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ase a} be ) SCREEN RIENNIGARINAT ED CONE Artack You mate a melee or ranged weapon attack Cast a SPELL You cast a cantrip or a spell of Ist level or higher See the spel’s casting time Das You gain extra movement equal to your speed (plus any modifiers) forthe current turn. Disencace Your movement doesn't provoke opportunity attack forthe rest ofthe turn, Dovce Until the start of your next turn, any attack rll made against you has disadvantage fyou can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit ifyou are incapacitated or if your speed drops to 0. Hew ‘You help one creature with 2 task, giving that creature advantage on the next ability checkit makes for that task. Or you distract one creature Within 5 feet of you, and the next attack rll that anally of yours makes against that creature has advantage. Whichever option you choose, the advantage foes away once used or when your next turn starts, Hive You make a Dexterity (Stealth) checkin an attempt to became hidden—unseen and unhestd Reavy ‘You wait for a particular circumstance before you ‘act, which lets you act using your reaction before the start of your next turn. You must decide in advance (a) what perceivable circumstance will trigger your reaction and (b) the action you will take in response to that trigger. you ready a spell, it must have a casting time of 1 action, and you must concentrate onit until you release it Search You make a Wisdom (Perception) check or an Intelligence (Investigation) check to ind something. Use a Macic trem You use a magic item that requires your action for itsuse Use an Onjecr You use an abject, other than a magic item, that requires your action for its use. Use A Speciat AsiLity You use a class feature or other special ability that requires your action forts use. Lone Jump Move 10+ feet and jump a numberof feet up to your Strength score, When you make a standing long jump, you can leap only half that distance, Hich Jum i Move 10+ fst andjomp a nuribe feet equal t 3 your Strength modifier. When you make a standing high jum, you can jum only hal that stance SUFFOCATING You can hold your breath for 3 number of minutes equal to 1 = your Constitution modifier (minimum of 30 seconds) Ifyou run out of breath or you'e choking, you can survive for a number of rounds equal to your Constitution modifier (rinimum of 1 round). At the stat of your next turn, you drop 1to0 hit points and are dying, and you cant regain hit points or be stabilized until you can breathe again CONCENTRATION Ia spell must be maintained with concentration, its description specifies how long you can concentrate oni You can end concentration at any time (no action required). The following factors can break your concentration You cast another spell that requires concentration, You take damage. Succeed on a Constitution saving throw to ‘maintain your concentration, with a DC equal o 10 or half the damage you take, whichever number i higher You're incapacitated or killed. You're overwhelmed by an enormous distraction, such as ‘wave crashing into you. Sueceed on a DC 10 Constitution saving throw to maintain your concentration. MIR) Move up to your speed. Communicate with speech, gestures, or both. Interact with one objector feature ofthe environment 2s you move or take your action. To interact with 2 second object, take the Use an Object action. BLINDED + A blinded creature can’t see and automatically Fails any ability check 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 withthe 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 ofits fear is within line of sight. The creature cant willingly mave closer tothe source of ts fear. Grappien “+ Agrappled creature's speed becomes 0, and itcan't benefit from any bonus to its speed The condition ends ifthe rappler is incapactated (eee the condition) + The condition alo ends ifan efect removes the grappled creature fram the reach of the grappler or granpling effect, such a5 when a creature is hucled away by the thunderwave spell IncaPacitAaTED. + An incapacitated creature can't take actions ene Invisiece + 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 ay noise it makes or any tracks it leaves. Attack rolls against the creature have = disadvantage, and the creature’ attack alls have advantage Paratyzeo. + Aparalyzed creature is incapacitated (Gee the condition} and can’t move or speak “The creature automatically fails Strength and Dexterity saving throws. + Attack lls against the creature have advantage. Any attack that hits the creature isa critical hit ifthe ettacker is within 5 feet of the creature. PerRiFieD + A petrified creature is transformed, along with any rronmagical abject it is wearing or carrying, into a sold inanimate substance (usualy