Documente Academic
Documente Profesional
Documente Cultură
Experience
Points
Level
Proficiency
Bonus
0
300
900
2700
6500
14000
23000
34000
48000
64000
85000
100000
120000
140000
165000
195000
225000
265000
305000
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
355000
20
+6
Modifier
Score
Modifier
-5
1617
+3
23
-4
1819
+4
45
-3
2021
+5
67
-2
2223
+6
89
-1
2425
+7
1011
2627
+8
1213
1415
+1
+2
2829
30
+9
+ 10
STRENGTH
Athletics
DEXTERITY
Acrobatics
Sleight of Hand
Stealth
CONSTITUTION
INTELLIGENCE
Arcana
History
Investigation
Nature
Religion
WISDOM
Animal Handling
Insight
Medicine
Perception
Survival
PASSIVE
PERCEPTION =
MAGICAL ATTACK
BONUS
10 + all Wisdom
Modifiers
= ABILITY MODIFIER +
PROFICIENCY BONUS
(Disadvantage if casting
within 5 of an enemy)
BLINDED
SPELL SAVE DC =
8 + Ability Modifier
+ Proficiency Bonus
+ Situational Modifiers
CHARMED
HERO POINTS
5+(LEVEL X ) POINTS
when going up a level.
Any unspent points are
lost.
Spend 1 point to:
Add 1d6 to any of
your own attack,
save or ability
check d20 rolls.
Turn a Death Save
failure to a success
CHARISMA
Deception
Intimidation
Performance
Persuasion
CHASES AND
ESCAPES
DMG
pp.252-255
ACTIONS IN COMBAT
ATTACK See PHB pp.103-196
CAST A SPELL See PHB p.202 for the
rules regarding spell-use
CLIMB ONTO A BIGGER CREATURE
DMG p.271
DASH Move up to 2x your current Move
DISARM Opposed STR or DEX check; Disad
if opponent is holding with both hands
DISENGAGE Your movement doesnt
provoke opportunity attacks until your next
turn
DODGE Attacks against you are at
disadvantage, and you make DEX rolls with
advantage. Benefit is lost if incapacitated or
speed drops to 0.
SCROLLS
CASTING A HIGHER-LEVEL
SPELL than your own ability:
DC = 10 + Spell Level
COPYING SCROLL SPELLS
into your spell book:
USE AN OBJECT
CONDITIONS
Creature cant see, automatically fails any ability
check that requires sight.
Attacks vs creature have advantage, creatures
attacks have disadvantage.
Cant attack charmer, target charmer with harmful
abilities/effects.
Charmer has advantage on check to interact
socially with creature.
DEAFENED
Creature cant hear and automatically fails any
check that requires hearing.
FRIGHTENED
Creature has disadvantage on ability checks and
attack rolls while the source of its fear is within line
of sight.
The creature cant willingly move closer to the
source of its fear.
GRAPPLED
PETRIFIED
Creature is transformed, along with any nonmagical object it is wearing or carrying, into solid
inanimate substance (usually stone). Weight
increases by x 10, creature ceases aging.
Creature is incapacitated, cant move or speak,
and is unaware of its surroundings.
Attacks against the creature have advantage.
The creature automatically fails STR and DEX
saving throws.
The creature has resistance to all damage.
Creature is immune to poison and disease: poison
or disease already in its system is suspended, not
neutralized.
POISONED
Creature has disadvantage on attack rolls and
ability checks.
PRONE
Creatures only movement option is to crawl,
unless it stands up.
Creature has disadvantage on attacks.
Attacks vs creature have advantage if attacker is
within 5 of creature. Otherwise, the attack has
disadvantage.
INVISIBLE
Creature is impossible to see without the aid of
magic or a special sense. For the purpose of
hiding, the creature is heavily obscured. Creatures
location can be detected by noise or any tracks it
leaves.
Attacks vs creature have disadvantage., creatures
attacks have advantage.
PARALYZED
Creature is incapacitated, cant move/speak.
Creature automatically fails STR and DEX saving
throws.
Attack rolls against the creature have advantage.
Any attack that hits is critical hit if attacker is
within 5 of creature.
STUNNED
UNCONSCIOUS
Creature incapacitated, cant move/speak, unaware
of surroundings.
