Quick Reference Tables
Essential DM and player reference tables at a glance.
Ability Score Modifiers
| Score | Mod | Score | Mod | Score | Mod |
| 1 | −5 | 9–10 | 0 | 19–20 | +5 |
| 2–3 | −4 | 11–12 | +1 | 21–22 | +6 |
| 4–5 | −3 | 13–14 | +2 | 23–24 | +7 |
| 6–7 | −2 | 15–16 | +3 | 25–26 | +8 |
| 8 | −1 | 17–18 | +4 | 27–28 | +9 |
Proficiency Bonus by Level
| Level | Bonus | Level | Bonus | Level | Bonus |
| 1–4 | +2 | 9–12 | +3 | 17–20 | +6 |
| 5–8 | +3 | 13–16 | +4 |
Difficulty Classes
| Task Difficulty | DC |
| Very Easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
Exhaustion Levels
| Level | Effect |
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
Common AC Values
| Situation | AC |
| Leather armor | 11 + DEX |
| Chainmail | 16 |
| Plate armor | 18 |
| Shield | +2 |
| Mage Armor spell | 13 + DEX |
| Unarmored Defense (monk/barbarian) | 10 + DEX + WIS/CON |
Damage Types & Common Resistances
| Type | Common Resistance |
| Acid | Oozes, rust monsters |
| Bludgeoning | Stone golems, some constructs |
| Cold | Ice mephits, white dragons |
| Fire | Fire elementals, efreeti, red dragons |
| Force | Very rare; magic-heavy creatures |
| Lightning | Air elementals, blue dragons |
| Necrotic | Undead |
| Piercing | Some constructs |
| Poison | Undead, constructs |
| Psychic | Undead, constructs |
| Radiant | Undead, fiends |
| Slashing | Plants, some constructs |
| Thunder | Rare; some flying creatures |
Spell Save DC & Attack Bonus
| Spellcasting Ability | Spell Save DC | Spell Attack Bonus |
For each spellcasting class: DC = 8 + proficiency + ability modifier Attack = proficiency + ability modifier |
Conditions (Abbreviated)
| Condition | Effect Summary |
| Blinded | Can't see; disadvantage on attacks; attacks against have advantage |
| Charmed | Can't attack charmer; charmer has advantage on CHA checks |
| Deafened | Can't hear; automatic failure on ability checks requiring hearing |
| Frightened | Disadvantage on attacks/ability checks while source is visible; can't willingly move closer |
| Grappled | Speed 0; ends if grappler is incapacitated |
| Incapacitated | Can't take actions or reactions |
| Invisible | Can't be seen; attacks have advantage; attacks against have disadvantage |
| Paralyzed | Incapacitated; fails STR/DEX saves; attacks have advantage |
| Petrified | Incapacitated; immune to poison/disease; resistant to all damage; death only if reduced to 0 HP |
| Poisoned | Disadvantage on attack rolls and ability checks |
| Prone | Melee attacks within 5ft have advantage; ranged attacks have disadvantage |
| Restrained | Speed 0; disadvantage on DEX saves and attacks; attacks against have advantage |
| Stunned | Incapacitated; unable to move; can speak only falteringly; fails STR/DEX saves; attacks have advantage |
| Unconscious | Incapacitated; can't move or speak; unaware of surroundings; drops held items; attacks have advantage; any attack from 5ft is critical on hit |
Resting & Recovery
| Type | Duration | Recovery |
| Short Rest | 1 hour minimum | Spend Hit Dice; regain 1/2 max HP with features |
| Long Rest | 8 hours | All HP; Hit Dice restore (max 1/2 level); spellcasters recover spells |
| Short Rest Feature | Action | Second Wind (fighter); Channel Divinity reset |
Weapon Properties
| Property | Effect |
| Ammunition | Required to make ranged attacks; you can recover used ammunition |
| Finesse | Can use STR or DEX for attacks |
| Heavy | Creatures smaller than Medium disadvantage on attack rolls |
| Light | Can wield two light weapons in two hands |
| Loading | Can fire once per turn, regardless of action/bonus action |
| Range | Weapon has short and long range; disadvantage beyond normal range |
| Reach | Adds 5 feet to your reach with attack |
| Thrown | Can throw weapon; uses same modifier as melee attack |
| Two-Handed | Requires both hands; cannot be used with shield |
| Versatile | Can use one or two hands; damage changes based on hands |
Encounter Difficulty (Adjusted XP)
| Difficulty | Total XP | Per Character |
| Easy | Creature XP × 1 | Encounter XP ÷ party |
| Medium | Creature XP × 1.5 | Encounter XP ÷ party |
| Hard | Creature XP × 2 | Encounter XP ÷ party |
| Deadly | Creature XP × 2.5 | Encounter XP ÷ party |
Travel Pace
| Pace | Minute Distance | Hour Distance | Day Distance | Effect |
| Slow | 200 ft | 2 miles | 18 miles | Stealth possible |
| Normal | 300 ft | 3 miles | 24 miles | Default pace |
| Fast | 400 ft | 4 miles | 30 miles | −5 Perception |
Object Damage Thresholds & AC
| Example | AC | HP |
| Wooden door | 15 | 18 |
| Iron door | 19 | 27 |
| Stone wall | 17 | 30 per 10ft |
| Rope | 15 | 2 |
| Chain | 20 | 10 |
Climbing, Swimming & Special Movement
| Activity | Speed | DC Difficulty |
| Climbing (easy terrain) | ½ walking speed | 10 |
| Climbing (difficult terrain) | ¼ walking speed | 15 |
| Swimming (normal) | Walking speed | 10 or Special |
| Flying (with wings) | Walking speed (varies) | Class feature |
| Crawling (prone) | ½ walking speed | None (automatic) |
Cover & Concealment
| Type | AC Bonus | Save Bonus | Condition |
| Half Cover | +2 | +2 | ½ body blocked (table, wall) |
| Three-Quarters Cover | +5 | +5 | ¾ body blocked (arrow slit) |
| Total Cover | None | Immune | Completely blocked |
| Half Concealment | +2 (ranged only) | +2 | Lightly obscured |
| Total Concealment | Can't see target | Advantage | Heavily obscured |
Visibility & Light
| Obscurement | Description | Effect |
| Bright Light | Sunlight, torches, lanterns (120 ft) | Normal vision |
| Dim Light | Twilight, shadows, candlelight (60 ft) | Lightly obscured |
| Darkness | No visible light source | Heavily obscured |
| Darkvision | 60 ft (most races) to 120 ft (dwarves) | Perceive dim light as bright |
| Blindsight | Sense within specified range | See without eyes (through obstacles) |
Surprise & Initiative
| Mechanic | Roll/DC | Effect |
| Initiative | d20 + DEX mod | Determines combat turn order |
| Surprise Check | Stealth vs. Perception | Surprised creatures lose turn 1 |
| Stealth DC | Passive Perception +/− | Hide action (must be obscured) |
| Detect Hidden | Perception check DC 15+ | Spot hiding creature |