DC20 System Quick Reference
DM cheat sheet for combat mechanics, conditions, and common rulings.
Combat Turn Structure
Initiative: Roll 1d20 + DEX modifier Turn Order: Highest to lowest
Actions Per Turn
Each character receives:
- Movement: Up to half of Speed as a Move Action (free, happens once per turn)
- Action Points (AP): 4 AP per turn to spend on actions
- Free Actions: One free action per turn (typically a bonus movement, draw weapon, or brief interaction)
Spending Action Points
| Action | AP Cost | Details |
|---|---|---|
| Attack | 2 AP | Make a weapon or spell attack roll |
| Cast Spell | 2 AP | Invoke a spell (most spells) |
| Help | 1 AP | Grant Help Die to an ally making a check |
| Off-Hand Attack | 1 AP | Attack with off-hand weapon (requires Two-Weapon Fighting) |
| Interact | 1 AP | Open door, drink potion, draw weapon, mount/dismount, etc. |
| Sprint | 1 AP | Add half Speed to movement (can combine with Move Action) |
| Dodge | 1 AP | Grant DisADV to next attack targeting you before your next turn |
Leftover AP: Unused AP are lost at the end of turn (do not carry over).
Conditions (Core)
Slowed
- Speed is halved
- Duration varies by source
Dazed
- Lose 1 AP on your turn
- Can still move and act normally otherwise
Impaired
- Disadvantage on all attack rolls and ability checks
- Cannot benefit from Help Die
Poisoned
- Disadvantage on all ability checks
- Typically lasts until cured or duration expires
Frightened
- Cannot move toward the source of the fear
- All other actions are normal
- Can move away normally
Stunned
- Cannot take any actions or reactions
- Lose all AP and Free Actions for the turn
- Effectively paralyzed
Exposed
- All attacks against you have Advantage
- Leaves you defenseless or in a vulnerable position
- Ends when you move or take cover
Grappled
- Speed becomes 0 (cannot move)
- Can still attack and cast spells
- Can attempt escape check (STR or DEX vs. grappler’s STR or DEX)
Prone
- Melee attacks against you have Advantage
- Ranged attacks against you have Disadvantage
- Can stand up by spending half your Speed as movement
Blinded
- Disadvantage on all attack rolls
- Advantage on attacks against you
- Cannot see, navigate safely, or read
Invisible
- Advantage on all attack rolls (while unseen)
- Disadvantage on attacks against you
- Becomes visible when attacking or casting a spell (unless spell specifies otherwise)
Death’s Door
When a character reaches 0 HP:
- Character immediately falls unconscious
- On each of their turns, they make a Death Save (DC 10)
- Save Option: Might modifier OR Charisma modifier (choose one)
- Failure: Lose 1 AP maximum permanently until healed via medical attention or magic
- Three Failures: Character dies
Recovery:
- Stabilized by a successful Medicine check (DC 15)
- Regains consciousness when HP exceeds 0
- Long rest heals 1d6 + CON modifier HP (minimum 1 HP)
- Magic healing can restore HP and clear Death Save failures
Help Die Mechanic
Granting Help: Spend 1 AP to grant an ally making a check a Help Die
Help Die Scale by Level:
| Levels | Die Size |
|---|---|
| 1–4 | d4 |
| 5–8 | d6 |
| 9–12 | d8 |
| 13–16 | d10 |
| 17–20 | d12 |
Using the Die: Add the Help Die result to the target’s check total.
Restrictions:
- Can only benefit from one Help Die per check
- Cannot use Help Die if you have the Impaired condition
- Cannot Help on checks where the character is Impaired
Grit Points (Damage Reduction)
Grit Points per Character: Equal to Might modifier (minimum 1)
Spending Grit:
- When you take damage, before rolling damage, you may spend 1 Grit Point
- Reduce that damage by 1d6 + Might modifier
- Once per damage instance (not per hit or turn)
- Regain all Grit Points on a short rest (1 hour)
Example: Took 15 damage, spent 1 Grit and rolled 4 on d6. Damage reduced to: 15 - (4 + MOD) = final damage.
Multiple Check Penalty
If a character makes more than one ability check in the same situation:
- 1st Check: Normal (no penalty)
- 2nd Check: Disadvantage
- 3rd Check: Disadvantage + all future checks in this situation have Disadvantage
Example: Picking a lock, failing, then trying again—the second attempt has DisADV.
Advantage & Disadvantage (ADV/DisADV)
Advantage: Roll 2d20, use the higher result Disadvantage: Roll 2d20, use the lower result
Stacking: ADV and DisADV cancel each other (don’t stack; they override)
- 2 ADV + 1 DisADV = 1 ADV remains
Attack Rolls vs. Ability Checks
| Type | Roll | Bonus | Compare |
|---|---|---|---|
| Attack Roll | 1d20 + relevant modifier + weapon bonus | STR or DEX | vs. AC |
| Ability Check | 1d20 + relevant modifier | ANY | vs. DC |
Common DCs (Suggested)
| Difficulty | DC | Example |
|---|---|---|
| Very Easy | 5 | Notice obvious detail |
| Easy | 10 | Climb a rope, basic Arcana knowledge |
| Moderate | 15 | Climb a rough surface, identify spell being cast |
| Hard | 20 | Climb smooth wall, forge a convincing document |
| Very Hard | 25 | Climb featureless surface, disable magical trap |
| Nearly Impossible | 30 | Scale sheer cliff, hack military AI |
Party Stats & Notes
Quick Reference Table
| PC Name | Class | Level | AC | HP | Might Mod (Grit) | Notes |
|---|---|---|---|---|---|---|
| — | — | — | — | — | — | — |
Fill in before session as needed.
Common Rulings
Bonus Action Economy
- Most PCs get 1 Free Action per turn + 4 AP
- Bonus actions from class features cost 1 AP
- Reaction actions (outside turn) are typically free but trigger only once per round
Range Categories
- Melee: 5 feet
- Short Range: 30–60 feet
- Medium Range: 60–120 feet
- Long Range: Beyond 120 feet (typically disadvantage)
Armor & Encumbrance
- Reference character sheets for AC and carrying capacity
- Encumbered characters may have Speed halved
Healing & Medicine
- Medicine check (DC varies) can stabilize a dying character
- Short Rest (1 hour): Recover HP and Grit
- Long Rest (8 hours): Recover all HP and Grit, clear Death Save failures
Environmental Effects
- Difficult Terrain: Costs double movement to cross
- Darkness: Invisible creatures gain advantage; others have disadvantage
- High Ground: Attacker gains advantage on attack
- Cover: +2 AC (half cover) or +5 AC (full cover)
Session Notes
Date: Players Present: Session Focus:
Important Reminders
- Award experience/level ups as appropriate
- Track Grit Point usage
- Note condition durations
- Update Active Threads
- Collect treasure/loot