| Things to do on a Turn
                        
                                                                                    
                                                                                            | Move up to your speed |  
                                                                                            | Take one Action and one Bonus Action |  
                                                                                            | Communicate with speech, gestures or both |  
                                                                                            | Interact with one object or feature. |  Actions
                        
                                                                                    
                                                                                            | Attack | Make a melee or ranged attack |  
                                                                                            | Cast a Spell | Cast a spell with a casting time of 1 action |  
                                                                                            | Dash | Move your current speed a second time |  
                                                                                            | Disengage | Your movement does not provoke attacks of opportunity |  
                                                                                            | Dodge | Attacks against you are at disadvantage if movement is greater than 0 and not incapacitated.  Advantage on Dex saves |  
                                                                                            | Escape Grapple | Athletics or Acrobatic check contested by Grappler's Athletics check |  
                                                                                            | Grapple | Target no more than 1 size larger. When attacking, forego weapon to attempt. Athletics check contested by Athletics or Acrobatics.  Target has Grappled Condition if successful |  
                                                                                            | Help | Target gains advantage on next ability check before your next turn |  
                                                                                            | Hide | Stealth check to become hidden |  
                                                                                            | Improvise | Action not described here |  
                                                                                            | Ready | Prep for action later in round. Must determine trigger. Spend reaction to perform readied action at end of trigger. Spells require concentration until triggered |  
                                                                                            | Search | Perception or Investigation check |  
                                                                                            | Shove | As Grapple but success is either target prone or 5' away (grappler's choice) |  
                                                                                            | Stabilize | Healer's Kit or Medicine Check (DC10) to stabilize dying creature |  Interactions
                        
                                                                                    
                                                                                            | Draw or sheathe a weapon |  
                                                                                            | Open or close a door |  
                                                                                            | Withdraw an item from your pack |  
                                                                                            | Pick up a dropped or unattended item |  
                                                                                            | Hand an item to another player |  
                                                                                            | Throw a lever or switch |  
                                                                                            | Turn a key in a lock |  
                                                                                            | Pull the hood of your cloak up |  |  | Suffocation
                        
                                                                                    
                                                                                            | Can hold breath for minutes equal to 1+ Con Mod (min 30 sec) |  
                                                                                            | When out of breath or choking - survive for number of rounds equal to Con Mod (min 1) |  
                                                                                            | Next turn drop to 0 hp -- cannot regain hp or be stabilized until able to breathe |  Mounted Combat
                        
                                                                                    
                                                                                            | Mount/Dismount = 1/2 Movement speed |  
                                                                                            | If you are knocked prone or mount is moved against its will, DC10 Dex save or fall off mount, landing prone. |  
                                                                                            | If mount is knocked prone, can use reaction to dismount and land on feet, otherwise dismounted and knocked prone |  
                                                                                            | While mounted either control mount or allow to act independent. Intelligent mounts act independent |  
                                                                                            | Control Mount: Initiative matches yours, moves as you direct, 3 actions: Dash, Disengage, Dodge |  
                                                                                            | Independent Mount: Retains initiative. Moves as it wishes |  
                                                                                            | If mount provokes opportunity attack, attacker can target mount or rider |  Concentration
                        
                                                                                    
                                                                                            | The following factors can break concentration |  
                                                                                            |   Casting another spell that requires concentration |  
                                                                                            |   Taking Damage. Con Save  to keep concentration DC=10 or half damage, whichever is higher
 |  
                                                                                            |   Incapacitated or killed |  
                                                                                            |   Enormous distractionDC 10 Con save to maintain
 |  Falling
                        
                                                                                    
                                                                                            | 1d6 Bludgeoning for every 10' falling (max 20d6) |  
                                                                                            | Land prone, unless you avoid taking damage |  Improvising Damage
                        
                                                                                    
                                                                                            | Burned by coals, Hit by falling bookcase | 1d10 |  
                                                                                            | Struck by lightning, Stumbling into a fire | 2d10 |  
                                                                                            | Hit by falling rubble, Step into vat of acid | 4d10 |  
                                                                                            | Wading through lava, Crushed by rocks | 10d10 |  
                                                                                            | Submerged in lava, Hit by crashing fort | 18d10 |  Damage and Dying
                        
