1 of 12

1

Move Your

Speed

1 Action

1 Bonus Action

1 Interaction

1 Reaction

Y

o

u

r

C

h

a

r

a

c

t

e

r

H

a

s

L

e

s

s

T

h

a

n

S

i

x

S

e

c

o

n

d

s

.

.

.

GO!

Movement

Before, between, and after actions.

Climb

Cost 10ft per 5ft

Stand

Cost 1/2 movement speed

Improvise

Anything not listed

Swim

Cost 10ft per 5ft

Long Jump

10ft lead to go (Str score)ft

Difficult Terrain

Cost +5ft per 5ft

Prone

Cost 0ft

High Jump

10ft lead to go (Str mod)ft

Grapple Move

Total speed halved

Move

Cost 5ft per 5ft

Crawl

Cost 10ft per 5ft

Mount

Cost 1/2 movement speed

Actions The main thing your character does.

Interactions

Are brief free actions e.g.:

Quickly say something

Draw/sheathe a weapon

Open or close door

Quickly grab an immediate object

Pick up a dropped/unattended item

Throw a lever or switch

Turn a key in a lock

Hand item to another player

Pull the hood of your cloak up

Bonus Actions

When applicable.

Off-hand Weapon Attack

For use with the Attack action

Cast a Spell

Cast time of 1 bonus action

Class Feature

Some features use bonus actions

Reactions Taken between turns if a trigger occurs.

Opportunity Attack

If an enemy leaves your reach

Readied Action

Part of your Ready action

Cast a Spell

Cast time of 1 reaction

Combat Reference

Surprise Position Roll Initiative Fight

1A-FL

Attack

Melee or ranged attack

Cast a Spell

Cast time of 1 action

Class Feature

Some features use actions

Dash

Double move speed

Disengage

Prevent an opportunity

Dodge

Put enemy at disadvantage

Escape

Escape a grapple with Str or Dex attack

Grapple

Strength contest

Help

Grant an ally advantage

Hide

Attempt to hide

Improvise

Any action not on this list

Ready

Choose a trigger and action

Search

Scan or investigate

Shove

Strength contest

Stablize

Use healer kit/make Med DC 10

Use Object

Interact, use special abilities

Use Shield

(Un)equip a shield

2 of 12

2

MADNESS, DMG 258-261

SHORT TERM

LONG TERM

INDEFINITE

d100

EFFECT (LASTS 1d10 MINUTES)

d100

EFFECT (LASTS 1d10X10 HOURS)

d100

FLAW (LASTS UNTIL CURED)

01-20

CHARACTER RETREATS INTO OWN MIND AND BECOMES PARALYZED; EFFECT ENDS IF TAKES DAMAGE

01-10

COMPELLED TO REPEAT SPECIFIC ACTIVITY OVER AND OVER, (E.G., WASHING HANDS, COUNTING COINS, PRAYING)

01-15

BEING DRUNK KEEPS ME SANE

21-30

INCAPACITATED-SPENDS DURATION SCREAMING, WEEPING, LAUGHING

11-20

VIVID HALLUCINATIONS AND DISADV ON ABILITY CHECKS

16-25

KEEP WHATEVER I FIND

31-40

FRIGHTENED-MUST USE ALL ACTIONS TO FLEE SOURCE OF FEAR

21-30

EXTREME PARANOIA AND DISADV ON WIS AND CHA CHECKS

26-30

TRY TO BECOME MORE LIKE SOMEONE ELSE (ADOPTS CLOTHING, MANNERISMS, NAME, ETC.)

41-50

BABBLING, INCAPABLE OF NORMAL SPEECH

31-40

REGARDS SOMETHING (USUALLY SOURCE OF MADNESS) WITH REVULSION AS PER ANTIPATHY SPELL

31-35

MUST BEND THE TRUTH, EXAGGERATE OR LIE TO BE INTERESTING TO OTHER PEOPLE

51-60

MUST ATTACK NEAREST CREATURE EACH ROUND

41-45

POWERFUL DELUSION, CHOOSE DELUSIONAL POTION EFFECT

36-45

ACHIEVING GOAL IS ONLY THING OF INTEREST TO ME; I’LL IGNORE ALL ELSE TO PURSUE IT

61-70

HALLUCINATIONS AND DISADV ON ABILITY CHECKS.

46-55

ATTACHED TO “LUCKY CHARM” (PERSON/THING). DISADV ON ALL ROLLS WHEN > 30’ FROM IT.

46-50

FIND IT HARD TO CARE ABOUT ANYTHING THAT GOES ON AROUND ME

71-75

DOES WHATEVER ANYONE TELLS THEM AS LONG AS NOT OBVIOUSLY SELF-DESTRUCTIVE

56-65

CHARACTER IS BLINDED (25%) OR DEAFENED (75%)

51-55

DON’T LIKE WAY PEOPLE JUDGE ME ALL THE TIME

76-80

OVERPOWERING URGE TO EAT SOMETHING STRANGE (E.G., DIRT, SLIME, OFFAL)

66-75

UNCONTROLLABLE TREMORS OR TICS. DISADVANTAGE ON ALL ROLLS THAT INVOLVE DEX OR STR

56-70

AM SMARTEST, WISEST, STRONGEST, FASTEST, MOST BEAUTIFUL PERSON I KNOW

81-90

CHARACTER STUNNED

76-85

PARTIAL AMNESIA, KNOWS THEMSELVES, BUT NOBODY ELSE OR ANY RECENT EVENTS

71-80

POWERFUL ENEMIES ARE HUNTING ME. THEIR AGENTS ARE EVERYWHERE, ALWAYS WATCHING

91-100

CHARACTER UNCONSCIOUS

86-90

IF ANY DAMAGE TAKEN, MAKE DC 15 WIS SAVE OR AS IF UNDER CONFUSION SPELL FOR 1 MINUTE

81-85

THERE’S ONLY ONE PERSON I CAN TRUST, AND ONLY I CAN SEE THIS SPECIAL FRIEND

91-95

CHARACTER LOSES ABILITY TO SPEAK

86-95

I CAN’T TAKE ANYTHING SERIOUSLY. THE MORE SERIOUS, THE FUNNIER I FIND IT

96-100

FALLS UNCONSCIOUS, CANNOT BE WAKENED.

96-100

I’VE DISCOVERED THAT I REALLY LIKE KILLING PEOPLE

FEAR, HORROR, AND MADNESS

DM SHOULD USE FEAR CHECKS SPARINGLY; PCS ARE HARDENED ADVENTURERS AND SHOULD BE ABLE TO FACE TOUGH MONSTERS W/OUT FEAR CHECKS PROVIDED THEY BELIEVE REASONABLE SURVIVAL CHANCE; ITEM/SPELL NOT ALLOWING CREATURE OR THREAT TO HARM PC NEGATES NEED FOR FEAR CHECK; EMOTION SPELL TO INSTILL COURAGE, CAST BEFORE AN ENCOUNTER, WILL NEGATE FEAR CHECK.

Fear Effects

(Ravenloft Campaign Setting (2nd Edition) 1994 Page 30 – 41)

MUST SUCCEED ON WIS SAVE OR DROP WHATEVER HOLDING AND BECOME FRIGHTENED FOR 1d4 ROUNDS; WHILE FRIGHTENED, A CREATURE MUST TAKE THE DASH ACTION AND MOVE AWAY FROM SOURCE OF FEAR BY SAFEST AVAILABLE ROUTE ON EACH OF ITS TURNS, UNLESS NOWHERE TO MOVE; IF THE CREATURE ENDS TURN IN LOCATION WHERE NO LINE OF SIGHT TO FEAR SOUCE, CAN MAKE A WIS SAVE; SUCCESSFAL SAVE= END OF FEAR EFFECTS FOR THAT CREATURE

SITUATION

MODIFIER

SPELL SPECIFICALLY HELPFUL AGAINST ENCOUNTER

+4

MAGICAL ITEM SPECIFICALLY HELPFUL AGAINST ENCOUNTER

+4

FRIEND OR FAMILY ENDANGERED

+4

KNOW HOW A SIMILAR ENCOUNTER WAS

+2

DEFEATED FACING THREAT AGAIN ON THE SAME DAY

+1

DEFEATED PREVIOUSLY IN A SIMILAR ENCOUNTER

-2

SPELL SPECIFICALLY HELPFUL AGAINST ENCOUNTER

+4

Horror Effects

(Ravenloft Campaign Setting (2nd Edition) 1994 Page 30 – 41)

SITUATION

MODIFIER

OPEN AREA (ROOM TO RUN)

+1

CHARACTER IS OF ANY EVIL ALIGNMENT

+1

CHARACTER IS LAWFUL GOOD

-1

CLOSED QUARTERS

-1

ACQUAINTANCE IS IN THE HORROR SCENE

-2

CLOSE FRIEND OR FAMILY MEMBER IS IN THE HORROR SCENE

-4

OPEN AREA (ROOM TO RUN)

+1

Failed Horror Check Results:

1d6

RESULT

DESCRIPTION

1

AVERSION

CANNOT BEAR TO LOOK AT HORROR SCENE; MUST REMAIN 30' AWAY IN OPEN SPACES; IF UNWILLINGLY EXPOSED, HAS 1 RD TO STEP AWAY FROM SCENE TO AVOID BEING FEARSTRUCK.

2

REVULSION

STRONGER THAN ABOVE RESULT, CHARACTER CANNOT BEAR TO VIEW OR BE NEAR ANYTHING EVEN SUGGESTS HORROR SCENE; E.G., MAY BE REPULSED BY RED WINE OR CUT OF RARE MEAT

3

OBSESSION

HORROR PLAYS ITSELF IN CHARACTER'S MIND; CANNOT BENEFIT FROM LONG OR SHORT REST; CANNOT MEMORIZE SPELLS NEXT DAY; CAN ATTEMPT WIS SAVE 1/WK TO END OBSESSION

4

SENSELESS

RAGE

DESIRE TO DESTROY ANYTHING IN WAY FOR 3 RDS, RECEIVES +2 BONUS TO ATK AND DMG; ATTACKS 2X AS OFTEN; CAN ATTEMPT A WIS SAVE ON ALTERNATE TURNS (TURN 4,6,8 ETC.)

5

MENTAL

SHOCK

REMAINS STUNNED FOR AT LEAST 3 RDS THEN WIS SAVE EACH RD; 3 CONSECUTIVE FAILURES RESULTS IN DEEP SHOCK (PARALYZATION); IN DEEP SHOCK, CAN REPEAT SAVE EACH HR.

6

FEARSTRUCK

BEHAVES AS IF HE OR SHE HAVE FAILED A FEAR CHECK

FOR NEXT MONTH, WHEN CHARACTER EXPERIENCES SOMETHING CLOSELY RESEMBLES THE HORROR SCENE, MUST ROLL A NEW SAVE W/ -2 PENALTY. IF FAILS, CHARACTER IS INSTANTLY EFFECTED BY ABOVE EFFECT (INCLUDING SENSELESS RAGE).

FEARSTRUCK CHARACTER MUST SUCCEED ON WISDOM SAVE OR DROP WHATEVER THEY’RE HOLDING AND TAKE DASH ACTION TO MOVE AWAY BY SAFEST AVAILABLE ROUTE ON EACH OF ITS TURNS. IF CHARACTER ENDS ITS TURN IN LOCATION WHERE IT DOES NOT HAVE LINE OF SIGHT THEY CAN REPEAT SAVE. ON SUCCESSFUL SAVE, CONDITION ENDS.

Madness

(Dungeon Master's Guide (5th Edition) Page 258 – 260)

SOME EFFECTS CAN INFLICT MADNESS ON OTHERWISE STABLE MIND. CERTAIN SPELLS CAN CAUSE INSANITY, AND YOU CAN USE THE MADNESS RULES ON PAGE 259 OF THE DMGINSTEAD OF THE SPELL EFFECTS. DISEASES, POISONS, PLANAR EFFECTS, AND SOME ARTEFACTS CAN ALL INFLICT MADNESS. RESISTING MADNESS-INDUCING EFFECT USUALLY REQUIRES A WISDOM OR CHARISMA SAVE.

TERRAIN

WEATHER, DMG 109DRAGON MAGAZINE 15, ‘WEATHER IN THE WILDERNESS,’ PAGE 14

1d8

CLEAR

WOODS

RIVER

SWAMP

MOUNTAINS

DESERT

CITY

1

CLEAR

CLEAR

CLEAR

CLEAR

CLEAR

CLEAR

CLEAR

2

CLEAR

CLEAR

CLEAR

CLEAR

CLEAR

CLEAR

CLEAR

3

CLEAR

CLEAR

CLEAR

CLEAR

CLEAR

CLEAR

CLEAR

4

UNUSUAL

CLEAR

CLEAR

CLEAR

UNUSUAL

CLEAR

CLEAR

5

CLOUDY

CLOUDY

CLOUDY

CLOUDY

CLOUDY

UNUSUAL

CLOUDY

6

CLOUDY

CLOUDY

CLOUDY

UNUSUAL

CLOUDY

STORMY

STORMY

7

STORMY

STORMY

STORMY

STORMY

STORMY

WINDS

UNUSUAL

8

WINDS

STORMY

STORMY

STORMY

STORMY

WINDS

UNUSUAL

WEATHER TYPE

1d10

CLEAR

CLOUDY

STORMY

WINDS

UNUSUAL

1

COLD

DENSE FOG

SNOW

HIGH

COLD/SNOW

2

COOL

LIGHT FOG

HEAVY RAIN

MEDIUM

DENSE FOG/HEAVY

3

COOL

LOW CLOUDS

MEDIUM RAIN

HIGH

LIGHT FOG/WARM

4

COOL

MEDIUM CLOUDS

LIGHT RAIN

MEDIUM

MEDIUM RAIN/COLD

5

FAIR

HIGH CLOUDS

THUNDERSTORM

LIGHT

THUNDERSTORM

6

FAIR

STORMY

CLOUDY

LIGHT

THUNDERSTORM

7

WARM

HIGH CLOUDS

LIGHT RAIN

MEDIUM

COLD/HIGH WIND

8

WARM

LOW CLOUDS

MEDIUM RAIN

LIGHT

LIGHT RAIN/COOL

9

WARM

LIGHT FOG

HEAVY RAIN

MEDIUM

THUNDERSTORM

10

HOT

DENSE FOG

SNOW

HIGH

HOT/HIGH WIND

SEASONAL

WINTER SEASON

SPRING SEASON

SUMMER SEASON

AUTUMN SEASON

WEATHER LASTS 1-4 WEEKS

WEATHER LASTS 1-2 WEEKS

WEATHER LASTS 1-6 WEEKS

WEATHER LASTS 1-2 WEEKS

CLEAR

01-04

CLEAR

01-02

CLEAR

05-10

CLEAR

01-10

CLOUDY

01-10

CLOUDY

01-10

CLOUDY

01-10

CLOUDY

01-10

STORMY

01-10

STORMY

02-09

STORMY

02-09

STORMY

01-10

WINDS

01-10

WINDS

01-10

WINDS

01-10

WINDS

01-10

UNUSUAL

1,2,4-9

UNUSUAL

2,3,5,6,8,9

UNUSUAL

2,3,5,6,9,10

UNUSUAL

01-10

ENCTR XP

THRESHOLD, DMG 82

LVL

EASY

MED

HARD

DEADLY

1

25

50

75

100

2

50

100

150

200

3

75

150

225

400

4

125

250

375

500

5

250

500

750

1.1K

6

300

600

900

1.4K

7

350

740

1.1K

1.7K

8

450

900

1.4K

2.1K

9

550

1.1K

1.6K

2.4K

10

600

1.2K

1.9K

2.8K

11

800

1.6K

2.4K

3.6K

12

1K

2K

3K

4.5K

13

1.1K

2.2K

3.4K

5.1K

14

1.25K

2.5K

3.8K

5.7K

15

1.4K

2.8K

4.3K

6.4K

16

1.6K

3.2K

4.8K

7.2K

17

2K

3.9K

5.9K

8.8K

18

2.1K

4.2K

6.3K

9.5K

19

2.4K

4.9K

7.3K

10.9K

20

2.8K

5.7K

8.5K

12.7K

DEFENSE: FOR EVERY 2 AC PTS AC ABOVE/ BELOW TARGET CHLG LISTED AMT, INCREASE/ DECREASE DEF CHLG 1 PT.

OFFENSE: FOR EVERY 2 PTS OF ATK BONUS OR SAVE DC ABOVE OR BELOW TARGET CHALLENGE LISTED AMT, INCREASE/DECREASE OFFENSIVE CHLG 1 PT.

ENCOUNTER BUILDING

USE THIS PROCESS AFTER YOU’VE ALREADY DESIGNED AN ENCOUNTER TO DETERMINE ITS DIFFICULTY OR TO START AN ENCOUNTER FROM SCRATCH WITH A TARGET DIFFICULTY IN MIND

  1. MAKING NOTE OF EXP VALUES THAT DEFINE THE FOUR DIFFICULTY CATEGORIES FOR YOUR GROUP. FOR EACH PC IN PARTY, REFER TO ENCOUNTER DIFFICULTY EXP/PC TABLE, NOTING EXP VALUES FOR EACH PC IN EACH CATEGORY. THEN FOR EACH CATEGORY, ADD EXP VALUES FOR EACH PC IN THAT CATEGORY TO DETERMINE DIFFICULTY THRESHOLDS FOR ENCOUNTERS
  1. NEXT, SELECT EACH CREATURE TO INCLUDE IN YOUR ENCOUNTER. ADD UP THEIR EXP VALUES FOUND IN THEIR STAT BLOCK NEXT TO THEIR CHALLENGE RATING, TO GET THE ENCOUNTER’S EXP VALUE
  1. ADJUST ENCOUNTER EXP VALUE BY THE MULTIPLIER FOUND IN THE ENCOUNTER EXP MULTIPLIERS TABLE ACCORDING TO THE SIZE OF THE ADVENTURING PARTY
  1. COMPARE THE ADJUSTED ENCOUNTER EXP VALUE WITH THE DIFFICULTY THRESHOLDS YOU CALCULATED IN STEP 1 TO GET AN ESTIMATE OF THE ENCOUNTER’S DIFFICULTY. ADJUST THE ENCOUNTER ACCORDINGLY

HP MULTIPLIERS

CR

RESISTANCES

IMMUNITIES

1–4

×2

×2

5–10

×1.5

×2

11–16

×1.25

×1.5

> 17

×1

×1.25

RANDOM TREASURE DMG 133/136

d100

CP

SP

EP

GP

PP

INDIVIDUAL TREASURE: CHALLENGE 0-4

01-30

5d6 (17)

31-60

4d6 (14)

61-70

3d6 (10)

71-95

3d6 (10)

96-00

1d6 (3)

INDIVIDUAL TREASURE: CHALLENGE 5-10

01-30

4d6 x100

1d6 x10

31-60

6d6 x10

2d6 x10

61-70

3d6 x10

2d6 x10

71-95

4d6 x10

96-00

2d6 x10

3d6 x10

INDIVIDUAL TREASURE: CHALLENGE 11-16

01-20

4d6 x100

1d6 x100

21-35

1d6 x100

1d6 x100

36-75

2d6 x100

76-00

2d6 x100

INDIVIDUAL TREASURE: CHALLENGE 17+

01-15

2d6 x1K

8d6 x100

16-55

1d6 x1K

1d6 x100

56-00

1d6 x1K

2d6 x100

# IN PARENTHESES = AVG

ENCTR BLDG

DMG 81-5

PC

MNSTR TO PC vs CR (Hard)

LVL

2:1

1:1

1:2

1

1

¼

½

2

¼

½

1

3

½

1

2

4

½

1

3

5

1

2

4

6

1

2

5

7

1

3

5

8

1

3

6

9

2

4

7

10

2

4

8

11

3

4

8

12

3

5

9

13

3

6

10

14

4

6

11

15

4

7

11

16

4

7

12

17

4

8

13

18

5

8

14

19

5

9

14

20

5

10

15

RANDOM WEATHER

d20

TEMPEREATURE

1-14

SEASONE NORMAL

15-17

NORMAL - 1d4 X 10º

18-20

NORMAL + 1d4 X 10º

d20

WIND

1-12

NONE

13-17

LIGHT

18-20

STRONG

d20

PRECIPITATION

1-12

NONE

13-17

LGT RAIN/SNOWFALL

18-20

HVY RAIN/SNOWFALL

MULTIPLIER

MONSTERS

MULTI

1

X1

2

X1.5

3-6

x2

7-10

X2.5

11-14

X3

15 +

X4

1B-FL

MONSTER STATS BY CR DMG 274

DEFENSIVE

OFFENSIVE

CR

PROF

BONUS

AC

HP

ATK

BONUS

DMG/

RD

SAVE�DC

XP

VALUE

0

2

<13

1-6

<3

0-1

<13

0/10

1/8

2

13

7-35

3

2-3

13

25

1/4

2

13

36-49

3

4-5

13

50

1/2

2

13

50-70

3

6-8

13

100

1

2

13

71-85

3

9-14

13

200

2

2

13

86-100

3

15-20

13

450

3

2

13

101-115

4

21-26

13

700

4

2

14

116-130

5

27-32

14

1.1K

5

3

15

131-145

6

33--38

15

1.8K

6

3

15

146-160

6

39-44

15

2.3K

7

3

15

161-175

6

45-50

15

2.9K

8

3

16

176-190

7

51-56

16

3.9K

9

4

16

191-205

7

57-62

15

5K

10

4

17

206-220

7

63-68

15

5.9K

11

4

17

221-235

8

69-74

17

7.2K

12

4

17

236-250

8

75-80

17

8.4K

13

5

18

251-265

8

81-86

18

10K

14

5

18

266-280

8

87-92

18

11.5K

15

5

18

281-295

8

93-98

18

13K

16

5

18

296-310

9

99-104

18

15K

17

6

19

311-325

10

105-110

19

18K

18

6

19

326-340

10

111-116

19

20K

19

6

19

341-355

10

117-122

19

22K

20

6

19

356-400

10

123-140

20

25K

21

7

19

401-445

11

141-158

20

33K

22

7

19

446-490

11

159-176

20

41K

23

7

19

491-535

11

177-194

20

50K

24

7

19

536-580

12

195-212

21

62K

25

8

19

581-625

12

213-230

21

75K

26

8

19

626-670

12

231-248

21

90K

27

8

19

671-715

13

249-266

22

105K

28

8

19

716-760

13

267-284

22

120K

29

9

19

761-805

13

285-302

22

135K

30

9

19

806-850

14

303-320

23

155K

ENC EXP MULTIPLIERS

#

ENEMIES

PARTY

SIZE OF…

#

ENEMIES

PARTY SIZE OF…

1-2

3-5

6-8

1-2

3-5

6-8

1

× 1.5

× .5

GANG (7-10)

× 3

× 2.5

× 2

2

× 2

× 1.5

MOB (11-14)

× 4

× 3

× 2.5

GROUP (3-6)

× 2.5

× 2

× 1.5

HORDE (15+)

× 5

× 4

× 3

3 of 12

3

ABILITY SCORE

SCORE

MOD

1

-5

2–3

-4

4–5

-3

6–7

-2

8–9

-1

10–11

0

12–13

+ 1

14–15

+ 2

16–17

+ 3

18–19

+ 4

20–21

+ 5

22–23

+ 6

24–25

+ 7

26–27

+ 8

28–29

+ 9

30

+ 10

DEXTERITY - DODGING A TOMATO

MEASURES AGILITY, REFLEXES, AND BALANCE.

