Professional Documents
Culture Documents
50 COINS EQUAL ONE POUND. ALL COINS WEIGHT THE SAME (1/3 OZ.).
LIFTING AND CARRYING: YOUR STRENGTH SCORE DETERMINES THE AMOUNT OF WEIGHT
YOU CAN BEAR.
SIZE AND STRENGTH: FOR EACH SIZE CATEGORY ABOVE MEDIUM, DOUBLE
THE CREATURE'S CARRYING CAPACITY AND THE AMOUNT IT CAN PUSH,
DRAG, OR LIFT. FOR TINY CREATURES, HALVE THESE WEIGHTS.
LONG REST: AT LEAST 8 HOURS OF EXTENDED DOWN TIME FOR SLEEP OR LIGHT
ACTIVITY (NO MORE THAN 2 HOURS STANDING WATCH). IF INTERUPTED BY
STENOUS ACTIVITY (FIGHTING, CASTING, 1 HOUR OF WALKING, ETC.) THE
CHARACTER MUST BEGIN REST AGAIN TO GAIN ANY BENEFIT FROM IT. AT
THE END OF A LONG REST, ALL LOST HITPOINTS ARE REGAINED. THEY
ALSO REGAIN UP TO ONE HALF THEIR TOTAL HIT DIE. A CHARACTER CAN
BENEFIT FROM NO MORE THAN 1 LONG REST IN A 24 HOUR PERIOD.
MOVEMENT RATES
EVERY CHARACTER AND MONSTER HAS A SPEED, WHICH IS THE DISTANCE IN FEET
THAT THEY CAN WALK IN 1 ROUND. THIS NUMBER ASSUMES SHORT BURSTS OF
ENERGETIC MOVEMENT IN THE MIDST OF A LIFE-THREATENING SITUATION.
DASH ACTION: A CHARACTER CAN DASH FOR 2X THEIR MODIFIED MOVEMENT SPEED.
DIFFICULT TERRAIN:
YOU CAN ONLY MOVE HALF SPEED IN DIFFICULT TERRAIN. EXAMPLES
INCLUDE: DENSE FOREST, DEEP SWAMPS, RUBBLE-FILLED RUINS, STEEP
MOUNTAINS, ICE-COVERED GROUND.
LONG JUMP: YOU CAN JUMP YOUR STRENGTH SCORE IN FEET ON A LONG
JUMP, PROVIDING YOU MOVE AT LEAST 10 FEET IMMEDIETLY BEFORE THE
JUMP. FROM A STANDING LONG JUMP, YOU CAN MOVE HALF THAT DISTANCE.
EITHER WAY, EACH FOOT YOU CLEAR ON THE JUMP COSTS A FOOT OF
MOVEMENT. IF THERE IS A LOW OBSTACLE, (NO HIGHER THAN ONE QUARTER
THE JUMP'S DISTANCE) SUCH AS A HEDGE OR LOW WALL, A DC 10
STRENGTH (ATHLETICS) CHECK IS REQUIRED TO MISS IT.
WHEN YOU LAND IN DIFFICULT TERRAIN, A DC 10 DEXTERITY
(ACROBATICS) CHECK IS REQUIRED TO LAND ON YOUR FEET. OTHERWISE,
YOU LAND PRONE.
HIGH JUMP: YOU CAN LEAP INTO THE AIR 3 + YOUR STRENGTH MODIFIER
IN FEET, IF YOU MOVE AT LEAST 10 FEET IMMEDIETLY BEFORE YOU JUMP.
FROM A STANDING HIGH JUMP, YOU CAN CLEAR ONLY HALF THAT DISTANCE.
EITHER WAY, EACH FOOT YOU CLEAR ON THE JUMP COSTS A FOOT OF
MOVEMENT.
IF YOU EXEND YOUR ARMS ABOVE YOURSELF DURING THE JUMP, YOU CAN
REACH ABOVE YOU A DISTANCE EQUAL TO THE HEIGHT OF THE JUMP PLUS
1½ TIMES YOUR HEIGHT.
