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COMMON NOTES AND RULES

MONEY: BASIC MONETARY UNIT IS THE GOLD PIECE.

UNIT NAME UNIT WORTH REAL WORLD EQUIVALENT


COPPER COMMON 1/100 $0.10
SILVER NOBLE 1/10 $1.00
ELECTRUM LUCKIE 1/2 $5.00
GOLD ORB 1 $10.00
PLATINUM PLATE 10 $100.00

GEM COINS: GEM APPRAISAL IS NOT A COMMON ABILITY FOR MANY


PEOPLE. SOMEONE (PROBABLY A DWARF) EVENTUALLY CAME UP WITH THE
IDEA OF PLACING A GEM IN A COIN TO SHOW THE VALUE OF THE GEM.
THIS VALUE IS ALWAYS ONE HUNDRED TIMES THE FACE VALUE OF THE
COIN.

UNIT NAME UNIT WORTH REAL WORLD EQUIVALENT


SILVER GEM COIN 10 $100.00
ELECTRUM GEM COIN 50 $500.00
GOLD GEM COIN 100 $1,000.00
PLATINUM GEM COIN 1,000 $10,000.00

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.

CARRYING CAPACITY: STRENGTH X 15 POUNDS.


PUSH, DRAG, OR LIFT: STRENGTH X 30 POUNDS. PUSHING OR DRAGGING
WEIGHT IN EXCESS OF YOUR CARRYING CAPACITY DROPS YOUR MOVEMENT
SPEED TO 5.

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.

TIME: DAY = 24 HOURS


LONG REST = 8 HOURS
SHORT REST = 1 HOUR
ROUND = 6 SECONDS

RESTING: SHORT REST: AT LEAST 1 HOUR OF DOWNTIME IN WHICH THE CHARACTER


DOES NOTHING MORE STRENUOUS THAN EATING, DRINKING, READING, AND
TENDING TO WOUNDS. A CHARACTER CAN SPEND ONE OR MORE HIT DICE AT
THE END OF A SHORT REST, UP TO THE CHARACTER'S LEVEL. FOR EACH
HIT DICE SPENT IN THIS WAY, THE CHARACTER ROLLS THE DIE AND ADDS
THIER CONSTITUTION MODIFIER TO IT. THE CHARACTER REGAINS HIT
POINTS UP TO THE TOTAL. THE PLAYER CAN DECIDE TO SPEND AN
ADDITIONAL HIT DIE AFTER EACH ROLL. A CHARACTER REGAINS SOME
SPENT HIT DICE UPON FINISHING A LONG REST.

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.

DISTANCE TRAVELED PER...


PACE MINUTE HOUR DAY* EFFECT
FAST 400 FEET 4 MILES 30 MILES-5 PENALTY TO PASSIVE WISDOM
(PERCEPTION) SCORES.
NORMAL 300 FEET 3 MILES 24 MILES —
SLOW 200 FEET 2 MILES 18 MILES ABLE TO USE STEALTH
*ASSUMES STANDARD 8-HOUR DAY. CHARACTERS CAN PUSH FURTHER AT RISK OF
EXHAUSTION. FOR EACH ADDITIONAL HOUR BEYOND 8, EACH CHARACTER MUST MAKE
A CONSTITUTION SAVING THROW AT THE END OF THE HOUR. THE DC IS 10+1 FOR
EACH HOUR PAST 8 HOURS. ON A FAILED SAVE, THE CHARACTER SUFFERS FROM
ONE LEVEL OF EXHAUSTION.

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.

CLIMBING, SWIMMING, OR CRAWLING:


EACH FOOT OF MOVEMENT COSTS 1 EXTRA FOOT (2 IN DIFFICULT
TERRAIN), UNLESS THE CREATURE HAS A LISTED CLIMBING OR SWIMMING
SPEED. CLIMBING A SLIPPERY VERTICAL SURFACE OR ONE WITH FEW
HANDHOLDS, REQUIRES A SUCCESFUL STRENGTH (ATHLETICS) CHECK.
SIMILARLY, GAINING ANY DISTANCE IN ROUGH WATER REQUIRES A
SUCCESFUL STRENGTH (ATHLETICS) CHECK.

JUMPING: YOUR STRENGTH DETERMINES HOW FAR YOU CAN JUMP.

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.

TWO WEAPON FIGHTING


• BONUS ACTION
• REQUIRES LIGHT MELEE WEAPON IN EACH HAND TO USE
• NO PLUS MODIFIERS FOR ABILITY (DEXTERITY, STRENGTH) IS ALLOWED ON
2ND WEAPON.
• SECOND WEAPON MAY BE THROWN IF WEAPON ALLOWS.

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

LIGHTLY OBSCURED VISION: INCLUDES AREAS OF DIM LIGHT, PATCHY FOG, OR


MODERATE FOLIAGE. CREATURES HAVE DISADVANTAGE ON WISDOM
(PERCEPTION) CHECKS THAT RELY ON SIGHT.