ACROBATICS • BALANCE

E (10)

WALK ACROSS ICY SURFACE, STAY UPRIGHT IN TURBULENT SITUATION, LAND SAFELY ON DIFFICULT TERRAIN

M (15)

WALK ALONG NARROW LEDGE, SWING FROM CHANDELIER AND LAND ON YOUR FEET

H (20)

CROSS WILDLY SWAYING ROPE BRIDGE

VH (25)

WALK ACROSS TIGHTROPE, VAULT OVER OR UNDER ENEMY (THROUGH THEIR SPACE); SURF DOWN STAIRCASE ON A SHIELD

ACROBATICS • TUMBLE

M (15)

SWING FROM CHANDELIER

VH (25)

SOMERSAULT OVER CREATURE OF THE SAME SIZE

SLEIGHT OF HAND • CONCEAL/PLANT/STEAL AN OBJECT

EASY

PERFORM SIMPLE ACTS OF LEGERDEMAIN SUCH AS PALMING COIN-SIZED OBJECT

M (15)

IF CREATURE DOESN’T KNOW ABOUT YOU

CONTEST

(VS. PERCEP)

PLANT OR STEAL OBJECT ON OR FROM TARGET, CONCEAL AN OBJECT ON YOUR PERSON

STEALTH1 • HIDING FROM SIGHT

CONTEST

(VS. PERCEP)

CONCEAL YOURSELF FROM ENEMIES; SNEAK PAST UNSUSPECTING TARGETS; SLIP AWAY WHILE OTHERS ARE DISTRACTED

PICK LOCK2 • DISARM TRAP2 • OTHER

E (10)

PICK SIMPLE LOCK, JAM SIMPLE TRAP (E.G. PIT TRAP FROM OPEN); PERFORM TASK REQUIRING PARTICULARLY DEXTEROUS HANDS3

M (15)

PICK TYPICAL LOCK; KEEP A SCYTHING TRAP FROM TRIGGER; ESCAPE FROM TIGHT ROPE BINDINGS; SECURELY RESTRAIN A PRISONER

H (20)

PICK ELABORATE LOCK, DISARM TRAP OF AVERAGE COMPLEXITY (PREVENT NEEDLE/GAS TRAP FROM TRIGGER); STEER CHARIOT AROUND A TIGHT CORNER

VH (25)

PICK A MASTERWORK LOCK, DISARM A COMPLEX TRAP; ESCAPE FROM LOCKED MASTERWORK MANACLES

F (30)

PICK A MAGICAL LOCK (REQUIRES FEAT)

 

1: GENERALLY, BECOMING HIDDEN IN COMBAT REQUIRES BEING HEAVILY OBSCURED OR UNDER TOTAL COVER, BUT ULTIMATELY RULES LEAVE IT UP TO DM.

2: REQUIRES PROFICIENCY WITH THIEVES’ TOOLS AND ALLOWS PC TO ADD PROFICIENCY BONUS TO OPEN LOCKS AND DISARM TRAPS CHECKS. 3: SUCH AS OPERATION ™.

ADVANCEMENT

Lvl

XP

Prof

Bonus

1

0

+2

2

300

3

900

4

2.7k

5

6.5k

+3

6

14k

7

23k

8

34k

9

48k

+4

10

64k

11

85k

12

100k

13

120k

+5

14

140k

15

165k

16

195k

17

225k

+6

18

265k

19

305k

20

355k

CLASS

HD

PRIMARY

SAVE THROW

BARBARIAN

d12

STR

STR & CON

BARD

d8

CHA

DEX & CHA

CLERIC

d8

WIS

WIS & CHA

DRUID

d8

WIS

INT & WIS

FIGHTER

d10

STR OR DEX

STR & CON

MONK

d8

DEX & WIS

STR & DEX

PALADIN

d10

STR & CHA

WIS & CHA

RANGER

d10

DEX & WIS

DEX & WIS

ROGUE

d8

DEX

DEX & INT

SORCERER

d6

CHA

CON & CHA

WARLOCK

d8

CHA

WIS & CHA

WIZARD

d6

INT

INT & WIS

  • PASSIVE CHECKS: 10 + STD MODIFIERS
  • WORKING TOGETHER: ONE PERSON GETS ADVANTAGE
  • GROUP CHECKS: EVERYONE ATTEMPTS SAME ACTION ROLLS; IF AT LEAST HALF THE GROUP BEATS THE DC, THE EFFORT SUCCEEDS

SHAPES AND SPACES

CONE

SIZE ÷ 10 (RND UP)

CUBE OR SQUARE

SIZE ÷ 5 (RND UP)

CYLINDER

RADIUS ÷ 5 (RND UP)

LINE

LENGTH ÷ 30 (RND UP)

SPHERE OR CICLE

RADIUS ÷ 5 (RND UP)

STRENGTH - BEING ABLE TO CRUSH A TOMATO

MEASURES BODILY POWER AND ATHLETIC TRAINING.

ATHLETICS1

AUTO-

MATIC

CLIMB A WALL WITH PLENTY OF HANDHOLDS OR SECURE, KNOTTED ROPE OR ROPE LADDER; SWIM IN RELATIVELY CALM WATER; HIGH JUMP # OF FEET = (3 + YOUR STR MODIFIER) OR FULL STR W/ A 10’ RUNNING START 2

SWIM (5)

½ YOUR MOVE SPEED, EACH HOUR MUST SUCCEED ON DC 10 CON SAVE THROW OR GAIN 1 LEVEL OF EXHAUSTION

E (10)

CLIMB WALL LACKING ADEQUATE AMOUNT OF HANDHOLDS @ ½ MOVEMENT; TREAD WATER IN ROUGH CONDITIONS; JUMP FEW FEET FARTHER NORMAL COULD; DURING LONG JUMP, CLEAR AN OBSTACLE LIKE A LOW-LYING HEDGE OR WALL ≤ ¼ OF THE JUMP’S DISTANCE

M (15)

CLIMB ROPE DANGLING FROM OVERHANG (I.E. LACKING VERTICAL SURFACE TO BRACE AGAINST), SWIM IN ROUGH WATER/AGAINST MILD CURRENT

H (20)

CLIMB WALL WITH VERY FEW HANDHOLDS; CATCH SELF ON ROPE OR OTHER HANDHOLD IN MIDDLE OR AT END OF JUMP; TREAD VIOLENT WATER; SWIM AGAINST STRONG CURRENT; THROW GRAPPLING HOOK IN MIDDLE OF JUMP

VH (25)

CLIMB SLIPPERY OR SHEER WALL WITH LITTLE OR NO HANDHOLDS; CLIMB VERTICALLY ALONG OVERHANG WITH ADEQUATE HANDHOLDS; SWIM IN STORMY WATERS

F (30)

SWIM FREE OF A VORTEX

FEATS OF STRENGTH • OTHER

E (10)

FORCE OPEN STUCK/BROKEN DOOR; BREAK FREE FROM WEAK BINDINGS; PULL STUCK OR WEDGED OBJECT LOOSE

M (15)

BREAK THROUGH STUCK HEAVY DOOR OR WOODEN DOOR REINFORCED W/ IRON; PUSH THROUGH TOO SMALL EARTHEN TUNNEL

H (20)

BREAK THROUGH HEAVY LOCKED/BARRED DOOR OR ELABORATE LOCK; TOPPLE STONE STATUE; BREAK MANACLES/ ROPE BONDS; HANG ON TO WAGON WHILE BEING DRAGGED BEHIND IT

VH (25)

BREAK THROUGH HEAVY/REINFORCED DOOR (E.G. PRISON/ARMORY DOOR) OR MASTERWORK LOCK; HOLD DOOR SHUT AGAINST ROOM FILLING WITH WATER; KEEP LARGE BOULDER FROM ROLLING

CONTEST

(VS. STR)

PUSH DOOR OPEN WHEN SOMEONE ELSE IS HOLDING IT

1: A PC CAN CLIMB/SWIM UNDER NORMAL CONDITIONS W/OUT HAVING TO MAKE CHECK; HOWEVER, STRENUOUS CONDITIONS MAY REQUIRE THEY PASS ATHLETICS CHECK. EACH 1’ MVMT DURING A CHECK COSTS EXTRA 1’ MVMT, OR AN EXTRA 2’ IF CONSIDERED DIFFICULT TERRAIN. PCS W/ CLIMB/SWIM SPEEDS IGNORE EXTRA COSTS ASSOCIATED W/ MVMT OF THIS TYPE.

SIMILARLY, HORIZONTAL & VERTICAL DISTANCE PC CAN JUMP W/OUT HAVING TO MAKE CHECK IS DETERMINED BY STR SCORE & MODIFIER RESPECTIVELY. ATHLETICS CHECK GENERALLY ONLY REQUIRED WHEN ATTEMPTING TO JUMP DISTANCE FARTHER THAN ABLE.

2: DURING VERTICAL JUMP, PC CAN EXTEND ARMS TO ACHIEVE EXTRA DISTANCE EQUAL TO ½ OF HEIGHT ADDED TO JUMP DISTANCE TO ATTEMPT TO GRAB ON TO A LEDGE/OTHER HANDHOLD.

INTELLIGENCE - KNOW A TOMATO IS A FRUIT

MEASURES MENTAL ACUITY, ACCURACY OF RECALL, ABILITY TO REASON.

ARCANA • HISTORY • NATURE • RELIGION • RECALL LORE

E (10)

RECALL WIDELY KNOWN INFO; ID COMMON ITEMS1

M (15)

RECALL MORE OBSCURE/SPECIFIC INFO; ID UNCOMMON PEOPLE, PLACES, OBJECTS, SYMBOLS, FAUNA, OR FLORA; RECALL VAGUE INFO ABOUT SLIGHTLY OBSCURE FACTS; ID UNCOMMON MONSTER

H (20)

RECALL TRULY ESOTERIC OR PRECISE INFO; ID RARE PEOPLE, PLACES, OBJECTS, SYMBOLS, FAUNA, OR FLORA

VH (25)

RECALL INFO KNOWN ONLY BY PRIVILEGED FEW; ID EXCEEDINGLY RARE PEOPLE, PLACES, OBJECTS, SYMBOLS, FAUNA, OR FLORA

INVESTIGATION • OTHER

E (10)

ID PARTICULARLY OBVIOUS TRAP OR SECRET/CODED MESSAGE LEFT BY A CONTACT; DISCOVER TRUE NATURE OF A LOW-LEVEL ILLUSION

M (15)

ID TYPICAL TRAP, DETERMINE TIME/CAUSE OF DEATH OF RECENTLY DECEASED CREATURE, ESTIMATE MATERIAL WORTH OF AN ITEM, DISCOVER TRUE NATURE OF A MID-LEVEL ILLUSION

H (20)

ID WELL-HIDDEN TRAP, OBJECT, OR AREA; FORGE DOCUMENT; ID A FORGERY; DISCOVER TRUE NATURE OF A HIGH-LEVEL ILLUSION

VH (25)

ID MAGICALLY-HIDDEN TRAP/OBJECT/AREA; DISCERN PURPOSE/PROCESS OF COMPLICATED DEVICE OR SYSTEM; DETERMINE INTEGRITY OF STRUCTURE/CONSTRUCT/FORMATION; ID ANY EXPLOITABLE WEAK POINTS

IMPROVISED TASKS • CLEVER SOLUTIONS

E (10)

COMMUNICATE SIMPLE IDEA TO CREATURE THAT DOESN’T SHARE YOUR LANGUAGE

M (15)

DEDUCE WHAT KIND OF WEAPON CAUSED INJURY; ESTIMATE VALUE OF JEWELRY; DESIGN A DISGUISE TO HELP AN ALLY PASS AS A CITY GUARD

H (20)

DETERMINE HOW TO CAUSE PART OF A TUNNEL TO COLLAPSE; ESTIMATE GEMSTONE VALUE

VH (25)

ESTIMATE VALUE OF RARE, ANTIQUE, OR EXOTIC ITEM

Contest

(v Insight)

PASS OFF A FORGED DOCUMENT AS REAL

1: INCLUDES PEOPLE, PLACES, OBJECTS, SYMBOLS, FAUNA, OR FLORA

FALLING

DMG 183

TIME

FEET

0

0

0.5

4

1

16

1.5

36

2

64

2.5

100

3

144

3.5

196

4

256

4.5

324

5

400

5.5

484

6

572

12

1,628

18

2,684

30

3,740

36

4,796

42

6,908

48

7,964

54

9,020

60

10,076

1D6 BLUDGEON DMG /10’ (MAX 20D6, LANDS PRONE

  • SQUEEZING: MOVE AT ½ RATE TO SQUEEZE THROUGH SPACE 1 SIZE SMALLER; WHILE SQUEEZING, DEX SAVES & ATK ROLLS = DISADV
  • ATTACK ROLLS AGAINST HAVE ADV

DESCRIPTION

LOC1

ADVENTURE TABLE

D-72

AOE RULES

D-249

ARMOR

144

CHASES/ESCAPE

D-252

COMBAT

189

CONDITIONS

290

COVER

196

CREATE MONSTER

D-273

DEATH/DYING

197

DISEASES

D-256

DOWNTIME

D-127

EXPENSES

157

FEATS

165

GENERAL GOODS

148

GRAPPLE(&195)

167

MADNESS

D-258

MAGIC ITEMS

D-135

MOUNTED CMBT

198

MOVEMENT

182

MULTI-CLASSING

163

POISONS

D-257

RAND DUNGEONS

D-290

RAND ENCOUNTER

D- 85

RAND NPCS

D-89

RAND SETTLEMENT

D-112

RAND WILDERNESS

D-108

RESTING

186

SIEGE EQUIP

D-255

SPELL LISTS

207

SPELLCASTING

201

TREASURE

D-133

TREASURE

D-133

UNDRWTR CBT

198

WEAPONS

146

1: All PHB EXCEPT D = DMG

CONSTITUTION - ABLE TO EAT A BAD TOMATO

NO SKILLS ASSOCIATED WITH CON; TYPICALLY ONLY A SAVING THROW

CONDITIONS

STARVE

3+CON MOD (MIN 1) DAYS BEFORE STARVATION BEGINS; EVERY DAY AFTER THIS IS +1 TO EXHAUSTION

WATER

DC 15 SAVE IF FAILS TO DRINK FULL DAILY INTAKE = +1 EXHAUSTION; AUTOMATIC IF FAILS TO DRINK ANYTHING; +2 IF ALREADY EXHAUSTED

SUFFOCATE

HOLD BREATH = 1+CON MINS (MIN 30S); WHEN OUT OF BREATH, CAN SURVIVE # RDS = CON MOD (MIN 1 RD) BUT NEXT RD OUT OF BREATH AND DYING

BASIC POISON

DC 10 CON SAVE

STAT

SAVING THROWS

STR

RESIST ANY EFFECT TO FORCEFULLY MOVE, RESTRAIN, PARALYZE, OR BIND

INT

SEE THROUGH ILLUSIONS & AVOID BEING TRICKED OR CONFUSED; MENTAL CLEVERNESS

DEX

DODGE INSTANTANEOUS (AREA, BEAMS, PROJECTILES, OR RAYS) ATTACKS; TO AVOID TRAPS; TO MAINTAIN YOUR BALANCE; TO STAY ON A MOUNT

CON

RESIST EFFECTS THAT TARGET YOUR HEALTH OR BODY (POISON, DISEASE, NECROTIC, ENERGY DRAIN); TO RESIST COLD OR THUNDER EFFECTS; TO ENDURE ONGOING ENVIRONMENTAL EFFECTS; TO MAINTAIN YOUR CONCENTRATION; TO ENDURE HUNGER AND THIRST; TO PUSH THE BODY PAST ITS COMFORT LIMITS (FOR EXAMPLE, A FORCED MARCH)

WIS

RESIST FEAR EFFECTS; TO RESIST PSYCHIC OR RADIANT DAMAGE; WISDOM IS MENTAL FORTITUDE AND CONVICTION

CHA

RESIST CHARMS, ENCHANTMENTS, AND COMPULSIONS; TO STAY CONNECTED TO YOUR PLANE; TO DEAL WITH HORROR; CHARISMA IS YOUR FORCE OF PERSONALITY, SENSE OF SELF, AND CENTEREDNESS

ADVANTAGE

  • CIRCUMSTANCES UNRELATED TO CREATURE’S INHERENT CAPABILITIES PROVIDE EDGE
  • SOME ASPECT OF THE ENVIRONMENT CONTRIBUTES TO CHARACTER’S SUCCESS
  • A PLAYER SHOWS EXCEPTIONAL CREATIVITY OR CUNNING IN ATTEMPTING/DESCRIBING A TASK
  • PREVIOUS ACTIONS HAVE IMPROVED THE CHANCE OF SUCCESS

DISADVANTAGE

  • CIRCUMSTANCES HINDER SUCCESS IN SOME WAY
  • SOME ASPECT OF ENVIRONMENT HINDERS CHARACTER’S SUCCESS (ASSUMING ASPECT HASN’T ALREADY IMPOSED PENALTY TO ROLL)
  • ELEMENT OF THE PLAN OR DESCRIPTION OF AN ACTION MAKES SUCCESS LESS LIKELY
  • PREVIOUS ACTIONS IMPROVED CHANCE OF SUCCESS
  • ANY NUMBER OF ADVANTAGE AND DISADVANTAGE CANCEL EACH OTHER OUT

NOTE: DM SHOULD GRANT ADV OR DISADV IN PREFERENCE TO APPLYING BONUSES OR PENALTIES

COMMON ROLLS

ROLL

DESCRIPTION

ADVANTAGE / DISADVANTAGE

ROLL 2D20; HIGHEST = ADV; LOWEST = DISADVANTAGE

INITIATIVE

1D20 + DEX MOD

SKILL CHECKS

1D20 + MOD + PROF BONUS

SURPRISE

COMPARE DEX (STEALTH) CHECK OF ANYONE HIDING W/ PASSIVE WIS (PERCEPTION) SCORE OF OPPONENT. ANY CREATURE THAT DOESN‘T NOTICE A THREAT IS SURPRISED AT START OF THE ENCOUNTER.

  • IF SURPRISED, YOU CAN’T MOVE/TAKE ACTION ON FIRST TURN OF COMBAT AND CAN’T TAKE A REACTION UNTIL THAT TURN ENDS. MEMBER OF GROUP CAN BE SURPRISED EVEN IF OTHER MEMBERS AREN’T.
  • IF NEITHER SIDE TRIES TO BE STEALTHY, THEY AUTOMATICALLY NOTICE EACH OTHER.

2A-NL

4 of 12

EXPENSIVE SPELL COMPONENTS

SPELL

COMPONENT

ASTRAL PROJECTION

FOR EACH CREATURE AFFECTED: ONE JACINTH WORTH AT LEAST 1,000 GP AND ONE ORNATELY CARVED BAR OF SILVER WORTH AT LEAST 100 GP, ALL OF WHICH THE SPELL CONSUMES.

