuries
Clearly, what
Moving
& attacking
interfere
withago.
concentration.
Phandalin needs now is a civilizing influencesomeone to take the
Casting another concentration spell, taking damage
reins and bring law and order. Someone like you.
(DC=10
or damage No., whichever is higher), being
Youre not the only one with such ideas. A knight named Sildar
incapacitated
or set
killed
ends
concentration.
Hallwinter recently
out for
Phandalin
in the company of a dwarf

named Gundren Rockseeker.


TheyEffects
plan to reclaim an ancient
Combining
Magical
(PHBmine
pg 206)
and restore Phandalin to a civilized center of wealth and prosperity.

Since your
align,spells
Hallwinter
be willing
to assist you.
Effects
of goals
different
add should
together
and duration
overlaps.
Alignment: Lawful Neutral. Its essential to establish law and order,
even if it takes
an iron
fist to
do it.dont
The nobility
are bound
by honor
Eects
of same
spells
cast
combine.
Highest
bonus
and tradition
to protect
their people
from both external and internal
applies
while
durations
overlap.
threats to stability. An organized society leaves no room for evil and
chaos to take root.

Spellcasting Classes
known spell classes

Bard, Paladin (Oath), Ranger, Sorcerer, Warlock

prepared spell classes

Cleric, Druid, Eldritch Knight, Monk (elemental), Paladin,


Arcane Trickster, Wizard
Humanfighter(noble),page2of2
D&D 5e Player CheetSheet by Sean Wickett, via DMsGuild.com

Action Surge. You can push yourself beyond your normal limits for
a moment. On your turn, you can take one additional action on top of
your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before
you can use it again.

sphere

3rd Level: 900 XP

Improved Critical. Your weapon attacks score a critical hit on a roll


of 19 or 20.

4th Level: 2,700 XP

cube

5th Level: 6,500 XP

Extra Attack. Whenever you take the Attack action on your turn, you
can make two attacks, instead of one, as part of taking that action.
Proficiency Bonus. Your proficiency bonus increases to +3, which
has the following effects:
Your attack bonus increases by 1 for weapons youre proficient with.
Your modifier for saving throws and skills youre proficient in (indicated by a ) increases by 1.
Because the modifier for your Perception skill increased, your
passive Wisdom (Perception) score increases by 1.

cylinder

Improving Your Armor

As you acquire treasure, you can buy better armor to improve your
Armor Class. The rulebook contains equipment, including armor.

cone

Abilities & Skills

(PHB pg 173 - 179)

TYPICAL DIFFICULTY CLASSES


Task Diculty
Very Easy
Easy
Medium
Hard
Very Hard
Nearly Impossible
Strength
Athletics
Dexterity
Acrobatics
Sleight of Hand Stealth
Intelligence
Arcana
History
Investigation
Nature
Religion

DC
5
10
15
20
25
30
Wisdom
Animal Handling
Insight
Medicine
Perception
Survival
Charisma
Deception
Intimidation
Performance
Persuasion

TM&2014WizardsoftheCoastLLC.Permissionisgrantedtophotocopythisdocumentforpersonaluse.

Вам также может понравиться