                                                                                    
                                                                                            | Unconscious | 0 hp |  
                                                                                            | Death Saving Throws | Whenever turn starts at 0 hp.10+ = success
 3 successes = stable
 3 failures = death
 Roll of1 = 2 failures
 Roll of 20 = stable and 1hp
 |  
                                                                                            | Damage at 0 hp | Damage at 0 hp = death save failCrit = 2 fails
 If damage is >= hp max, death
 |  Cover
                        
                                                                                    
                                                                                            | Degree | Effect |  
                                                                                            | Half Cover | +2 to AC  +2 To Dex save |  
                                                                                            | 3/4 Cover | +5 to AC  +5 to Dex save |  
                                                                                            | Total Cover | Cannot be targeted directly by att or spell |  Surprise
                        
                                                                                    
                                                                                            | Compare Stealth of hidden vs Passive Perception of opposing side |  
                                                                                            | Anyone that fails is surprised |  
                                                                                            | Surprised = no action, move or reaction first round of combat. |  
                                                                                            | If neither side tries to be stealthy, no one is surprised |  Stealth
                        
                                    
                        | Cant attempt if target is looking at you.If their Passive Perception is higher than your Stealth roll, they detect you.
 They can roll Perception if they are actively looking for you.
 If you are hidden you have advantage on attack rolls against creatures that cannot see you.
 Attacking out of Stealth reveals you
 |  |  | Donning and Doffing Armor
                        
                                                                                    
                                                                                            | Category | Don | Doff |  
                                                                                            | Light | 1 min | 1 min |  
                                                                                            | Medium | 5 min | 1 min |  
                                                                                            | Heavy | 10 min | 5 min |  
                                                                                            | Shield | 1 action | 1 action |  Spellcasting Services
                        
                                    
                        | Formula for calculating Spellcasting services:(Spell Level)2x10+(Consumed Materialsx2)+(Non-
 Consumed Materials x .1)
 |  Tavern / Inn Prices
                        
                                                                                    
                                                                                            | Item | Cost |  
                                                                                            | Ale | -- |  
                                                                                            |   Gallon | 2sp |  
                                                                                            |   Mug | 4cp |  
                                                                                            | Inn Stay (per day) | -- |  
                                                                                            |   Squalid | 7cp |  
                                                                                            |   Poor | 1sp |  
                                                                                            |   Modest | 5sp |  
                                                                                            |   Comfortable | 8sp |  
                                                                                            |   Wealthy | 2gp |  
                                                                                            |   Aristocratic | 4gp |  
                                                                                            | Meals (per day) | -- |  
                                                                                            |   Squalid | 3cp |  
                                                                                            |   Poor | 6cp |  
                                                                                            |   Modest | 3sp |  
                                                                                            |   Comfortable | 6sp |  
                                                                                            |   Wealthy | 8sp |  
                                                                                            |   Aristocratic | 2gp |  
                                                                                            | Wine | -- |  
                                                                                            |   Common(pitcher)
 | 2sp |  
                                                                                            |   Fine(bottle)
 | 10 gp |  Resting
                        
                                                                                    
                                                                                            | Short Rest |  
                                                                                            | At least 1 hr : only eating, drinking, reading, tending wounds |  
                                                                                            | Abilities and features refresh after a short rest |  
                                                                                            | Can roll 1HD to regain hp= to Con bonus +HD roll.  Can repeat. |  
                                                                                            | Long Rest |  
                                                                                            | At least 8 hrs, Once /24 hour period. Sleep and no more than 2 hrs light activities. |  
                                                                                            | Regain Long Rest features and abilities |  
                                                                                            | Regain all lost hp |  
                                                                                            | Regain half the HD expended (min 1) |  Exhaustion
                        
                                                                                    
                                                                                            | Lv | 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 |  
                                                                                            | *The effects of exhasution are cumulative. | *At the end of a long rest if a creature has had food or drink it decreases its level of Exhaustion by 1. |  Light Sources
                        