AWAKEN

AN AGATE WORTH AT LEAST 1,000 GP, WHICH THE SPELL CONSUMES

CIRCLE OF DEATH

THE POWDER OF A CRUSHED BLACK PEARL WORTH AT LEAST 500 GP

CLAIRVOYANCE

A FOCUS WORTH AT LEAST 100 GP, EITHER A JEWELED HORN FOR HEARING OR A GLASS EYE FOR SEEING

CLONE

A DIAMOND WORTH AT LEAST 1,000 GP AND AT LEAST 1 CUBIC INCH OF FLESH OF THE CREATURE THAT IS TO BE CLONED, WHICH THE SPELL CONSUMES, AND A VESSEL WORTH AT LEAST 2,000 GP THAT HAS A SEALABLE LID AND IS LARGE ENOUGH TO HOLD A MEDIUM CREATURE, SUCH AS A HUGE URN, COFFIN, MUD-FILLED CYST IN THE GROUND, OR A CRYSTAL CONTAINER FILLED WITH SALT WATER

CREATE UNDEAD

ONE CLAY POT FILLED WITH GRAVE DIRT, ONE CLAY POT FILLED WITH BRACKISH WATER, AND ONE 150 GP BLACK ONYX STONE FOR EACH CORPSE

DRAWMIJ’S INSTANT SUMMONS

A SAPPHIRE WORTH AT LEAST 1,000 GP

FIND THE PATH

A SET OF DIVINATORY TOOLS--SUCH AS BONES, IVORY STICKS, CARDS, TEETH, OR CARVED RUNES--WORTH 100 GP AND AN OBJECT FROM THE LOCATION YOU WISH TO FIND

FORBIDDANCE

A SPRINKLING OF HOLY WATER, RARE INCENSE, AND POWDERED RUBY WORTH AT LEAST 1,000 GP

FORCECAGE

RUBY DUST WORTH 1,500 GP

GATE

A DIAMOND WORTH AT LEAST 5,000 GP

GLYPH OF WARDING

INCENSE AND POWDERED DIAMOND WORTH AT LEAST 200 GP, WHICH THE SPELL CONSUMES

GREATER RESTORATION

DIAMOND DUST WORTH AT LEAST 100 GP, WHICH THE SPELL CONSUMES

HALLOW

HERBS, OILS, AND INCENSE WORTH AT LEAST 1,000 GP, WHICH THE SPELL CONSUMES

HEROES’ FEAST

A GEM-ENCRUSTED BOWL WORTH AT LEAST 1,000 GP, WHICH THE SPELL CONSUMES

HOLY AURA

A TINY RELIQUARY WORTH AT LEAST 1,000 GP CONTAINING A SACRED RELIC, SUCH AS A SCRAP OF CLOTH FROM A SAINT’S ROBE OR A PIECE OF PARCHMENT FROM A RELIGIOUS TEXT

IDENTIFY

A PEARL WORTH AT LEAST 100 GP AND AN OWL FEATHER

IMPRISONMENT

A VELLUM DEPICTION OR A CARVED STATUETTE IN THE LIKENESS OF THE TARGET, AND A SPECIAL COMPONENT THAT VARIES ACCORDING TO THE VERSION OF THE SPELL YOU CHOOSE, WORTH AT LEAST 500 GP PER HIT DIE OF THE TARGET

LEGEND’S LORE

INCENSE WORTH AT LEAST 250 GP, WHICH THE SPELL CONSUMES, AND FOUR IVORY STRIPS WORTH AT LEAST 50 GP EACH

LEOMUND’S SECRET CHEST

AN EXQUISITE CHEST, 3 FEET BY 2 FEET BY 2 FEET, CONSTRUCTED FROM RARE MATERIALS WORTH AT LEAST 5,000 GP AND A TINY REPLICA MADE FROM THE SAME MATERIALS WORTH AT LEAST 50 GP

MAGIC CIRCLE

HOLY WATER OR POWDERED SILVER AND IRON WORTH AT LEAST 100 GP, WHICH THE SPELL CONSUMES

MAGIC JAR

A GEM, CRYSTAL, RELIQUARY, OR SOME OTHER ORNAMENTAL CONTAINER WORTH AT LEAST 500 GP

MORDENKAINEN’S SWORD

A MINIATURE PLATINUM SWORD WITH A GRIP AND POMMEL OF COPPER AND ZINC, WORTH 250 GP

PLANAR BINDING

A JEWEL WORTH AT LEAST 1,000 GP, WHICH THE SPELL CONSUMES

PLANE SHIFT

A FORKED, METAL ROD WORTH AT LEAST 250 GP, ATTUNED TO A PARTICULAR PLANE OF EXISTENCE

RAISE DEAD

A DIAMOND WORTH AT LEAST 500 GP, WHICH THE SPELL CONSUMES

REINCARNATE

RARE OILS AND UNGUENTS WORTH AT LEAST 1,000 GP, WHICH THE SPELL CONSUMES

RESURRECTION

A DIAMOND WORTH AT LEAST 1,000 GP, WHICH THE SPELL CONSUMES

REVIVIFY

DIAMONDS WORTH 300 GP, WHICH THE SPELL CONSUMES

SCRYING

A FOCUS WORTH AT LEAST 1,000 GP, SUCH AS A CRYSTAL BALL, A SILVER MIRROR, OR A FONT FILLED WITH HOLY WATER

SEQUESTER

A POWDER COMPOSED OF DIAMOND, EMERALD, RUBY, AND SAPPHIRE DUST WORTH AT LEAST 5,000 GP, WHICH THE SPELL CONSUMES

SHAPECHANGE

A JADE CIRCLET WORTH AT LEAST 1,500 GP, WHICH YOU MUST PLACE ON YOUR HEAD BEFORE YOU CAST THE SPELL

SIMULACRUM

SNOW OR ICE IN QUANTITIES SUFFICIENT TO MAKE A LIFE-SIZE COPY OF THE DUPLICATED CREATURE; SOME HAIR, FINGERNAIL CLIPPINGS, OR ANOTHER PIECE OF THAT CREATURE’S BODY PLACED INSIDE THE SNOW OR ICE; AND POWERED RUBY WORTH AT LEAST 1,500 GP SPRINKLED OVER THE DUPLICATE AND CONSUMED BY THE SPELL.

STONESKIN

DIAMOND DUST WORTH 100 GP, WHICH THE SPELL CONSUMES

SYMBOL

MERCURY, PHOSPHORUS, AND POWDERED DIAMOND AND OPAL WITH A TOTAL VALUE OF AT LEAST 1,000 GP, WHICH THE SPELL CONSUMES

TRUE RESURRECTION

A SPRINKLE OF HOLY WATER AND DIAMONDS WORTH AT LEAST 25,000 GP, WHICH THE SPELL CONSUMES

SPELLCASTING REQUIREMENTS

SPELLCASTING FOCUS: CAN REPLACE MATERIAL COMPONENT. HOLY SYMBOL MUST BE HELD OR WORN VISIBLY.

VERBAL COMPONENT (V): CANNOT CAST WHILE GAGGED OR IN AREA OF SILENCE.

SOMATIC COMPONENT (S): MUST HAVE FREE USE OF AT LEAST ONE HAND TO PERFORM GESTURES.

MATERIAL COMPONENT (M): MUST HAVE SPECIFIC COMPONENTS REQUIRED BY SPELL ON THEIR PERSON; IF COMPONENTS ARE CONSUMED BY THE SPELL, MUST PROVIDE ENOUGH COMPONENTS FOR EACH CASTING. MUST HAVE ONE HAND FREE TO ACCESS THE COMPONENTS.

A CLEAR PATH TO THE TARGET: TARGET CANNOT BE BEHIND TOTAL COVER. IF YOU TRY TO CAST AN AREA OF EFFECT SPELL WITH SOMETHING IN THE WAY, THE AREA OF EFFECT BEGINS ON THE NEAR SIDE OF THE OBSTRUCTION.

OVERLAPPING SPELLS: SPELLS CAN ONLY OVERLAP WITH DIFFERENT SPELLS. WHILE TWO INSTANCES OF ONE SPELL OVERLAP, THE VERSION OF THE SPELL WITH THE HIGHER NUMBERS IS APPLIED.

MAGICAL ATTACK BONUS = ABILITY MOD + PROFICIENCY BONUS (DISADVANTAGE IF CASTING W/IN 5’ OF AN ENEMY)

SPELL SAVE DC=8 + ABILITY MOD + PROFICIENCY BONUS + SITUATIONAL MOD

SALEABLE MAGIC ITEMS

SELLING A MAGIC ITEM

CRAFTING MAGIC ITEMS

RARITY

BASE

PRICE

DAYS TO

FIND BUYER

d100 ROLL

MODIFIER*

d100+

MOD

YOU FIND A BUYER …

RARITY

CREATION

COST

MIN

LEVEL

COMMON

100 GP

1D4

+10

< 20

OFFERING 1/10 BASE PRICE

COMMON

100 GP

3

UNCOMMON

500 GP

1D6

+0

21-40

OFFERING ¼ BASE PRICE

UNCOMMON

500 GP

3

RARE

5K GP

1D8

-10

41-80

OFFERING ½ BASE PRICE

RARE

5K GP

6

VERY RARE

50K GP

1D10

81-90

OFFERING FULL BASE PRICE

VERY RARE

50K GP

11

* APPLY TO ROLLS ON SELLING A MAGIC ITEM TABLE

> 91

SHADY BUYER OFFERS 1½ BASE

PRICE, NO QUESTIONS ASKED

LEGENDARY

500K GP

17

SPELL SERVICES

Spell lvl

Pay

FORMULA FOR CALCULATING SPELLCASTING SERVICES:

1

10 GP

(SPELL LEVEL)2 * 10 + (CONSUMED MATERIALS * 2) +

2

40 GP

(NON-CONSUMED MATERIALS * 0.1) -- EXAMPLE

3

90 GP

5TH LVL GREATER RESTORATION USES 100GP DIAMOND DUST

4

160 GP

SPELLCOST + MATERIAL = TOTAL

5

250 GP

(52) * 10 + (100*2) = 450 GP

6

360 GP

250 + 200 = 450 GP

ID A MAGIC ITEM (VARIANT: DIFFICULT IDENTIFICATION)

HANDLING ITEM IS ENOUGH TO GIVE A SENSE SOMETHING IS EXTRAORDINARY. DISCOVERING MAGIC ITEM'S PROPERTIES ISN'T AUTO. IDENTIFY SPELL IS THE FASTEST WAY TO REVEAL ITEM'S PROPERTIES. POTIONS ARE AN EXCEPTION; A LITTLE TASTE IS ENOUGH TO TELL THE TASTER WHAT THE POTION DOES. SOMETIMES MAGIC ITEM CARRIES A CLUE ON PROPERTIES. COMMAND WORD TO ACTIVATE RING MIGHT BE ETCHED INSIDE, OR FEATHERED DESIGN MIGHT SUGGEST IT'S A RING OF FEATHER FALLING.

WEARING/EXPERIMENTING WITH ITEM CAN OFFER HINTS ABOUT ITS PROPERTIES.

ATTUNEMENT AND ATTUNING TO AN ITEM: WITHOUT BECOMING ATTUNED TO ITEM REQUIRING ATTUNEMENT, A CREATURE GAINS ONLY ITS NON-MAGICAL BENEFITS, UNLESS DESCRIPTION STATES OTHERWISE. ATTUNING TO ITEM REQUIRES CREATURE TO SPEND SHORT REST FOCUSED ON ONLY ITEM WHILE IN PHYSICAL CONTACT. IF SHORT REST INTERRUPTED, ATTUNEMENT ATTEMPT FAILS. OTHERWISE, AT END OF THE SHORT REST, CREATURE GAINS INTUITIVE UNDERSTANDING OF HOW TO ACTIVATE ITEMS MAGICAL PROPERTIES, INCLUDING NECESSARY COMMAND WORDS.

POTION MISCIBILITY DMG 139-140

d100

RESULT

01

MIXTURE CREATES MAGICAL EXPLOSION, DEALING 6d10 FORCE DMG TO MIXER & 1d10 FORCE DMG TO EACH CREATURE W/IN 5’ OF THE MIXER

02-08

MIXTURE BECOMES AN INGESTED POISON-DM’S CHOICE.

09-15

BOTH POTIONS LOSE THEIR EFFECTS.

16-25

ONE POTION LOSES ITS EFFECT

26-35

BOTH POTIONS WORK, BUT W/ ½ THEIR NUMERICAL EFFECTS & DURATIONS. POTION HAS NO EFFECT IF IT CAN’T BE HALVED THIS WAY.

36-90

BOTH POTIONS WORK NORMALLY

91-99

NUMERICAL EFFECTS & DURATION OF 1 POTION DOUBLED. IF NEITHER POTION HAS ANYTHING TO DOUBLE IN THIS WAY, THEY WORK NORMALLY.

00

ONLY ONE POTION WORKS, BUT EFFECT IS PERMANENT. CHOOSE SIMPLEST EFFECT TO MAKE PERMANENT, OR THE ONE THAT SEEMS THE MOST FUN. FOR EXAMPLE, A POTION OF HEALING MIGHT INCREASE THE DRINKER’S HIT POINT MAXIMUM BY 4, OR OIL OF ETHEREALNESS MIGHT PERMANENTLY TRAP THE USE IN THE ETHEREAL PLANE. AT YOUR DISCRETION, AN APPROPRIATE SPELL, SUCH AS DISPEL MAGIC OR REMOVE CURSE MIGHT END EFFECT

SCROLL MISHAP DMG 139-140

d6

RESULT

1

SURGE OF MAGICAL ENERGY DEALS CASTER 1D6 FORCE DMG/SPELL LEVEL

2

SPELL AFFECTS THE CASTER OR AN ALLY (DET RANDOMLY) INSTEAD OF INTENDED TARGET, OR IT AFFECTS RANDOM TARGET NEARBY IF CASTER WAS INTENDED TARGET

3

SPELL AFFECTS A RANDOM LOCATION WITHIN THE SPELL’S RANGE.

4

SPELL EFFECT IS CONTRARY TO NORMAL, BUT NEITHER HARMFUL NOR BENEFICIAL (E.G., FIREBALL MIGHT PRODUCE AREA OF HARMLESS COLD

5

CASTER SUFFERS MINOR BUT BIZARRE EFFECT RELATED TO SPELL LASTING ONLY AS LONG AS ORIGINAL SPELL’S DURATION, OR 1d10 MINUTES FOR SPELLS TAKING EFFECT INSTANTANEOUSLY. E.G., FIREBALL MIGHT CAUSE SMOKE TO BILLOW FROM THE CASTER’S EARS FOR 1d10 MINUTES

6

SPELL ACTIVATES AFTER 1d12 HRS. IF CASTER WAS INTENDED TARGET, SPELL TAKES EFFECT NORMALLY. IF CASTER WAS NOT INTENDED TARGET, SPELL GOES OFF IN THE GENERAL DIRECTION OF INTENDED TARGET, UP TO THE SPELL’S MAX RANGE, IF THE TARGET HAS MOVED AWAY

SPELL SCROLLS DMG 139

USING

MUST BE ON YOUR CLASS’S SPELL LIST. OTHERWISE SCROLL IS UNINTELLIGIBLE

IF HIGHER LEVEL, DC10 + SPELL LVL; ON FAIL, WORDS ON SCROLL FADE & SCROLL CRUMBLES TO DUST, & MUST MAKE A DC 10 INT SAVE THROW OR DM ROLLS ON THE SCROLL MISHAP TABLE

COPYING

INT (ARCANA) 10 + SPELL LVL; SCROLL DESTROYED ON SUCCEED OR FAIL

MAGIC ITEM RARITY

RARITY

CHAR LVL

VALUE (GP)

COMMON

> 1ST

50-100

UNCOMMON

> 1ST

101-500

RARE

> 5TH

501-5,000

VERY RARE

> 11TH

5,001-50K

LEGENDARY

> 17TH

> 50K

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DAMAGE TYPES, PHB 196

DMG

EXAMPLE

ACID

CORROSIVE SPRAY OF BLACK DRAGON'S BREATH; DISSOLVING ENZYMES SECRETED BY A BLACK PUDDING

BLUDGEON

BLUNT FORCE ATTACKS (HAMMERS, FALLING, CONSTRICTION, ETC. )

COLD

INFERNAL CHILL RADIATING FROM ICE DEVIL'S SPEAR; FRIGID BLAST OF WHITE DRAGON'S BREATH

FIRE

RED DRAGONS FIRE BREATH; MANY SPELLS CONJURE FLAMES

FORCE

PURE MAGICAL ENERGY FOCUSED INTO DAMAGING FORM; MOST EFFECTS ARE SPELLS INCLUDING MAGIC MISSILE AND SPIRITUAL WEAPON

LIGHTNING

DEALT BY LIGHTNING BOLT SPELL OR BLUE DRAGON'S BREATH

NECROTIC

WITHERS MATTER & EVEN THE SOUL (E.G., CERTAIN UNDEAD & CHILL TOUCH)

PIERCING

PUNCTURING & IMPALING ATTACKS (E.G., SPEARS AND MONSTER BITES)

POISON

VENOMOUS STINGS; TOXIC GAS OF A GREEN DRAGON'S BREATH

PSYCHIC

MENTAL ABILITIES (E.G., MIND FLAYER'S PSIONIC BLAST)

RADIANT

SEARS FLESH LIKE FIRE & OVERLOADS SPIRIT (E.G, CLERIC'S FLAME STRIKE SPELL OR AN ANGEL'S SMITING WEAPON)

SLASHING

SWORDS. AXES. AND MONSTERS' CLAWS

THUNDER

CONCUSSIVE BURST OF SOUND, (E.G., EFFECT OF THE THUNDERWAVE SPELL)

IMPROVISING DAMAGE, DMG 249

DICE

EXAMPLES

1D10

BURNED BY COALS, HOT BY A FALLING BOOKCASE, PRICKED BY A POISON NEEDLE

2D10

BEING STRUCK BY LIGHTNING, STUMBLING INTO A FIRE PIT

10D10

CRUSHED BY COMPACTING WALLS, HIT BY WHIRLING STEEL BLADES, WADING THROUGH A LAVA STREAM

18D10

BEING SUBMERGED IN LAVA, BEING HIT BY A CRASHING FLYING FORTRESS

24D10

TUMBLING INTO A VORTEX OF FIRE ON THE ELEMENTAL PLANE OF FIRE

D10

ROCKS FALL, EVERYONE DIES. CAMPAIGN ENDS

FALLING DAMAGE, PHB 183

AT THE END OF A FALL, A CREATURE TAKES 1D6 BLUDGEONING DAMAGE FOR EVERY 10 FEET IT FELL, TO A MAXIMUM OF 20D6. THE CREATURE LANDS PRONE, UNLESS IT AVOIDS TAKING DAMAGE FROM THE FALL.

