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Exploration Light and Vision Exhaustion

Pace Min Hr Day Light Level   Description Level Effect


Fast 400 ft 4 mi 30 mi Lightly Dim light, patchy fog or foliage. 1 Disadvantage on ability checks
Normal 300 ft 3 mi 24 mi obscured Disadvantage on sight based Perception 2 Speed halved
checks.
Slow 200 ft 2 mi 18 mi 3 Disadvantage on attack rolls and saving throws
Heavily Darkness, opaque fog, or dense foliage –
obscured blocks vision entirely. 4 Hit point maximum halved
Fast Pace: -5 to Passive Perception. Blinded condition.
Forced march: Make a CON save DC10 each hour 5 Speed reduced to 0
(DC+1 for each hr beyond 8 hrs): 1 level of exhaustion Bright light Daylight, torches, lanterns, fires, and 6 Death
for a failure. other sources of illumination.
Navigate: Try to prevent group from becoming lost. Dim light Shadows, twilight/dawn, moonlight, An effect that removes exhaustion reduces its level as
Wisdom (Survival) check when DM calls for it. edge of torchlight. specified in the effect’s description, with all exhaustion
Draw a map: Record group’s progress, helps characters Darkness Unlit dungeon/underground, moonless effects ending if a creature’s exhaustion level is reduced
get back on course if lost. No ability check required. night, magical darkness below 1.
Track: Follow tracks of another creature. Wisdom Blindsight Perceive surroundings without relying on Finishing a long rest reduces a creature’s exhaustion
(Survival) check when DM calls for it. sight. level by 1, provided that the creature has also ingested
Forage: Look for ready sources of food and water. food and drink.
Wisdom (Survival) check when DM calls for it. Darkvision See in darkness as if the darkness were
dim light, cannot see colors.
Long jump: Jump up to STR in feet (halved from Food
standing start). Light Source Bright Dim Time One pound of food per day, or make food last longer by
High jump: Leap 3 +STR upwards. (halved from subsisting on half rations. Half pound of food a day
standing start). Arms reach half the creature’s height. Candle 5' R +5' R 1hr counts as half day "without food". Normal day eating
Lamp 15' R +30' R 6hr resets count to zero.
Climbing, swimming, crawling and difficult terrain
add 1 foot of movement per foot of movement. Lantern, Bullseye 60' cone +60' cone 6hr A character can go without food for 3 +CON days
Lantern, Hooded 30' R +30' R 6hr (minimum 1). At the end of each day beyond that limit, a
Special Movement Rules Torch 20' R +20' R 1hr
character suffers one level of exhaustion.
Flying: If knocked prone, speed reduced to 0, or
otherwise deprived of ability to move, creature falls, Continual Flame 20' R +20' R Water
unless able to hover or held aloft by magic (e.g. Fly Dancing Lights 10' R 1min One gallon of water per day, or two if the weather is hot.
spell). A character who drinks half must succeed on a DC15
Falling: 1d6 bludgeoning damage for every 10 feet fallen
Faerie Fire 10' R 1min Con saving throw or suffer one level of exhaustion at end
(max 20d6), lands prone, unless it avoids taking Flame Blade 10' R +10' R 10min of day. Less water automatically fails.
damage from the fall. Flaming Sphere 20' R +20' R 1min If the character already has one or more levels of
Suffocation: Creature can hold breath for no. of mins Holy Aura 5' R 1min exhaustion, the character takes two levels in either case.
equal to 1 + CON (min 30secs). When creature runs
out of breath, it survives for no. of rounds equal to Light 20' R +20' R 1hr Resting
CON (min 1 round). At start of its next turn, it drops to Moonbeam 5' R cyl 1min Short Rest: 1 hour, spend one or more hit-die; recover
0 hit points and is dying. Prismatic Wall 100' +100' 10min hit-die roll + CON modifier HP.
Carrying: Strength score x15 in lbs. Double for each Long Rest: 8 hours (max. 2 hours on watch); recover all
size category above Medium. Lift \ Push \ Drag
Wall of Fire 60' +60' 1min HP, regain a total of half your max hit-die.
double. Must have at least 1 hit point at the start of the rest to
gain these benefits. Once per 24 hours.
