I am working under the assumption that if it helps me, then maybe it will help you, too.
Note: I tried to write each of these entries using as few words as possible, so that way I can glance at them in play and keep moving. I put things in terms that would give me the gist of things when I am in the middle of a session.
Essential Official D&D Links
D&D Basic Rules Online
D&D Player's Rules .pdf
D&D DM Rules .pdf
Player's Handbook Errata
Dungeon Master's Guide Errata
Monster Manual Errata
D&D Spell List
Hoard of the Dragon Queen Online Supplement .pdf
Tyranny of Dragons Online Supplement .pdf
Elemental Evil Player's Companion .pdf
Dungeon Master's Guide
Index of the Index
- Attunement: DMG pages 136-138
- Concentration: PH page 203
- Cover: PH page 196
- Death: PH page 197
- Exhaustion: PH page 291
- Knocking Creatures Unconscious: PH page 198
- Learning Spells: PH page 114
- Paying for Spells: Adventurer's League DM Guide
- Prone: PH pages 190, 293
- Ranged Attacks in Close Combat: PH page 195
- Resting & Spending Hit Dice: PH page 186
- Scrolls: DMG pages 199, 200
- Surprise: PH page 189
- Traps and Hazards: PH page 105, 110, 122
Attunement (DMG pages 136-138)
How to Attune: Spend a short rest focused only on that item while being in physical contact with it.
- An item can only be attuned to one creature at a time.
- You can only be attuned to 3 items, max.
You Lose Attunement If:
- You die.
- You are more than 100 feet away from the item for 24 hours.
- Another creature attunes to the item.
- Voluntary: You can voluntarily end attunement by spending a short rest focused on the item.
Ending It: You can end concentration at any time (no action required).
Concentration Is Broken If:
- You cast another spell that requires concentration.
- You Take Damage: Make a Con save. The DC is 10 or 1/2 the damage you take, whichever is higher. Fail = Lose concentration.
- You are incapacitated or you die.
- You Experience Certain Environmental Effects: If you're on a ship hit by a wave or something like that, you might have to make a DC 10 Con save to maintain concentration.
Three-Quarters Cover: +5 to AC and Dex saves (portcullis, arrow slit, thick tree trunk).
Total Cover: Can't be targeted (completely concealed by an obstacle).
Death (PH page 197)
- You're unconscious.
- Make a death save each turn. Roll a d20. 10 or higher is a success, lower is a failure. Once you have three successes, you are stable and you stop making death saves. On your third failure, you die. If you roll a natural 20 on a death save, you regain one hit point. If you roll a 1, that counts as two failures.
- Damage at 0 HP: If you take damage, you suffer a death saving throw failure. If you are hit by a critical hit, you suffer two failures.
Instant Death: When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum (no death saves - you're just dead).
Exhaustion (PH page 291)
Effects Stack: These effects are cumulative so at level 2 you have disadvantage on ability checks and your speed is halved.
- Disadvantage on ability checks.
- Speed halved.
- Disadvantage on attack rolls and saving throws.
- Hit point maximum halved.
- Speed reduced to 0.
Knocking Creatures Unconscious (PH page 198)
Learning Spells (PH page 115)
Copying a Spell Into Your Spellbook:
- You can add a spell if it is of a level for which you have spell slots.
- Takes 2 hours and 50 gp per level of the spell.
Paying for Spells: (Adventurer's League DM Guide)
Note: This image comes from page 12 of the Rage of Demons/Adventurer's League DM Guide.
Prone (PH page 190, Prone Condition: PH page 293)
Melee Attacks vs. Prone Targets: Attackers have advantage to hit you if they are within 5 feet.
Ranged Attacks vs. Prone Targets: Attackers have disadvantage if they are more than 5 feet away.
- You can drop prone without using any of your speed.
- Standing up: Costs half your speed. If your speed is 0, you can't stand up.
- Moving While Prone: You can crawl. Crawling costs one extra foot of movement. So if your speed is 30, you can crawl 15 feet.
Resting (PH page 186)
Spending a Hit Die: Roll the hit die and add your Con modifier.
Short Rest: At least one hour, you can eat, read, and tend to wounds. At the end of the short rest, you can spend one or more Hit Dice.
- One Hit Point: You have to have at least one hit point at the start of a long rest to gain the benefits.
- One Every 24 Hours: You can only take on long rest in a 24 hour period.
- 8 Hours or More: At least 8 hours long. You can sleep, eat, talk, or stand watch (for no longer than 2 hours).
- At the End of a Long Rest: You regain all lost hit points. You also regain up to half of your total Hit Dice.
Scroll of Protection: (DMG page 199) For five minutes, you are surrounded by a magical barrier that prevents creatures of a certain type (Fey, Undead, etc) from affecting you. A creature can try to break bypass the barrier for good with a DC 15 Charisma check.
Spell Scrolls: (DMG page 200)
- Who Can Use Scrolls: If the spell is on your class's spell list, you can use an action to cast it off the scroll (no components needed).
- Who Can't: If the spell isn't on your class list, it is unintelligible to you.
- High Level Spells: If the spell is a higher level than you can cast, you make an ability check: DC = 10 + the spell's level. Fail means the scroll is wasted! You might want to use the Scroll Mishap table (DMG page 140).
- Determine DC and Bonus: Check the chart on DMG page 200 to see what the Save DC and attack bonus is.
- How to Copy a Scroll Into a Spell Book: You can copy a spell off of a scroll into your spell book. Make an Intelligence (Arcana) check, DC = 10 + the spell's level. The scroll is destroyed whether the roll is a success or not. Once the magic is invoked, it crumbles to dust.
- The DM figures out if anyone is surprised.
- Everyone rolls initiative.
- Take turns. Those who are surprised probably can't do anything.
- Next round: Once we get through the first round, we're in combat as normal.
- List of Traps: DMG page 122 (pit traps, etc)
- Environmental Effects: DMG page 110 (extreme cold, quicksand, etc)
- Dungeon Hazards: DMG page 105 (molds, slimes, webs, etc)
D&D 5e Quick Reference
10 Most Common Mistakes in 5th Edition