COVER, PHB 196

½

+2 TO ARMOR CLASS AND ALL DEXTERITY SAVING THROWS

¾

+5 TO ARMOR CLASS AND ALL DEXTERITY SAVING THROWS

TOTAL

CAN’T BE TARGETED DIRECTLY BY AN ATTACK OR SPELL

DAMAGE RESISTANCE AND VULNERABILITY, PHB 197

RESISTANT

IF RESISTANT TO A DAMAGE TYPE, DAMAGE HALVED

VULNERABLE

IF VULNERABLE TO A DAMAGE TYPE, DAMAGE DOUBLED

COMBAT

MINOR ACTION

DRAW/SHEATH A WEAPON

LOAD CROSSBOW

RETRIEVE STORED ITEM;

PICK UP ITEM / MOVE OBJECT

OPEN CHEST/DOOR

XFR ITEM FROM ONE HAND TO ANOTHER

MOVE

ACTION

EFFECT / INFORMATION

WALK / RUN

UP TO MOVE SPEED

CLIMB/SWIM

/CRAWL

MOVE AT 1/2 MOVEMENT (1’ COST/1’ MOVED)

CLIMB BIGGER CREATURE

DMG 271

ATHLETICS OR ACROBATICS VS. ACROBATICS; IF SUCCESSFUL, YOU CLIMB ON AND TREAT TARGET’S SPACE AS DIFFICULT TERRAIN; TARGET MAY TAKE AN ACTION TO MAKE AN ATHLETICS CHECK AGAINST YOUR ATHLETICS OR ACROBATICS TO DISLODGE YOU

ACTIONS IN COMBAT, PHB 192-193 unless otherwise noted

ATTACK

PHB 103-196, 193

MOST COMMON ACTION IN COMBAT IS ATTACK, WHETHER SWINGING YOUR SWORD, FIRING AN ARROW FROM A BOW, OR BRAWLING WITH FISTS

CAST SPELL

PHB 202

SPELL MUST HAVE A CASTING TIME OF ONLY 1 ACTION

DASH

DOUBLE MOVEMENT OF CURRENT MODIFIED SPEED

DISARM

PHB 195; DMG 271

ATK ROLL VS. TARGET’S ATHLETICS/ACROBATICS; NO DMG ON SUCCESS BUT, TARGET DROPS HELD ITEM; ATK HAS DISADVANTAGE IF TARGET IS SMALLER OR IF IT IS USING BOTH HANDS TO HOLD ITEM

DISENGAGE

PHB 192; MOVEMENT DOESN’T PROVOKE OPPORTUNITY ATTACKS FOR THE REST OF THE TURN

DODGE

PHB 192

ADVANTAGE ON DEX SAVES AND ATTACKS VS. YOU HAVE DISADVANTAGE UNTIL NEXT TURN; NO LONGER APPLIES IF SPEED DROPS TO 0 OR YOU ARE INCAPACITATED

FIRST AID

DC 10 AGAINST MEDICINE TO STABILIZE DYING CREATURE

GRAPPLE

PHB 195

REQ 1 FREE HAND; REPLACES 1 ATK; ATTACKER ATHLETICS VS TARGET ATHLETICS OR ACROBATICS (TARGET CHOICE); ON SUCCESS, TARGET BECOMES GRAPPLED; CANNOT USE ON CREATURES > 1 SIZE LARGER; CAN DRAG GRAPPLED CREATURE AT ½ SPEED; ESCAPE GRAPPLE WITH REVERSE CHECK

HELP

PHB 192

YOU AID A CREATURE GIVING THEM ADVANTAGE ON THE NEXT ABILITY CHECK OR ATTACK THEY MAKE TO PERFORM THE TASK OR ATTACK YOU’RE HELPING THEM WITH

HIDE

PHB 177, 196

MAKE A DEX (STEALTH) CHECK VS WIS(PERCEPTION) TO HIDE/WHILE UNSEEN GAINING THE BENEFITS OF AN UNSEEN ATTACKER AND TARGET

MARK

PHB 251

DMG 271

CAN MARK TARGET IN ADDITION TO MELEE ATTACK; YOUR OPPORTUNITY ATTACKS AGAINST MARKED TARGET HAVE ADVANTAGE UNTIL START OF YOUR NEXT TURN AND DO NOT USE YOUR REACTION; YOU ARE STILL LIMITED TO 1 PER TURN

OVERRUN

PHB 195; DMG 272

ATHLETICS VS. ATHLETICS TO MOVE THROUGH AN OPPONENT’S SPACE; ADVANTAGE IF LARGER THAN TARGET; DISADVANTAGE IF SMALLER

READY

PHB 193

PREPARE AN ACTION TO USE LATER WHEN CERTAIN TRIGGER OCCURS; WHEN THE TRIGGER RESOLVES, TAKE THE ACTION OR IGNORE THE TRIGGER; SPELLS REQUIRE CONCENTRATION TO BE READIED OR UNTIL THEY GO OFF

SEARCH

PHB 193

DEVOTE ACTION TO FINDING SOMETHING; DEPENDING ON NATURE OF SEARCH, MAY REQUIRE WIS (PERCEPTION) OR INT (INVESTIGATION) CHECK

TUMBLE

PHB 195; DMG 272

OPPOSED DEX(ACROBATICS) TO MOVE THROUGH OPPONENTS SPACE.

USE OBJECT

IF OBJECT REQUIRES YOUR ACTION USE, TAKE USE OBJECT ACTION AS FREE ACTION; THIS ACTION USEFUL WHEN WANT TO INTERACT WI/ MORE THAN ONE OBJECT ON YOUR TURN.

MELEE ATTACKS, PHB 195

CLEAVING THRU

CREATURE

WHEN MELEE ATTACK REDUCES UNDAMAGED CREATURE TO 0 HP, ANY EXCESS DMG FROM THAT ATTACK MIGHT CARRY OVER TO ANOTHER CREATURE NEARBY. ATTACKER TARGETS ANOTHER CREATURE W/IN REACH &, IF ORIGINAL ATTACK ROLL CAN HIT, APPLIES ANY REMAINING DMG TO IT. IF CREATURE WAS UNDAMAGED AND LIKEWISE REDUCED TO 0 HP, REPEAT PROCESS, CARRYING OVER REMAINING DMG UNTIL THERE NO VALID TARGETS, OR UNTIL THE DMG CARRIED OVER FAILS TO REDUCE AN UNDAMAGED CREATURE TO 0 HP

OPPORTUNITY ATTACKS

WHEN A HOSTILE CREATURE MOVES OUT OF YOUR REACH WITHOUT DISENGAGING, GAIN INTERRUPTING ATTACK; YOU DO NOT PROVOKE AN OPPORTUNITY ATTACK IF YOU TELEPORT

TWO-WEAPON FIGHTING

PHB 195

DMG 272

TWO LIGHT WEAPON ATTACKS - ONE AS ACTION, OTHER AS BONUS ACTION; THROWN WEAPONS ALLOWED; ONLY NEGATIVE MODIFIERS APPLY TO BONUS ATTACK; ATTACKING W/ 2 LIGHT MELEE WEAPONS, USE BONUS TO ATTACK W/ OFFHAND BUT OFFHAND GETS NO ABILITY MOD TO DAMAGE.

SHOVING A CREATURE

ATTACKER ATHLETICS VS TARGET ATHLETICS OR ACROBATICS (TARGET CHOICE); SEE GRAPPLED CONDITION FOR EFFECT; TARGET CAN ONLY BE ONE SIZE LARGER THAN THE GRAPPLER; IF YOU WIN THE CONTEST YOU CAN EITHER KNOCK THE TARGET PRONE OR SHOVE IT 5’; CAN TRY TO SHOVE ASIDE TO ANOTHER SPACE WITHIN 5 FEET OF YOU, BUT ROLL AT DISADVANTAGE

RANGED ATTACKS, PHB 195

RANGE

IF ATTACKS HAVE TWO RANGES, THE SMALLER NUMBER IS NORMAL AND LARGER NUMBER IS LONG; YOU HAVE DISADVANTAGE WHEN ATTACKING BEYOND NORMAL RANGE

CLOSE COMBAT

ATTACK ROLL WITH A RANGED WEAPON OR SPELL HAS DISADVANTAGE IF YOU ARE WITHIN 5 FEET OF WHO CAN SEE YOU AND THEY ARE NOT INCAPACITATED

SPELLCASTING, PHB 201-205

ATTACK ROLL

D20 + SPELL CASTING ABILITY + PROFICIENCY BONUS, RANGED ATTACKS HAVE DISADVANTAGE WITHIN 5 FEET OF HOSTILE WHO IS NOT INCAPACITATED.

SAVING THROW

DC = 8 + SPELL CASTING ABILITY + PROFICIENCY BONUS + SPECIAL MODIFIERS

SPELL DURATION

INSTANTANEOUS

MANY SPELLS ARE INSTANTANEOUS. THE SPELL HARMS, HEALS, CREATES, OR ALTERS A CREATURE OR OBJECT IN A WAY THAT CAN’T BE DISPELLED, BECAUSE ITS MAGIC ONLY EXISTS FOR AN INSTANT

CONCENTRATION

SOME SPELLS REQUIRE MAINTAIN CONCENTRATION TO KEEP MAGIC ACTIVE. CAN END CONCENTRATION ANY TIME W/OUT EXPENDING ACTION. NORMAL ACTIVITY (MOVING/ATTACKING), DOESN’T INTERFERE W/ CONCENTRATION. FACTORS BELOW CAN BREAK CONCENTRATION:

  • CAST ANOTHER SPELL REQUIRING CONCENTRATION - LOSE CONCENTRATION IF YOU CAST ANOTHER SPELL REQUIRING CONCENTRATION.
  • TAKE DAMAGE –MUST MAKE A CON SAVE TO MAINTAIN CONCENTRATION WHEN TAKE DMG. DC = 10 OR ½ DAMAGE TAKEN, WHICHEVER IS HIGHER. IF TAKE DAMAGE FROM MULTIPLE SOURCES, MAKE SEPARATE SAVE FOR EACH SOURCE.
  • BEING INCAPACITATED OR KILLED - LOSE CONCENTRATION ON SPELL

MOUNTED COMBAT, PHB 168 & 198

  • (DIS)MOUNTING COSTS HALF RIDER MOVEMENT SPEED; DURING RIDER MOVE, IF AN EFFECT MOVES MOUNT AGAINST ITS WILL WHILE RIDER IS ON IT OR IF RIDER KNOCKED PRONE, RIDER MUST SUCCEED ON A DC 10 DEX SAVING THROW OR FALL OFF THE MOUNT LANDING PRONE ON THE GROUND.
  • IF THE MOUNT IS KNOCKED PRONE, RIDER CAN USE REACTION TO DISMOUNT AS IT FALLS AND LAND ON FEET. OTHERWISE, RIDER IS DISMOUNTED AND FALLS PRONE NEXT TO IT.
  • WHILE RIDER MOUNTED, RIDER HAS TWO OPTIONS - EITHER CONTROL THE MOUNT OR ALLOW IT TO ACT INDEPENDENTLY. INTELLIGENT CREATURES, SUCH AS DRAGONS, ACT INDEPENDENTLY.
    • CONTROLLED: ITS INITIATIVE CHANGES TO MATCH RIDER, IT MOVES AS RIDER DIRECTS, AND HAS ONLY 3 ACTION OPTIONS: DASH, DISENGAGE, AND DODGE
    • INDEPENDENT: IT RETAINS OWN INITIATIVE. BEARING A RIDER PUTS NO RESTRICTIONS ON ITS ACTIONS AND IT MOVES/ACTS AS IT WISHES.
  • IF MOUNT PROVOKES OPPORTUNITY ATTACK, ATTACKER CAN TARGET RIDER OR MOUNT.

MOB ATTACKS

DMG, 250

Roll

Needed

# Atkrs

Needed

1-5

1

6-12

2

13-14

3

15-16

4

17-18

5

19

10

20

20

MIN D20 ROLL NEEDED TO HIT TARGET’S AC = # OF CREATURES MUST ATTACK THE TARGET FOR ONE OF THEM TO HIT TARGET

SPEED FACTOR INITIATIVE MODIFIERS; DMG 270-271

FACTOR

MODIFIER

CREATURE SIZE

MODIFIER

SPELL CASTING

- 1/SPELL LEVEL

TINY

+ 5

MELEE, HEAVY/2-H WEAPON

- 2

SMALL

+ 2

MELEE, LIGHT/FINESSE WEAPON

+ 2

MEDIUM

+ 0

DRINK POTION

- 8

LARGE

- 2

DRAW WEAPON, LOAD BOW

- 5

HUGE

- 5

LOADING LIGHT CROSSBOW

- 8

GARGANTUAN

- 8

UNDERWATER COMBAT, PHB 198

MELEE

WPN

CREATURE WHO DOESN’T HAVE SWIMMING SPEED HAS DISADVANTAGE ON ATK ROLL UNLESS WPN IS DAGGER, JAVELIN, SHORTSWORD, SPEAR, OR TRIDENT

RANGED

WPN

AUTOMATICALLY MISSES TARGET BEYOND WEAPON’S NORMAL RANGE, THE ATK ROLE HAS DISADVANTAGE UNLESS WEAPON IS CROSSBOW, NET, OR WEAPON THROWN LIKE JAVELIN (INCLUDING SPEAR, TRIDENT, OR DART). CREATURES AND OBJECTS FULLY IMMERSED IN WATER HAVE RESISTANCE TO FIRE DAMAGE

SIZE CATEGORIES & HIT POINTS

SIZE

SPACE

HIT DIE

(AVG. HP/DIE)

EXAMPLES

TINY

2.5 x 2.5 FT.

d4(2.5)

HAWK, IMP, RAT, SPRITE

SMALL

5 x 5 FT.

d6(3.5

GIANT RAT, GOBLIN, KOBOLD

MEDIUM

5 x 5 FT.

d8(4.5)

GNOLL, ORC, WEREWOLF

LARGE

10 x 10 FT.

d10(5.5)

CHIMERA, HIPPOGRIFF, OGRE

HUGE

15 x 15 FT.

d12(6.5)

CYCLOPS, FIRE GIANT, TREANT

GARGANTUAN

20+ x 20+ FT.

d20(10.5)

ANCIENT DRAGON, KRAKEN

HERO POINTS-DMG 264, 5+(LVL X ½) PTS WHEN GOING UP LVL; ANY UNSPENT PTS LOST. SPEND 1 PT TO:

  • ADD 1D6 TO OWN ATK, SAVE, OR ABILITY CHECK ROLL
  • TURN DEATH SAVE FAILURE TO SUCCESS

OBJECTS AC

MATERIAL

AC

MATERIAL

AC

CLOTH, PAPER, ROPE

11

IRON, STEEL

19

CRYSTAL, GLASS, ICE

13

MITHRAL

21

WOOD, BONE

15

ADAMANTINE

23

STONE

17

OBJECT HIT POINTS

SIZE

FRAGILE

STRONG

TINY (BOTTLE/LOCK)

2 (1d4)

5 (2d4)

SMALL (CHEST/LUTE)

3 (1d6)

10 (3d6)

MEDIUM (BARREL)

4 (1d8)

18 (4d8)

LARGE (CART)

5 (1d10)

27 (5d10)

  • OBJECTS AND DMG TYPES: OBJ IMMUNE TO POISON/PSYCHIC DMG; SOME DMG TYPES MORE EFFECTIVE AGAINST PARTICULAR OBJECT/SUBSTANCE THAN OTHERS (E.G., BLUDGEONING DAMAGE WON'T CUT THROUGH ROPE/LEATHER BUT PAPER/CLOTH VULNERABLE TO FIRE).
  • OBJ DMG THRESHOLD: OBJ W/ DMG THRESHOLD HAS IMMUNITY TO ALL DMG UNLESS TAKES AN AMOUNT OF DMG FROM SINGLE ATTACK OR EFFECT > ITS DMG THRESHOLD, THEN IT TAKES DMG AS NORMAL. ANY DMG IS NOT > THE OBJECT’S DMG THRESHOLD CONSIDERED SUPERFICIAL & DOESN’T REDUCE THE OBJ’S HP.
  • HUGE & GARGANTUAN OBJ: IF TRACK HP FOR OBJ, DIVIDE IT INTO LARGE OR SMALLER SECTIONS & TRACK EACH SECTION’S HP SEPARATELY; DESTROYING ONE SECTIONS COULD RUIN ENTIRE OBJ.

WEAPON PROPERTIES

PROPERTY

DESCRIPTION

NORMAL

STR IS MOD FOR ATTACK & DAMAGE

FINESSE

DEX IS MOD FOR ATTACK & DAMAGE

RANGED

DEX IS MOD FOR ATTACK & DAMAGE

THROWN

STR OR DEX IS MOD FOR ATTACK & DAMAGE

LIGHT

IDEAL FOR 2-HANDED FIGHTING

HEAVY

SMALL CREATURES HAVE DISADVANTAGE ON ATK

REACH

ADDS 5’ TO RANGE

VERSATILE

1 0R 2 HANDED. (DAMAGE FOR 2 HANDS)

SIZE

SPACE

HD

HP/DIE

TINY

2.5’

d4

2.5

SMALL

5’

d6

3.5

MEDIUM

5’

d8

4.5

LARGE

10’

d10

5.5

HUGE

15’

d12

6.5

GARGANTUAN

≥ 20’

d20

10.5

HP/die is an avg

THINGS YOU CAN DO ON YOUR TURN

  • MOVE UP TO YOUR SPEED.
  • TAKE ONE ACTION AND BONUS ACTION
  • COMMUNICATE WITH SPEECH, GESTURES, OR BOTH.
  • INTERACT WITH ONE OBJECT OR FEATURE OF THE ENVIROMENT AS YOUMOVE OR TAKE YOUR ACTION. TO INTERACT WITH A SECOND OBJECT,TAKE THE „USE AN OBJECT“ ACTION.

3A-CL

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CRITICAL HIT EFFECTS

*WHERE THE EFFECT IS MARKED, NO EFFECT OCCURS IF THE APPENDAGE IS ARMOURED (I.E. SHIELD, HELM, AND BREASTPLATE). IF AN EFFECT CANNOT TAKE PLACE (E.G. CHARACTER’S SHIELD IS DESTROYED BUT THE CHARACTER ISN’T CARRYING A SHIELD), THE ALTERNATIVE IS ENCLOSED IN BRACKETS. IF AN EFFECT CANNOT TAKE PLACE, THEN THE ROLL IS REPEATED UNTIL AN EFFECT IS ROLLED THAT IS ABLE TO TAKE PLACE.

EDGED WEAPONS (Dragon Magazine, #39, Critical Hits-Bad Misses. July 1980, pgs. 34-35)

1d100

EFFECT

1d100

EFFECT

01-31

DOUBLE DAMAGE

82

SHIELD ARM REMOVED AT SHOULDER *

32-62

TRIPLE DAMAGE

83

SHIELD ARM REMOVED AT WRIST

63

SHIELD DESTROYED (NO EFFECT)

84

SHIELD ARM REMOVED AT ELBOW

64

SHIELD DESTROYED (ROLL AGAIN)

85

SHIELD ARM REMOVED AT SHOULDER

65

HELM REMOVED (LOSE EAR, STUN 1D6)

86

WEAPON ARM REMOVED AT WRIST

66

HELM REMOVED, LOSE EAR, STUN 1D6

87

WEAPON ARM REMOVED AT ELBOW

67

VOICE BOX PUNCTURED, NO TALKING *

88

WEAPON ARM REMOVED AT SHOULDER

68-69

EAR REMOVED *

89

ABDOMEN INJURY CARRY WEIGHT HALVED

70

EAR REMOVED, HELM REMOVED

90

CHEST INJURY CARRY WEIGHT HALVED

71-72

EYE REMOVED *

91

ABDOMEN INJURY DEATH IN 1D6 DAYS

73

EYE REMOVED

92

CHEST INJURY DEATH IN 1D4 DAYS

74

KNEE SPLIT, MOVEMENT HALVED

93

ABDOMEN INJURY DEATH IN 1D12 TURNS

75

KNEE SPLIT, NO MOVEMENT

94

CHEST INJURY DEATH IN 1D8 TURNS

76

FINGERS REMOVED –1D4 DEXTERITY

95

ABDOMEN INJURY, IMMEDIATE DEATH

77

LEG REMOVED AT ANKLE

96

CHEST INJURY, IMMEDIATE DEATH

78

LEG REMOVED AT KNEE

97

THROAT CUT IMMEDIATE DEATH *

79

LEG REMOVED AT HIP

98

THROAT CUT IMMEDIATE DEATH

80

SHIELD ARM REMOVED AT WRIST *

99

DECAPITATED IMMEDIATE DEATH *

81

SHIELD ARM REMOVED AT ELBOW *

00

DECAPITATED IMMEDIATE DEATH

BLUNT WEAPONS

01-31

DOUBLE DAMAGE

85-86

CHEST STRUCK, RIBS/LUNG INJURY NO MOVE

32-64

TRIPLE DAMAGE

87-88

CHEST STRUCK, RIBS, HEART INJURY DEATH

65-66

SHIELD BROKEN (NO EFFECT)

89-90

LEG STRUCK, FALL TO GROUND PRONE

67-68

SHIELD BROKEN (ROLL AGAIN)

91-92

LEG STRUCK, MOVEMENT HALVED

69-70

SHIELD ARM, NO SHIELD FOR 1D6 TURNS

93-94

LEG BROKEN NO MOVEMENT

71-72

SHIELD ARM BROKEN, LOSE SHIELD

95

HEAD STRUCK, LOSE 1D6 INTELLIGENCE *

73-74

WEAPON ARM STRUCK -2 TO HIT

96

HEAD STRUCK, LOSE 1D6 INTELLIGENCE

75-76

WEAPON ARM STRUCK -4 TO HIT

97

HEAD STRUCK, LOSE 1D12 INTELLIGENCE *

77-78

WEAPON ARM BROKEN NO ATTACKS

98

HEAD STRUCK, LOSE 1D12 INTELLIGENCE

79-80

HAND STRUCK –1D4 DEXTERITY, OR

99

SKULL CRUSHED DEAD *

87-82

HAND STRUCK –1D4 DEXTERITY

00

SKULL CRUSHED DEAD

83-84

CHEST STRUCK, STUNNED 1D6 TURNS

MISSILE AND PIERCING WEAPONS

01-34

DOUBLE DAMAGE

89-90

ABDOMEN, IMMINENT DEATH

35-70

TRIPLE DAMAGE

91-92

CHEST, IMMINENT DEATH

71-72

SHIELD ARM STRUCK *

93

BLINDED IN EYE *

73-74

SHIELD ARM, NO SHIELD 1D4 TURNS

94

BLINDED IN EYE

75-76

WEAPON ARM STRUCK, -2 TO HIT

95

LARYNX PUNCTURED *

77-78

WEAPON ARM STRUCK, -4 TO HIT

96

LARYNX PUNCTURED

79-80

WEAPON ARM STRUCK, NO ATTACKS

97

STRUCK IN HEAD, LOSE 1D6 INTELLIGENCE *

81-82

ABDOMEN, DEATH IN 1D6 DAYS

98

STRUCK IN HEAD, LOSE 1D6 INTELLIGENCE

83-84

CHEST, DEATH IN 1D4 DAYS

99

STRUCK IN HEAD, IMMINENT DEATH *

85-86

ABDOMEN, DEATH IN 1D12 TURNS

00

STRUCK IN HEAD, IMMINENT DEATH

87-88

CHEST, DEATH IN 1D8 TURNS

CRITICAL EFFECTS AGAINST ANIMALS

01-29

DOUBLE DAMAGE

77-78

ABDOMINAL INJURY, DEATH IN 1D12 TURNS

30-58

TRIPLE DAMAGE

79-80

ABDOMINAL INJURY, DEATH IN 1D6 DAYS

59-60

LIMB REMOVED AT BODY, HALF SPEED

81-82

CHEST INJURY, IMMINENT DEATH

61-62

LIMB REMOVED PARTIALLY, HALF SPEED

83-84

CHEST INJURY, DEATH IN 1D8 TURNS

63-64

LIMB PART REMOVED PARTIALLY, -2 HIT

85-86

CHEST INJURY, DEATH IN 1D4 DAYS

65-66

LIMB REMOVED AT BODY, -4 HIT

87-90

SNOUT STRUCK, IMMEDIATE RETREAT

67-68

LIMB REMOVED, HALF SPEED, -2 HIT

91-94

SNOUT STRUCK, -2 HIT FOR 1D4 TURNS

69-70

LIMB REMOVED, HALF SPEED, -4 HIT

95-98

SNOUT STRUCK, -4 HIT FOR 1D4 TURNS

71-72

THROAT CUT, IMMINENT DEATH

99

HEAD STRUCK, STUNNED FOR 1D6 ROUNDS

73-74

DECAPITATED

00

HEAD STRUCK, IMMINENT DEATH

75-76

ABDOMINAL INJURY, IMMINENT DEATH

FUMBLE (Dragon Magazine, #39, Critical Hits-Bad Misses. July 1980, pgs. 34-35)