The creature drops whatever its holding and falls
prone.
The creature automatically fails STR and DEX
saving throws.
Attack rolls against the creature have advantage.
Any attack that hits is critical hit if attacker is
within 5 of creature.
ARMOUR
Cost
LIGHT ARMOUR
Padded
Leather
Studded Leather
MEDIUM ARMOUR
Hide
Chain shirt
Scale mail
Breastplate
Half plate
HEAVY ARMOUR
Ring mail
Chain mail
Splint
Plate
SHIELD
Shield
AC
Stealth
11+Dex
11+Dex
12+Dex
Disad
8 lb
10 lb
13 lb
10 gp
50 gp
50 gp
400 gp
750 gp
Disad
Disad
12 lb
20 lb
45 lb
20 lb
40 lb
30 gp
75 gp
200 gp
1,500 gp
14
16
17
18
Str 13
Str 15
Str 15
Disad
Disad
Disad
Disad
40 lb
55 lb
60 lb
65 lb
10 gp
+2
6 lb
CONTAINER CAPACITY
Doff
Light Armour
Medium Armour
Heavy Armour
Shield
1 min
5 min
10 min
1 action
1 min
1 min
5 min
1 action
LIFESTYLE EXPENSES
Cost/Day
Container
Capacity
ft3 /
Backpack
Barrel
40 gall / 4 ft3
30 lbs
Basket
2 ft3 / 40 lbs
Bottle
1 pints
Bucket
3 gall / ft3
Chest
Flask/tankard
1 pint
Squalid
1 sp
Jug/pitcher
1 gallon
Poor
2 sp
Pot, iron
1 gallon
Modest
1 gp
Pouch
1/5
Wealthy
Aristocratic
Name
Properties
Club
Dagger
Greatclub
Handaxe
Javelin
Light hammer
Mace
Quarterstaff
Sickle
Spear
Unarmed strike
0.1
2
0.2
5
0.5
2
5
0.2
1
1
1d4 B
1d4 P
1d8 B
1d6 S
1d6 P
1d4 B
1d6 B
1d6 B
1d4 S
1d6 P
1B
2
1
10
2
2
2
4
4
2
3
Light
Finesse, light, thrown (range 20/60)
2-handed
Light, thrown (range 20/60)
Thrown (range 30/120)
Light, thrown (range 20/60)
Versatile (1d8)
Light
Thrown (range 20/60), versatile
Don
Comfortable
Weight
5 gp
10 gp
45 gp
Category
Wretched
STR
Item
Cost
Lifestyle
WEAPONS
Armour Type
2 gp
4 gp
10 gp min.
ft3 / 6 lbs
Sack
1 ft3 / 30 lbs
Vial
4 oz liquid
Waterskin
4 pints
Crossbow, light
Dart
Shortbow
Sling
25
0.05
25
0.1
1d8 P
1d4 P
1d6 P
1d4 B
10
10
20
1d8 S
1d8 B
1d10 S
4
2
6
Versatile (1d10)
Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident
War pick
Warhammer
Whip
30
50
20
10
15
10
15
5
25
25
10
5
5
15
2
1d12 S
2d6 S
1d10 S
1d12 P
1d8 S
2d6 B
1d8 P
1d10 P
1d8 P
1d6 S
1d6 S
1d6 P
1d8 P
1d8 B
1d4 S
7
6
6
6
3
10
4
18
2
3
2
4
2
2
3
Heavy, 2-handed
Heavy, 2-handed
Heavy, reach, 2-handed
Reach, special
Versatile (1d10)
Heavy, 2-handed
Versatile (1d10)
Finesse, reach
1
3
18
2
3
10
75
50
50
1
1P
1d6 P
1d10 P
1d8 P
Gallon
Mug
Banquet (per person)
Bread, loaf
Cheese, hunk
2 sp
4 cp
10 gp
2 cp
1 sp
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
7 cp
1 sp
5 sp
8 sp
2 gp
4 gp
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Meat, chunk
3 cp
6 cp
3 sp
5 sp
8 sp
2 gp
3 sp
Common (pitcher)
Fine (bottle)
2 sp
10 gp
SERVICES
Service
Pay
Coach cab
Between towns
3 cp/mile
Within a city
1 cp
Hireling
Skilled
2 gp/day
Unskilled
2 sp/day
Messenger
2 cp/mile
1 cp
Ship's passage
1 sp/mile
JUMPING
LIGHT SOURCES
Source
Bright
Dim
Duration
Candle
5' r
+ 5' r
1 hour
Lamp
15' r
+ 30' r
6 hours
Lantern, bullseye
60' cone
Lantern, hooded
30' r
+ 30' r
6 hours
Torch
20' r
+ 20' r
1 hour
SIZE CATEGORIES
LONG JUMP
1 foot per pt of STR with 10
run-up, that distance from
standing
HIGH JUMP
3 + STR Mod. in feet with 10
run-up, that distance from
standing.
Max. Reach = jump height +
1 x character height.
Continual Flame
20' r
+ 20' r
Until dispelled
Dancing Lights
10' r
Up to 1 min
SUFFOCATING
Up to 1 min
10' r
Flame Blade
10' r
+10' r
Up to 10 mins
Flaming Sphere
20' r
+ 20' r
Up to 1 min
5' r
Up to 1 min
Faerie Fire
Holy Aura
Light
Moonbeam
20' r
+ 20' r
1 hour
Prismatic Wall
100'
+ 100'
10 mins
Wall of Fire
60'
+ 60'
Up to 1 min
DAMAGE TYPES
The corrosive spray of a black dragon's breath and the dissolving
enzymes secreted by a black pudding deal acid damage.
Blunt force attacks-hammers, falling, constriction, and
the like-deal bludgeoning damage.
The infernal chill radiating from an ice devil's spear and the frigid
blast of a white dragon's breath deal cold damage.
Red dragons breathe fire, and many spells conjure flames to deal
fire damage.
Force is pure magical energy focused into a damaging form.
Most effects that deal force damage are spells, including magic
missile and spiritual weapon.
A lightning bolt spell and a blue dragon's breath deal
lightning damage.
Size
Space
Hit Die
Examples
2 by 2 ft
5 by 5 ft
5 by 5 ft
10 by 10 ft
15 by 15 ft
20 x 20 ft or larger
d4
d6
d8
d10
d12
d20
Imp, sprite
Giant rat, goblin
Orc, werewolf
Hippogriff, ogre
Fire giant, treant
Kraken, purple worm
CONCENTRATION
Normal activities such as moving or attacking do not interfere
with concentration. Concentration can be broken by:
CASTING ANOTHER SPELL THAT REQUIRES CONCENTRATION.
TAKING DAMAGE. Make a CON save (DC = 8 + damage
taken) to maintain concentration. Make a separate save for
each source of damage.
BEING INCAPACITATED OR KILLED.
STARTLING ENVIRONMENTAL PHENOMENA, e.g. being doused
by a wave, very loud noise, blinding flash of light, having a
weasel put down your trousers etc.: DC 10 CON save.
VIGOROUS MOVEMENT, e.g. combat, running,
climbing, tumbling etc.: DC 10 CON save.
