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Character Advancement

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Experience
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
355,000

Proficiency
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

Actions
Action
Attack
Spell
Dash
Disengage
Dodge
Help
Ready
Search
Interact

Effect
Use a melee or ranged
weapon to strike an enemy.
Cast a known spell with an
unused spell slot. Cantrips
don't prevent bonus spells.
Move up to max speed in
addition to the move action.
Movement does not provoke
an opportunity attack.
Until next turn: Enemy
attacks have Disadv. and Dex
saves have Adv.
Give an ally Adv. on next
ability check or attack roll.
Prepare an action to be
triggered later in the round.
Look for something inobvious
via Wis(Perception) or
Int(Intvestigation).
Interact with an object such
as drinking a potion.

Skills

Difficulty Classes

Ability Score
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Associated Skills
Athletics
Acrobatics, Sleight of Hand, Stealth
Concentration, Dehydration, Fasting, Forced March, Hold Breath
Arcana, History, Investigation, Nature, Religion
Animal Handling, Insight, Medicine, Perception, Survival
Deception, Intimidation, Performance, Persuasion

Trivial
Easy
Moderate
Hard
Very Hard
Nearly Impossible

DC
5
10
15
20
25
30

Entries for Constitution are common causes for a Con check, not skills.

Damage and Dying


When you are reduced to zero hit points you fall unconscious. There are no negative hit point
values.
Whenever you start your turn with zero hit points you must make a death saving throw. On a roll
Death Saving
of 10 or higher, you succeed, otherwise you fail. On your third success you become stable while on
Throws
your third failure you die. These results need not be consecutive. On a roll of 1 you suffer two
failures while on a roll of 20 become stable and gain one hit point.
If you take any damage while at zero hit points you suffer a death saving throw failure. If this
Damage at zero
damage is from a critical hit you instead suffer two failures. If this damage is greater than or equal
hit points
to your hit point maximum you suffer instant death.
Unconscious

Cover

Exhaustiion

Degree
Half Cover
Three-quarters Cover
Total Cover

Effect
Grants +2 bonus to AC and
Dexterity saving throws.
Grants +5 bonus to AC and
Dexterity saving throws.
Cannot be targeted directly by
attacks or spells, although
area of effect spells and
abilities are still effective.

Monster Stats
CR
0
1/8
1/4
1/2
1
2
3
4
5
6
7
8
9
10
11
12
13

Prof
+2
+2
+2
+2
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5

Exp
0-10
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

CR
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

Prof
+5
+5
+5
+6
+6
+6
+6
+7
+7
+7
+7
+8
+8
+8
+8
+9
+9

Exp
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

Level
1
2
3
4
5
6

Effect
Disadvantage on ability checks.
Speed halved.
Disadvantage on attack rolls and saving throws.
Hit point maximum halved.
Speed reduced to 0.
Death

Donning Armor
Category
Light
Medium
Heavy
Shield

Don
1 min
5 min
10 min
1 action

Doff
1 min
1 min
5 min
1 action

Random Encounter DCs


Threat Level
Negligible
Evident
Severe
Immediate

Short Rest

20
15
10

Long Rest
20
15
10
5

4hrs Travel
20
15
10
5

Traveling
Pace
Slow

Minute
200 ft.

Hour
2 miles

Normal
Fast

300 ft.
400 ft.

3 miles
4 miles

Day
Effect
18 miles Able to
stealth
24 miles
30 miles -5 to Passive
Perception

Can check vs. DC 10 + each hour over 8, on fail suffer one level of
exhaustion

Conditions
Automatically fail any check requiring
sight. Disadv. on attack rolls. Attackers
have adv. on attacks.
Cannot attack the charmer or target
them with harmful abilities or effects.
Charmed
Charmer has adv. on interacting socially
with the charmed creature.
Automatically fail any check that
Deafened
requires hearing.
Exhausted
See Exhaustion table.
At the end of a fall a creature takes 1d6
bludgeoning dmg for every 10 feet they
Falling
fell (max 20d6). A creature who takes
damage this way is knocked prone.
Disadv. on ability checks and attacks
while the source of the fear is within
Frightened
sight. Cannot willing move towards the
source of the fear.
Speed reduced to 0. Ends when grappler
Grappled
is incapacitated, it is no longer within
reach, or fails a skill contest.
Incapacitated Cannot take any actions or reactions.
Resistance against nonmagical dmg, even
if from an incorporeal source. Can move
Incorporeal
through objects and other creatures but
must end movement in an empty space.
Considered heavily obscured for purposInvisible
es of hiding. Adv. on attacks. Attackers
have disadv. on attacks.
Incapacitated. Cannot move or speak,
unaware of surroundings. Weight increases by a factor of ten and no longer
age. Automatically fail Str and Dex saves.
Paralyzed
Attackers have adv. on attacks. Resistance to all dmg. Any poison or disease
affecting the target is suspended and the
target becomes immune to poison and
disease.
Poisoned
Disadv. on attacks and ability checks.
Only movement option is crawl until
stand up. Disadv. on attacks. Attackers
Prone
within 5 ft. have adv., otherwise they
have disadv. Can stand up using half
your total movement speed.
Speed reduced to 0. Disadv. on attacks
Restrained
and Dex saves. Attackers have adv. on
attacks.
Considered one size category smaller for
the purposes of movement through tight
Squeezing
areas. Every foot of movement costs an
extra foot Disadv. on attacks and Dex
saves. Attackers have adv. on attacks.
0 hp and unconscious but you don't need
to make Death saves. Any damage taken
causes the creature to stop being stable
Stable
and to resume making Death saves. The
Stable condition ends when the creature
is no longer at 0 hp. If still at 0 hp after
1d4 hrs., regain 1 hp.
Incapacitated and cannot move. Ability
to speak is impaired but not lost. AutoStunned
matically fail Str and Dex saves.
Attackers have adv. on attacks.
Incapacitated. Cannot move or speak
and unaware of surroundings. Drop any
Unconscious held items and fall prone. Automatically
fail Str and Dex saves. Attacks have adv.
and attacks within 5 ft. are critical hits.
Blinded

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