1d100

EFFECT

1d100

EFFECT

01-19

SLIP, DEX SAVE, STUN 1D4 TURNS

77-78

HIT SELF, NORMAL DAMAGE

20-33

STUMBLE, DEX SAVE, STUN 1D6 TURNS

79-80

HIT SELF, DOUBLE DAMAGE

34-39

TRIP AND FALL, STUN 1D6 TURNS

81-82

HIT FRIEND, HALF DAMAGE

40-44

OFF BALANCE DEX SAVE, MISS TURN

83-84

HIT FRIEND, NORMAL DAMAGE

45-49

WEAPON GRIP, DEX SAVE, MISS TURN

85-86

HIT FRIEND, DOUBLE DAMAGE

50-54

WEAPON GRIP, DEX SAVE, DROP WEAPON

87-88

CRITICAL HIT, SELF

55-59

WEAPON GRIP, DROP WEAPON

89-90

CRITICAL HIT, FRIEND

60-61

SHIELD TANGLE WITH OPPONENT

91-92

TWIST ANKLE, HALF SPEED, DEX SAVE, FALL

62-63

SHIELD TANGLE, BOTH MISS ATTACK

93-95

HELP SLIPS, DEX TO FIX, -6 HIT

64-65

WEAPON TANGLED, MISS ATTACK

96-97

HELP SLIPS, DEX TO FIX, NO ATTACK

66-69

WEAPON KNOCKED AWAY 1D10 FEET

98-99

ROLL TWICE IGNORING 99 / 00

70-74

WEAPON BREAKS

00

ROLL THREE TIMES IGNORING 99 / 00

75-76

HIT SELF, HALF DAMAGE

TRAPS AND DAMAGE, DMG 120-121, 249

DANGER

SAVE

DC

ATK

BONUS

CHAR LEVEL (d10)

EXAMPLE

1-4

5-10

11-16

17+

SETBACK

10-11

+3-5

1

2

4

10

BLADE, MINOR BURN, ACID, FALL

DANGEROUS

12-15

+6-8

2

4

10

18

MAGIC STRIKE; CRUSHED;

BEAST ATK

DEADLY

16-20

+9-12

4

10

18

24

CAVE-IN, EXPLOSION,

LIGHTNING, ERUPTION

CONDITION

ACID DMG

BLINDED

BLOODIED

BURNING

CHARMED

COLD DMG

CONCENTRATE

DEAFENED

EXHAUSTION

FRIGHTENED

FLYING

GRAPPLED/

RESTRAINED

LIGHTNING

DMG

NECROTIC

DMG

PARALYZED/

PETRIFIED

POISONED

PSYCHIC DMG

STUNNED

CONDITIONS, PHB 290-292

BLINDED

  • CREATURE CAN’T SEE; AUTO FAILS CHECKS REQ SIGHT
  • ATTACKS WHEN BLINDED HAVE DISADVANTAGE; OPPONENTS ATTACKS HAVE ADVANTAGE

PARALYZED

  • CREATURE IS INCAPACITATED; AUTOMATICALLY FAILS ALL STR/DEX SAVES
  • ATTACKS VS. CREATURE HAVE ADVANTAGE;
  • ANY ATTACK THAT HITS = CRITICAL HIT IF W/IN 5’

CHARMED

  • CAN’T ATTACK CHARMER OR TARGET CHARMER W/ HARMFUL ABILITIES/EFFECTS
  • CHARMER HAS ADVANTAGE ON CHECK TO INTERACT SOCIALLY WITH CREATURE.

PETRIFIED

  • TRANSFORMED TO STONE ALONG W/ NON-MAGICAL ITEMS
  • INCAPACITATED; CAN’T SPEAK, MOVE, UNAWARE OF ALL
  • ATTACKS VS. CREATURE HAVE ADVANTAGE
  • AUTO FAILS ALL STR & DEX SAVES
  • RESISTANT TO ALL DMG; WEIGHT X10; NO AGING
  • IMMUNE TO POISON & DISEASE (SUSPENDED IN SYSTEM)

DEAFENED

  • TARGET CAN’T HEAR/AUTO FAILS CHECK REQ HEARING

POISONED

  • DISADVANTAGE ON ATTACK ROLLS AND ABILITY CHECKS

FRIGHTENED

  • CREATURE HAS DISADVANTAGE ON ABILITY CHECKS & ATTACK ROLLS WHILE SOURCE OF FEAR IS IN LINE OF SIGHT
  • CREATURE CAN’T WILLINGLY MOVE CLOSER TO SOURCE OF FEAR.

PRONE

  • CAN ONLY CRAWL, UNLESS THEY STAND UP (HALF MOVEMENT)
  • DISADVANTAGE ON ATTACKS
  • ATTACKS VS. CREATURE HAVE ADVANTAGE WITHIN 5’.
  • OTHERWISE THEY HAVE DISADVANTAGE.

GRAPPLED

  • SPEED BECOMES 0. CAN’T BENEFIT FROM SPEED BONUSES
  • CONDITION ENDS IF GRAPPLER IS INCAPACITATED.
  • ENDS IF AN EFFECT REMOVES THE GRAPPLED CREATURE FROM REACH OF THE GRAPPLER OR THE GRAPPLING EFFECT (E.G., HURLED AWAY BY THUNDERWAVE SPELL)

RESTRAINED

  • SPEED BECOMES 0; CAN’T BENEFIT FROM SPEED BONUSES
  • ATTACKS VS. CREATURE HAVE ADVANTAGE
  • CREATURES ATTACKS HAVE DISADVANTAGE
  • DISADVANTAGE ON DEX SAVING THROWS.

INCAPACITATED

  • CAN’T TAKE ACTIONS OR REACTIONS

STUNNED

  • INCAPACITATED. CAN’T MOVE, SPEAKS FALTERINGLY
  • AUTOMATICALLY FAILS ALL STR & DEX SAVING THROWS
  • ATTACKS VS. CREATURE HAVE ADVANTAGE

INVISIBLE

  • CREATURE IS IMPOSSIBLE TO SEE W/O AID OF MAGIC OR SPECIAL SENSE.
  • FOR PURPOSE OF HIDING, CREATURE IS HEAVILY OBSCURED.
  • LOCATION CAN BE DETECTED BY TRACKS OR NOISE.
  • ATTACKS VS. CREATURE HAVE DISADVANTAGE.
  • ATTACKS BY CREATURE HAVE ADVANTAGE.

UNCONSCIOUS

INCAPACITATED

  • INCAPACITATED. CAN’T SPEAK, MOVE, UNAWARE OF ALL.
  • DROPS WHATEVER IS HELD & FALLS PRONE
  • AUTOMATICALLY FAILS ALL STR & DEX SAVING THROWS
  • ATTACKS VS. CREATURE HAVE ADVANTAGE
  • ANY ATTACK THAT HITS = CRITICAL HIT IF WITHIN 5 FEET.

MASSIVE DAMAGE, DMG 273

OPTIONAL RULE MAKES IT EASIER FOR MASSIVE DMG TO FELL CREATURES. WHEN CREATURE TAKES DMG FROM A SINGLE SOURCE > THAN ½ ITS HP MAX, IT MUST SUCCEED ON A DC 15 CON SAVE OR SUFFER RANDOM EFFECT DETERMINED BY PLAYER’S CHOICE ROLL - SYSTEM SHOCK TABLE OR LINGERING INJURY TABLE.

1d10

EFFECT

1d10

EFFECT

01

DROPS TO 0 HIT POINTS

06-07

CAN’T TAKE REACTION AND HAS DISADV-

02-03

DROPS TO 0 HIT POINT BUT IS STABLE

TAGE ON ATK ROLLS & ABILITY CHECKS

04-05

STUNNED UNTIL END OF NEXT TURN

UNTIL END OF NEXT TURN

08-10

CAN’T TAKE REACTIONS UNTIL END OF

NEXT TURN

LINGERING INJURIES, DMG 272

1d20

INJURY

DESCRIPTION

01

LOSE

AN EYE

DISADVANTAGE ON WISDOM (PERCEPTION) CHECKS THAT RELY ON SIGHT AND ON RANGED ATTACK ROLLS; MAGIC LIKE REGENERATE SPELL CAN RESTORE THE LOST EYE; IF HAVE NO EYES AFTER SUSTAINING THIS INJURY, YOU ARE BLINDED

02

LOSE AN

ARM OR

A HAND

YOU CAN NO LONGER HOLD ANYTHING WITH TWO HANDS, AND YOU CAN ONLY HOLD

SINGLE OBJECT AT A TIME. MAGIC SUCH AS REGENERATE SPELL CAN RESTORE LOST APPENDAGE

03

LOSE A

FOOT

OR LEG

SPEED ON FOOT IS HALVED MUST USE CANE, CRUTCH, OR PROSTHESIS; YOU FALL PRONE AFTER USING THE DASH ACTION; HAVE DISADVANTAGE ON DEXTERITY CHECKS TO BALANCE; MAGIC LIKE REGENERATE SPELL CAN RESTORE LOST APPENDAGE

04

LIMP

SPEED ON FOOT REDUCED BY 5'; MUST MAKE DC10 DEX SAVE THROW AFTER USING DASH ACTION-IF FAIL, FALL PRONE; MAGICAL HEALING REMOVES LIMP

05-07

INTERNAL INJURY

WHENEVER ATTEMPT ANY ACTION IN COMBAT, REQUIRES A DC 15 CON SAVE HROW OR LOSE ACTION AND REACTIONS UNTIL START OF NEXT TURN; INJURY HEALS IF RECEIVE MAGICAL HEALING OR IF SPEND 10 DAYS ONLY RESTING

08-10

BROKEN

RIBS

SAME EFFECT AS INTERNAL INJURY ABOVE, EXCEPT THE DC IS 10

11-13

HORRIBLE

SCAR

DISFIGURED TO EXTENT CANNOT EASILY CONCEAL WOUND; DISADVANTAGE ON CHARISMA (PERSUASION) CHECKS; ADVANTAGE ON CHARISMA (INTIMIDATION) CHECKS; MAGICAL HEALING OF 6TH LEVEL OR HIGHER (I.E. HEAL/REGENERATE) REMOVES SCAR

14-16

FESTERING WOUND

HP MAX REDUCED BY 1 EVERY 24 HOURS THE WOUND PERSISTS; IF MAX DROPS TO 0 YOU DIE; WOUND HEALS WITH MAGICAL HEALING; TENDING WOUND REQUIRES A DC 15 WIS (MEDICINE) CHECK ONCE/24 HOURS - AFTER 10 SUCCESSES,WOUND HEALS

17-20

MINOR

SCAR

SCAR DOESN’T HAVE ANY ADVERSE EFFECT; MAGICAL HEALING OF 6TH LEVEL OR

HIGHER (I.E. HEAL/REGENERATE) REMOVES SCAR

COMBAT

  1. DETERMINE SURPRISE.
  2. ESTABLISH POSITIONS.
  3. ROLL INITIATIVE. D20 + DEX (DEXTERITY ABILITY CHECK)
  4. EACH ROUND, TAKE TURNS IN INITIATIVE ORDER. ON YOUR TURN, YOU CAN MOVE A DISTANCE UP TO YOUR SPEED AND TAKE ONE ACTION. YOU CAN ALSO INTERACT WITH ONE OBJECT OR FEATURE OF THE ENVIRONMENT FOR FREE, DURING EITHER YOUR MOVE OR YOUR ACTION.

4-CR

7 of 12

7

WISDOM - NOT PUTTNG TOMATO IN FRUIT SALAD

MEASURES PERCEPTIVENESS, INTUITION, ATTUNEMENT W/ SURROUNDINGS

INSIGHT • PERCEPTION1 • SENSE MOTIVE

E (10)

SPOT DISTANT PROMINENT LANDMARK/STRUCTURE, HEAR FAR-OFF SOUND OF THUNDER OF COMING STORM, DETERMINE IF CHILD IS TELLING THE TRUTH

M (15)

SPOT NATURAL-OBSCURED OBJECT/FEATURE, EAVESDROP ON CONVERSATION IN NEXT ROOM, DISCERN LEADER OF GROUP, DISCERN INTENDED MESSAGE OF NON-VERBAL COMMUNICATION

H (20)

SPOT WELL-HIDDEN OBJECT OR FEATURE; EAVESDROP ON HUSHED CONVERSATION THROUGH HEAVY DOOR; GUESS ENEMY’S NEXT ACTION; INTERPRET ENEMY HAND SIGNS

VH (25)

SPOT NEARLY-INVISIBLE OBJECT/FEATURE, READ LIPS OF CREATURE YOU CAN SEE BUT NOT HEAR (REQ LANG); SENSE AN OUTSIDE INFLUENCE ON A PERSON, SUCH AS AN ENCHANTMENT SPELL

CONTEST (V STEALTH)

HEAR SOMEONE WHO’S TRYING TO BE SILENT; SPOT HIDING CREATURE

CONTEST

(V CHA)

DETERMINE IF SOMEONE IS LYING/DISGUISING THEMSELVES/INTENTIONS (ALSO AGAINST DECEPTION)

CONTEST

(V DEX)

SPOT CREATURE ATTEMPTING TO HIDE; HEAR MOVEMENTS OF HIDDEN FOE

SURVIVAL • TRACKING2

E (10)

FOLLOW WELL-WORN TRAIL THROUGH FOREST OR TRACKS OF CREATURE THROUGH SNOW/MUD; FORAGE FOR DAY’S WORTH OF FOOD IN PLENTIFUL AREA; NAVIGATE ON CLEAR NIGHT

M (15)

FOLLOW ABANDONED/FORGOTTEN SNOW/MUD; TRACK CREATURE THROUGH FOREST, DIRT OR GRASS; FORAGE FOR DAY’S WORTH OF FOOD IN SPARSE AREA; NAVIGATE ON CLOUDY NIGHT; PREDICT ONCOMING STORM; ID SIGNS OF NEARBY CREATURES

H (20)

TRACK CREATURE OVER BARREN TERRAIN/BARE STONE; FORAGE FOR DAY’S WORTH OF FOOD IN HARSH AREA; NAVIGATE THROUGH ALIEN AREA ON CLOUDY NIGHT; PREDICT TOMORROW’S WEATHER

VH (25)

TRACK CREATURE AFTER RAINFALL; NAVIGATE ALIEN AREA ON STORMY NIGHT

ANIMAL HANDLING • MEDICINE • OTHER

E (10)

CALM DOMESTICATED ANIMAL; STABILIZE DYING CREATURE OUTSIDE OF COMBAT; DIAGNOSE COMMON AILMENT

M (15)

CALM WILD BUT OTHERWISE PEACEFUL ANIMAL; KEEP TIRED ANIMAL MOVING; INTUIT AN ANIMAL’S EMOTIONAL STATE; SET BROKEN BONE; PERFORM COMPLEX MANEUVER WHILE MOUNTED; STABILIZE DYING CREATURE IN THE MIDDLE OF COMBAT; DIAGNOSE UNCOMMON AILMENT

H (20)

INTUIT HOSTILE ANIMAL’S NEXT ACTION; CONTROL UNTRAINED MOUNT; CALM AGGRESSIVE WILD ANIMAL; TRAIN ANIMAL FOR TASK; DIAGNOSE RARE AILMENT OR POISON

VH (25)

CALM A DANGEROUS/PANICKED WILD ANIMAL; DIAGNOSE MAGICAL/DIVINE AILMENT

F (30)

TAME/TRAIN WILD ANIMAL

1: PASSIVE PERCEPTION DC = 10+WIS MODIFIER (OR PERCEPTION)

2: FOR TRACKING DC, +5 FOR EACH DAY PASSED; -5 IF FOLLOWING EASY TRAIL (BLOOD)

CHARISMA - SELL TOMATO-BASED FRUIT SALAD

MEASURES FORCE OF PERSONALITY, PERSUASIVENESS, PERSONAL MAGNETISM, SOCIAL INFLUENCE, AND PHYSICAL ATTRACTIVENESS

DECEPTION • DISGUISE, IMPERSONATE • LIE (VS INSIGHT)

CONTEST

(V. WIS)

FAST-TALK OR CON SOMEONE, ADOPT DISGUISE OR IMPERSONATE ANOTHER CREATURE, TELL LIE, HIDE TRUE INTENTIONS

INTIMIDATION • THREATEN, SCARE, FRIGHTEN FOES

E (10)

SCARE SPINELESS NOBLE TO HAND OVER COIN PURSE; PRY INFO OUT OF COMMONER CHILD

M (15)

PRY INFO OUT OF SCARED PRISONER; CONVINCE STREET THUGS TO BACK DOWN FROM CONFRONTATION

H (20)

ADVISE GUARD IT MIGHT BE BEST TO LOOK THE OTHER WAY; COERCE OFFICIAL TO SIGN DOCUMENT

VH (25)

FRIGHTEN CREATURE LARGER THAN YOU-CAUSE IT TO FLEE; STOP AGITATED MOB IN TRACKS

CONTEST

(V. INSIGHT)

INTIMIDATE TO GET YOUR WAY AGAINST A STRONG-WILLED INDIVIDUAL

PERFORMANCE • DANCE, SING, ENTERTAIN

E (10)

ROUTINE PERFORMANCE (E.G., TELL STORY IN TAVERN OR AROUND CAMPFIRE)

M (15)

PROFESSIONAL PERFORMANCE (E.G., INSPIRING SPEECH OR IMPRESSIVE MUSICAL DISPLAY WHICH MAY ATTRACT THE ATTENTION OF A LOCAL TROUPE LEADING TO REGIONAL FAME)

H (20)

MEMORABLE PERFORMANCE WHICH MAY ATTRACT THE ATTENTION OF A LOCAL PATRON AND LEAD TO NATIONAL FAME

VH (25)

EXTRAORDINARY PERFORMANCE WHICH MAY ATTRACT THE ATTENTION OF DISTANT PATRONS AND EVEN EXTRAPLANAR BEINGS

PERSUASION • NEGOTIATE, REQUEST • MAKE FRIENDS

E (10)

CONVINCE MAYOR TO ALLOW YOUR PARTY TO HELP; CALM DISTRAUGHT PERSON; MAKE CORDIAL REQUEST

M (15)

PERSUADE GROUP OF HIGHWAY THIEVES TO LEAVE IN PEACE, CONVINCE FRIENDLY ACQUAINTANCE YOU KNOW BEST

H (20)

CONVINCE CHAMBERLAIN TO LET YOUR PARTY SEE KING; RALLY A CROWN OF TOWNSFOLK; NEGOTIATE PEACE BTW WARRING TRIBES

VH (25)

CONVINCE SPHINX YOU’RE WORTHY OF SECRETS IT GUARDS, ASSURE DRAGON YOU’RE WORTH MORE ALIVE THAN DEAD

IMPROVISED TASKS • GATHER INFORMATION

E (10)

GATHER COMMON GOSSIP IN TOWN OR NEIGHBORHOOD

M (15)

FIND WHAT YOU NEED IN UNFAMILIAR CITY; FIND OUT WHO’S REALLY IN POWER

H (20)

DISCOVER LOCAL INFO ONLY A FEW OTHER PEOPLE KNOW

VH (25)

DIG UP OBSCURE COMMUNITY NEWS OR LORE

Advantage

  • Circumstances not related to a creature’s inherent capabilities provide it with an edge
  • Some aspect of the environment contributes to a character’s success
  • A player shows exceptional creativity or cunning in attempting or describing a task
  • Previous actions have improved the chance of success

Disadvantage

  • Circumstances hinder success in some way
  • Some aspect of the environment hinders a character’s success (assuming that aspect hasn’t already imposed a penalty to the roll)
  • An element of the plan or description of an action makes success less likely
  • Previous actions have improved the chance of success
  • Any number of advantage and disadvantage cancel each other out

Note the DM should grant adv or disadv in preference to applying bonuses or penalties

CONCEALMENT, LIGHT, & VISION

CONCEALMENT, PHB 183

LIGHTLY OBSCURED

DIM LIGHT, PATCH FOG, MODERATE FOLIAGE (DISADVANTAGE PERCEPTION CHECKS)