stone). Its weight increases bya factor often, and it ceaces aging The creature is incapacitated (see the condition), can't move or speak, and is unaware ofits surroundings ‘tack rlls against the creature have advantage. The creature autornatically ails Strength and Dexterity saving throws, The creature has resistance to all damage. + The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralize. Poisoneo, + poisoned creature has disadvantage on attack rolls and ability checks PRONE + A prone creature's only movement option is to raw, unless itstands up and thereby ends the condition, + The creature has disadvantage on attack ols + Anattack cll against the creature has advantage ifthe & attacker is within 5 fet ofthe creature. Otherwise the attack rol has disadvantage. Resteaineo + 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 creature's attack rolls have disadvantage. + The creature has disadvantage on Dexterity saving throws STUNNED + Astunned creature is incapacitated (see the condition), can't move, and can speak only falteringly + The creature automaticaly fails Strength and Dexterity saving throws. + Attack rolls agains the creature have advantage Unconscious + An unconscious creature is incapacitated (see the condition) can't move or speak, and is unaware of its surroundings. + The creature drops whatever it's holding and falls prone. + The creature automaticaly fails Strength and Dexterity saving throws + Attack rolls against the creature have advantage + oy atack that hits the creature isa critical hit ifthe attacker i within 5 feet ofthe creature, EXHAUSTION Level Effect | 1 Disadvantage on ability checks 2 Speed halved 3. Disadvantage on attack ols and saving throws 4 Hit point maximum halved 5 Speed reduced 100 6 Death SETTING A DC Difficulty Very easy Easy Moderate Hard Very hard Nearly impossible oc 5 10 5 20 35 30 Trackinc DCs Ground Surface Soft surface such as snow Dirtor grass Bare stone Each day since the creature passed (Creature left a tall such as blood DAMAGE By LEVEL AND SeveRITY Level 1 5-10 nas 7-20 Setback 1610 2610 4ai0 y0a10 Osject Hit Points Size ‘Tiny (bottle, Tock) Small (chest, lute) ‘Medium (barrel, chandelier) Large (car, 10:Ft-by-10-A window) Osject Armor Class Substance loth, paper, rope Crystal, glass ce Wood, bone Stone ac u 3 6 W Dangerous 2410 440 10410 18d10 Fragile 2 (168) 3 (166) 4 (148) 5 (110) Substance leon, steel ‘thea! ‘Adarmantine SKILLS AND ASSOCIATED ABILITIES ski ‘Acrobatics ‘Animal Handling ‘ica Athletics Deception History Insight Intimidation Investigation Ability Dexterity Wisdom Inteligence Strength Charisma Intelligence Wisdom Charisma Intelligence Deadly 4d10 od10 wsat0 24d10 Resilient Sada) 10 (346) 18 (4d) 27 (5410) ac ® 2 Medicine Nature Perception Performance Persuasion Religion Sleight of Hand Stealth Survival bs Ability Wisdom Inteligence Wisdom Charisma Charisma Inteligence Dexterity Dexterty Wisdom ‘TRAVEL PACE Distance Traveled per Pace Minute Hour Day fect Fast 400 feet 4 miles 30 miles -5 penalty to passive ‘Wisdom (Perception) scores Normal 300 feet 3miles 24miles — Slow 200feet 2miles 18-miles Able touse stealth Services Service Pay Coach cab Between towns 3p per mile Within a city Vee Hireling Skiled 2ep per day Untrained 2p per day Messenger 2ep permile Road or gate toll Yep Ship's passage 1Vspper mile OsscureD Areas Obscureness Effect Examples Lightly ‘Creatures have disadvantage Dim light, patchy fog, obscured on Wisdom (Perception) moderate foliage checks that rely on sight. Heavily Vision is blocked; creatures Darkness, opaque obscured —_ate effectively blinded fog, dense foliage ENCOUNTER DISTANCE Terrain Arctic, desert, farmland, or grassland Forest, swamp, or woodland Hills or wastelands Jungle Mountains Audible Distance “eying to be quiet ‘Normal noise level Very loud Visibility Outdoors Clear day, no obstructions. Rain Foe From a height Encounter Distance 46 x 10 feet 248 x 10 feet 2410 x 10 feet 246 x 10 feet 4410 10 feet 246 «5 feet 26 x 10 feet 246 50 feet 2mniles 1 mile 100 to 300 feet «20 Cover Cover effec Half cover +2 bonus to ACand Dexterity Three-quarters Total cover Licht Source ‘Candle Lamp Lantern, bullseye Lantern, hooded Lowered hood Torch Snes creas the opposite side of the cover ‘5 bonus to AC and Desert saving throws Aegina tacks and effects that originate on ietpsaa Sart cover ‘Can't be targeted directly by an attack ora spell right Light Dim Light Duration sh. 45 hour asf 430%. Ghours GOfcone 460. hours 30 ft +30ft. — Ghours = st = 20 ft 420%. Thour Foon, Drink, AND LODGING tem Ale Gallon soa Banquet (per person) Breadloaf Cheese, hunk In toy (per dey) Squad Poor Comfortable Wealthy Aristoctatic ‘Meat, chunk Wine ‘Common (pitcher) Fine bot) EF twee

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