Combat Combat Actions  
1. Determine surprise. Attack Help
2. Establish positions. Make one melee or ranged attack. The targeted creature gains Advantage on the next ability
3. Roll initiative. d20 + DEX (Dexterity ability check) 1. Choose a target. Pick a target within your attack’s check it makes to perform the task, provided that it
4. Each round, take turns in Initiative order. range: a creature, an object, or a location. makes the check before the start of your next turn.
On your turn, you can move a distance up to your speed 2. Determine modifiers. The DM determines whether Alternatively, aid a friendly creature in attacking a
and take one action. You can also interact with one object the target has cover and whether you have advantage creature within 5 feet. If the ally attacks the target before
or feature of the environment for free, during either your or disadvantage against the target. Spells, special your next turn, the first attack roll is made with
move or your action. abilities, and other effects can apply penalties or Advantage.
bonuses to your attack roll. Hide
Surprise 3. Resolve the attack. If the d20 roll for an attack is a Make a Dexterity (Stealth) check in an attempt to hide.
Compare Dexterity (Stealth) checks of anyone hiding 20, the attack is a hit and is a critical hit. If the d20
with the passive Wisdom (Perception) score of each roll for an attack is a 1, it is a miss. Search
creature on the opposing side. Any character or monster Devote your attention to finding something. Depending
that doesn’t notice a threat is surprised at the start of the Critical Hit: Roll the attack’s damage dice twice, then on the nature of your search, the DM might have you
encounter. add modifiers as normal. make a Wisdom (Perception) check or an Intelligence
A surprised creature may not move, take an action or use Attacking Underwater. Melee has disadvantage unless (Investigation) check.
a reaction until that turn ends. creature has swim speed or is using dagger, javelin,
shortsword, spear, or trident. Use an Object
Cover Ranged has disadvantage unless using crossbow, a net, Interact with an object.
Half cover: +2 AC and Dexterity saves. or javelin-like. Auto miss beyond weapon's normal range.
Three-quarters cover: +5 AC and Dexterity saves. Fully immersed creatures have resistance to fire damage.
Total cover: can’t be targeted directly by an attack or a Ready
spell. Area-of-effect spells may still have effect. Opportunity Attacks: Use a reaction to make a melee Act later in the round using your reaction. Decide what
attack against a creature that moves out of reach. The perceivable circumstance will trigger the reaction. Then,
Resistance / Vulnerability attack interrupts the provoking creature’s movement, choose the action taken in response, or choose to move
Damage resistance: Damage of that type is halved. right before the creature leaves your reach. Forced up to your speed in response to it. When the trigger
Damage vulnerability: Damage of that type is doubled. movement and teleportation do not trigger an occurs, you can either take your reaction right after the
opportunity attack. trigger finishes or ignore the trigger. If a spell is readied
Two-Weapon Fighting it is cast as normal and release with a reaction when the
If attacking with a light melee weapon that one hand, use Cast a Spell trigger occurs. To be readied, a spell must have a casting
a bonus action to attack with a different light melee Each spell has a casting time, which specifies whether time of 1 action, and holding onto the spell’s magic
weapon that in the other hand (can be thrown). Ability the caster must use an action, a reaction, minutes, or requires concentration (explained in chapter 10). If your
modifiers are not added to the damage of the bonus even hours to cast the spell. concentration is broken, the spell dissipates without
attack, unless that modifier is negative. taking effect.
Dash
Ranged Attacks in Close Combat Double your speed after applying any modifiers. Grappling and Shoving
A creature making a ranged attack has disadvantage on Use an Attack action to grapple or shove. The target
the attack roll if it is within 5 feet of a hostile creature Disengage
must be no more than one size larger than you, and it
who can see it and who isn’t incapacitated. Movement does not provoke opportunity attacks for the
rest of the turn. must be within your reach. You make a Strength
Attacks Against Prone Creatures (Athletics) check contested by the target’s Strength
Attackers within 5 feet have advantage on attacks against Dodge (Athletics) or Dexterity (Acrobatics) check.
prone creatures. Outside of 5 feet, attacks have Until the start of your next turn, any attack roll made A successful shove pushes the target 5 feet away from
disadvantage. against you has Disadvantage if you can see the attacker, you. A successful grapple subjects the target to the
and Dexterity saving throws have Advantage. This ends if grappled condition, and they can be dragged around by
you are incapacitated (see Conditions) or if your speed you, but your movement speed is halved.
drops to 0.