                                                                                    
                                                                                            | Source | Bright Light | Dim Light | Duration |  
                                                                                            | Candle | 5 ft | +5 ft | 1 hour |  
                                                                                            | Lamp | 15 ft | +30 ft | 6 hours |  
                                                                                            | Lantern, Bullseye | 60 ft cone | +60 ft | 6 hours |  
                                                                                            | Lantern, Hooded | 30 ft | +30 ft | 6 hours |  
                                                                                            | Lowered Hood | -- | +5 ft | -- |  
                                                                                            | Torch | 20 ft | +20 ft | 1 hour |  Potions
                        
                                                                                    
                                                                                            | Potion of | Rarity | Effect |  
                                                                                            | Healing | Common | Heal 2d4+2 |  
                                                                                            | Greater Healing | Uncommon | Heal 4d4+4 |  
                                                                                            | Superior Healing | Rare | Heal 8d4+8 |  
                                                                                            | Climbing | Common | Gain Climb Speed |  
                                                                                            | Poison(looks like healing)
 | Uncommon | 3d6 Poison damage |  Character Advancement
                        
                                                                                    
                                                                                            | Level | Experience Points
 | Prof. Bonus
 |  
                                                                                            | 1 | 0 | +2 |  
                                                                                            | 2 | 300 | +2 |  
                                                                                            | 3 | 900 | +2 |  
                                                                                            | 4 | 2,700 | +2 |  
                                                                                            | 5 | 6,500 | +3 |  
                                                                                            | 6 | 14,000 | +3 |  
                                                                                            | 7 | 23,000 | +3 |  
                                                                                            | 8 | 34,000 | +3 |  
                                                                                            | 9 | 48,000 | +4 |  
                                                                                            | 10 | 64,000 | +4 |  
                                                                                            | 11 | 85,000 | +4 |  
                                                                                            | 12 | 100,000 | +4 |  
                                                                                            | 13 | 120,000 | +5 |  
                                                                                            | 14 | 140,000 | +5 |  
                                                                                            | 15 | 165,000 | +5 |  
                                                                                            | 16 | 195,000 | +5 |  
                                                                                            | 17 | 225,000 | +6 |  
                                                                                            | 18 | 265,000 | +6 |  
                                                                                            | 19 | 305,000 | +6 |  
                                                                                            | 20 | 355,000 | +6 |  Weapons
                        
