Quick Reference Tables

Essential DM and player reference tables at a glance.

Ability Score Modifiers

ScoreModScoreModScoreMod
1−59–10019–20+5
2–3−411–12+121–22+6
4–5−313–14+223–24+7
6–7−215–16+325–26+8
8−117–18+427–28+9

Proficiency Bonus by Level

LevelBonusLevelBonusLevelBonus
1–4+29–12+317–20+6
5–8+313–16+4

Difficulty Classes

Task DifficultyDC
Very Easy5
Easy10
Medium15
Hard20
Very Hard25
Nearly Impossible30

Exhaustion Levels

LevelEffect
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
5Speed reduced to 0
6Death

Common AC Values

SituationAC
Leather armor11 + DEX
Chainmail16
Plate armor18
Shield+2
Mage Armor spell13 + DEX
Unarmored Defense (monk/barbarian)10 + DEX + WIS/CON

Damage Types & Common Resistances

TypeCommon Resistance
AcidOozes, rust monsters
BludgeoningStone golems, some constructs
ColdIce mephits, white dragons
FireFire elementals, efreeti, red dragons
ForceVery rare; magic-heavy creatures
LightningAir elementals, blue dragons
NecroticUndead
PiercingSome constructs
PoisonUndead, constructs
PsychicUndead, constructs
RadiantUndead, fiends
SlashingPlants, some constructs
ThunderRare; some flying creatures

Spell Save DC & Attack Bonus

Spellcasting AbilitySpell Save DCSpell Attack Bonus
For each spellcasting class:
DC = 8 + proficiency + ability modifier
Attack = proficiency + ability modifier

Conditions (Abbreviated)

ConditionEffect Summary
BlindedCan't see; disadvantage on attacks; attacks against have advantage
CharmedCan't attack charmer; charmer has advantage on CHA checks
DeafenedCan't hear; automatic failure on ability checks requiring hearing
FrightenedDisadvantage on attacks/ability checks while source is visible; can't willingly move closer
GrappledSpeed 0; ends if grappler is incapacitated
IncapacitatedCan't take actions or reactions
InvisibleCan't be seen; attacks have advantage; attacks against have disadvantage
ParalyzedIncapacitated; fails STR/DEX saves; attacks have advantage
PetrifiedIncapacitated; immune to poison/disease; resistant to all damage; death only if reduced to 0 HP
PoisonedDisadvantage on attack rolls and ability checks
ProneMelee attacks within 5ft have advantage; ranged attacks have disadvantage
RestrainedSpeed 0; disadvantage on DEX saves and attacks; attacks against have advantage
StunnedIncapacitated; unable to move; can speak only falteringly; fails STR/DEX saves; attacks have advantage
UnconsciousIncapacitated; can't move or speak; unaware of surroundings; drops held items; attacks have advantage; any attack from 5ft is critical on hit

Resting & Recovery

TypeDurationRecovery
Short Rest1 hour minimumSpend Hit Dice; regain 1/2 max HP with features
Long Rest8 hoursAll HP; Hit Dice restore (max 1/2 level); spellcasters recover spells
Short Rest FeatureActionSecond Wind (fighter); Channel Divinity reset

Weapon Properties

PropertyEffect
AmmunitionRequired to make ranged attacks; you can recover used ammunition
FinesseCan use STR or DEX for attacks
HeavyCreatures smaller than Medium disadvantage on attack rolls
LightCan wield two light weapons in two hands
LoadingCan fire once per turn, regardless of action/bonus action
RangeWeapon has short and long range; disadvantage beyond normal range
ReachAdds 5 feet to your reach with attack
ThrownCan throw weapon; uses same modifier as melee attack
Two-HandedRequires both hands; cannot be used with shield
VersatileCan use one or two hands; damage changes based on hands

Encounter Difficulty (Adjusted XP)

DifficultyTotal XPPer Character
EasyCreature XP × 1Encounter XP ÷ party
MediumCreature XP × 1.5Encounter XP ÷ party
HardCreature XP × 2Encounter XP ÷ party
DeadlyCreature XP × 2.5Encounter XP ÷ party

Travel Pace

PaceMinute DistanceHour DistanceDay DistanceEffect
Slow200 ft2 miles18 milesStealth possible
Normal300 ft3 miles24 milesDefault pace
Fast400 ft4 miles30 miles−5 Perception

Object Damage Thresholds & AC

ExampleACHP
Wooden door1518
Iron door1927
Stone wall1730 per 10ft
Rope152
Chain2010

Climbing, Swimming & Special Movement

ActivitySpeedDC Difficulty
Climbing (easy terrain)½ walking speed10
Climbing (difficult terrain)¼ walking speed15
Swimming (normal)Walking speed10 or Special
Flying (with wings)Walking speed (varies)Class feature
Crawling (prone)½ walking speedNone (automatic)

Cover & Concealment

TypeAC BonusSave BonusCondition
Half Cover+2+2½ body blocked (table, wall)
Three-Quarters Cover+5+5¾ body blocked (arrow slit)
Total CoverNoneImmuneCompletely blocked
Half Concealment+2 (ranged only)+2Lightly obscured
Total ConcealmentCan't see targetAdvantageHeavily obscured

Visibility & Light

ObscurementDescriptionEffect
Bright LightSunlight, torches, lanterns (120 ft)Normal vision
Dim LightTwilight, shadows, candlelight (60 ft)Lightly obscured
DarknessNo visible light sourceHeavily obscured
Darkvision60 ft (most races) to 120 ft (dwarves)Perceive dim light as bright
BlindsightSense within specified rangeSee without eyes (through obstacles)

Surprise & Initiative

MechanicRoll/DCEffect
Initiatived20 + DEX modDetermines combat turn order
Surprise CheckStealth vs. PerceptionSurprised creatures lose turn 1
Stealth DCPassive Perception +/−Hide action (must be obscured)
Detect HiddenPerception check DC 15+Spot hiding creature