Basic D&D 5e Rules
The D20
If your character attempts a task with an uncertain outcome, you need to roll a twenty-sided die (d20)
to succeed. There are three main types of d20 rolls: attack rolls, ability checks (which include your
skill proficiencies), and saving throws. They all follow the same principle:
add your relevant add your
+ Ability Score Modifier
such as from Strength,
+ Proficiency Bonus
only if you have proficiency
Roll a d20 Dexterity, or Charisma in the weapon, skill, or save.
If circumstances grant you advantage, roll two d20s, and use the higher roll:
If circumstances grant you disadvantage, roll two d20s, and use the lower roll:
The target number that you need to meet or exceed is the armor class (AC) or difficulty class (DC).
d4 d6 d8 d10 d12 2d6
The Other Dice
The other dice are most commonly used to deal damage after a successful attack roll or to heal damage.
Weapon damage rolls add your Strength or Dexterity modifier to the result depending on the weapon.
Turns in Combat
Your character can often speak and act freely, but during a fight, participants take turns. On your turn,
your character usually just moves and performs one main action at any point before, during, or after
moving, but you can do each of the following in any order you wish:
Move Act Speak Interact Take a
up to your speed,
+ using the attack
+ up to a short
+ with one minor object,
+ Bonus Action
including jumping action or the cast a sentence while like drawing your weapon only if you have a
or swimming spell action acting or opening a door bonus action ability
Other important actions you can choose to take are the dash, dodge, help, hide, and ready actions.
Sometimes you may also take one reaction, like an opportunity attack, when it is not your turn.
Main Principles
The main principle of D&D is that the Dungeon Master is the referee and has the final say on the rules,
but don’t forget the most important rule of all:
Have fun, and help everyone else have fun too!
Current Standard CS v1.4
Ranger 1 Folk Hero Sierra
CLASS & LEVEL BACKGROUND PLAYER NAME
Cat
Tiefling (Bloodline of Dispater) Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
7 ◆ 0 SAVING THROW INSPIRATION
● 0 ATHLETICS ARMOR
CLASS
-2 CONDITIONS BOONS
I am chronically bored.
STRENGTH
+4 30'
I have a penchant for causing chaos and mischief.
TEMP HP
PERSONALITY TRAITS
◆ 0 SAVING THROW INITIATIVE SPEED
18
4
+4
+4
+4
ACROBATICS
SLEIGHT OF HAND
STEALTH
Current
d10
1
CURRENT
9
MAXIMUM
SUCCESSES
FAILURES Freedom. Tyrants must not be allowed to oppress
the people.
DEXTERITY HIT DICE HIT POINTS HIT POINTS DEATH SAVES
IDEALS
NAME ATK BONUS DAMAGE/TYPE
+1 SAVING THROW
13 I protect those who cannot help themselves (mostly
Scimitar +6 1d6 + 4 Slashing animals).
1 Longbow (150/600)' +6 1d8 + 4 Piercing BONDS
CONSTITUTION
I am always on the search for the perfect dumpling,
-1 even if it means derailing the journey.
9 SAVING THROW
-1 ARCANA
-1 FLAWS
HISTORY
-1 -1
+1
INVESTIGATION
INTELLIGENCE ● NATURE
-1
Common
RELIGION Infernal
Gnomish
+3
Halfling
16 SAVING THROW
+7
● ANIMAL HANDLING
+3 INSIGHT
3 +3
+3
MEDICINE
WISDOM ● PERCEPTION
+5
● SURVIVAL
+2 SAVING THROW PROFICIENCIES & LANGUAGES
15
+2 DECEPTION
+2 INTIMIDATION Hellish Resistance. You have resistance to fire damage.
2 +2
+2
PERFORMANCE ATTACKS & SPELLCASTING
Legacy of Dis. You know the Thaumaturgy cantrip.
CHARISMA PERSUASION
Glamerweave Cloak Favored Foe.
When you hit a creature with an attack roll, you can call on
your mystical bond with nature to mark the target as your
Favored Foe
6 PROFICIENCY BONUS favored enemy for 1 minute or until you lose your
concentration (as if you were concentrating on a spell).
Walloping Ammunition
The first time on each of your turns that you hit the favored
enemy and deal damage to it, including when you mark it,
13 PASSIVE WISDOM (PERCEPTION)
you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number
of times equal to your proficiency bonus (2), and you regain
CURRENT WEIGHT
105 MAX WEIGHT
all expended uses when you finish a long rest.
CLASS RESOURCES, AMMO & CHARGES This feature's extra damage increases when you reach
certain levels in this class: to 1d6 at 6th level and to 1d8 at
14th level.
Glamerweave Cloak with Hood Walloping Ammunition (x6)
CP Glamerweave is clothing imbued with This ammunition packs a wallop. A creature hit by the Deft Explorer
harmless illusory magic. ammunition must succeed on a DC 10 Strength saving throw You are an unsurpassed explorer and survivor, both in the
or be knocked prone. wilderness and in dealing with others on your travels. You
You can use a bonus action to create a gain the Canny benefit below, and you gain an additional
SP moving illusory pattern within the cloth The benefit when you reach 6th level and 10th level in this class.
pattern can rise from the cloth.
When you make a Charisma (Performance) Canny
EP or Charisma (Persuasion) check while You can also speak, read, and write 2 additional languages
wearing the uncommon version of of your choice.
glamerweave, you can roll a d4 and add the
number rolled to the check. Once you use
GP 10 this property, it can't be used again until the
next dawn.
PP
EQUIPMENT EQUIPMENT CONT. FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
27 6'
AGE HEIGHT WEIGHT
Cat
Dark Olive Purple
CHARACTER NAME EYES SKIN HAIR
NAME
Boots
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Born and raised in Vasahan.
ADDITIONAL FEATURES & TRAITS
CHARACTER BACKSTORY OTHER
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger (WIS) 1 13 +5
Prepared Spells Spell Save DC Spell Attack
SPELLCASTING Total Bonus
CLASS/ABILITY
0 CANTRIPS 3 6
Thaumaturgy
SPELL
LEVEL
SLOTS TOTAL SLOTS REMAINING
1 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.