                                                                                    
                                                                                            | Weapon | Cost | Damage | Properties |  
                                                                                            | Club (2 lb) | 1 sp | 1d4 B | Light |  
                                                                                            | Dagger (1lb) | 2 gp | 1d4 P | Finesse, Light, Thrown (20/60) |  
                                                                                            | Greatclub (10 lb) | 2 sp | 1d8 B | Two-handed |  
                                                                                            | Handaxe (2 lb) | 5 gp | 1d6 S | Light, Thrown (20/60) |  
                                                                                            | Javelin (2 lb) | 5 sp | 1d6 P | Thrown (30/120) |  
                                                                                            | Light Hammer (2 lb) | 2 gp | 1d4 B | Light, Thrown (20/60) |  
                                                                                            | Mace (4 lb) | 5 gp | 1d6 B |  
                                                                                            | Quarterstaff (4 lb) | 2 sp | 1d6 B | Versatile (1d8) |  
                                                                                            | Sickle (2 lb) | 1 gp | 1d4 S | Light |  
                                                                                            | Spear (3lb) | 1gp | 1d6 P | Thrown (20/60), Versatile (1d8) |  
                                                                                            | Unarmed Strike |  | 1 B |  
                                                                                            | Crossbow, Light (5 lb) | 25 gp | 1d8 P | Ammunition (80/320), Loading, Two-handed |  
                                                                                            | Dart (1/4 lb) | 5 cp | 1d4 P | Finesse, Thrown (20/60) |  
                                                                                            | Shortbow (2lb) | 25 gp | 1d6 P | Ammunition (80/320), Two-Handed |  
                                                                                            | Sling | 1sp | 1d4 B | Ammunition (30/120) |  
                                                                                            | Battleaxe (4 lb) | 10 gp | 1d8 S | Versatile (1d10) |  
                                                                                            | Flail (2 lb) | 10 gp | 1d8 B |  
                                                                                            | Glaive (6 lb) | 20 gp | 1d10 S | Heavy, Reach, Two-Handed |  
                                                                                            | Greataxe (7 lb) | 30 gp | 1d12 S | Heavy, Two-Handed |  
                                                                                            | Greatsword (6 lb) | 50 gp | 2d6 S | Heavy, Two-Handed |  
                                                                                            | Halberd (6 lb) | 20 gp | 1d10 S | Heavy, Reach, Two-Handed |  
                                                                                            | Lance (6 lb) | 10 gp | 1d12 P | Reach, Special |  
                                                                                            | Longsword (3 lb) | 15 gp | 1d8 S | Versatile (1d10) |  
                                                                                            | Maul (10 lb) | 10 gp | 2d6 B | Heavy, Two-Handed |  
                                                                                            | Morningstar (4 lb) | 15 gp | 1d8 P |  
                                                                                            | Pike (18 lb) | 5 gp | 1d10 P | Heavy, Reach, Two-Handed |  
                                                                                            | Rapier (2 lb) | 25 gp | 1d8 P | Finesse |  
                                                                                            | Scimitar (3lb) | 25 gp | 1d6 S | Finesse, Light |  
                                                                                            | Shortsword (2 lb) | 10 gp | 1d6 P | Finesse, Light |  
                                                                                            | Trident (4 lb) | 5 gp | 1d6 P | Thrown (20/60), Versatile (1d8) |  
                                                                                            | War Pick (2 lb) | 5 gp | 1d8 P |  
                                                                                            | Warhammer (2 lb) | 15 gp | 1d8 B | Versatile (1d10) |  
                                                                                            | Whip (3lb) | 2 gp | 1d4 S | Finesse, Reach |  
                                                                                            | Blowgun (1 lb) | 10 gp | 1 P | Ammunition (25/100), Loading |  
                                                                                            | Crossbow, hand (3lb) | 75 gp | 1d6 P | Ammunition (30/120), Light, Loading |  
                                                                                            | Crossbow, Heavy (18lb) | 50 gp | 1d10 P | Ammunition (100 / 400), Heavy, Loading, Two-Handed |  
                                                                                            | Longbow (2 lb) | 50 gp | 1d8 P | Ammunition (150/600), Heavy, Two-Handed |  
                                                                                            | Net (3lb) | 1 gp |  | Special, Thrown (5/15) |  Armor
                        
                                                                                    
                                                                                            | Armor | Cost | Armor Class | Properties |  
                                                                                            | Padded (L, 8 lb)
 | 5 gp | 11+ Dex Mod
 | Dis Stealth |  
                                                                                            | Leather (L, 10 lb)
 | 10 gp | 11+Dex Mod
 |  
                                                                                            | Studded Leather(L, 13 lb)
 | 45 gp | 12+ Dex Mod
 |  
                                                                                            | Hide(M, 12 lb)
 | 10 gp | 12+Dex Mod
 (max 2)
 |  
                                                                                            | Chain Shirt(M, 20 lb)
 | 50 gp | 13+ Dex Mod
 (max 2)
 |  
                                                                                            | Scale Mail(M, 45 lb)
 | 50 gp | 14+Dex Mod
 (max 2)
 | Dis Stealth |  
                                                                                            | Breastplate(M, 20 lb)
 | 400 gp | 14+Dex Mod
 (max 2)
 |  
                                                                                            | Half Plate (M, 40 lb)
 | 750 gp | 15+Dex Mod
 (max 2)
 | Dis Stealth |  
                                                                                            | Ring Mail(H, 40 lb)
 | 30 gp | 14 | Dis Stealth |  
                                                                                            | Chain Mail(H, 55 lb)
 | 75 gp | 16 | Dis StealthStrength 13
 |  
                                                                                            | Splint(H, 60 lb)
 | 200 gp | 17 | Dis StealthStrength 15
 |  
                                                                                            | Plate(H, 65 lb)
 | 1500 gp | 18 | Dis StealthStrength 15
 |  
                                                                                            | Shield (6 lb) | 10 gp | +2 |  Services
                        