CHALLENGE RATING,
PROFICIENCY BONUS & XP
Challenge
Rating
Proficiency
Bonus
XP
0
1/8
+2
+2
+2
+2
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6
+7
+7
+7
+7
+8
+8
+8
+8
+9
+9
0 or 10
25
50
100
200
450
700
1100
1800
2300
2900
3900
5000
5900
7200
8400
10000
11500
13000
15000
18000
20000
22000
25000
33000
41000
50000
62000
75000
90000
105000
120000
135000
155000
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Modifier
Creature Size
Spell casting
- 1/spell level
Melee, heavy/2-h weapon
-2
Melee, light/finesse weapon
+2
Drink potion
-8
Draw weapon, load bow
-5
Loading light crossbow
-8
EXHAUSTION
Level
Tiny
Small
Medium
Large
Huge
Gargantuan
Modifier
+5
+2
+0
-2
-5
-8
COVER
Effect
Cover
+2
+5
Disadvantage on
Ability Checks
cover
cover
2
3
Speed halved
Disadvantage on
attack rolls and
saving throws
4
5
6
Substance
Task Difficulty
DC
Substance
11
13
15
17
Iron, steel
Mithril
Adamantine
AC
19
21
23
DMG p.247
Size
Fragile
Resiliant
1d4
2d4
1d6
1d8
3d6
4d8
1d10
5d10
Huge, Gargantuan
DMs option
Number of Targets
Cone
TRACKING
AC
Very Easy
Easy
10
Medium
15
Cylinder
Hard
20
Line
Very Hard
25
Nearly Impossible
30
Creature Size
Tiny
Small/Medium
Large
Huge
Gargantuan
FORAGING DC
Food/Water Availability
Abundant
Limited
Very little
Food (lbs)
& Water (gallons)
per Day
1
4
16
64
Dice
d20
1d10
2d10
4d10
1
2
3
4
57
810
1113
1416
1720
Example
10d10
18d10
24d10
d10
DC
x2
water
required
in hot
Creature left a trail, e.g. blood
-5
conditions
OVERLAND TRAVEL PACE
BASE = (SPD 10) MILES PER HOUR
DC
10
15
20
MOB ATTACKS
d20 Roll needed to hit
15
612
1314
1516
1718
19
20
1
2
3
4
5
10
20
IMPROVISING DAMAGE
Ground Surface
Injury
Temperature
Wind
Precipitation
112 None
13-17 Light rain or snow
18-20 Heavy rain or snow
Chases
d20
ENDING
THE
ESCAPE FACTORS
Factor
Complication
Your path takes you through a rough patch of brush. Make a DC 10 Strength
(Athletics) or Dexterity (Acrobatics) check (your choice) to get past the brush.
On a failed check, the brush counts as 5 feet of difficult terrain.
You run through a swarm of insects (see the Monster Manual for game
statistics, with the DM choosing whichever kind of insects makes the most
sense). The swarm makes an opportunity attack against you (+3 to hit; 4d4
piercing damage on a hit).
The ground beneath your feet is slippery with rain, spilled oil, or some
other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you
fall prone.
Disadvantage
CHASE COMPLICATIONS
As with any good chase scene, complications can arise to
make a chase more pulse-pounding.
Complications occur randomly. Each participant in the chase
rolls a d20 at the end of its turn. Consult the appropriate table
to determine whether a complication occurs. If it does, it
affects the
, not the
participant who rolled the die. The participant who rolled the
die or the participant affected by the complication can spend
inspiration to negate the complication.
d20
Advantage
Advantage
Disadvantage
Disadvantage
CHASE
Complication
10
You are forced to make a sharp turn to avoid colliding with something
impassable. Make a DC 10 Dexterity saving throw to navigate the turn.
On a failed save, you collide with something hard' and take 1d4
bludgeoning damage.
11-20 No complication.
10
11-20 No complication.
Save DC
Attack Bonus
Setback
1011
Dangerous
1215
Deadly
1620
DAMAGE SEVERITY BY LEVEL
+ 3 to + 5
+ 6 to + 8
+ 9 to + 12
Character
Level
14
510
1116
1720
Setback
Dangerous
Deadly
1d10
2d10
4d10
10d10
2d10
4d10
10d10
18d10
4d10
10d10
18d10
24d10
Rarity
Common
Uncommon
Rare
Very Rare
110
1120
2130
3140
4180
8190
91 +
d100 roll
Modifier*
100 gp
1d4
500 gp
1d6
5,000 gp
1d8
50,000 gp
1d10
SELLING A MAGIC ITEM
+ 10
+0
- 10
- 20
d100 + Mod.
20 or lower
21-40
41-80
81-90
91 or higher
Rarity
Creation Cost
Common
Uncommon
Rare
Very Rare
Legendary
Minimum Level
100 gp
500 gp
5,000 gp
50,000 gp
500,000 gp
3
3
6
11
17
MADNESS
SHORT TERM
d100
LONG TERM
d100
INDEFINITE
d100
0120
0110
0115
2130
1120
1625
3140
2130
2630
4150
3140
3135
5160
4145
3645
6170
4655
4650
7175
5665
5155
7680
6675
5670
8190
Character is stunned
7685
7180
Character is unconscious
8690
8185
9195
8695
CAROUSING
Character spends money as per wealthy lifestyle (4gp/day
base). At end of carousing period, the player rolls d100 + char.
level to see what happens, or DM chooses.
d100 +
Result
Level
Base price
91100
96100
96100