Transcript
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
12+Dex (max +2) 13+Dex (max +2) 14+Dex (max +2) 15+Dex (max +2) 16+Dex (max +2)
— — — — —
— — 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
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 Container
Capacity
Backpack
1 ft3 / 30 lbs
Barrel
40 gall / 4 ft3
Basket
2 ft3 / 40 lbs
Bottle
1½ pints
Bucket
3 gall / ½ ft3
Chest
12 ft3 / 300 lbs
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
Cost Damage Weight
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 —
5 ¼ 2 —
Ammo (range 80/320), loading, 2-handed Finesse, thrown,(range 20/60) Ammo (range 80/320), 2-handed Ammo (range 30/120)
SIMPLE RANGED WEAPONS
Don
Comfortable
Weight
5 gp 10 gp 45 gp
Category
Wretched
STR
Item
Cost
SIMPLE MELEE WEAPONS
DONNING & DOFFING ARMOUR
Lifestyle
FOOD, DRINK & LODGING
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
MARTIAL MELEE WEAPONS Battleaxe Flail Glaive
10 10 20
1d8 S 1d8 B 1d10 S
4 2 6
Versatile (1d10) — Heavy, reach, 2-handed
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 — Heavy, reach, 2-handed Finesse Finesse, light Finesse, light Thrown (range 20/60, versatile (1d8)) — Verstile (1d10) Finesse, lreach
1 3 18 2 3
Ammo (range 25/100), loading Ammo (range 30/120), loading, light Ammo (range 100/400), loading, heavy, 2-handed Ammo (range 150/600), heavy, 2-handed Special, thrown (range 5/15)
MARTIAL RANGED WEAPONS Blowgun Crossbow, hand Crossbow, heavy Longbow Net
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
Mounts & Other Animals Tack, Harness & Drawn Vehicles Waterborne Vehicles PHB p.157
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
Road or gate toll
1 cp
Ship's passage
1 sp/mile
CHARACTER ADVANCEMENT Experience Points
Level
Proficiency Bonus
0 300 900 2,700 6,500 14,000 23,000 34,000 48,000 64,000 85,000 100,000 120,000 140,000 165,000 195,000 225,000 265,000 305,000
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
355,000
20
+6
TYPICAL DIFFICULTY CLASSES
STRENGTH Ÿ Athletics
DEXTERITY
Task Difficulty
Ÿ Acrobatics Ÿ Sleight of Hand Ÿ Stealth
CONSTITUTION INTELLIGENCE Ÿ Ÿ Ÿ Ÿ Ÿ
Arcana History Investigation Nature Religion
5 10 15 20 25
Nearly Impossible
30
PASSIVE
WISDOM Ÿ Ÿ Ÿ Ÿ Ÿ
PERCEPTION =
Animal Handling Insight Medicine Perception Survival
10 + all Wisdom Modifiers
IN
Ÿ See PHB pp.103-196
CAST A SPELL
ABILITY SCORES & MODIFIERS Score
Modifier
Score
Modifier
1 2–3 4–5 6–7 8–9 10–11 12–13 14–15
-5 -4 -3 -2 -1 0 +1 +2
16–17 18–19 20–21 22–23 24–25 26–27 28–29 30
+3 +4 +5 +6 +7 +8 +9 + 10
BLINDED
Ÿ See PHB p.202 for the rules regarding spell-use
DASH Ÿ Move up to 2x your current Move
DISENGAGE Ÿ Your movement doesn’t provoke opportunity attacks until your next turn
DODGE Ÿ Attacks against you are at disadvantage, and you make DEX rolls with advantage. Benefit is lost if incapacitated or speed drops to 0.
Ÿ Creature can’t see, automatically fails any ability check that requires sight. Ÿ Attacks vs creature have advantage, creature’s attacks have disadvantage.
2
Speed halved
3
Disadvantage on attack rolls and saving throws
4
Hit point maximum halved
DEAFENED
Speed reduced to Zero Death
FRIGHTENED
5
+ Ability Modifier + Proficiency Bonus + Situational Modifiers
COMBAT
Effect
Disadvantage on Ability Checks
SPELL SAVE DC =
ATTACK
CONDITIONS
1
8
Deception Intimidation Performance Persuasion
ACTIONS
Level
6
CHARISMA Ÿ Ÿ Ÿ Ÿ
DC
Very Easy Easy Medium Hard Very Hard
EXHAUSTION
Finishing a Long Rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
HELP Ÿ Give another creature advantage on an attack or ability check (PHB p.192)
HIDE Ÿ Make a DEX (Stealth) check in an attempt to hide vs opposed WIS (Perception) check (see PHB p.196)
READY Ÿ Take a reaction in response to a defined trigger event, or ready a spell and hold its energy (PHB p.193)
SEARCH Ÿ Make a WIS (Perception) or INT (Investigation) check
USE AN OBJECT
CHARMED Ÿ Can’t attack charmer, target charmer with harmful abilities/effects. Ÿ Charmer has advantage on check to interact socially with creature. Ÿ Creature can’t hear and auto-fails any check that requires hearing. Ÿ Creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. Ÿ The creature can’t willingly move closer to the source of its fear.