HEAVILY OBSCURED

DARKNESS, HEAVY FOG, DENSE FOLIAGE (BLINDED CONDITION)

LIGHT

BRIGHT

TORCHES, LANTERNS, FIRES, AND OTHER SOURCES OF LIGHT WITHIN A SPECIFIC RADIUS

DIM

BOUNDARY BETWEEN LIGHT SOURCE AND DARKNESS, TWILIGHT, DAWN, OR A BRIGHT FULL MOON

DARKNESS

OUTDOORS AT NIGHT, CONFINES OF AN UNLIT DUNGEON OR VAULT, OR MAGICAL DARKNESS

VISION, PHB 183 and 185

BLINDSIGHT

PERCEIVE SURROUNDINGS WITHOUT RELYING ON SIGHT

DARKVISION

CAN SEE IN DARKNESS AS IF IT WHERE DIM LIGHT, CAN’T DISCERN COLOURS ONLY SHADES OF GREY

TRUESIGHT

CAN SEE IN NORMAL AND MAGICAL DARKNESS, INVISIBILITY, TRANSFORMATION, AND ETHEREAL PLANE

LIGHT SOURCES

SOURCE

BRIGHT

DIM

DURATION

MUNDANE

CANDLE

5’ R

+5’ R

1 HRS

LAMP

15’ R

+30’ R

6 HRS

LANTERN, BULLSEYE

60’ CONE

+ 60’ CYLINDER

6 HRS

LANTERN, HOODED

30’ R

+30’ R

6 HRS

TORCH

20’ R

+20’ R

1 HR

MAGICAL

CONTINUOUS FLAME

20’ R

+20’R

UNTIL DISPELLED

DANCING LIGHTS

10’ R

UP TO 1 MINUTE

FAERIE FIRE

10’ R

UP TO 1 MINUTE

FLAME BLADE

10’ R

+10’ R

UP TO 10 MINUTES

FLAMING SPHERE

20’ R

+20’ R

UP TO 1 MINUTE

HOLY AURA

5’ R

UP TO 1 MINUTE

LIGHT

20’ R

+20’ R

1 HR

MOONBEAM

5’ CYLINDER

UP TO 1 MINUTE

PRISMATIC WALL

100’

+100’

10 MINUTES

WALL OF FIRE

60’

+60’

UP TO 1 MINUTE

CHALLENGE RATING, PROFICIENCY BONUS, & XP

CR

Prof

Bonus

XP

0

+ 2

0 or 10

1/8

+ 2

25

¼

+ 2

50

½

+ 2

100

1

+ 2

200

2

+ 2

450

3

+ 2

700

4

+ 2

1.1k

5

+ 3

1.8k

6

+ 3

2.3k

7

+ 3

2.9k

8

+ 3

3.9k

9

+ 4

5k

10

+ 4

5.9k

11

+ 4

7.2k

12

+ 4

8.4k

13

+ 5

10k

14

+ 5

11.5k

15

+ 5

13k

16

+ 5

15k

17

+ 6

18k

18

+ 6

20k

19

+ 6

22k

20

+ 6

25k

21

+ 7

33k

22

+ 7

41k

23

+ 7

50k

24

+ 7

62k

25

+ 8

75k

26

+ 8

90k

27

+ 8

105k

28

+ 8

120k

29

+ 9

135K

30

+ 9

155K

STEALTH

  • IF SOMEONE CAN SEE YOU, YOU CAN’T ATTEMPT TO HIDE FROM THEM.
  • SOMEONE DOESN’T SEE YOU WHEN THEY’RE NOT LOOKING AT YOU.
  • ONCE HIDDEN, YOU CAN BE DETECTED VIA SIGHT, HEARING OR BOTH.IF THEIR PASSIVE PERCEPTION > YOUR STEALTH ROLL, THEY DETECT YOU. THEY CAN ROLL PERCEPTION CHECK IF THEY ARE ACTIVELY LOOKING FOR YOU.
  • IF YOU ARE HIDDEN, YOU HAVE ADVANTAGE ON ATTACK ROLLS AGAINST THE CREATURES THAT CAN’T SEE YOU. ATTACKING OUT OF STEALTH REVEALS YOU.

TRAVELING1

PACE

MINUTE

RATE

DAY

EFFECT

SLOW

200 FT

2 MPH

18 MI

ALLOW STEALTH

BASE

300 FT

3 MPH

24 MI

FAST

400 FT

4 MPH

30 MI

PASS PERCEP -5

  1: NORMAL TRAVEL @ 8 HRS/DAY; EACH ADDTL HR REQ. CON SAVE @ DC 10+1 FOR EACH EXTRA HR, FAILURE ADDS 1 LVL OF EXHAUSTION; USE PASSIVE PERCEPTION TO NOTICE THREATS (BASE=SPD÷10; SLOW- 1/3; FAST+1/3)

  • MOUNTS GALLOP 2X MOVE, BUT ONLY FOR 1 HR
  • NO PASSIVE PERCEPTION CHECK WHEN PERFORM NAVIGATE, DRAW MAP, TRACK, OR FORAGE

RANDOM NPC GENERATION

ROLL

CHARACTERISTIC

IDEAL (ALIGNMENT)

1

ABSENTMINDED

ASPIRATION (ANY)

2

ARROGANT

CHARITY (GOOD)

3

BOORISH

COMMUNITY (LAWFUL)

4

CHEW SOMETHING

CREATIVITY (CHAOTIC)

5

CLUMSY

DISCOVERY (ANY)

6

CURIOUS

FAIRNESS (LAWFUL)

7

DM-WITTED

FREEDOM (CHAOTIC)

8

FIDGETS NERVOUOSLY

GLORY (ANY)

9

FREQUENTLY USES WRONG WORD

GREATER GOOD (GOOD)

10

FRIENDLY

GREED (EVIL)

11

IRRITABLE

HONOR (LAWFUL)

12

PRONE TO PREDIT CERTAIN DOOM

INDEPENDENCE (CHAOTIC)

13

PRONOUNCED SCAR

KNOWLEDGE (NEUTRAL)

14

SLURS WORDS, LISPS, OR STUTTERS

LIFE (GOOD)

15

SPEAKS LOUDLY OR WHISPERS

LIVE/LET LIVE (NEUTRAL)

16

SQUINTS

MIGHT (EVIL)

17

STARES INTO DISTANCE

NATION (ANY)

18

SUSPICIOUS

PEOPLE (NEUTRAL)

19

USES COLORFUL OATHS/EXCLAMATIONS

POWER (EVIL)

20

USES FLOWERY SPEECH/LONG WORDS

REDEMPTION (ANY)

ROLL

FLAWS

BONDS

1

FORBIDDEN LOVE/ROMANTIC SUSCEPTABILITY

PERSONAL GOAL/ACHIEVEMENT

2

DECADENCE

FAMILY MEMBERS

3

ARROGANCE

COLLEGUES/COMPATRIOTS

4

ENVY OF OTHER’S POSSESSIONS/STATION

BENEFACTOR, PATRON, EMPLOYER

5

OVERPOWERING GREED

ROMANTIC INTEREST

6

PRONE TO RAGE

SPECIAL PLACE

7

POWERFUL ENEMY

KEEPSAKE

8

SPECIFIC PHOBIA

VALUABLE POSSESSION

9

SHAMEFUL OF SCANDALOUS HISTORY

REVENGE

10

SECRET CROME OR MISDEED

ROLL X2, IGNORE A “10”

11

POSSESSES FORBIDDENT LORE

12

FOOLHARDY BRAVERY

NAME GENERATOR

ROLL

BEGINNING

MIDDLE

END

1

BAR

2

CHED

3

DELL

-A

4

FAR

-AC

5

A-

GRAN

-AI

6

BE-

HAL

-AL

7

DE-

JEN

-AN

8

EL-

KEL

-AR

9

FA-

LIM

-EA

10

JO-

MOR

-EL

11

KI-

NET

-ER

12

LA-

PENN

-ESS

13

MA-

QUILL

-ETT

14

NA-

ROND

-IC

15

SAR

-ID

16

PA-

SHEN

-II

17

RE-

TUR

-IN

18

SI-

VASH

-IS

19

TA-

YOR

-OR

20

VA-

ZEN

-US

NPC ATTITITUDES DMG 244-5

REACTION (CHA)

FRIENDLY

INDIFFERENT

HOSTILE

RISK/SACRIFICE NPC ACCEPTS WHEN HELPING

SIGNIFICANT

20

MINOR

10

20

NONE

0

10

20

WILL NEITHER HELP NOR HINDER PCS

N/A

0

10

OPPOSES PCS & MAY TAKE RISKS TO DO SO

N/A

N/A

0

TRAVELING1

PACE

MINUTE

RATE

DAY

EFFECT

SLOW

200 FT

2 MPH

18 MI

ALLOW STEALTH

BASE

300 FT

3 MPH

24 MI

FAST

400 FT

4 MPH

30 MI

PASS PERCEP -5

  1: NORMAL TRAVEL @ 8 HRS/DAY; EACH ADDTL HR REQ. CON SAVE @ DC 10+1 FOR EACH EXTRA HR, FAILURE ADDS 1 LVL OF EXHAUSTION; USE PASSIVE PERCEPTION TO NOTICE THREATS (BASE=SPD÷10; SLOW- 1/3; FAST+1/3)

  • MOUNTS GALLOP 2X MOVE, BUT ONLY FOR 1 HR
  • NO PASSIVE PERCEPTION CHECK WHEN PERFORM NAVIGATE, DRAW MAP, TRACK, OR FORAGE

5A-NR

8 of 12

8

ADVENTURING GEAR

ITEM

COST

WEIGHT

ITEM

COST

WEIGHT

ABACUS

2

GP

2

LB

HOLY SYMBOL

ACID (VIAL)

25

GP

1

LB

AMULET

5

GP

1

LB

ALCHEMIST’S FIRE (FLASK)

50

GP

1

LB

EMBLEM

5

GP

-

LB

AMMUNITION

RELIQUARY

5

GP

2

LB

ARROWS (20)

1

GP

1

LB

HOLY WATER (FLASK)

25

GP

1

LB

BLOWGUN NEEDLES (50)

1

GP

1

LB

HOURGLASS

25

GP

1

LB

CROSSBOW BOLTS (20)

1

GP

LB

HUNTING TRAP

5

GP

25

LB

SLING BULLETS (200)

4

CP

LB

INK (1 OZ BOTTLE)

10

GP

-

LB

ANTITOXIN (VIAL)

50

GP

-

LB

INK PEN

2

CP

-

LB

ARCANE FOCUS

GP

LB

JUG OR PITCHER

2

CP

4

LB

CRYSTAL

10

GP

1

LB

LADDER (10’)

1

SP

25

LB

ORB

20

GP

3

LB

LAMP

10

GP

2

LB

ROD

10

GP

2

LB

LANTERN, BULLSEYE

10

GP

2

LB

STAFF

5

GP

4

LB

LANTERN, HOODED

5

GP

2

LB

WAND

10

GP

1

LB

LOCK

10

GP

1

LB

BACKPACK

2

GP

5

LB

MAGNIFYING GLASS

100

GP

-

LB

BALL BEARINGS (BAG OF 1k)

1

GP

2

LB

MANACLES

2

GP

6

LB

BARREL

2

GP

70

LB

MESS KIT

2

SP

1

LB

BASKET

4

SP

2

LB

MIRROR, STEEL

5

GP

½

LB

BEDROLL

1

GP

7

LB

OIL, FLASK

1

SP

1

LB

BELL

1

GP

-

LB

PAPER (ONE SHEET)

2

CP

-

LB

BLANKET

5

SP

3

LB

PARCHMENT (ONE SHEET)

1

SP

-

LB

BLOCK AND TACKLE

1

GP

5

LB

PERFUME (VIAL)

5

GP

-

LB

BOOK

25

GP

5

LB

PICK, MINER’S

2

GP

10

LB

BOTTLE, GLASS

2

GP

2

LB

PITON

5

CP

¼

LB

BUCKET

5

CP

2

LB

POISON, BASIC (VIAL)

100

GP

-

LB

CALTROPS (BAG OF 20)

1

GP

2

LB

POLE (10’)

5

CP

7

LB

CANDLE

1

CP

-

LB

POT, IRON

2

GP

10

LB

CASE, CROWWBOW BOLT

1

GP

1

LB

POTION OF HEALING

50

GP

½

LB

CASE, MAP/SCROLL

1

GP

1

LB

POUCH

5

SP

1

LB

CHAIN (10’)

5

GP

10

LB

QUIVER

1

GP

1

LB

CHALK (1 PIECE)

1

CP

-

LB

RAM, PORTABLE

4

GP

35

LB

CHEST

5

GP

25

LB

RATIONS (1 DAY)

5

SP

2

LB

CLIMBER’S KIT

25

GP

12

LB

ROBES

1

GP

4

LB

CLOTHES, COMMON

5

SP

4

LB

ROPE, HEMP (50’)

1

GP

10

LB

CLOTHES, COSTUME

5

GP

4

LB

ROPE, SILK (50’)

10

GP

5

LB

CLOTHES, FINE

15

GP

6

LB

SACK

1

CP

½

LB

CLOTHES, TRAVELLER’S

2

GP

4

LB

SCALE, MERCHANT’S

5

GP

3

LB

COMPONENT POUCH

25

GP

2

LB

SEALING WAX

5

SP

-

LB

CROWBAR

2

GP

5

LB

SHOVEL

2

GP

5

LB

DRUIDIC FOCUS

SIGNAL WHISTLE

5

CP

-

LB

SPRIG OF MISTLETOE

1

GP

-

LB

SIGNET RING

5

GP

-

LB

TOTEM

1

GP

-

LB

SOAP

2

CP

-

LB

WOODEN STAFF

5

GP

4

LB

SPELLBOOK

50

GP

3

LB

YEW WAND

10

GP

1

LB

SPIKES, IRON

1

GP

5

LB

FISHING TACKLE

1

GP

4

LB

SPYGLASS

1000

GP

1

LB

FLASK OR TANKARD

2

CP

1

LB

TENT, TWO-PERSON

2

GP

20

LB

GRAPPLING HOOK

2

GP

4

LB

TINDERBOX

5

SP

1

LB

HAMMER

1

GP

3

LB

TORCH

1

CP

1

LB

HAMMER, SLEDGE

2

GP

10

LB

VIAL

1

GP

-

LB

HEALER’S KIT

5

3

WATERSKIN (FULL)

2

SP

5

LB

WHETSTONE

1

CP

1

LB

TOOLS

ITEM

COST

WEIGHT

ITEM

COST

WEIGHT

ARTISAN’S TOOLS

GAMING SET

ALCHEMIST SUPPLIES

50

GP

8

LB

DICE SET

1

SP

-

LB

BREWER SUPPLIES

20

GP

9

LB

DRAGONCHESS SET

1

GP

½

LB

CALLIGRAPHER SUPPLIES

10

GP

5

LB

PLAYING CARD SET

5

SP

-

LB

CARPERNTER TOOLS

15

GP

6

LB

3-DRAGON ANTE SET

1

GP

-

LB

CARTOGRAPHER TOOLS

15

GP

6

LB

HERBALISM KIT

5

GP

3

LB

COBBLER TOOLS

5

GP

5

LB

MUSICAL INSTRUMENT

LB

COOK UTENSILS

1

GP

8

LB

BAGPIPES

30

GP

6

LB

GLASSBLOWER TOOLS

30

GP

5

LB

DRUM

6

GP

3

LB

JEWELLER TOOLS

25

GP

2

LB

DULCIMER

25

GP

10

LB

LEATHERWORKER TOOLS

5

GP

5

LB

FLUTE

2

GP

1

LB

MASON TOOLS

10

GP

8

LB

LYRE

30

GP

2

LB

PAINTER SUPPLIES

10

GP

5

LB

HORN

3

GP

2

LB

POTTER TOOLS

10

GP

3

LB

PAN FLUTE

12

GP

2

LB

SMITH TOOLS

20

GP

8

LB

SHAWM

2

GP

1

LB

TINKER TOOLS

50

GP

10

LB

VIOL

30

GP

1

LB

WEAVER TOOLS

1

GP

5

LB

NAVIGATOR’S TOOLS

25

GP

2

LB

WOODCARVER TOOLS

1

GP

5

LB

POISONER’S KIT

50

GP

2

LB

DISGUISE KIT

25

GP

3

LB

THIEVES TOOLS

25

GP

1

LB

FORGERY KIT

15

GP

5

LB

TRADE GOODS

CANVAS (ONE SQ. YD.)

1

SP

1

LB

IRON

1

SP

1

LB

CHICKEN

2

CP

1

LB

LINEN (ONE SQ. YD.)

5

GP

1

LB

CINNAMON

2

GP

1

LB

OX

15

GP

-

LB

CLOTH, COTTON (ONE YD2)

5

SP

1

LB

PEPPER

2

GP

1

LB

CLOVES

3

GP

1

LB

PIG

3

GP

-

LB

COPPER

5

SP

1

LB

PLATINUM

500

GP

1

LB

COW

10

GP

-

LB

SAFFRON

15

GP

1

LB

FLOUR

2

CP

1

LB

SALT

5

CP

1

LB

GINGER

1

GP

1

LB

SILK (ONE SQ. YD.)

10

GP

1

LB

GOAT

1

GP

-

LB

SILVER

5

GP

1

LB

GOLD

50

GP

1

LB

WHEAT

1

CP

1

LB

TACK, HARNESS, AND DRAWN VEHICLES

BARDING USE HUMAN EQUIVALENT

X4

GP

X2

LB

SADDLE

BIT AND BRIDLE

2

GP

1

LB

EXOTIC

60

GP

40

LB

CARRIAGE

10

GP

600

LB

MILITARY

20

GP

30

LB

CART

15

GP

200

LB

PACK

5

GP

15

LB

CHARIOT

25

GP

100

LB

RIDING

10

GP

25

LB

FEED (PER DAY)

5

CP

10

LB

SLED

20

GP

300

LB

SADDLEBAGS

4

GP

8

LB

WAGON

35

GP

40

LB

MOUNTS AND OTHER ANIMALS, PHB 157

ITEM

SPEED

COST

CAPACITY

SPEED

COST

CAPACIT

CAMEL

5

FT

50

GP

480

LB

HORSE, RIDING

60

FT

75

GP

480

LB

DONKEY OR MULE

4

FT

8

GP

420

LB

MASTIFF

40

FT

25

GP

195

LB

ELEPHANT

4

FT

20

GP

1320

LB

PONY

40

FT

30

GP

225

LB

HORSE, DRAFT

4

FT

50

GP

540

LB

WARHORSE

60

FT

400

GP

540

LB

WATERBORNE VEHICLES

ITEM

COST

SPEED

ITEM

COST

SPEED

GALLEY

30,000

GP

4

MPH

ROWBOAT

50

GP

½

MPH

KEELBOAT

3,000

GP

1

MPH

SAILING SHIP

10,000

GP

2

MPH

LONGSHIP

10,000

GP

3

MPH

WARSHIP

25,000

GP

2 ½

MPH

CONTAINER CAPACITY

CONTAINER

CAPACITY

CONTAINER

CAPACITY

BACKPACK

1 FT3 /30 POUNDS

JUG OR PITCHER

1 GAL

BARREL

40 GAL / 4 FT3

POT, IRON

1 GAL

BASKET

2 FT3 / 40 LBS

POUCH

1/5 FT3 / 6 LBS

BOTTLE

1½ PINTS

SACK

30 POUNDS / 1 FT3

BUCKET

3 GAL / ½ FOOT3

VIAL

4 OZ

CHEST

1 FT3 / 300 LBS

TANKARD

1 PINT

FLASK

1 PINT

WATERSKIN

4 PINTS

EXPENSES / DAY

QUALITY

INN STAY

MEALS

LIFESTYLE

WRETCHED

-

-

-

SQUALID

7 CP

3 CP

1SP

POOR

1 SP

6 CP

2SP

MODEST

5 SP

3 SP

1GP

COMFORTABLE

8 SP

5 SP

2GP

WEALTHY

2 GP

8 SP

4GP

ARISTOCRATIC

4 GP

2 GP

10GP MIN

SERVICES

SERVICE

PAY

COACH CAB

BETWEEN TWNS

3 CP/MILE

W/IN A CITY

1 CP

HIRELING

SKILLED

2 GP/DAY

UNSKILLED

2 SP/DAY

MESSENGER

2 CP/MILE

ROAD/GATE TOLL

1 CP

SHIP’S PASSAGE

1 SP/MILE

STABLING /DAY

5 SP

1ST LVL SPELL 1

10-30 GP + COMP

2ND LVL SPELL 1

30-50 GP + COMP

3RD+ LVL SPELL 2

How much ya got? 3

1: 1ST/2ND LVL SPELLSCASTING SVCS EASY ENOUGH TO FIND IN DECENT-SIZED TOWN

2: 3RD+ SPELLS MUCH MORE RARE & FOUND ONLY W/ ANY AMOUNT OF REGULARITY IN LARGE CITY, (E.G., W/ UNIV OR TEMPLE

3: OFTEN SPELLCASTER MIGHT ASK FOR SERVICE RATHER THAN MONETARY PAYMENT

ITEM

COST

ALE, GALLON

2 SP

ALE, MUG

4 CP

BANQUET (/ PERSON)

10 GP

BREAD, LOAF

2 SP

CHEESE, HUNK

1 SP

MEAT, CHUNK

3 SP

WINE, COMMON (PITCHER)

2 SP

WINE, FINE (BOTTLE)

10 GP

CURRENCY CONVERT

COIN

CP

SP

EP

GP

PP

CP

1

1/10

1/50

1/100

1/1,000

SP

10

1

1/5

1/10

1/100

EP

50

5

1

1/2

1/20

GP

100

10

2

1

1/10

PP

1,000

100

20

10

1

USEFUL OBJECTS

NAME

DESCRIPTION

ACID VIAL

RANGED ATTACK, 2D6 ACID DMG

ANTITOXIN

ADVANTAGE ON POISON SAVES FOR 1 HR

BALL BEARINGS

DC10 DEX SAVE OR FALL PRONE

CALTROPS

DC15 DEX SAVE OR STOP, 1 DMG, SPEED REDUCED 10’

HEALER’S KIT

10 USES. 1 USE AS ACTION TO STABILIZE DYING W/O CHK

HOLY WATER

2D6 RADIANT DMG TO FIENDS & UNDEAD

OIL

+5 FIRE DMG IF SPLASHED TARGET TAKES FIRE DMG;

BURNS ON GROUND (5’ AREA, 2 RDS, 5 FIRE DMG/RD)

HEALING POTION

1 ACTION TO HEAL 2D4 +2

CAROUSING DMG 128

SPEND MONEY AS PER WEALTHY LIFESTYLE (4GP/DAY BASE); AT END OF CAROUSING PERIOD, THE PLAYER ROLLS D100 + CHAR EVEL TO SEE WHAT HAPPENS (OR DM CHOOSES)

ROLL

RESULT

ROLL

RESULT

1-10

JAILED 1D4 DAYS ON DISORDERLY CONDUCT/DISTURBING PEACE CHARGE; PAY 10GP FINE TO AVOID JAIL OR CAN TRY TO RESIST ARREST

41-80

MODEST WINNINGS FROM GAMBLING. RECUPERATE YOUR LIFESTYLE EXPENSES FOR THE TIME SPENT CAROUSING

11-20

REGAIN CONSCIOUSNESS IN STRANGE PLACE WITH NO MEMORY OF HOW GOT THERE; ROBBED OF 3D6 X 5 GP

81-90

MODEST WINS FROM GAMBLING; RECUPERATE LIFESTYLE EXPENSES FOR TIME SPENT CAROUSING AND GAIN 1D20 X 4 GP

21-30

MAKE ENEMY; THIS PERSON/ORGANIZATION IS NOW HOSTILE TO YOU; DM DETERMINES OFFENDED PARTY; YOU DECIDE HOW YOU OFFENDED THEM

91 +

MAKE SMALL FORTUNE GAMBLING;

RECUPERATE LIFESTYLE EXPENSES

FOR TIME SPENT CAROUSING &

GAIN 4D6 X 10 GP

31-40

WHIRLWIND ROMANCE. 25% ROMANCE ENDS BADLY, 50% ROMANCE IS ONGOING, 25% ROMANCE ENDS AMICABLY; CHAR DETERMINE ID OF LOVE INTEREST (SUBJECT TO DM APPROVAL)

CARRY CAPACITY (LBS)

CARRY

15 X STR

PUSH, DRAG, LIFT

30 X STR; -5 TO SPD

TINY=½; LARGE=X2;

HUGE=X3; GARGANTUAN=X4

WEAPON PROPERTIES

PROPERTY

DESCRIPTION

NORMAL

STR IS MOD FOR ATK & DMG

FINESSE

DEX IS MOD FOR ATK & DMG

RANGED

DEX IS MOD FOR ATK & DMG

THROWN

STR OR DEX IS MOD FOR ATK & DMG

LIGHT

IDEAL FOR 2-HANDED FIGHTING

HEAVY

SMALL CREATURES HAVE DISADV ON ATK

REACH

ADDS 5’ TO RANGE

VERSATILE

1 0R 2 HANDED. (DMG FOR 2 HANDS)

ENCOUNTER DISTANCE

TERRAIN TYPE

DISTANCE

ARTIC, DESERT, FARMLAND, GRASSLAND

6d6 x 10’

FOREST, SWAMP, WOODLAND

2d8 x 10’

HILLS, WASTELAND

2d10 x 10’

JUNGLE

2d6 x 10’

MOUNTAINS

4d10 x 10’

AUDIBILITY

DISTANCE

TRYING TO BE QUIET

2d6 x 5’

NORMAL NOISE LEVEL

2d6 x 10’

VERY LOUD

2d6 x 50’

VISIBILITY OUTDOORS

DISTANCE

CLEAR DAY, NO OBSTRUCTIONS

2 mi

RAIN

1 mi

FOG

100-300’

FROM A HEIGHT

x 20

RANDOM ENCOUNTERS DMG 84-6

POP.

DENSITY

FREQ (DC 17)

ENCOUNTER TYPE GUIDANCE

d12+d8

SAFE

DENSELY INHABITED

1:24 HRS

WONDROUS & BENEFICIAL

2

BENIGN CREATURE / SIDE QUEST

3-4

WILDERNESS

OVERCOME PHYSICAL BARRIER

5-8

DANGEROUS

INHABITED

1:12 HRS

COMMON/EASILY AVERTED THREAT

9-13

WILDERNESS

MEDIUM DIFFICULTY, HOSTILE

14-17

HARD & HOSTILE, SMALL GROUP

18-19

DUNGEON

1:1 / IDLE HR

DEADLY BUT SINGULAR THREAT

20

5B-NR

9 of 12

9

DAMAGE AND DYING

ITEM

DESCRIPTION

UNCONCIOUS

IF DAMAGE REDUCES YOU TO 0 HP AND FAILS TO KILL, FALL UNCONSCIOUS (SEE CONDITIONS); ENDS WHEN REGAIN ANY HP

DEATH SAVES

DC 10 - STABILIZE ON 3 SUCCESSES, DIE ON 3 FAILURES (SEE CHART BELOW); NATURAL 1 - COUNTS AS 2 FAILS; NATURAL 20 - REGAIN 1 HP; STABILIZE WHEN YOU REGAIN ANY HP

STABLIZING

DC 10 (MEDICINE) AS ACTION TO ADMIN FIRST AID TO UNCONSCIOUS CREATURE TO STABILIZE; REMAINS UNCONSCIOUS BUT DOESN’T MAKE DEATH SAVES; REGAIN 1 HP AFTER 1D4 HOURS; IF TAKE ANY DAMAGE IN THIS STATE, NO LONGER STABLE AND MUST START DEATH SAVES AGAIN

DAMAGE

AT 0 HP

TAKE 1 DEATH SAVE FAILURE; CRITICAL HIT COUNTS AS 2 FAILS

DAMAGE > MAX HP KILLS YOU

SUBDUE

PC MAY CHOOSE TO KNOCK CREATURE UNCONCIOUS INSTEAD OF KILLING IT

SHORT REST

1 HOUR; CAN SPEND HIT DICE

LONG REST

8 HOURS; RESTORE ALL HP, SPELL SLOTS, & ½ TOTAL HIT DICE (MIN. 1 HD)

AT 0 HP, FALL UNCONSCIOUS (SEE CONDITION); MAKE DEATH SAVE EACH TURN

D20

DEATH SAVE RESULT

1

2 FAILURES

AFTER 3 FAILURES, DEATH

2-9

1 FAILURE

10-19

1 SUCCESS

AFTER 3 SUCCESSES, PC BECOMES STABLE/STOPS MAKING SAVES

20

PC GAINS 1 HIT POINT AND BECOMES CONSCIOUS

RESURRECTION SPELLS

SPELL

LVL

TIME REQ

RNG

COMPONENT

ANIMATE DEAD

3

1 MIN

10 FT

VSM

CORPSE/BONES BECOME ZOMBIE/SKELETON FOR 24HRS

REVIVIFY

3

1 ACTION

TOUCH

VSM

IF DIED W/IN THE LAST MIN, REGAINS 1 HP

RAISE DEAD

5

1 HR

TOUCH

500 GP DIAMOND

IF DIED W/ 10 DAYS, REGAINS 1 HP; -4 TO ATTACKS, CHECKS, SAVES (DROPS BY 1 PER DAY)

REINCARNATE

5

1 HR

TOUCH

1K GP OILS

IF DIED W/IN 10 DAYS, CREATES NEW BODY; DM ROLLS RACE

RESURRECTION

7

1 HR

TOUCH

1K GP DIAMOND

IF DIED W/IN 100 YRS, REGAINS ALL HP; -4 TO ATTACKS, CHECKS SAVES. DROPS BY 1 PER DAY

TRUE RESURRECTION

9

1 HR

TOUCH

25K GP DIAMOND

IF DIED W/IN 200 YRS, REGAINS ALL HP; CAN CREATE NEW BODY

SUSTENANCE AND RESTING

SHORT REST PHB 186 (ALTERNATE DMG 187)

PERIOD OF DOWNTIME LASTING AT LEAST 1 HR, DURING WHICH TIME YOU CAN DO NOTHING MORE STRENUOUS THAN EATING, DRINKING, READING, OR TENDING TO WOUNDS. FOLLOWING EFFECTS RESOLVE AT END OF SHORT REST:

  • REGAIN USE OF ABILITIES, FEATURES, AND RESOURCES REFRESHED BY TAKING A SHORT REST.
  • ALLOWED TO EXPEND 1 OF ACCUMULATED HD BY ROLLING CORRESPONDING TYPE DIE; REGAIN HP = ROLLED VALUE + YOUR CON MOD; AFTERWARDS, YOU MAY CHOOSE TO SPEND ANOTHER HIT DIE.

LONG REST PHB 186 (ALTERNATE DMG 187)

PERIOD OF EXTENDED DOWNTIME LASTING AT LEAST 8 HRS, DURING WHICH MUST EITHER SLEEP OR PERFORM ONLY LIGHT ACTIVITIES (TALKING, EATING, OR STANDING WATCH). THESE ACTIVITIES MUST OCCUPY LESS THAN 2 HRS OF LONG REST. PERFORMING MORE THAN 1 HR OF STRENUOUS ACTIVITY (WALKING OR FIGHTING) WILL ALSO INTERUPT LONG REST; MAY ONLY BENEFIT FROM 1 LONG REST IN 24-HOUR PERIOD AND MUST BEGIN THE REST WITH AT LEAST 1 HP; FOLLOWING EFFECTS RESOLVE AT END OF LONG REST:

  • REGAIN USE OF ABILITIES, FEATURES, AND RESOURCES REFRESHED BY TAKING A LONG REST
  • REGAIN ALL OF HP UNLESS OTHERWISE INDICATED
  • REGAIN A # OF HIT DIE EQUAL TO UP ½ OF YOUR TOTAL POSSIBLE HD

FOOD DMG 111, PHB 185

  • ONE POUND OF FOOD PER DAY, OR MAKE FOOD LAST LONGER BY SUBSISTING ON HALF RATIONS. HALF POUND OF FOOD A DAY COUNTS AS HALF DAY "WITHOUT FOOD". NORMAL DAY EATING RESETS COUNT TO ZERO.
  • A CHARACTER CAN GO WITHOUT FOOD FOR 3 +CON DAYS (MINIMUM 1). AT THE END OF EACH DAY BEYOND THAT LIMIT, A CHARACTER SUFFERS ONE LEVEL OF EXHAUSTION.

WATER DMG 111, PHB 185

  • ONE GALLON OF WATER PER DAY, OR TWO IF THE WEATHER IS HOT. A CHARACTER WHO DRINKS HALF MUST SUCCEED ON A DC15 CON SAVING THROW OR SUFFER ONE LEVEL OF EXHAUSTION AT END OF DAY. LESS WATER AUTOMATICALLY FAILS.
  • IF THE CHARACTER ALREADY HAS ONE OR MORE LEVELS OF EXHAUSTION, THE CHARACTER TAKES TWO LEVELS IN EITHER CASE.

EXHAUSTION 1 DMG 181, 185, 291

LEVEL

EFFECT

1

DISADVANTAGE ON ABILITY CHECKS

2

SPEED HALVED

3

DISADVANTAGE ON ATTACK ROLLS AND SAVING THROWS

4

HIT POINT MAXIMUM HALVED

5

SPEED REDUCED TO 0

6

DEATH

1: THE EFFECTS OF EXHAUSTION ARE CUMULATIVE. AT THE END OF A LONG REST AND IF CREATURE HAS HAD FOOD OR DRINK, IT DECREASES LEVEL OF EXHAUSTION BY ONE.

AN EFFECT THAT REMOVES EXHAUSTION REDUCES ITS LEVEL AS SPECIFIED IN EFFECT’S DESCRIPTION, WITH ALL EXHAUSTION EFFECTS ENDING IF CREATURE’S EXHAUSTION LEVEL REDUCES BELOW 1

DEATH AND DYING

INSTANT

DEATH INSTANT IF DAMAGE REMAINING AFTER 0 HP IS > HP MAXIMUM,

DEATH SAVE

@ 0 HP

(DC 10) STABILIZE ON 3 SUCCESSES.

DIE ON 3 FAILURES.

STABILIZE WHEN YOU REGAIN ANY HP

DMG @

0 HP

AUTOMATIC DEATH SAVE FAILURE. CRITS COUNT AS 2 FAILURES.

CRIT DAMAGE >=HP MAX. KILLS

SUBDUAL

REDUCE CREATURE TO 0 HP CAN CHOOSE TO KNOCK UNCONSCIOUS INSTEAD OF KILL

HEALING

POTIONS

SPELL

SOURCE

RARITY

HEAL

COST (GP)

SPELL

HEAL

SPELL

HEAL

REGULAR

COMMON

2d4+2

50 GP

HEALING WORD

1d4^+mod

CURE WOUND

1d8^+mod

GREATER

UNCOMMON

4d4+4

150 GP

MASS H.W. 6T

1d4^+mod

MASS C.W. 6T

3d8^+mod

SUPERIOR

RARE

8d4+8

450

PR OF HEALING

2d8^+mod

HEAL

70^

SUPREME

VERY RARE

10d4+20

1,350

REGENERATE

4d8+15

MASS HEAL

600

WEAPONS, ARMOUR, AND SHIELDS

SIMPLE MELEE WEAPONS

ITEM

COST

DAMAGE TYPE

WGT

PROPERTIES

CLUB

1

SP

1D4 BLUDGEON

2

LB

LIGHT

DAGGER

2

GP

1D4 PIERCE

1

LB

FINESSE, LIGHT, THROWN (RANGE 20/60)

GREATCLUB

2

SP

1D8 BLUDGEON

10

LB

TWO-HANDED

HANDAXE

5

GP

1D6 SLASH

2

LB

LIGHT, THROWN (RANGE 20/60)

JAVELIN

5

SP

1D6 PIERCE

2

LB

THROWN (RANGE 30/120)

LIGHT HAMMER

2

GP

1D4 BLUDGEON

2

LB

LIGHT, THROWN (RANGE 20/60)

MACE

5

GP

1D6 BLUDGEON

4

LB

-

QUARTERSTAFF

2

SP

1D6 BLUDGEON

4

LB

VERSATILE (1D8)

SICKLE

1

GP

1D4 SLASH

2

LB

LIGHT

SPEAR

1

GP

1D6 PIERCE

3

LB

THROWN (RANGE 20/60), VERSATILE (1D8)

UNARM STRIKE

-

-

1 BLUDGEON

-

-

-

SIMPLE RANGED WEAPONS

CROSSBOW,

25

GP

1D8 PIERCE

5

LB

AMMUNITION (RANGE 80/320), LOADING,

DART

5

CP

1D4 PIERCE

-

LB

FINESSE,THROWN (RANGE 20/60)

SHORTBOW

25

GP

1D6 PIERCE

2

LB

AMMUNITION (RANGE 80/320), 2-HAND

SLING

1

SP

1D4 BLUDGEON

-

LB

AMMUNITION (RANGE 30/120)

MARTIAL MELEE WEAPONS

BATTLEAXE

12

GP

1D8 SLASH

4

LB

VERSATILE (1D10)

FLAIL

12

GP

1D8 BLUDGEON

2

LB

-

GLAIVE

20

GP

1D10 SLASH

6

LB

HEAVY, REACH, 2-HAND

GREATAXE

30

GP

1D12 SLASH

7

LB

HEAVY, 2-HAND

GREATSWORD

50

GP

2D6 SLASH

6

LB

HEAVY, 2-HAND

HALBERD

20

GP

1D10 SLASH

6

LB

HEAVY, REACH, 2-HAND

LANCE

10

GP

1D12 PIERCE

6

LB

REACH, SPECIAL,2-HAND

LONGSWORD

12

GP

1D8 SLASH

3

LB

VERSATILE (1D10)

MAUL

10

GP

2D6 BLUDGEON

10

LB

HEAVY, TWO-HANDED

MORNINGSTAR

15

GP

1D8 PIERCE

4

LB

-

PIKE

5

GP

1D10 PIERCE

18

LB

HEAVY, REACH, 2-HAND

RAPIER

25

GP

1D8 PIERCE

2

LB

FINESSE

SCIMITAR

25

GP

1D6 SLASHE

3

LB

FINESSE LIGHT

SHORTSWORD

10

GP

1D6 PIERCE

2

LB

FINESSE, LIGHT

TRIDENT

5

GP

1D6 PIERCE

4

LB

THROWN (RANGE 20/60), VERSATILE (1D8)

WAR PICK

5

GP

1D8 PIERCE

2

LB

-

WARHAMMER

12

GP

1D8 BLUDGEON

2

LB

VERSATILE (1D10)

WHIP

2

GP

1D4 SLASH

3

LB

FINESSE, REACH

MARTIAL RANGED WEAPONS

BLOWGUN

10

GP

1 PIERCE

1

LB

AMMO (RNG 25/100), LOADING

CROSSBOW,HAND

75

GP

1D6 PIERCE

3

LB

AMMO (RNG 30/120), LIGHT,LOAD

CROSSBOW,HEAVY

50

GP

1D10 PIERCE

18

LB

AMMO (RNG (100/400) ,2-HAND,LOAD

LONGBOW

50

GP

1D8 PIERCE

2

LB

AMMO (RNG 150/600), HEAVY,

NET

1

GP

3

LB

SPECIAL, THROWN (RANGE 5/15)

IMPROVISED WEAPONS

IMPROVISED

-

-

1D4

-

-

SIMILAR TO ANY ABOVE, THROWN 20/60

LGHT ARMOR AC 1 min to Don, 1 min to Doff PHB 144-145

PADDED

5

GP

11+DEX MOD

8

LB

DISADVANTAGE (STEALTH)

LEATHER

10

GP

11+DEX MOD

10

LB

STUDDED

45

GP

12+DEX MOD

13

LB

MED ARMOR (+ DEX Mod to AC; Max +2 ) 5 min to Don, 1 min to Doff PHB 144-145

HIDE

10

GP

12+DEX MOD

12

LB

-

CHAIN SHIRT

50

GP

13+DEX MOD

20

LB

-

SCALE MAIL

50

GP

14+DEX MOD

45

LB

DISADVANTAGE (STEALTH)

BREASTPLATE

400

GP

14+DEX MOD

20

LB

-

HALF PLATE

750

GP

15+DEX MOD

40

LB

DISADVANTAGE (STEALTH)

HVY ARMOR AC 10 min to Don, 5 min to Doff PHB 144-145

RING MAIL

30

GP

14

40

LB

DISADVANTAGE (STEALTH)

CHAIN MAIL

75

GP

16 (STR 13)

55

LB

DISADVANTAGE (STEALTH)

SPLINT

200

GP

17 (STR 15)

60

LB

DISADVANTAGE (STEALTH)

PLATE

1500

GP

18 (STR 15)

65

LB

DISADVANTAGE (STEALTH)

SHIELD AC 1 Action to either Don or Doff PHB 144-145

SHIELD

10

GP

+2

6

LB

-

COMBAT

1. DETERMINE SURPRISE.

2. ESTABLISH POSITIONS.

3. ROLL INITIATIVE. D20 + DEX (DEXTERITY ABILITY CHECK)

4. EACH ROUND, TAKE TURNS IN INITIATIVE ORDER. ON YOUR TURN, YOU CAN MOVE A DISTANCE UP TO YOUR SPEED AND TAKE ONE ACTION. YOU CAN ALSO INTERACT WITH ONE OBJECT OR FEATURE OF THE ENVIRONMENT FOR FREE, DURING EITHER YOUR MOVE OR YOUR ACTION.

SPECIAL MOVEMENT RULES

FLYING: IF KNOCKED PRONE, SPEED REDUCED TO 0, OR OTHERWISE DEPRIVED OF ABILITY TO MOVE, CREATURE FALLS, UNLESS ABLE TO HOVER OR HELD ALOFT BY MAGIC (E.G. FLY

SPELL).

FALLING: 1D6 BLUDGEONING DAMAGE FOR EVERY 10 FEET FALLEN (MAX 20D6), LANDS PRONE, UNLESS IT AVOIDS TAKING DAMAGE FROM THE FALL.