                                                                                    
                                                                                            | Service | Pay |  
                                                                                            | Coach Cab |  
                                                                                            |   Between Towns | 3cp/mile |  
                                                                                            |   Within a City | 1cp |  
                                                                                            | Hireling |  
                                                                                            |   Skilled | 2gp/day |  
                                                                                            |   Unskilled | 2sp/day |  
                                                                                            | Messenger | 2cp/mile |  
                                                                                            | Road/Gate Toll | 1cp |  
                                                                                            | Ships passage | 1sp/mile |  Object AC
                        
                                                                                    
                                                                                            | Substance | AC |  
                                                                                            | Cloth, Paper, Rope | 11 |  
                                                                                            | Crystal, Glass, Ice | 13 |  
                                                                                            | Wood, Bone | 15 |  
                                                                                            | Stone | 17 |  
                                                                                            | Iron, Steel | 19 |  
                                                                                            | Mithril | 21 |  
                                                                                            | Adamantium | 23 |  Food and Water
                        
                                                                                    
                                                                                            | Food |  
                                                                                            | 1 lb per character per day |  
                                                                                            | Half ration: 1/2 day of starvation per full day |  
                                                                                            | After Con mod +3 days of starvation, one level of exhaustion per full day without food, or Con save (DC 10) vs. exhaustion per full day on half rations |  
                                                                                            | Water |  
                                                                                            | 1 gal (2 waterskins) per character per day. |  
                                                                                            | *Large x4; Huge x16; Gargantuan x32; x2 in hot conditions |  
                                                                                            | Half ration: Con Save (DC 15) |  
                                                                                            | No water for 1 day=1lvl exhaustion at the end of the day. If character has 1 or more levels, it takes two levels. |  Traveling
                        
                                                                                    
                                                                                            | Pace | Distance Travelled | **Effect |  
                                                                                            | Slow | 200ft/min  2mph  18mi/day | Able to Stealth |  
                                                                                            | Normal | 300ft/min  3mph  24mi/day | -- |  
                                                                                            | Fast | 400ft/min 4mph  30mi/day | -5 Passive Perception |  
                                                                                            | Forced March | >8hrs Con Save DC10+1/hr | Fail=1lvl Exhaustion |  Conditions and States
                        
                                                                                    
                                                                                            | Blinded | Fail sight related checksDisadvantage on Attack rolls
 Attackers have Advantage
 |  
                                                                                            | Charmed | Cannot Attack or target charmer with harmful effectsCharmer has advantage in social interaction with charmed
 |  
                                                                                            | Deafened | Fail hearing related checks |  
                                                                                            | Dead | Dead |  
                                                                                            | Exhausted | See Exhaustion Table |  
                                                                                            | Falling | 1d6 bludgeoning for each 10 ft fallen (max 20d6)  Knocked prone |  
                                                                                            | Frightened | Disadvantage on Ability Checks while source of fear is in sightCannot willingly move towards source of fear
 |  
                                                                                            | Grappled | Speed =0  Ends when Grappler is incapacitated, is no longer within reach or fails skill contest |  
                                                                                            | Incapacitated | Cannot take actions or reactions |  
                                                                                            | Incorporeal | Resistance against non-magical damageCan move through object and other creatures. Must end movement in an empty space.
 |  
                                                                                            | Invisible | Heavily Obscured for hiding purposesAdvantage on attack rolls
 Attackers have disadvantage
 |  
                                                                                            | Paralyzed | Incapacitated and cannot move or speakAuto fail Str and Dex saves
 Attackers have advantage and any hit within 5ft is a crit
 |  
                                                                                            | Petrified | Weight increases x10, no longer ageIncapacitated and cannot move or speak, and unaware of surroundings
 Autofail Str and Dex saves
 Attackers have advantage
 Resistance to all damage
 Any poison or disease afflicting target is suspended and target is immune to poison and disease
 |  
                                                                                            | Poisoned | Disadvantage on attack rolls and ability checks |  
                                                                                            | Prone | Only move options are crawl or stand upDisadvantage on attack rolls
 Attackers within 5 ft have advantage, otherwise disadvantage
 Can stand using 1/2 movement
 |  
                                                                                            | Restrained | Speed = 0 Disadvantage on Attack and Dex savesAttackers have advantage
 |  
                                                                                            | Squeezing | 1 size smaller moving through tight areasEvery foot of movement costs double
 Attackers have advantage
 Disadvantage on Dex Saves and attack rolls
 |  
                                                                                            | Stable | 0 hp and unconsciousAny damage resumes death saves
 If still at 0 hp after d4 hours regain 1 hp
 |  
                                                                                            | Stunned | Incapacitated and cannot moveAbility to speak is impaired
 Autofail Str and Dex saves
 Attacker has advantage
 |  
                                                                                            | Unconscious | Incapacitated, cannot move or speak, unaware of surroundingsDrop held items and fall prone
 Autofail Str and Dex saves
 Attacker has advantage and all hits within 5ft are crits
 |  Skills
                        
