πŸ“‹ Rules Quick Reference

"Nobody remembers what restrained does. Nobody."

The rules you look up mid-session, on one page: every condition, the levels of exhaustion, cover, light and vision, travel pace, typical DCs, and what a day's living costs. Search it at the table, or print it as a cheat sheet for behind the screen.

πŸ“‹ RULES DESK: Adventurer insists "prone" means "taking a nap," loses argument and initiative  •  πŸ”¦ Dungeon survey finds 94% of torches lit "for the vibe"  •  🧱 Low wall files complaint over being called "only half cover"  •  πŸ“‹ RULES DESK: Adventurer insists "prone" means "taking a nap," loses argument and initiative  •  πŸ”¦ Dungeon survey finds 94% of torches lit "for the vibe"  •  🧱 Low wall files complaint over being called "only half cover"

🩸 Conditions

Blinded
Can't see; fails any check that needs sight.
Attacks against it have advantage; its own attacks have disadvantage.
Charmed
Can't attack the charmer or aim harmful abilities or magic at them.
The charmer has advantage on social checks against it.
Deafened
Can't hear; fails any check that needs hearing.
Exhaustion
Six levels, each adding to the ones below. See the Exhaustion card.
Frightened
Disadvantage on checks and attacks while the source of its fear is in sight.
Can't willingly move closer to that source.
Grappled
Speed 0, and no bonuses to speed apply.
Ends if the grappler is incapacitated, or if something moves it out of the grappler's reach.
Incapacitated
No actions and no reactions.
Invisible
Can't be seen without magic or a special sense; counts as heavily obscured for hiding.
Noise or tracks can still give away where it is.
Attacks against it have disadvantage; its own attacks have advantage.
Paralyzed
Incapacitated; can't move or speak.
Fails Strength and Dexterity saves.
Attacks against it have advantage, and a hit from within 5 feet is a critical hit.
Petrified
Turned to stone (or similar) with its nonmagical gear; weighs ten times as much and stops aging.
Incapacitated, can't move or speak, and unaware of its surroundings.
Fails Strength and Dexterity saves; attacks against it have advantage.
Resistant to all damage; immune to poison and disease (any already in it are paused, not cured).
Poisoned
Disadvantage on attack rolls and ability checks.
Prone
Can only crawl until it stands up, which ends the condition.
Its attacks have disadvantage.
Attacks against it have advantage from within 5 feet, and disadvantage from farther away.
Restrained
Speed 0, and no bonuses to speed apply.
Attacks against it have advantage; its own attacks have disadvantage.
Disadvantage on Dexterity saves.
Stunned
Incapacitated; can't move, and can barely speak.
Fails Strength and Dexterity saves; attacks against it have advantage.
Unconscious
Incapacitated, can't move or speak, and unaware of its surroundings.
Drops what it holds and falls prone.
Fails Strength and Dexterity saves.
Attacks against it have advantage, and a hit from within 5 feet is a critical hit.

😩 Exhaustion

Effects stack: a creature suffers its current level and every level below it.

LevelEffect
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
5Speed reduced to 0
6Death
  • A new source of exhaustion raises the level by the amount it says.
  • A long rest with food and drink lowers the level by 1.
  • All effects end once the level drops below 1.

🧱 Cover

Cover only counts against attacks and effects from the far side of it. Use the best cover the target has; degrees don't add up.

Half cover
+2 to AC and Dexterity saves.
At least half the body is blocked: a low wall, big furniture, a thin tree, another creature (friend or foe).
Three-quarters cover
+5 to AC and Dexterity saves.
About three-quarters is blocked: a portcullis, an arrow slit, a thick tree trunk.
Total cover
Can't be targeted directly by an attack or spell, though an area effect can still reach it.
Completely hidden behind an obstacle.

πŸ”¦ Light & Vision

Bright light
Normal sight. Daylight (even overcast) and the inner radius of a torch, lantern, or fire.
Dim light
Lightly obscured: disadvantage on Wisdom (Perception) checks that rely on sight. The edge of a light source, twilight and dawn, a very bright full moon.
Darkness
Heavily obscured: effectively blinded when trying to see into it. Night outdoors (most moonlit nights too), an unlit dungeon, magical darkness.
Lightly obscured
Dim light, patchy fog, moderate foliage.
Heavily obscured
Darkness, thick fog, dense foliage.
Darkvision
Within its range, dim light counts as bright and darkness as dim. No colors in darkness, only grays.
Blindsight
Perceives its surroundings within its range without needing sight.
Truesight
Within its range: sees through normal and magical darkness, sees invisible things, sees through illusions (and auto-saves against them), sees a shapechanger's true form, and sees into the Ethereal Plane.
Light sourceBrightDim (beyond)Lasts
Candle5 ft+5 ft1 hour
Torch20 ft+20 ft1 hour
Lamp15 ft+30 ft6 hours a flask of oil
Hooded lantern30 ft+30 ft6 hours a flask (hood down: 5 ft dim)
Bullseye lantern60-ft cone+60 ft6 hours a flask of oil

πŸ₯Ύ Travel Pace

PaceMinuteHourDayEffect
Fast400 ft4 miles30 milesβˆ’5 to passive Wisdom (Perception)
Normal300 ft3 miles24 milesβ€”
Slow200 ft2 miles18 milesCan move stealthily
Forced march
A day is 8 hours of travel. Each extra hour covers an hour's distance, then every traveler makes a Constitution save, DC 10 + 1 per hour past 8, or gains a level of exhaustion.
Mounts
A mount can gallop at twice the fast pace for about an hour.
Difficult terrain
Half speed: every foot of movement costs 2 feet.

🎯 Typical DCs

TaskDC
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30

🏠 Lifestyle Expenses

LifestylePer dayWhat it buys
Wretchedβ€”Sleeping rough, with nothing to call your own.
Squalid1 spA leaky room or a flophouse cot, among the desperate.
Poor2 spPlain food and a shared room; little comfort, but safe enough.
Modest1 gpA clean room or a small home, and decent food.
Comfortable2 gpA private room in a good inn, and good meals.
Wealthy4 gpFine lodgings, servants, and a seat at the best tables.
Aristocratic10 gpA mansion, a household staff, and the company of the powerful (10 gp a day at least).

The short descriptions are the Gazette's.

These are short summaries of rules from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. The wording is the Gazette's; when a summary and the SRD disagree, the SRD wins.
Search filters the cards and highlights the matches, and the address bar keeps the search, so πŸ”— Copy Link shares it. πŸ–¨οΈ Print prints the cards on screen as a two-column cheat sheet. The conditions are the same list as the Toolbox's Initiative tracker.

How to use the rules reference

Seven sections on one page: the fifteen conditions, from blinded and charmed to stunned and unconscious; the six levels of exhaustion; cover; light, darkness, and vision; travel pace; typical difficulty classes; and what each lifestyle costs per day. Type in the search box and the cards narrow to the ones that match, with the words highlighted. The links above the cards jump to a section.

At the table

Works with

The same conditions appear in the Toolbox's Initiative tracker, and any section can go on your DM Screen as a card. For the spells and monsters the rules keep getting dragged into, see the Spellbook and the Bestiary.