Conditions Actions Spell Slots Ability Checks

Conditions

Blinded
A blinded creature can't see and automatically fails any ability check requiring sight. Attack rolls against the creature have advantage, and the creature's attacks have disadvantage.
Charmed
A charmed creature can't attack the charmer or target the charmer with harmful spells or effects. The charmer has advantage on checks to interact socially with the creature.
Deafened
A deafened creature can't hear and automatically fails any ability check requiring hearing.
Frightened
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. It cannot willingly move closer to the source.
Grappled
A grappled creature's speed becomes 0. It ends if the grappler is incapacitated or the creature moves out of reach.
Incapacitated
An incapacitated creature can't take actions or reactions.
Invisible
An invisible creature is impossible to see without magic. It has advantage on attacks; attacks against it have disadvantage.
Paralyzed
A paralyzed creature is incapacitated and can't move or speak. Attacks have advantage. Attacks that hit while within 5 ft are critical hits.
Petrified
The creature is transformed to stone. It's incapacitated, unaware of its surroundings, and has resistance to all damage.
Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks.
Prone
A prone creature can only crawl (half speed). Melee attacks against it have advantage; ranged attacks have disadvantage. Costs half speed to stand up.
Restrained
Speed becomes 0. Attacks against the creature have advantage; its attacks have disadvantage. Dex saves have disadvantage.
Stunned
Incapacitated, can't move, can only speak falteringly. Automatically fails Str and Dex saves. Attacks against it have advantage.
Unconscious
Incapacitated, can't move or speak, unaware. Drops held items, falls prone. Attacks against it have advantage and are crits within 5 ft.
Exhaustion
Lvl 1: Disadvantage on ability checks Lvl 2: Speed halved Lvl 3: Disadvantage on attacks and saves Lvl 4: HP max halved Lvl 5: Speed reduced to 0 Lvl 6: Death

Combat Actions

Attack
Make one (or more with Extra Attack) melee or ranged attack.
Cast a Spell
Cast a spell with a casting time of 1 action.
Dash
Your speed doubles until the end of your turn.
Disengage
Your movement doesn't provoke opportunity attacks for the rest of your turn.
Dodge
Until next turn, any attack against you has disadvantage (if you can see the attacker), and you have advantage on Dex saves.
Help
Give an ally advantage on their next ability check or attack this turn.
Hide
Make a Dexterity (Stealth) check. Success means you are hidden from enemies.
Ready
Choose a trigger and an action to perform in reaction to that trigger.
Search
Make a Perception or Investigation check to search for something.
Use an Object
Interact with a second object or feature of the environment.
Grapple
Str (Athletics) contested by Str (Athletics) or Dex (Acrobatics). Success = Grappled.
Shove
Str (Athletics) contested by Str (Athletics) or Dex (Acrobatics). Push 5 ft or knock Prone.
Opportunity Attack
When a hostile creature moves out of your reach, use your reaction to make one melee attack.
Disengage (Bonus)
Rogue / Monk bonus action version: avoids opportunity attacks while moving.

Spell Slots by Level (Full Casters)

Lvl Slot 1Slot 2Slot 3Slot 4Slot 5Slot 6Slot 7Slot 8Slot 9
1 2
2 3
3 4 2
4 4 3
5 4 3 2
6 4 3 3
7 4 3 3 1
8 4 3 3 2
9 4 3 3 3 1
10 4 3 3 3 2
11 4 3 3 3 2 1
12 4 3 3 3 2 1
13 4 3 3 3 2 1 1
14 4 3 3 3 2 1 1
15 4 3 3 3 2 1 1 1
16 4 3 3 3 2 1 1 1
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

Ability Check DCs

Very Easy DC 5
Easy DC 10
Medium DC 15
Hard DC 20
Very Hard DC 25
Nearly Impossible DC 30