HEAVILY OBSCURED: INCLUDES DARKNESS, OPAQUE FOG, OR DENSE FOLIAGE. BLOCKS


VISION ENTIRELY. CREATURES ARE EFFECTIVELY BLIND, SUFFERING
AUTOMATIC FAILURE ON ALL ABILITY CHECKS THAT REQUIRE SIGHT.
ATTACK ROLLS AGAINST A BLINDED CREATURE HAVE ADVANTAGE AND THE
CREATURE'S ATTACK ROLLS SUFFER DISADVANTAGE.

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.

DARKNESS: CREATES A HEAVILY OBSCURED AREA. CHARACTERS FACE DARKNESS


OUTDOORS (EVEN ON MOST MOONLIT NIGHTS), WITHIN THE CONFINES OF AN
UNLIT DUNGEON, VAULT, OR MAGICAL DARKNESS.

COMMON LIGHT SOURCES


TYPE BRIGHT LIGHT DIM LIGHT DURATION
CANDLE 5-FOOT RADIUS ADDITIONAL 5 FEET 1 HOUR

LAMP 15-FOOT RADIUS ADITIONAL 30 FEET 6 HOURS PER


OIL FLASK
LANTERN, BULLSEYE 60-FOOT CONE ADDITIONAL 60 FEET 6 HOURS PER
OIL FLASK
LANTERN, HOODED 30-FOOT RADIUS ADDITIONAL 30 FEET 6 HOURS PER
OIL FLASK
TORCH 20-FOOT RADIUS ADDITIONAL 20 FEET 1 HOUR

DARKVISION: CREATURES WITH DARKVISION CAN SEE IN DIM LIGHT AS IF IT WERE


BRIGHTLY LIT, AND IN DARKNESS AS IF IT WERE DIMLY LIT, UP TO
THEIR DARKVISION'S RANGE. THEY CANNOT DISCERN COLOR IN DARK
CONDITIONS, BUT ONLY SHADES OF GREY.
CRITICAL HIT TABLE
(only on Natural 20)

01-05 MAX DAMAGE NOTES


06-09 “ “ X 2
10-14 “ “ + *1. *1 ATTEMPT ANOTHER HIT
15-18 “ “ + *2. WITH SAME WEAPON
19-40 DOUBLE DAMAGE
41-47 “ “ + *1. *2 OPPONET MUST ROLL
48-53 “ “ + *2. ON FUMBLE TABLE.
54-59 “ “ MAX DAMAGE
60-64 TRIPLE DAMAGE
65-68 “ “ + *1.
69-72 “ “ + *2.
73-76 “ “ MAX DAMAGE
77-79 QUADRUPLE DAMAGE
80-81 “ “ + *1
82-83 “ “ + *2
84-85 “ “ MAX DAMAGE
86-89 REDUCES OPPONENT'S AC BY 1 UNIL ARMOR HEALED/REPAIRED
90-94 BLOOD OR DEBRIS BLINDS OPPONENT FOR 1D6 MELEE (IF APP.)
95-96 SEVER AN APPENDAGE (IF APP.). MAX DAMAGE + 1D20 PER MELEE.
97-99 OPPONENT STUNNED FOR 1D6 MELEE.
00 INSTANT DEATH (IF APP.).

FUMBLE TABLE
(Only on Natural 1)

01-09 DROP WEAPON AT FEET.


10-17 “ “ 10’ AWAY.
18-23 “ “ 20’ “ .
24-27 “ “ 30’ “ .
28-37 YOU FALL DOWN (PRONE).
38-45 “ “ “ AND DROP WEAPON AT FEET.
46-51 “ “ “ “ “ “ 10’ AWAY.
52-55 “ “ “ “ “ “ 20’ “ .
56-57 “ “ “ “ “ “ 30’ “ .
58-62 STUMBLE, LOSE INITIATIVE NEXT TURN.
63-68 STUMBLE, ALL ROLLS NEXT MELEE HAVE DISADVANTAGE
69-73 STUMBLE, OPPONENT ATTEMPT ANOTHER HIT THIS MELEE.
74-78 STUMBLE, YOU HIT YOURSELF FOR REGULAR DAMAGE.
79-84 STUMBLE, OPPONENT GETS AUTOMATIC HIT ON NEXT ATTACK.
ROLL 1D20 TO SEE IF IT IS A CRITICAL HIT.
85-88 STUMBLE, OPPONENT GETS AUTOMATIC ON ALL ATTACKS NEXT MELEE.
ROLL 1D20 TO SEE IF THEY ARE CRIT. HITS.
89-93 STUMBLE, LOSE NEXT ATTACK.
94-96 STUMBLE, LOSE REMAINING ATTACKS THIS AND NEXT MELEE.
97-98 STUMBLE, OPPONENT IMMEDIATELY HITS YOU ON CRIT. HIT TABLE.
99 YOUR WEAPON BREAKS. IF NOT APPLICABLE, TREAT THIS ROLL AS A 98.
00 AUTOMATIC HIT ON CLOSEST ALLY WITHIN 10’ OF YOU.
ROLL 1D20 TO SEE IF IT IS A CRITICAL HIT. IF THIS IS NOT
APPLICABLE, TREAT THIS ROLL AS A 99.

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:

SILVER GEM COINS:

ELECTRUM GEM COINS:

GOLD GEM COINS:

PLATINUM GEM COINS:

GEMS, JEWELERY, OTHER SMALL VALUABLES:

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