COMBAT PAGE
ACTIONS IN COMBAT
ATTACK MAKING A MELEE OR RANGED ATTACK
CAST A SPELL CASTING A SPELL THAT REQUIRES 1 ACTION
DASH MOVE AT 2X YOUR SPEED
DISENGAGE DISENGAGE OR PASS A HOSTILE ENEMY WITHOUT PROVOKING
ATTACK OF OPPROTUNITY.
DODGE GIVES DISADVANTAGE TO ALL ATTACKS AGAINST YOU, AND
ADVANTAGE TO ALL DEXTERITY SAVING THROWS.
HELP GIVES AN ALLY ADVANTAGE ON A TASK OR ATTACK.
HIDE HIDES FROM FOES TO BECOME “UNSEEN ATTACKER OR TARGET”
READY SAVES AN ACTION TO BE A REACTION IN LATER ROUND
SEARCH DEVOTES ROUND TO SEARCH FOR SOMETHING
USE AN OBJECT USE AN OBJECT THAT REQUIRES MORE ATTENTION.
BONUS ACTION
• ONLY ONE BONUS ACTION ALLOWED PER ROUND.
• INCLUDES: 2ND WEAPON ATTACK, THIEF CUNNING ACTION
REACTION
• ONLY ONE REACTION IS ALLOWED PER ROUND
• INCLUDES: ATTACK OF OPPROTUNITY, REACTION SPELLS,READY ACTIONS FROM
PREVIOUS ROUND.
MELEE ATTACKS
GRAPPLING
• ATTACKER STRENGTH (ATHLETICS)VS SUBJECT STRENGTH (ATHLETICS) OR
DEXTERITY (ACROBATICS)
• SUBJECT CAN BE NO MORE THAN 1 SIZE LARGER THAN ATTACKER
• SUBJECT CAN CONTINUE ATTEMPTING TO BREAK FREE ON FOLLOWING ROUNDS
• ATTACKER CAN MOVE GRAPLED CREATURE AT HALF MOVEMENT UNLESS CREATURE
IS 2 OR MORE SIZES SMALLER THAN ATTACKER.
SHOVING A CREATURE
• ATTACKER STRENGTH (ATHLETICS)VS SUBJECT STRENGTH (ATHLETICS) OR
DEXTERITY (ACROBATICS)
• SUBJECT CAN BE NO MORE THAN 1 SIZE LARGER THAN ATTACKER
• IF SUCCESSFUL, THE ATTACKER CAN EITHER KNOCK THE SUBJECT PRONE OR
MOVES THEM 5 FEET AWAY.
COVER
HALF COVER
• +2 TO AC AND DEXTERITY SAVING THROWS.
• INCLUDES: LOW WALL, LARGE PIECE OF FURNITURE, NARROW TREE TRUNK, OR
A CREATURE
THREE-QUARTERS COVER
• +5 TO AC AND DEXTERITY SAVING THROWS.
• INCLUDES: PORTCULLIS, ARROW SLIT, OR A THICK TREE TRUNK
CHARACTER EXHAUSTION & CONDITIONS
EXHAUSTION
LEVEL EFFECT
1 DISADVANTAGE ON ABILITY CHECKS
2 SPEED IS HALVED
3 DISADVANTAGE ON ATTACK ROLLS AND SAVING THROWS
4 HIT POINT MAXIMUM IS HALVED
5 SPEED REDUCED TO 0
6 DEATH
• EFFECTS ARE CUMULATIVE.
• IF MULTIPLE FACTORS CAUSE EXHAUSTION, THE CHARACTER SUFFERS ONE LEVEL OF
EXHAUSTION FOR EACH CONTRIBUTING FACTOR.
• LONG REST, WITH FOOD AND DRINK, REDUCED EXHAUSTION LEVEL BY 1.
