Академический Документы
Профессиональный Документы
Культура Документы
Barbarian - Cheat your melee attack range you get a free melee attack against
them.
Sheet
Your Class Abilities
(Pg. 46)
Rage
What can you do on your turn? As a bonus action, you can enter a rage. Rage last for 1
When it’s your turn in combat, you have a few different minute or until you become unconscious, your turn ends
types of actions you can do. Generally, you can say what you and you haven’t attacked anyone or taken any damage, or if
would like to attempt and the DM will tell you what kind of you choose to end it as a bonus action. You can rage twice
action it is. But, for your convenience, each type of action is until you take a long rest.
listed below. You can do each of these once on your turn. While raging, you gain the following benefits if you aren’t
wearing heavy armor:
Main Action
‧ You have advantage on Strength checks and Strength
Your main action can be a variety of things. You may have
saving throws.
a class ability that can be used as an action or you can
improvise. Some examples of a main action are: ‧ When you make a Strength based melee attack, you may
add +2 to the damage.
Attack: Swing a sword, fire an arrow, slap a face.
Cast a spell: If you are a caster, you can expend a spell slot ‧ You take half damage against most weapons.
to cast a spell.
Dash: This will double your movement for your turn. Unarmored Defense
Disengage: When you move away from a creature, they While not wearing any armor, your Armor Class is equal to
won’t get an opportunity of attack against you. 10+Dexterity modifier+Constitution modifier.
Dodge: All attack coming at you have disadvantage and all
Dexterity saving throws are made with advantage until the Proficiencies
beginning of your next turn. Armor: Light armor, medium armor, shields
Help: You can aid an ally on their next turn. The next thing Weapons: Simple weapons, martial weapons
they do has advantage. Saving throws: Strength, Constitution
Hide: If you aren’t in anyone’s eyesight, you can make a
stealth check to make your position unknown.
Ready: You can prepare an action that will trigger when
something happens. For example, you could hold an attack
until your target moves within your range.
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Bard - Cheat Sheet
(Pg. 51) Your Class Abilities
What can you do on your turn? Spellcasting
When it’s your turn in combat, you have a few different Cantrips: Cantrips are simple spells that you can cast
types of actions you can do. Generally, you can say what you endlessly. You know 2 of your choice from the Bard spell
would like to attempt and the DM will tell you what kind of list.
action it is. But, for your convenience, each type of action is Spell Slots: You have 2 1st level spell slots. When you cast a
listed below. You can do each of these once on your turn. 1st level spell, the spell slot is expended. When you run out
of spell slots, you cannot cast spells, which the exception of
Main Action cantrips. You regain your spell slots after a long rest.
Your main action can be a variety of things. You may have Spells Known: You know 4 spells of your choice from the
a class ability that can be used as an action or you can Bard spell list.
improvise. Some examples of a main action are:
Bardic Inspiration
Attack: Swing a sword, fire an arrow, slap a face.
As a bonus action, you can choose one creature other than
Cast a spell: If you are a caster, you can expend a spell slot
yourself within 60ft. who can hear you to gain a bardic
to cast a spell.
inspiration die (1D6)
Dash: This will double your movement for your turn.
Disengage: When you move away from a creature, they
Once, within 10 minutes, the creature can add the bardic
won’t get an opportunity of attack against you.
inspiration die to any roll they make with a D20.
Dodge: All attack coming at you have disadvantage and all
Dexterity saving throws are made with advantage until the
This can be used a number of times equal to your Charisma
beginning of your next turn.
modifier. After a long rest, the uses are regained.
Help: You can aid an ally on their next turn. The next thing
they do has advantage.
Hide: If you aren’t in anyone’s eyesight, you can make a
Proficiencies
stealth check to make your position unknown. Armor: Light armor
Ready: You can prepare an action that will trigger when Weapons: Simple weapons, hand crossbows, longswords,
something happens. For example, you could hold an attack rapiers, shortswords
until your target moves within your range. Tools: 3 instruments of your choosing
Saving throws: Dexterity, Charisma
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Sheet
Your Class Abilities
(Pg. 46)
Favored Enemy
What can you do on your turn? Choose a type of favored enemy: beasts, fey, humanoids,
When it’s your turn in combat, you have a few different monstrosities, or undead. You gain a +2 bonus to damage
types of actions you can do. Generally, you can say what you rolls with weapon attacks against creatures of the chosen
would like to attempt and the DM will tell you what kind of type. Additionally, you have advantage to track or recall
action it is. But, for your convenience, each type of action is information on the chosen type.
listed below. You can do each of these once on your turn.
You also gain a language spoken by your chosen type.
Main Action
‧ You have advantage on Strength checks and Strength
Your main action can be a variety of things. You may have
saving throws.
a class ability that can be used as an action or you can
improvise. Some examples of a main action are: ‧ When you make a Strength based melee attack, you may
add +2 to the damage.
Attack: Swing a sword, fire an arrow, slap a face.
Cast a spell: If you are a caster, you can expend a spell slot ‧ You take half damage against most weapons.
to cast a spell.