GRAPPLED
PETRIFIED Ÿ 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. Ÿ Creature is incapacitated, can’t move or speak, and is unaware of its surroundings. Ÿ Attacks against the creature have advantage. Ÿ The creature automatically fails STR and DEX saving throws. Ÿ The creature has resistance to all damage. Ÿ Creature is immune to poison and disease: poison or disease already in its system is suspended, not neutralized.
POISONED Ÿ Creature has disadvantage on attack rolls and ability checks.
PRONE Ÿ Creature’s only movement option is to crawl, unless it stands up. Ÿ Creature has disadvantage on attacks. Ÿ Attacks vs creature have advantage if attacker is within 5’ of creature. Otherwise, the attack has disadvantage.
Ÿ Speed becomes 0, can’t benefit from any bonus to RESTRAINED speed. Ÿ Creature’s speed becomes 0, can’t benefit from Ÿ Condition ends if grappler is incapacitated. any bonus to its speed. Ÿ Condition also ends if an effect removes the grappled creature from the reach of the grappler or Ÿ Attacks vs creature have advantage, and creature’s attacks have disadvantage. grappling effect Ÿ The creature has disadvantage on DEX saving INCAPACITATED throws. Ÿ An incapacitated creature can’t take actions or reactions.
INVISIBLE Ÿ Creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. Creature’s location can be detected by noise or any tracks it leaves. Ÿ Attacks vs creature have disadvantage., creature’s attacks have advantage.
PARALYZED Ÿ Creature is incapacitated, can’t move/speak. Ÿ Creature automatically fails STR and DEX saving throws. Ÿ Attack rolls against the creature have advantage. Ÿ Any attack that hits is critical hit if attacker is within 5’ of creature.
STUNNED
Ÿ Creature is incapacitated, can’t move, and can speak only falteringly. Ÿ Creature automatically fails STR and DEX saving throws. Ÿ Attack rolls against the creature have advantage.
UNCONSCIOUS Ÿ Creature incapacitated, can’t move/speak, unaware of surroundings. Ÿ The creature drops whatever it’s holding and falls prone. Ÿ The creature automatically fails STR and DEX saving throws. Ÿ Attack rolls against the creature have advantage. Ÿ Any attack that hits is critical hit if attacker is within 5’ of creature.
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
+ 60' cone 6 hours
Lantern, hooded
30' r
+ 30' r
6 hours
Torch
20' r
+ 20' r
1 hour
Continual Flame
20' r
+ 20' r
Dancing Lights
—
10' r
Up to 1 min
Faerie Fire
—
10' r
Up to 1 min
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
Holy Aura Light Moonbeam
20' r —
+ 20' r
SIZE CATEGORIES
LONG JUMP Ÿ 1 foot per pt of STR with 10’ run-up, ½ that distance from standing HIGH JUMP Ÿ 3 + STR Mod. in feet with 10’ run-up, ½ that distance from standing. Ÿ Max. Reach = jump height + 1½ x character height.
Until dispelled
1 hour
5' r cylinder Up to 1 min
Prismatic Wall
100'
+ 100'
10 mins
Wall of Fire
60'
+ 60'
Up to 1 min
Ÿ A creature can hold its breath for 1 + CON Mod. minutes (min. 30 seconds) Ÿ When it runs out of breath, it can survive for a number of rounds equal to its CON Mod. At the start of its next turn, it drops to 0 hp and is dying.
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. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
Space
Hit Die
Examples
2½ by 2½ 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:
SUFFOCATING
DAMAGE TYPES
Size
Ÿ
Make a CON save (DC = 10 or ½ damage taken, whichever is higher) to maintain concentration. Make a separate save for each source of damage.
Ÿ
e.g. being doused by a wave, a very loud noise, a blinding flash of light, having a weasel put down your trousers etc. requires a DC 10 CON save.
Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage. Venomous stings and the toxic gas of a green dragon's breath deal poison damage. Mental abilities such as a mind flayer's psionic blast deal psychic damage. Radiant damage, dealt by a cleric's COVER flame strike spell or an angel's smiting Cover AC and DEX Save Bonus weapon, sears the flesh like fire and ½ cover +2 overloads the spirit with power. ¾ cover +5 Swords, axes, and monsters' claws Total cover Target can't be targeted deal slashing damage. directly, but might still A concussive burst of sound, such as be affected by Area of the effect of the thunderwave spell, deals Effect spells etc. thunder damage.
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 1,100 1,800 2,300 2,900 3,900 5,000 5,900 7,200 8,400 10,000 11,500 13,000 15,000 18,000 20,000 22,000 25,000 33,000 41,000 50,000 62,000 75,000 90,000 105,000 120,000 135,000 155,000
¼ ½ 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