CONDITIONS
BLINDED:
• A BLINDED CHARACTER CAN’T SEE AND AUTOMATICALLY FAILS ANY ABILITY
CHECKS THAT REQUIRES SIGHT.
• ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE, AND THE CREATURE’S
ATTACK ROLLS HAVE DISADVANTAGE.
CHARMED:
• A CHARMED CREATURE CAN’T ATTACK THE CHARMER OR TARGET THE CHARMER WITH
HARMFUL ABILITIES OR MAGICAL EFFECTS.
• THE CHARMER HAS ADVANTAGE ON ANY ABILITY CHECK TO INTERACT SOCIALLY
WITH THE CREATURE.
DEAFENED:
• A DEAFENED CREATURE CAN’T HEAR AND AUTOMATICALLY FAILS ANY ABILITY
CHECK THAT REQUIRES HEARING.
FRIGHTENED:
• A FRIGHTENED CREATURE HAS DISADVANTAGE ON ABILITY CHECKS AND ATTACK
ROLLS WHILE THE SOURCE OF ITS FEAR IS WITHIN LINE OF SIGHT.
• THE CREATURE CAN’T WILLINGLY MOVE CLOSER TO THE SOURCE OF ITS FEAR.
GRAPPLED:
• A GRAPLED CREATURE’S SPEED BECOMES 0, AND IT CAN’T BENEFIT FROM ANY
BONUS TO ITS SPEED.
• THE CONDITION ENDS IF THE GRAPPLER IS INCOMPACITATED.
• THE CONDITION ALSO ENDS IF AN EFFECT REMOVES THE GRAPPLED CREATURE FROM
THE REACH OF THE GRAPPLER OR GRAPPLING EFFECTS, SUCH AS WHEN A CREATURE
IS HURLED AWAY BY A THUNDERWAVE SPELL.
INCAPACITATED:
• AN INCOMPACITATED CREATURE CAN’T TAKE ACTIONS OR REACTIONS.
INVISIBLE:
• AN INVISIBLE CREATURE IS IMPOSSIBLE TO SEE WITHOUT THE AID OF MAGIC OR
A SPECIAL SENSE. FOR THE PURPOSE OF HIDING, THE CREATURE IS HEAVILY
OBSCURED. THE CREATURE’S LOCATION CAN BE DETECTED BY ANY NOISE IT
MAKES OR ANY TRACKS IT LEAVES.
• ATTACK ROLLS AGAINST THE CREATURE HAVE DISADVANTAGE, AND THE CREATURE’S
ATTACK ROLLS HAVE ADVANTAGE.
PARALYZED:
• A PARALYZED CREATURE IS INCAPACITATED AND CAN’T MOVE OR SPEAK.
• THE CREATURE AUTOMATICALLY FAILS STRENGTH AND DEXTERETY SAVING THROWS.
• ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE.
• ANY ATTACK THAT HITS THE CREATURE IS A CRITICAL HIT IF THE ATTACKER IS
WITHIN 5 FEET OF THE CREATURE.
PETRIFIED:
• A PETRIFIED CREATURE IS TRANSFORMED, ALONG WITH ANY NONMAGICAL OBJECT
IT IS WEARING OR CARRYING, INTO A SOLID INANIMATE SUBSTANCE. ITS WEIGHT
INCREASES BY A FACTOR OF 10 AND IT CEASES AGING.
• THE CREATURE IS INCAPACITATED, CAN’T MOVE OR SPEAK, AND IS UNAWARE OF
ITS SURROUNDINGS.
• ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE.
• THE CREATURE AUTOMATICALLY FAILS STRENGTH AND DEXTEREITY SAVING THROWS.
• THE CREATURE HAS RESSISTANCE TO ALL DAMAGE.
• THE CREATURE IS IMMUNE TO POISON AND DISEASE, ALTHOUGH A POISON OR
DISEASE ALREADY IN ITS SYSTEM IS SUSPENDED, NOT NEUTRALIZED.
