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
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 |
|
|
|
|
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
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 |
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 | |
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
|
DISADVANTAGE
|
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.
2A-NL
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 |
2B-NL
5
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:
| ||
MOUNTED COMBAT, PHB 168 & 198 |
|
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:
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) |
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
3A-CL
6
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 |
| PARALYZED |
|
CHARMED |
| PETRIFIED |
|
DEAFENED |
| POISONED |
|
FRIGHTENED |
| PRONE |
|
GRAPPLED |
| RESTRAINED |
|
INCAPACITATED |
| STUNNED |
|
INVISIBLE |
| UNCONSCIOUS INCAPACITATED |
|
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
4-CR
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 |
|
Disadvantage |
|
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
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)
| ||||
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)
| ||||
5A-NR
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 | 1½ | LB | | HUNTING TRAP | 5 | GP | 25 | LB |
SLING BULLETS (200) | 4 | CP | 1½ | 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
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:
|
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:
|
FOOD DMG 111, PHB 185 |
|
WATER DMG 111, PHB 185 |
|
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
CHASES DMG 252-255 _
ENDING THE CHASE _
.CHASE COMPLICATIONS _
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 |
|
EXTREME HEAT |
|
DESECRATED GROUND |
|
FRIGID WATER |
|
HEAVY PRECIPITATION |
|
HIGH ALTITUDE |
|
ICE, SLIPPERY |
|
ICE, THIN |
|
QUICKSAND |
|
RAZORVINE |
|
STRONG WIND |
|
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
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
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 |
| ||||||||||
https://www.dandwiki.com/wiki/SRD:Table_of_Creature_Size_and_Scale