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

ActionAP CostDetails
Attack2 APMake a weapon or spell attack roll
Cast Spell2 APInvoke a spell (most spells)
Help1 APGrant Help Die to an ally making a check
Off-Hand Attack1 APAttack with off-hand weapon (requires Two-Weapon Fighting)
Interact1 APOpen door, drink potion, draw weapon, mount/dismount, etc.
Sprint1 APAdd half Speed to movement (can combine with Move Action)
Dodge1 APGrant 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:

  1. Character immediately falls unconscious
  2. On each of their turns, they make a Death Save (DC 10)
  3. Save Option: Might modifier OR Charisma modifier (choose one)
  4. Failure: Lose 1 AP maximum permanently until healed via medical attention or magic
  5. 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:

LevelsDie Size
1–4d4
5–8d6
9–12d8
13–16d10
17–20d12

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

TypeRollBonusCompare
Attack Roll1d20 + relevant modifier + weapon bonusSTR or DEXvs. AC
Ability Check1d20 + relevant modifierANYvs. DC

Common DCs (Suggested)

DifficultyDCExample
Very Easy5Notice obvious detail
Easy10Climb a rope, basic Arcana knowledge
Moderate15Climb a rough surface, identify spell being cast
Hard20Climb smooth wall, forge a convincing document
Very Hard25Climb featureless surface, disable magical trap
Nearly Impossible30Scale sheer cliff, hack military AI

Party Stats & Notes

Quick Reference Table

PC NameClassLevelACHPMight 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