Вы находитесь на странице: 1из 12

Opportunity attacks: When a creature moves away from

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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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


your melee attack range you get a free melee attack against
them.
Cleric - Cheat Sheet
(Pg.56) 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 Cleric 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 a number of spells equal to
a class ability that can be used as an action or you can 1+your Wisdom modifier. You can choose these spells from
improvise. Some examples of a main action are: the Cleric spell list.
Attack: Swing a sword, fire an arrow, slap a face. Divine Domain
Cast a spell: If you are a caster, you can expend a spell slot
Refer to book.
to cast a spell.
Dash: This will double your movement for your turn.
Disengage: When you move away from a creature, they
Proficiencies
won’t get an opportunity of attack against you. Armor: Light armor, medium armor, shields
Dodge: All attack coming at you have disadvantage and all Weapons: Simple weapons
Dexterity saving throws are made with advantage until the Saving throws: Wisdom, Charisma
beginning of your next turn.
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
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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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


your melee attack range you get a free melee attack against
them.
Druid - Cheat Sheet
(Pg.64) 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 Druid 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 a number of spells equal to
a class ability that can be used as an action or you can 1+your Wisdom modifier. You can choose these spells from
improvise. Some examples of a main action are: the Cleric spell list.
Attack: Swing a sword, fire an arrow, slap a face. Druidic
Cast a spell: If you are a caster, you can expend a spell slot
You know Druidic, the secret and ancient language of the
to cast a spell.
Druids.
Dash: This will double your movement for your turn.
Disengage: When you move away from a creature, they
won’t get an opportunity of attack against you.
Proficiencies
Dodge: All attack coming at you have disadvantage and all Armor: Light armor, medium armor, shields (Metal armor
Dexterity saving throws are made with advantage until the is considered a taboo amongst Druids)
beginning of your next turn. Weapons: Clubs, daggers, darts, javelins, maces,
Help: You can aid an ally on their next turn. The next thing quarterstaffs, scimitars, sickles, slings, spears
they do has advantage. Saving throws: Wisdom, Charisma
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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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


your melee attack range you get a free melee attack against
them.
Fighter - Cheat Sheet
(Pg. 46) Your Class Abilities
What can you do on your turn? Fighting Style
When it’s your turn in combat, you have a few different Refer to book.
types of actions you can do. Generally, you can say what you
would like to attempt and the DM will tell you what kind of
Second Wind
action it is. But, for your convenience, each type of action is As a bonus action, you can heal yourself for 1D10+1 hit
listed below. You can do each of these once on your turn. points. You can use this once until you’ve taken a short or
long rest.
Main Action
Your main action can be a variety of things. You may have Proficiencies
a class ability that can be used as an action or you can Armor: All armor, shields
improvise. Some examples of a main action are: Weapons: Simple weapons, martial weapons
Attack: Swing a sword, fire an arrow, slap a face. Saving throws: Strength, Constitution
Cast a spell: If you are a caster, you can expend a spell slot
to cast a spell.
Dash: This will double your movement for your turn.
Disengage: When you move away from a creature, they
won’t get an opportunity of attack against you.
Dodge: All attack coming at you have disadvantage and all
Dexterity saving throws are made with advantage until the
beginning of your next turn.
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
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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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


your melee attack range you get a free melee attack against
them.
Monk - Cheat Sheet
(Pg. 46) Your Class Abilities
What can you do on your turn? Martial Arts
When it’s your turn in combat, you have a few different You gain the following benefits if you aren’t wearing heavy
types of actions you can do. Generally, you can say what you armor or using a shield:
would like to attempt and the DM will tell you what kind of ‧ You can use Dexterity instead of Strength for unarmed
action it is. But, for your convenience, each type of action is strikes and monk weapons.
listed below. You can do each of these once on your turn.
‧ Your unarmed strike damage is 1D4+Dexterity.
Main Action ‧ If you use an attack action to attack with an unarmed
Your main action can be a variety of things. You may have strike or a Monk weapon, you can then use a bonus action
a class ability that can be used as an action or you can to make 1 unarmed strike.
improvise. Some examples of a main action are:
Unarmored Defense
Attack: Swing a sword, fire an arrow, slap a face.
While not wearing any armor or using a shield, your Armor
Cast a spell: If you are a caster, you can expend a spell slot
Class is equal to 10+Dexterity modifier+Wisdom modifier.
to cast a spell.
Dash: This will double your movement for your turn.
Disengage: When you move away from a creature, they
Proficiencies
won’t get an opportunity of attack against you. Armor: None
Dodge: All attack coming at you have disadvantage and all Weapons: Simple weapons, Shortswords
Dexterity saving throws are made with advantage until the Tools: Choose one type of artisan tools or one musical
beginning of your next turn. instrument.
Help: You can aid an ally on their next turn. The next thing Saving throws: Strength, Dexterity
they do has advantage.
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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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


