ARMOURCost 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 Ÿ Speed becomes 0. not neutralized. Ÿ Any attack that hits is critical hit if attacker is within 5’ of creature. unless it stands up. Ÿ Creature automatically fails STR and DEX saving throws. Ÿ Creature has disadvantage on attacks. UNCONSCIOUS Ÿ Creature incapacitated. Ÿ Creature can’t see.000 48. Ÿ Attack rolls against the creature have advantage.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. GRAPPLED PETRIFIED Ÿ Creature is transformed. Ÿ Attacks vs creature have advantage. can’t benefit from Ÿ Condition ends if grappler is incapacitated. or ready a spell and hold its energy (PHB p. POISONED Ÿ Creature has disadvantage on attack rolls and ability checks. Ÿ Attack rolls against the creature have advantage.000 120.196) READY Ÿ Take a reaction in response to a defined trigger event. into solid inanimate substance (usually stone). Ÿ The creature automatically fails STR and DEX saving throws. Ÿ Creature is immune to poison and disease: poison or disease already in its system is suspended.000 225. Ÿ Charmer has advantage on check to interact socially with creature. creature’s attacks have disadvantage. can’t move or speak.700 6. Ÿ An incapacitated creature can’t take actions or reactions. target charmer with harmful abilities/effects.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. Ÿ Creature is incapacitated. Weight increases by x 10. Ÿ The creature can’t willingly move closer to the source of its fear. grappling effect Ÿ The creature has disadvantage on DEX saving INCAPACITATED throws.000 265. the attack has disadvantage.193) SEARCH Ÿ Make a WIS (Perception) or INT (Investigation) check USE AN OBJECT CHARMED Ÿ Can’t attack charmer. Ÿ Creature’s speed becomes 0. unaware of surroundings. INVISIBLE Ÿ Creature is impossible to see without the aid of magic or a special sense. Ÿ Creature can’t hear and auto-fails any check that requires hearing.000 34. can’t benefit from any bonus to RESTRAINED speed. Ÿ Any attack that hits is critical hit if attacker is within 5’ of creature.000 305. along with any nonmagical object it is wearing or carrying. Ÿ Creature automatically fails STR and DEX saving throws. PARALYZED Ÿ Creature is incapacitated.000 140. Ÿ Attacks vs creature have advantage if attacker is within 5’ of creature. 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 1.000 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 64. Ÿ Condition also ends if an effect removes the grappled creature from the reach of the grappler or Ÿ Attacks vs creature have advantage. the creature is heavily obscured.. HELP Ÿ Give another creature advantage on an attack or ability check (PHB p. can’t move/speak. any bonus to its speed.000 195. Otherwise. creature’s attacks have advantage. Ÿ The creature has resistance to all damage. and you make DEX rolls with advantage. and creature’s attacks have disadvantage. creature ceases aging. Ÿ Attacks vs creature have disadvantage. Ÿ Attacks against the creature have advantage. automatically fails any ability check that requires sight. Ÿ The creature drops whatever it’s holding and falls prone.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.CHARACTER ADVANCEMENT Experience Points Level Proficiency Bonus 0 300 900 2. and can speak only falteringly. For the purpose of hiding. can’t move.000 100. PRONE Ÿ Creature’s only movement option is to crawl. Ÿ Creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. STUNNED Ÿ Creature is incapacitated. and is unaware of its surroundings. Ÿ Attack rolls against the creature have advantage. Ÿ The creature automatically fails STR and DEX saving throws. can’t move/speak. .000 85.000 23.000 165.500 14.192) HIDE Ÿ Make a DEX (Stealth) check in an attempt to hide vs opposed WIS (Perception) check (see PHB p. Benefit is lost if incapacitated or speed drops to 0. provided that the creature has also ingested some food and drink. Creature’s location can be detected by noise or any tracks it leaves. such as be affected by Area of the effect of the thunderwave spell. but might still A concussive burst of sound.000 50.900 5.000 120. falling.000 18. Most effects that deal force damage are spells.000 75. in feet with 10’ run-up. sears the flesh like fire and ½ cover +2 overloads the spirit with power. it drops to 0 hp and is dying. Ÿ e. Ÿ Max. treant Kraken. requires a DC 10 CON save.000 22. The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.000 41. bullseye 60' cone + 60' cone 6 hours Lantern.100 1. Red dragons breathe fire. purple worm CONCENTRATION Normal activities such as moving or attacking do not interfere with concentration.000 15. directly.900 7. deals Effect spells etc.000 5. axes. including spears and monsters' bites.000 105. CHALLENGE RATING. a very loud noise.000 11.000 33. deal piercing damage. having a weasel put down your trousers etc. ¾ cover +5 Swords. ½ that distance from standing.g. constriction. werewolf Hippogriff. 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. dealt by a cleric's COVER flame strike spell or an angel's smiting Cover AC and DEX Save Bonus weapon.000 155.400 10. Make a separate save for each source of damage. 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. Venomous stings and the toxic gas of a green dragon's breath deal poison damage.JUMPING LIGHT SOURCES Source Bright Dim Duration Candle 5' r + 5' r 1 hour Lamp 15' r + 30' r 6 hours Lantern. dealt by certain undead and a spell such as chill touch.000 135. a blinding flash of light. withers matter and even the soul. ½ that distance from standing HIGH JUMP Ÿ 3 + STR Mod. A lightning bolt spell and a blue dragon's breath deal lightning damage. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage. sprite Giant rat.300 2. and monsters' claws Total cover Target can't be targeted deal slashing damage.000 25. including magic missile and spiritual weapon. Mental abilities such as a mind flayer's psionic blast deal psychic damage. Necrotic damage. Radiant damage. and the like-deal bludgeoning damage. and many spells conjure flames to deal fire damage. ogre Fire giant. whichever is higher) to maintain concentration. goblin Orc.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 . 30 seconds) Ÿ When it runs out of breath.000 20. minutes (min.000 62. Puncturing and impaling attacks. Force is pure magical energy focused into a damaging form.900 3. it can survive for a number of rounds equal to its CON Mod. Blunt force attacks-hammers. thunder damage.200 8. 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.800 2. Reach = jump height + 1½ x character height. being doused by a wave.500 13.000 90. At the start of its next turn. 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. Concentration can be broken by: SUFFOCATING DAMAGE TYPES Size Ÿ Make a CON save (DC = 10 or ½ damage taken.