Dash: This will double your movement for your turn. Natural Explorer
Disengage: When you move away from a creature, they ‧ You ignore difficult terrain.
won’t get an opportunity of attack against you. ‧ You have advantage on initiative rolls.
Dodge: All attack coming at you have disadvantage and all ‧ On your first turn, you have advantage against creatures
Dexterity saving throws are made with advantage until the that haven’t acted yet.
beginning of your next turn.
Help: You can aid an ally on their next turn. The next thing
they do has advantage. Proficiencies
Hide: If you aren’t in anyone’s eyesight, you can make a Armor: Light armor, medium armor, shields
stealth check to make your position unknown. Weapons: Simple weapons, martial weapons
Ready: You can prepare an action that will trigger when Saving throws: Strength, Dexterity
something happens. For example, you could hold an attack
until your target moves within your range.
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Rogue - Cheat Sheet
(Pg. 46) Your Class Abilities
What can you do on your turn? Thieves’ Cant
When it’s your turn in combat, you have a few different You know thieves Cant, a secret dialect that allows you to
types of actions you can do. Generally, you can say what you hide messages in normal conversation. Only others who
would like to attempt and the DM will tell you what kind of know Thieves’ Cant will understand.
action it is. But, for your convenience, each type of action is You can also use secret signs and symbols to convey simple
listed below. You can do each of these once on your turn. messages.
Main Action Expertise
Your main action can be a variety of things. You may have Choose 2 skills that you are proficient in. Your proficiency
a class ability that can be used as an action or you can bonus is doubled for those skills.
improvise. Some examples of a main action are:
Attack: Swing a sword, fire an arrow, slap a face.
Sneak Attack
Cast a spell: If you are a caster, you can expend a spell slot Once per turn you can add an extra 1D6 damage to a damage
to cast a spell. roll if one of the following conditions apply:
Dash: This will double your movement for your turn. ‧ You have advantage on the attack roll
Disengage: When you move away from a creature, they ‧ An ally is within 5ft. of your target.
won’t get an opportunity of attack against you.
Dodge: All attack coming at you have disadvantage and all You must be attacking with a finesse or ranged weapon.
Dexterity saving throws are made with advantage until the
beginning of your next turn. Proficiencies
Help: You can aid an ally on their next turn. The next thing Armor: Light armor
they do has advantage. Weapons: Simple weapons, hand crossbows, longswords,
Hide: If you aren’t in anyone’s eyesight, you can make a rapiers, shortswords
stealth check to make your position unknown. Tools: Thieves’ tools
Ready: You can prepare an action that will trigger when Saving throws: Dexterity, Intelligence
something happens. For example, you could hold an attack
until your target moves within your range.
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Sheet
(Pg. 51)
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Opportunity attacks: When a creature moves away from
Warlock - Cheat your melee attack range you get a free melee attack against
them.
Sheet
(Pg.105)
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.
Wizard - Cheat Sheet
(Pg.112) Your Class Abilities
What can you do on your turn? Spellcasting
When it’s your turn in combat, you have a few different Cantrips: Cantrips are simple spells that you can cast
types of actions you can do. Generally, you can say what you endlessly. You know 3 of your choice from the Wizard spell
would like to attempt and the DM will tell you what kind of list.
action it is. But, for your convenience, each type of action is Spell Slots: You have 2 1st level spell slots. When you cast a
listed below. You can do each of these once on your turn. 1st level spell, the spell slot is expended. When you run out
of spell slots, you cannot cast spells, which the exception of
Main Action cantrips. You regain your spell slots after a long rest.
Your main action can be a variety of things. You may have Spellbook: You have a book of spells containing 6 1st level
a class ability that can be used as an action or you can spells of your choice from the Wizard spell list. In order to
improvise. Some examples of a main action are: cast these spells, you must first prepare them.
Attack: Swing a sword, fire an arrow, slap a face. Spells Prepared: You may prepare a number of spells equal
Cast a spell: If you are a caster, you can expend a spell slot to 1+your Intelligence modifier. You may prepare a new set
to cast a spell. of spells after taking a long rest.
Dash: This will double your movement for your turn. Arcane Recovery
Disengage: When you move away from a creature, they
Once per day, during a short rest, you may regain 1 spell
won’t get an opportunity of attack against you.
slot.
Dodge: All attack coming at you have disadvantage and all
Dexterity saving throws are made with advantage until the
beginning of your next turn.
Proficiencies
Help: You can aid an ally on their next turn. The next thing Armor: None
they do has advantage. Weapons: Daggers, darts, slings, Quarterstaffs, light
Hide: If you aren’t in anyone’s eyesight, you can make a crossbows
stealth check to make your position unknown. Saving throws: Intelligence, Wisdom
Ready: You can prepare an action that will trigger when
something happens. For example, you could hold an attack
until your target moves within your range.
Bonus Action
A bonus action is an extra little thing you can do on your
turn. You often won’t use one, but you may have a spell or a
class ability that can be used as a bonus action.
Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.
Reactions
This is something you do in response to someone else.
Typically, a reaction will be a spell or a class ability.