[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-510976-105":59,"doc-detail-510976-en":130},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":123,"head_meta":125,"extra_data":127,"updated_unix":129},105,"en","dd-rules-cheat-sheet-advantage-disadvantage-spells-combat-actions","D&D Rules Cheat Sheet - Advantage, Disadvantage, Spells, Combat Actions","","Quick reference for core Dungeons & Dragons mechanics, focusing on advantage and disadvantage rules for skill checks and saving throws, including their cancellation behavior and duration effects. Covers spellcasting basics such as concentrating on one spell, ending concentration via damage and saving throws, tracking spell slots by level, and casting options. Includes ranged attack disadvantage in melee and range limitations, unconscious and death saving throw procedures, rest rules for HP, hit dice, and slots, and natural 20 critical success and natural 1 critical failure impacts. Also summarizes combat action economy and common action choices.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":20,"@type":76,"position":81},"https://docshare.wps.com/document/exam/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/dd-rules-cheat-sheet-advantage-disadvantage-spells-combat-actions/510976/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/dd-rules-cheat-sheet-advantage-disadvantage-spells-combat-actions/510976.png","ImageObject",300,407,{"name":92,"@type":93},"Franzy","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-11-02","2026-10-06",true,{"@type":102,"interactionType":103,"userInteractionCount":24},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"How do advantage and disadvantage work, and can they stack?","Question",{"text":112,"@type":113},"Roll 2d20 and take the highest for advantage, or take the lowest for disadvantage, then apply the relevant modifier. Advantage and disadvantage cannot stack; if both apply from different sources, they cancel out so you do not roll more than 2d20.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"What happens when a spell requires concentration?",{"text":117,"@type":113},"Concentration lasts until you break it, which can be done at any time or is broken through damage. While concentrating, you may concentrate on only one spell; if you take damage while concentrating, you make a Constitution saving throw with DC equal to half the damage taken (rounded up, minimum DC 10).",{"name":119,"@type":110,"acceptedAnswer":120},"What are the rules for unconsciousness and death saving throws?",{"text":121,"@type":113},"When you drop to 0 hit points you become unconscious and must make death saving throws. At the start of your turn you roll a d20: 10+ succeeds (1 save), otherwise fails (1). A natural 20 regains consciousness with 1 HP, while a natural 1 causes 2 failures; death saves end at 3 successes, 3 failures, or healing.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},510976,1791669995,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":19,"category_name":20,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":24,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":19,"language":139,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":67,"update_tm":143,"read_time":52,"preview_page_count":4},2336478945519,"https://ap-avatar.wpscdn.com/davatar_085a072bc5b1113ac321206ff7593b45","Advantage: Roll 2 d20’s and take the highest, then add the respective modiﬁer. Many eﬀects can provide advantage for many skill checks or saving throws. Spells, assistance from an ally, a weakened or surprised enemy or even a generally good roleplaying moment.  \nDisadvantage: Roll 2 d20’s and take the lowest, then add the respective modiﬁer. Like advantage, disadvantage can come from many sources, such as an awkward conversation, something weakening you, or a spell from an enemy.  \n(Note: Advantage and Disadvantage cannot stack, meaning you will never have to roll more than 2 d20’s and take the lowest/highest. With this in mind however, if a source is providing advantage, while another source is providing disadvantage, they cancel.)  \nConcentration: If a spell requires concentration, it lasts until you break concentration which can be done at anytime you like, or ifit’s broken through damage. You may only concentrate on one spell at a time. If you take damage while concentrating a constitution saving throw must be made with a DC equal to half the damage taken rounded up, minimum DC 10.  \nCasting Spells: When casting a leveled spell (level 1 or higher) mark oﬀ the spell slot for the level it was cast. A spell may be cast as many times as you like per day as long as you have spell slots for it. Spells may be cast using higher level slots to make them more powerful/potent in some cases, or if you’ve run out of the lower-level spell slot.  \nMaking Ranged Attacks (Spells and Weapons): Spells and weapons with a range further than touch will incur disadvantage if done when in melee range of an enemy, even if that enemy isn’t the target. Ranged weapons have 2 range labels, normal/long. Past the normal range disadvantage is incurred, and after the long range the attack cannot hit.  \nGoing Unconscious: 0 hit points does not automatically mean death, instead you become unconscious and have to make death saving throws. On the top of your turn, you roll a d20 . On a 10 or higher, you succeed 1 death save, otherwise it is 1 failure. A critical success (Natural 20) causes you to automatically regain consciousness with 1 HP. A critical failure (Natural 1) causes you to fail 2 death saves rather than just 1. Death saves continue until you reach 3 successes, 3 failures, or you are healed.  \nRests – Healing and Hit Dice: There are 2 types of rests in D&D, the long rest and the short rest.  \nLong rest: After a long rest regain all lost HP, all used spell slots, and half of your maximum hit dice rounded up, as well as any class/race features only usable once per long rest. This rest lasts 8 hours (1 full night’s sleep) and is diﬃcult to achieve due to the dangers of the world.  \nShort rest: During a short rest you may chose to expend any number of hit dice, roll them, and regain that much HP. Any abilities usable once per short rest will be regained. Spell slots expended ARE NOT regenerated during this rest. This rest lasts about 1 hour and easy activities can be completed during it (such as crafting a piece of clothing, ﬁxing a weapon or attuning to an item) .  \nCritical Success – Natural 20: When you roll for an attack and the result on the die (before any modiﬁers) is a 20, that is a critical success. A critical success CANNOT miss, and does double the dice damage. For this you have 2 options; you may either roll your normal damage dice and double the result, or roll twice the dice, but you must choose before you roll.  \nExample: You roll a Nat 20 on an attack with a short sword (1d6+3 damage) you may roll 1d6 and double the result, then add 3, or roll 2d6 add them together and add 3.  \nNote: A critical failure to hit will always miss the target even if you would technically beat its armor class, and in some cases if you made a risky move, could have consequences.  \nActions in Combat  \n(1 round of combat only lasts 6 seconds, which is important to keep in mind when you consider your action economy or feel like you can’t do enough during your tu","cbCaibrtOvxJwSR6","https://ap.wps.com/l/cbCaibrtOvxJwSR6","pdf",94065,"English","# Advantage and Disadvantage\n# Concentration and Casting Spells\n# Ranged Attacks in Melee\n# Unconscious and Death Saves\n# Rests: Long Rest and Short Rest\n# Critical Success and Critical Failure\n# Actions in Combat\n## Action, Bonus Action, Free Action, Movement, Reaction\n## Combat Options (Help, Grapple, Shove, Dash, Disengage, Dodge, Hide, Ready)","[{\"question\":\"How do advantage and disadvantage work, and can they stack?\",\"answer\":\"Roll 2d20 and take the highest for advantage, or take the lowest for disadvantage, then apply the relevant modifier. Advantage and disadvantage cannot stack; if both apply from different sources, they cancel out so you do not roll more than 2d20.\"},{\"question\":\"What happens when a spell requires concentration?\",\"answer\":\"Concentration lasts until you break it, which can be done at any time or is broken through damage. While concentrating, you may concentrate on only one spell; if you take damage while concentrating, you make a Constitution saving throw with DC equal to half the damage taken (rounded up, minimum DC 10).\"},{\"question\":\"What are the rules for unconsciousness and death saving throws?\",\"answer\":\"When you drop to 0 hit points you become unconscious and must make death saving throws. At the start of your turn you roll a d20: 10+ succeeds (1 save), otherwise fails (1). A natural 20 regains consciousness with 1 HP, while a natural 1 causes 2 failures; death saves end at 3 successes, 3 failures, or healing.\"}]","D&D Rules Cheat Sheet - Advantage, Disadvantage, Spells, Combat Actions | PDF",1791246736]