POISONED:
• A POISONED CREATURE HAS DISADVANTAGE ON ATTACK ROLLS AND ABILITY
CHECKS.
PRONE:
• A PRONE CREATURE’S ONLY MOVEMENT OPTION IS TO CRAWL, UNLESS IT STANDS
UP AND THEREBY ENDS ITS CONDITION.
• THE CREATURE HAS DISADVANTAGE ON ATTACK ROLLS.
• ATTACK ROLLS GAINST THE CREATURE HAVE ADVANTAGE IF THE ATTACKER IS
WITHIN 5 FEET OF THE CREATURE. OTHERWISE, THE ATTACK ROLL HAS
DISADVANTAGE.
RESTRAINED:
• A RESTRAINED CREATURE’S SPEED BECOMES 0, AND IT CAN’T BENEFIT FROM ANY
BONUS TO ITS SPEED.
• ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE, AND THE CREATURES
ATTACK ROLLS HAVE DISADVANTAGE.
• THE CREATURE HAS DISADVANTAGE ON DEXTERITY SAVING THROWS.
STUNNED:
• A STUNNED CREATURE IN INCAPACITATED, CAN’T MOVE, AND CAN SPEAK ONLY
FALTERINGLY.
• THE CREATURE AUTOMATICALLY FAILS STRENGHT AND DEXTERITY SAVING THROWS.
• ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE.
UNCONSCIOUS:
• AN UNCONSCIOUS CREATURE IS INCAPACITATED, CAN’T MOVE OR SPEAK, AND IS
UNAWARE OF ITS SURROUNDINGS.
• THE CREATURE DROPS WHATEVER IT’S HOLING AND FALLS PRONE.
• THE CREATURE AUTOMATICALLY FAILS ITS STRENGTH AND DEXTERITY SAVING
THROWS.
• ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE.
• ANY ATTACK THAT HITS THE CREATURE IS A CRITICAL HIT IF THE ATTACKER IS
WITHIN 5 FEET OF THE CREATURE.
VISION & LIGHT
BRIGHT LIGHT: LETS MOST CREATURES SEE NORMALLY. EVEN GLOOMY DAYS PROVIDE
BRIGHT LIGHT.
DIM LIGHT: ALSO CALLED SHADOWS, CREATES A LIGHTLY OBSCURED AREA. AN AREA
OF DIM LIGHT IS USUALLY A BOUNDRY BETWEEN A SOURCE OF
ILLUMINATION AND THE SURROUNDING DARKNESS. THE SOFT LIGHT OF
TWILIGHT AND DAWN ALSO COUNTS AS DIM LIGHT. A PARTICULARLY BRIGHT
FULL MOON MIGHT BATHE THE AREA IN DIM LIGHT.
FUMBLE TABLE
(Only on Natural 1)
NOTES:
• IT TAKES ONE HALF OF MOVEMENT SPEED TO GET UP.
• IT TAKES ONE HALF OF MOVEMENT SPEED TO BEND DOWN AND PICK UP A WEAPON.
• TO MOVE WHILE PRONE, YOU MUST CRAWL. CRAWLING COSTS 1 ADDITIONAL FOOT
OF MOVEMENT FOR EVERY FOOT CRAWLED.
• PRONE CHARACTERS HAVE DISADVANTAGE ON ATTACK ROLLS.
• AN ATTACK ROLL AGAINST A PRONE CREATURE HAS ADVANTAGE IF THE ATTACKER
IS WITHIN 5 FEET OF THE CREATURE. OTHERWISE, THE ATTACK ROLL HAS
DISADVANTAGE.
CARRYING CASH WORKSHEET
HOW IS MONEY BEING CARRIED (PURSE, POUCH, MONEYBELT, LARGE SACK, ETC.)?
IT IS FOOL-HARDY TO CARRY ALL COINS IN THE SAME PLACE.
COPPER COMMONS:
SILVER NOBLES:
ELECTRUM LUCKIES:
GOLD ORBS:
PLATINUM PLATES: