D&D 4e Crib Sheet

A combat cheat sheet detailing modifiers, actions, benefits, conditions, and certain rules. I really wanted something that would catalogue the vast amount of actions and effects available in a turn.

Looking for 5th edition? It's here

The sheet is available in a number of formats:

Letter

Fits on a normal sheet of paper. Download (PDF) | Download (2550x3300 GIF) | Google Docs

Landscape

Fits on a normal sheet of paper sideways. Useful for projectors or if you prefer your paper in a more horizontal fashion. Download (PDF) | Download (3300x2550 GIF) | Google Docs

Full Text

Turn Anatomy [hide]

Start: Ongoing damage, Regeneration, Other Effects, End Effects



Actions: 1 Standard, 1 Move, 1 Minor

Standard Action

Administer a potion, Aid Another, Basic Attack, Bluff, Bull Rush, Charge, Coup de Grace, Detect Magic, Equip or stow a shield, Grab, Heal, Improvised Attack, Intimidate, Move a grabed target, Ready an action, Second Wind, Stunt, Thievery, Total Defense

Move Action

Balance*, Climb*, Crawl, Escape, Hop Down, Jump*, Run, Shift, Squeeze, Stand Up, Stealth*, Stunt, Swim*, Walk

* Can be used as part of another move action.

Minor Action

Draw or sheathe a weapon, Drink a potion, Drop prone, Insight, Load a Crossbow, Open or close a door, Perception, Pick up an item, Retrieve or stow an item

Immediate Action (Once / Round)

Readied action

Opportunity Action (Once / Turn)

Opportunity attack

Free Action (Unlimited, any time)

Delay, Drop held items, End a grab, Knowledge check, Spend an action point, Talk



End: Saving Throws, Sustain Actions, End Effects

Blind: Grant combat advantage, cannot see targets, -5 attack penalty, -10 to Perception, cannot flank.

Dazed: Grant combat advantage, can only take one action on turn, no immediate/opportunity actions, cannot flank.

Deaf: Can't hear, -10 to Perception.

Dominated: Dazed, dominating creature chooses your actions. The only powers it can use are at-wills.

Dying: Unconscious, make death saving throw every round.

Helpless: Grant combat advantage, can be targeted by coup de gras.

Immobilized: Cannot move, but can teleport or be moved by pull, push, or slide.

Marked: -2 penalty to attack rolls against all but marking target.

Petrified: Cannot take actions, gain resist 20 all, unaware, do not age.

Prone: Grant combat advantage to melee, +2 bonus to defenses vs ranged, -2 penalty to attack rolls.

Restrained: Grant combat advantage, cannot move or be moved, -2 attack

Slowed: Your maximum speed is 2.

Stunned: Grant combat advantage, cannot take actions, cannot flank.

Surprised: Grant combat advantage, cannot take actions (except free), cannot flank.

Unconscious: Helpless, -5 penalty to all defenses, cannot take actions, fall prone if possible, cannot flank.

Weakened: Your attacks (besides ongoing) deal half damage.

Combat Advantage: +2 bonus to attack rolls, must be able to see target.

Concealment: -2 penalty to attacks against you if lightly obscured or if heavily obscured but next to target.

Cover: -2 penalty to attacks against you if around corner or protected by terrain. -5 penalty to attacks against you if protected by significant terrain.

Insubstantial: Take half damage

Invisible: Cannot be seen, gain combat advantage against targets that cannot see you, don't provoke opportunity attacks.

Aid: DC10+½ lvl to give ally +2 to check (max +8). Give ally -1 on fail.

Bluff: Once/encounter vs Insight. Combat advantage til end next turn or Stealth check until attack/turn end.

Heal: Stabilize: DC15, Use Second Wind: DC10, Grant Save+2: DC15.

Monster Knowledge: Name, type, keywords: DC15. Powers: DC20. Resists/vulns: DC25. Paragon +5, Epic +10. Arcana: Elemental, Fey, Shadow. Dungeoneering: Aberrant. Nature: Natural. Religion: Immortal, Undead.

Special Rules [hide]

Dying: Make saving throw on turn. 3 failures and you die, roll 20+ and spend a healing surge. If HP becomes bloodied value as a negative, you die.

Escape Grab: Acrobatics vs REF or Athletics vs FORT; Shift on success.

Falling: 1d10 damage per 10 feet fallen. Fall prone if you take damage. Trained Acrobatics check reduces damage by half the result. If forced onto a hazard, make a saving throw to be prone (if not teleporting) at ledge.

Grab: STR vs REF. Immobilize target while adjacent. Sustain Minor.

Granted Saves: No penalty for fail.

All Attack Types Modifiers Combat Advantage against foe +2 Attacker is prone -2 Target has normal cover -2 Target has superior cover -5 Melee Attacks Charge Attack +1 Target has concealment -2 No line of sight -5 Ranged Attacks Long Range -2 Target is prone -2 Target has concealment -2 No line of sight -5