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 |
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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 distraction DC 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 fail Crit = 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 |
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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 |
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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 Stealth Strength 13 |
Splint (H, 60 lb) |
200 gp |
17 |
Dis Stealth Strength 15 |
Plate (H, 65 lb) |
1500 gp |
18 |
Dis Stealth Strength 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 checks Disadvantage on Attack rolls Attackers have Advantage |
Charmed |
Cannot Attack or target charmer with harmful effects Charmer 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 sight Cannot 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 damage Can move through object and other creatures. Must end movement in an empty space. |
Invisible |
Heavily Obscured for hiding purposes Advantage on attack rolls Attackers have disadvantage |
Paralyzed |
Incapacitated and cannot move or speak Auto fail Str and Dex saves Attackers have advantage and any hit within 5ft is a crit |
Petrified |
Weight increases x10, no longer age Incapacitated 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 up Disadvantage 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 saves Attackers have advantage |
Squeezing |
1 size smaller moving through tight areas Every foot of movement costs double Attackers have advantage Disadvantage on Dex Saves and attack rolls |
Stable |
0 hp and unconscious Any damage resumes death saves If still at 0 hp after d4 hours regain 1 hp |
Stunned |
Incapacitated and cannot move Ability to speak is impaired Autofail Str and Dex saves Attacker has advantage |
Unconscious |
Incapacitated, cannot move or speak, unaware of surroundings Drop 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 damage Without 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 |
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