SUFFOCATION: CREATURE CAN HOLD BREATH FOR NO. OF MINS EQUAL TO 1 + CON (MIN 30SECS). WHEN CREATURE RUNS OUT OF BREATH, IT SURVIVES FOR NO. OF ROUNDS EQUAL TO CON (MIN 1 ROUND). AT START OF ITS NEXT TURN, IT DROPS TO 0 HIT POINTS AND IS DYING.

CARRYING: STRENGTH SCORE X15 IN LBS. DOUBLE FOR EACH SIZE CATEGORY ABOVE MEDIUM. LIFT \ PUSH \ DRAG DOUBLE.

6A-FR

DMG 191

10 of 12

10

CHASES DMG 252-255 _

  • DURING THE CHASE, PARTICIPANTS CAN FREELY USE THE DASH ACTION A NUMBER OF TIMES EQUAL TO 3 + ITS CON MODIFIER.
  • EACH ADDITIONAL DASH REQUIRES THE CREATURE TO SUCCEED ON A DC 10 CON CHECK AT THE END OF ITS TURN OR TAKE ONE LEVEL OF EXHAUSTION.
  • STOPPING TO CAST SPELLS WILL ALLOW THE PURSUED TO INCREASE THEIR LEAD, AND MAY WELL MEAN THEY WILL GET AWAY, BUT IT IS CERTAINLY NOT FORBIDDEN.

ENDING THE CHASE _

  • EACH QUARRY MAKES A DEX (STEALTH) CHECK AT THE END OF EACH ROUND, AFTER EVERYONE HAS HAD THEIR TURN. THE RESULT IS COMPARED TO THE PASSIVE PER SCORE OF THE PURSUER(S).
  • IF THE QUARRY IS NEVER OUT OF THE PURSUER’S SIGHT, THE CHECK FAILS AUTOMATICALLY.
  • OTHERWISE, IF THE STEALTH CHECK IS HIGHER THAN THE PER SCORE, THE QUARRY ESCAPES. IF NOT, THE CHASE CONTINUES

.CHASE COMPLICATIONS _

  • AS WITH ANY GOOD CHASE SCENE, COMPLICATIONS CAN ARISE TO MAKE A CHASE MORE INTENSE.
  • COMPLICATIONS OCCUR RANDOMLY. EACH PARTICIPANT IN THE CHASE ROLLS A D20 AT THE END OF ITS TURN. CONSULT THE APPROPRIATE TABLE TO DETERMINE WHETHER A COMPLICATION OCCURS. IF IT DOES, IT AFFECTS THE NEXT CHASE PARTICIPANT IN THE INITATIVE ORDER, NOT THE PARTICIPATE WHO ROLLED THE DIE. THE PARTICIPANT WHO ROLLED THE DIE OR THE PARTICIPANT AFFECTED BY THE COMPLICATION CAN SPEND INSPIRATION TO NEGATE THE COMPLICATION.

URBAN CHASE DMG 254

D20

COMPLICATION

1

LARGE OBSTACLE (E.G., HORSE OR CART) BLOCKS YOUR WAY; MAKE DC 15 DEX (ACROBATICS) TO PASS OBSTACLE; ON FAIL, OBSTACLE COUNTS AS 10’ DIFFICULT TERRAIN

2

CROWD BLOCKS WAY; MAKE A DC 10 STR (ATHLETICS) OR DEX (ACROBATICS) (YOUR CHOICE) TO PASS THROUGH THE CROWD UNIMPEDED; ON FAIL, CROWD COUNTS AS 10’ DIFFICULT TERRAIN

3

LARGE STAINED-GLASS WINDOW OR SIMILAR BARRIER BLOCKS PATH; MAKE DC 10 STR SAVE TO SMASH THROUGH BARRIER/KEEP GOING; ON FAIL, BOUNCE OFF BARRIER AND FALL PRONE

4

MAZE OF BARRELS, CRATES, OR SIMILAR OBSTACLES IMPEDES WAY. MAKE DC 10 DEX (ACROBATICS) OR INT CHECK (YOUR CHOICE) TO NAVIGATE MAZE; ON FAIL, MAZE COUNTS AS 10’ DIFFICULT TERRAIN

5

GROUND BENEATH FEET IS SLIPPERY WITH A LIQUID; MAKE A DC 10 DEX SAVE; ON FAIL, FALL PRONE

6

COME UPON PACK OF DOGS FIGHTING OVER FOOD; MAKE A DC 10 DEX (ACROBATICS) TO PASS THE PACK UNIMPEDED; ON FAIL, BITTEN & TAKE 1D4 PIERCING DMG, AND DOGS COUNT AS 5’ DIFFICULT TERRAIN

7

RUN INTO BRAWL. MAKE DC 15 STR (ATHLETICS), DEX (ACROBATICS), OR CHR (INTIMIDATION) (YOUR CHOICE) TO PASS BRAWLERS UNIMPEDED; ON FAIL, TAKE 2D4 BLUDGEON DMG AND BRAWLERS COUNT AS 10’ DIFFICULT TERRAIN

8

BEGGAR BLOCKS WAY; MAKE DC 10 STR (ATHLETICS), DEX (ACROBATICS), OR CHR (INTIMIDATION) (YOUR CHOICE) TO SLIP PAST BEGGAR; AUTO SUCCESS IF YOU TOSS HIM A COIN; ON FAIL, BEGGAR COUNTS AS 5’ DIFFICULT TERRAIN

9

OVERZEALOUS GUARD (SEE THE MM FOR STATS) THINKS YOU’RE SOMEONE ELSE; IF MOVE 20’ OR MORE ON YOUR TURN, GUARD MAKES OPPORTUNITY ATTACK WITH SPEAR (+3 TO HIT; 1D6 + 1 PIERCING DMG ON HIT)

10

FORCED TO MAKE SHARP TURN TO AVOID COLLIDING W/ SOMETHING IMPASSABLE; MAKE DC 10 DEX SAVE TO NAVIGATE TURN; ON FAIL, COLLIDE W/ SOMETHING HARD & TAKE 1D4 BLUDGEONING DMG

11-20

NO COMPLICATION

WILDERNESS CHASE DMG 254

d20

COMPLICATION

1

PATH TAKES THROUGH ROUGH BRUSH PATCH; MAKE DC 10 STR (ATHLETICS) OR DEX (ACROBATICS) (YOUR CHOICE) TO PASS BRUSH; ON FAIL, BRUSH COUNTS AS 5’ DIFFICULT TERRAIN

2

UNEVEN GROUND THREATENS TO SLOW PROGRESS; MAKE DC 10 DEX (ACROBATICS) TO NAVIGATE AREA; ON FAIL, GROUND COUNTS AS 10’ DIFFICULT TERRAIN

3

RUN THROUGH INSECT SWARM (SEE MM FOR STATS, DM CHOOSES TYPE); SWARM MAKES OPPORTUNITY ATTACK (+3 TO HIT; 4D4 PIERCING DMG HIT)

4

STREAM, RAVINE, OR ROCK BED BLOCKS PATH; MAKE DC 10 STR (ATHLETICS) OR DEX (ACROBATICS) (YOUR CHOICE) TO CROSS; ON FAIL, COUNTS AS 10’ DIFFICULT TERRAIN

5

MAKE DC 10 CON SAVE; ON FAIL, BLINDED BY BLOWING SAND, DIRT, ASH, SNOW, OR POLLEN UNTIL END TURN; WHILE BLINDED IN THIS WAY, SPEED ½

6

SURPRISED BY SUDDEN DROP; MAKE DC 10 DEX SAVE TO STOP; ON FAIL, FALL 1D4 X 5’, TAKING 1D6 BLUDGEON DMG/10’ FALLEN AS NORMAL AND LAND PRONE

7

BLUNDER INTO HUNTER'S SNARE; MAKE DC 15 DEX SAVE TO AVOID; ON FAIL, CAUGHT IN NET AND RESTRAINED

8

CAUGHT IN STAMPEDE OF SPOOKED ANIMALS; MAKE DC 10 DEX SAVE; ON FAIL, KNOCKED ABOUT, TAKE 1D4 BLUDGEON DMG AND 1D4 PIERCING DMG

9

PATH NEAR PATCH OF RAZORVINE; MAKE DC 15 DEX SAVE OR USE 10’ OF MOVEMENT (YOUR CHOICE) TO AVOID RAZORVINE; ON FAIL, TAKE 1D10 SLASH DMG

10

CREATURE INDIGENOUS TO AREA CHASES AFTER YOU; DM CHOOSES CREATURE APPROPRIATE FOR TERRAIN

11-20

NO COMPLICATION

ESCAPE FACTORS DMG 254

FACTOR

STEALTH CHECK HAS…

QUARRY HAS MANY THINGS TO HIDE BEHIND

ADVANTAGE

QUARRY IS IN A VERY CROWDED OR NOISY AREA

ADVANTAGE

QUARRY HAS FEW THINGS TO HIDE BEHIND

DISADVANTAGE

QUARRY IN UNCROWDED OR QUIET AREA

DISADVANTAGE

LEAD PURSUER IS RANGER OR HAS SURVIVAL PROFICIENCY

DISADVANTAGE

EXTREME WEATHER AND WILDERNESS HAZARDS DMG 110

ENVIRONMENT

CONSIDERATIONS

EXTREME COLD

  • DC 10 CONSTITUTION SAVING THROW AT THE END OF EACH HOUR OR GAIN ONE LEVEL OF EXHAUSTION
  • CREATURES WITH COLD DAMAGE RESISTANCE/IMMUNITY AUTOMATICALLY SUCCEED AS DO CREATURES WEARING COLD WEATHER GEAR AND CREATURES NATURALLY ADAPTED TO COLD CLIMATES

EXTREME HEAT

  • CREATURE EXPOSED TO HEAT AND WITHOUT ACCESS TO DRINKABLE WATER MUST SUCCEED ON A CON SAVE AT THE END OF EACH HOUR OR GAIN ONE LEVEL OF EXHAUSTION; DC 5 FOR FIRST HOUR AND INCREASES BY 1 FOR EACH ADDITIONAL HOUR
  • CREATURES WEARING MEDIUM OR HEAVY ARMOR OR CLAD IN HEAVY CLOTHING HAVE DISADVANTAGE ON SAVE; CREATURE WITH RESISTANCE OR IMMUNITY TO FIRE DAMAGE AUTOMATICALLY SUCCEED SAVE AS DO CREATURES NATURALLY ADAPTED TO HOT CLIMATES

DESECRATED

GROUND

  • UNDEAD STANDING ON DESECRATED GROUND HAVE ADVANTAGE ON ALL SAVING THROWS
  • A VIAL OF HOLY WATER PURIFIES A 10-FOOT-SQUARE AREA OF DESECRATED GROUND WHEN SPRINKLED ON IT, AND A HALLOW SPELL PURIFIES DESECRATED GROUND WITHIN ITS AREA

FRIGID WATER

  • A CREATURE CAN BE IMMERSED IN FRIGID WATER FOR A NUMBER OF MINUTES EQUAL TO ITS CONSTITUTION SCORE BEFORE SUFFERING ANY ILL EFFECTS. EACH ADDITIONAL MINUTE SPENT IN FRIGID WATER REQUIRES THE CREATURE TO SUCCEED ON A DC 10 CONSTITUTION SAVING THROW OR GAIN ONE LEVEL OF EXHAUSTION
  • CREATURES WITH RESISTANCE OR IMMUNITY TO COLD DAMAGE IMMEDIATELY SUCCEED ON THE SAVING THROW, AS DO CREATURES THAT ARE NATURALLY ADAPTED TO LIVING IN ICE-COLD WATER

HEAVY

PRECIPITATION

  • EVERYTHING WITHIN THE AREA IS LIGHTLY OBSCURED, AND CREATURES IN THE AREA HAVE DISADVANTAGE ON WISDOM (PERCEPTION) CHECKS THAT RELY ON SIGHT. HEAVY RAIN ALSO EXTINGUISHES OPEN FLAMES AND IMPOSES DISADVANTAGE ON WISDOM (PERCEPTION) CHECKS THAT RELY ON HEARING

HIGH ALTITUDE

  • FOR BREATHING CREATURES EACH HOUR SPENT TRAVELING AT HIGH ALTITUDE COUNTS AS TWO HOURS FOR THE PURPOSE OF DETERMINING HOW LONG THAT CREATURE CAN TRAVEL
  • BREATHING CREATURES CAN BECOME ACCLIMATED TO A HIGH ALTITUDE BY SPENDING 30 DAYS OR MORE AT THIS ELEVATION. BREATHING CREATURES CANNOT BECOME ACCLIMATED TO ELEVATIONS ABOVE 20,000 FEET UNLESS THEY ARE NATIVE TO SUCH ENVIRONMENTS

ICE, SLIPPERY

  • SLIPPERY ICE IS DIFFICULT TERRAIN. WHEN A CREATURE MOVES ONTO SLIPPERY ICE FOR THE FIRST TIME ON A TURN, IT MUST SUCCEED ON A DC 10 DEXTERITY (ACROBATICS) CHECK OR FALL PRONE

ICE, THIN

  • THIN ICE HAS A WEIGHT TOLERANCE OF 3D10 X 10 POUNDS PER 10-FOOT-SQUARE AREA. WHENEVER THE TOTAL WEIGHT ON AN AREA OF THIN ICE EXCEEDS ITS TOLERANCE, THE ICE IN THAT AREA BREAKS. ALL CREATURES ON BROKEN ICE FALL THROUGH

QUICKSAND

  • COVERS GROUND IN ROUGHLY 10’ SQUARE AREA AND IS USUALLY 10’ DEEP. WHEN CREATURE ENTERS AREA IT SINKS 1D4 + 1 FEET INTO QUICKSAND AND BECOMES RESTRAINED. AT START OF EACH OF THE CREATURE’S TURNS, IT SINKS ANOTHER 1D4’. AS LONG AS CREATURE ISN’T COMPLETELY SUBMERGED IN QUICKSAND, IT CAN ESCAPE BY USING ITS ACTION AND SUCCEEDING ON A DC 10 STR CHECK (+ # OF FT CREATURE HAS SUNK INTO QUICKSAND. A CREATURE COMPLETELY SUBMERGED INTO QUICKSAND CAN’T BREATHE
  • A CREATURE CAN PULL ANOTHER CREATURE WITHIN ITS REACH OUT OF A QUICKSAND PIT BY USING ITS ACTION AND SUCCEEDING ON A STRENGTH CHECK. THE DC IS 5 PLUS THE NUMBER OF FEET THE TARGET HAS SUNK INTO THE QUICKSAND

RAZORVINE

  • A PLANT THAT GROWS IN WILD TANGLES AND HEDGES, AND CLINGS TO THE SIDES OF BUILDINGS AND OTHER SURFACES AS IVY DOES. A 10-FOOT-HIGH, 10-FOOT-WIDE, 5-FOOT-THICK WALL OR HEDGE OF RAZORVINE HAS AC 11, 25 HIT POINTS, AND IMMUNITY TO BLUDGEONING, PIERCING, AND PSYCHIC DAMAGE
  • WHEN A CREATURE COMES INTO DIRECT CONTACT WITH RAZORVINE FOR THE FIRST TIME ON A TURN, THE CREATURE MUST SUCCEED ON A DC 10 DEXTERITY SAVING THROW OR TAKE 1D10 SLASHING DAMAGE FROM THE RAZORVINE’S BLADELIKE THORNS

STRONG

WIND

  • IMPOSES DISADVANTAGE ON RANGED WEAPON ATTACK ROLLS AND WISDOM (PERCEPTION) CHECKS THAT RELY ON HEARING
  • EXTINGUISHES OPEN FLAMES, DISPERSES FOG, AND MAKES FLYING BY NONMAGICAL MEANS NEARLY IMPOSSIBLE. A FLYING CREATURE IN A STRONG WIND MUST LAND AT THE END OF ITS TURN OR FALL
  • A STRONG WIND IN A DESERT CAN CREATE A SANDSTORM THAT IMPOSES DISADVANTAGE ON WISDOM (PERCEPTION) CHECKS THAT RELY ON SIGHT

RANDOM ENCOUNTER CHANCES

AREA

ROLL 1d20…

d20

EXAMPLES

DANGEROUS

OVERWORLD

AREA

1/ HR OF TRAVEL.

18-20(15%)

OR

19-20(10%)

MORDOR, UNDERDARK,

ZOMBIE-INFESTED

SWAMP

1/ 20 MINUTES OF

REST DURING DAY

ONCE AT NIGHT.

UNCIVILIZED, UNSETTLED,

OR UNKNOWN

OVERWORLD AREA

ONCE DURING DAY

17-20 (20%)

OR

18-20(15%)

DOTHRAKI SEA,

AMERICAN FRONTIER

ONCE AT NIGHT.

WELL-TRAVELED

OVERWORLD

AREA

1/ DAY-NIGHT CYCLE.

20(5%)

A MAJOR

HIGHWAY/TRADE

ROUTE

STRUCTURE OR FORMATION POPULATED BY HOSTILES

1/ 15 MINUTES OF

REST OR IDLE.

17-20 (20%)

ENEMY ENCAMPMENTS,

CREATURES’ LAIRS

RANDOM ENCOUNTERS DMG 84-6

POP.

DENSITY

FREQ (DC 17)

ENCOUNTER TYPE GUIDANCE

d12+d8

SAFE

DENSELY INHABITED

1:24 HRS

WONDROUS & BENEFICIAL

2

BENIGN CREATURE / SIDE QUEST

3-4

WILDERNESS

OVERCOME PHYSICAL BARRIER

5-8

DANGEROUS

INHABITED

1:12 HRS

COMMON/EASILY AVERTED THREAT

9-13

WILDERNESS

MEDIUM DIFFICULTY, HOSTILE

14-17

HARD & HOSTILE, SMALL GROUP

18-19

DUNGEON

1:1 / IDLE HR

DEADLY BUT SINGULAR THREAT

20

1A-FL

11 of 12

11

Special Attacks

Cleaving

Through

creatures

When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.

Climb

onto a

Bigger

creature

A suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After getting into position and onto the creature, the smaller creature uses its action to make a Strength (Athletics) check or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins, the smaller creature successfully moves into the target’s space. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature can dislodge the smaller creature as an action--knocking it off, scraping it against a wall, or grabbing and throwing it--by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check.

Disarm

A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage to disarm if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Grapple

Use the Attack action to grab a creature or wrestle with it. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the targets Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition.

Escaping a grapple: a grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or a Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a grappled creature: when you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Mark

When a creature makes a melee attack it can also mark its target. Until the end of the attacker’s next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn’t expend the attacker’s reaction, but the attacker can’t make the attack if anything is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

Opportunity

Attacks

You can make an opportunity attack when a hostile creature you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.

Ranged atk

in close cbt

When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.

Shoving a

creature

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the attack action, this attack replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

Two-weapon

fighting

When you take the attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand.

You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has a thrown property, you can throw the weapon, instead of making a melee attack with it.

Unarmed Strk

On a hit, deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with unarmed strikes.

Unseen

Attackers

and targets

Disadvantage on the attack roll when you attack a target you can’t see. This is true whether you’re guessing the targets location or your targeting a creature you can hear but not see.

You automatically miss If target isn’t in the location you targeted, but the DM typically doesn’t clarify if you missed because you didn’t guess the target’s location correctly.

X

12 of 12

Table: Creature Size and Scale

Size�Category

Attack

And AC

Modifier

Special

Attacks�Modifier1

Hide�Modifier

Height or�Length2

Weight3

Space4

Natural

Reach4

Carrying Capacity Mulitiplier

Tall

Long

Biped

Quadruped

Fine

+8

−16

+16

6 in. or less

1/8 lb. or less

1/2 ft.

0 ft.

0 ft.

×1/8

×1/4

Diminutive

+4

−12

+12

6 in.–1 ft.

1/8 lb.–1 lb.

1 ft.

0 ft.

0 ft.

×1/4

×1/2

Tiny

+2

−8

+8

1 ft.–2 ft.

1 lb.–8 lb.

2-1/2 ft.

0 ft.

0 ft.

×1/2

×3/4

Small

+1

−4

+4

2 ft.–4 ft.

8 lb.–60 lb.

5 ft.

5 ft.

5 ft.

×3/4

×1

Medium

+0

+0

+0

4 ft.–8 ft.

60 lb.–500 lb.

5 ft.

5 ft.

5 ft.

×1

×1-1/2

Large

−1

+4

−4

8 ft.–16 ft.

500 lb.–2 tons

10 ft.

10 ft.

5 ft.

×2

×3

Huge

−2

+8

−8

16 ft.–32 ft.

2 tons–16 tons

15 ft.

15 ft.

10 ft.

×4

×6

Gargantuan

−4

+12

−12

32 ft.–64 ft.

16 tons–125 tons

20 ft.

20 ft.

15 ft.

×8

×12

Colossal and Colossal+

−8

+16

−16

64 ft. or more

125 tons or more

30 ft.

30 ft.

20 ft.

×16

×24

  1. This modifier applies to the bull rush, grapple, overrun, and trip special attacks.
  2. Biped's height, quadruped's body length (nose to base of tail)
  3. Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less.
  4. These values are typical for creatures of the indicated size. Some exceptions exist.

https://www.dandwiki.com/wiki/SRD:Table_of_Creature_Size_and_Scale