your melee attack range you get a free melee attack against
them.
Paladin - Cheat Sheet
(Pg. 46) Your Class Abilities
What can you do on your turn? Divine Sense
When it’s your turn in combat, you have a few different As an action, you can open your senses to detect evil. Until
types of actions you can do. Generally, you can say what you the end of your next turn, you know the location of any
would like to attempt and the DM will tell you what kind of celestial, fiend, or undead within 60ft. of you that is not
action it is. But, for your convenience, each type of action is behind total cover.
listed below. You can do each of these once on your turn. You can use this feature a number of times equal to
1+Charisma modifier.
Main Action
Your main action can be a variety of things. You may have Lay on Hands
a class ability that can be used as an action or you can You have a pool of 5 hit points. You can pull from this to
improvise. Some examples of a main action are: heal someone you touch as an action. You can spend any
Attack: Swing a sword, fire an arrow, slap a face. number of hit points that is left in your pool. You can
Cast a spell: If you are a caster, you can expend a spell slot expend all of the points in your pool to cure someone of a
to cast a spell. disease or neutralize one poison.
Dash: This will double your movement for your turn.
Disengage: When you move away from a creature, they Proficiencies
won’t get an opportunity of attack against you. Armor: All armors, shields
Dodge: All attack coming at you have disadvantage and all Weapons: Simple weapons, martial weapons
Dexterity saving throws are made with advantage until the Saving throws: Wisdom, Charisma
beginning of your next turn.
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
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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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


your melee attack range you get a free melee attack against
them.
Opportunity attacks: When a creature moves away from
Ranger (UA) - Cheat your melee attack range you get a free melee attack against
them.

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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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


your melee attack range you get a free melee attack against
them.
Opportunity attacks: When a creature moves away from
Sorcerer - Cheat your melee attack range you get a free melee attack against
them.

Sheet
(Pg. 51)

What can you do on your turn? Your Class Abilities


When it’s your turn in combat, you have a few different Spellcasting
types of actions you can do. Generally, you can say what you Cantrips: Cantrips are simple spells that you can cast
would like to attempt and the DM will tell you what kind of endlessly. You know 4 of your choice from the Sorcerer
action it is. But, for your convenience, each type of action is spell list.
listed below. You can do each of these once on your turn. Spell Slots: You have 2 1st level spell slots. When you cast a
1st level spell, the spell slot is expended. When you run out
Main Action of spell slots, you cannot cast spells, which the exception of
Your main action can be a variety of things. You may have cantrips. You regain your spell slots after a long rest.
a class ability that can be used as an action or you can Spells Known: You know 2 spells of your choice from the
improvise. Some examples of a main action are: Sorcerer spell list.
Attack: Swing a sword, fire an arrow, slap a face.
Cast a spell: If you are a caster, you can expend a spell slot Sorcerous Origin
to cast a spell. Refer to book.
Dash: This will double your movement for your turn.
Disengage: When you move away from a creature, they Proficiencies
won’t get an opportunity of attack against you. Armor: None
Dodge: All attack coming at you have disadvantage and all Weapons: Daggers, darts, slings, quarterstaffs, light
Dexterity saving throws are made with advantage until the crossbows
beginning of your next turn. Saving throws: Constitution, Charisma
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
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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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)

What can you do on your turn? Your Class Abilities


When it’s your turn in combat, you have a few different Spellcasting
types of actions you can do. Generally, you can say what you Cantrips: Cantrips are simple spells that you can cast
would like to attempt and the DM will tell you what kind of endlessly. You know 2 of your choice from the Warlock spell
action it is. But, for your convenience, each type of action is list.
listed below. You can do each of these once on your turn. Spell Slots: You have 1 1st level spell slots. When you cast a
1st level spell, the spell slot is expended. When you run out
Main Action of spell slots, you cannot cast spells, which the exception of
Your main action can be a variety of things. You may have cantrips. You regain your spell slots after a short or long
a class ability that can be used as an action or you can rest.
improvise. Some examples of a main action are: Spells Known: You know 2 spell from the Warlock spell list.
Attack: Swing a sword, fire an arrow, slap a face.
Cast a spell: If you are a caster, you can expend a spell slot Otherworldly Patron
to cast a spell. Refer to book.
Dash: This will double your movement for your turn.
Disengage: When you move away from a creature, they Proficiencies
won’t get an opportunity of attack against you. Armor: Light armor
Dodge: All attack coming at you have disadvantage and all Weapons: Simple weapons
Dexterity saving throws are made with advantage until the Saving throws: Wisdom, Charisma
beginning of your next turn.
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
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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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.

Duel wielding: If you are holding 2 light weapons and you


have already used your main action to attack, you may use a
bonus action to attack again with your off hand weapon. In
doing so, you will not add your modifier to damage if you
hit. For example, if you had 2 dagger and your damage was
1D4+3, on your second attack the damage would be just 1D4.

Movement
You may move up to however many feet your speed tells
you on your character sheet. Most often, it will be 30ft.

If you move away from a hostile creature, that creature will


be able to make an opportunity of attack against you.

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


your melee attack range you get a free melee attack against
them.

Вам также может понравиться