                                                                                    
                                                                                            | Strength | Force open a stuck door Break free of bonds Push through a too small tunnel Hang on while being dragged Tip over a heavy object Keep an object from rolling |  
                                                                                            | Athletics | Climb a sheer surface Avoid hazards while climbing Jump a long distance Do a stunt mid-jump Swim or float in treacherous water Resist being pushed or pulled under water |  
                                                                                            | Dexterity | Control a cart on steep descent Steer chariot around a tight turn Pick a lock Disable a trap Tie up a prisoner Wriggle free of bonds Play a stringed instrument Craft a small or detailed object |  
                                                                                            | Acrobatics | Stay on your feet in difficult situations Acrobatic stunts |  
                                                                                            | Sleight of Hand | Planting an object on someone Concealing an ojbect on your person Lift a coin purse Pick pockets |  
                                                                                            | Stealth | Conceal yourself from enemies Slink past guards Slip away without being noticed Sneak up on Someone without being seen or heard |  Objects and Damage Types
                        
                                    
                        | Objects are immune to poison and psychic damage. Some Damage Types are more effective against a particular object or substance than others |  Object Hit Points
                        
                                                                                    
                                                                                            | Size | Fragile | Resilient |  
                                                                                            | Tiny (Lock) | 1d4 | 2d4 |  
                                                                                            | Small (Chest) | 1d6 | 3d6 |  
                                                                                            | Medium (Barrel) | 1d8 | 4d8 |  
                                                                                            | Large (Cart) | 1d10 | 5d10 |  Objects Damage Threshold
                        
                                    
                        | An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single Attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the  object's damage threshold is considered superficial and doesn't reduce the objects hit points. |  Huge and Gargantuan Objects
                        
                                    
                        | If you track hit points for the object divide it into Large or smaller sections, and track each sections hit points separately. Destroying one of those sections could ruin the entire object. |  Weapon Properties
                        
                                                                                    
                                                                                            | Finesse | Str or Dex for attack and damage rolls |  
                                                                                            | Heavy | Small creatures at disadvantage on attack |  
                                                                                            | Light | Can be used for two-weapon fighting |  
                                                                                            | Loading | Fire once per round only |  
                                                                                            | Range | (normal/max)Disadvantage beyond normal range
 |  
                                                                                            | Reach | +5ft to reach |  
                                                                                            | Special | Unusual Rules specific to weapon |  
                                                                                            | Thrown | Ranged attack for normal damageWithout thrown property deals 1d4 and range (20/60)
 |  
                                                                                            | 2-handed | Requires two hands to use |  
                                                                                            | Versatile | Use two-handed for increased damage |  Lifestyle Expenses
                        
                                                                                    
                                                                                            | Lifestyle | Price/Day |  
                                                                                            | Wretched | -- |  
                                                                                            | Squalid | 1sp |  
                                                                                            | Poor | 2sp |  
                                                                                            | Modest | 1gp |  
                                                                                            | Comfortable | 2gp |  
                                                                                            | Wealthy | 4gp |  
                                                                                            | Aristocratic | 10gp minimum |  |