Conditions and States   Death and Resurrection
Blinded Petrified Instant Death: When damage reduces you to 0 hit
A blinded creature can’t see and automatically fails any A petrified creature is transformed, along with any points and there is damage remaining, you die if the
ability check that requires sight. Attack rolls against the nonmagical object it is wearing or carrying, into a solid remaining damage equals or exceeds your hit point
creature have advantage, and the creature’s attack rolls inanimate substance (usually stone). Its weight increases maximum.
have disadvantage. by a factor of ten, and it ceases aging. The creature is Falling Unconscious: If damage reduces you to 0 hit
incapacitated, can’t move or speak, and is unaware of its points and fails to kill you, you fall unconscious (see
Charmed surroundings. Attack rolls against the creature have Conditions). This ends if you regain any hit points.
A charmed creature can’t attack the charmer or target advantage. The creature automatically fails Strength and
the charmer with harmful abilities or magical effects. Dexterity saving throws. The creature has resistance to Death Saving Throws
The charmer has advantage on any ability check to all damage. The creature is immune to poison and Whenever you start your turn with 0 hit points, roll a d20.
interact socially with the creature. disease, although a poison or disease already in its If the roll is 10 or higher, you succeed. Otherwise, you
system is suspended, not neutralized. fail. A success or failure has no effect by itself. On your
Deafened third success, you become stable. On your third failure,
A deafened creature can’t hear and automatically fails Poisoned you die. The number of both is reset to zero when you
any ability check that requires hearing. A poisoned creature has disadvantage on attack rolls and regain any hit points or become stable.
Frightened
ability checks. Rolling 1 or 20: When you make a death saving throw
A frightened creature has disadvantage on ability checks Prone and roll a 1 on the d20, it counts as two failures. If you
and attack rolls while the source of its fear is within line A prone creature’s only movement option is to crawl (see roll a 20 on the d20, you regain 1 hit point and become
of sight. The creature can’t willingly move closer to the Movement), unless it stands up and thereby ends the conscious.
source of its fear. condition. The creature has disadvantage on attack rolls. Damage at Zero Hit Points
Grappled
An attack roll against the creature has advantage if the If you take any damage while you have 0 hit points, you
A grappled creature’s speed becomes 0, and it can’t attacker is within 5 feet of the creature. Otherwise, the suffer a death saving throw failure. If the damage is from
benefit from any bonus to its speed. The condition ends if attack roll has disadvantage. Standing from prone costs a critical hit, you suffer two failures instead. If the
the grappler is incapacitated. The condition also ends if half movement. damage equals or exceeds your hit point maximum, you
an effect removes the grappled creature from the reach Restrained suffer instant death.
of the grappler or grappling effect. A restrained creature’s speed becomes 0, and it can’t
Incapacitated benefit from any bonus to its speed. Attack rolls against Resurrection Spells
An incapacitated creature can’t take actions or reactions. the creature have advantage, and the creature’s attack Animate Dead. Lv 3, 1 min, 10ft., VSM
rolls have disadvantage. The creature has disadvantage Corpse or bones become zombie or skeleton for 24hrs.
Invisible on Dexterity saving throws. Revivify. Lv 3, 1 action, touch, VSM
An invisible creature is impossible to see without the aid If creature died within the last min., regains 1 hit
of magic or a special sense. For the purpose of hiding, Stunned point.
the creature is heavily obscured. The creature’s location A stunned creature is incapacitated, can’t move, and can Raise Dead. Lv 5, 1 hr, touch, 500gp diamond
can be detected by any noise it makes or any tracks it speak only falteringly. The creature automatically fails If creature died within 10 days, regains 1 hit point. -4
leaves. Attack rolls against the creature have Strength and Dexterity saving throws. Attack rolls to attacks, checks saves. Drops by 1 per day.
disadvantage, and the creature’s attack rolls have against the creature have advantage. Reincarnate. Lv 5, 1 hr, touch, 1,000gp oils
advantage. If creature died within 10 days, creates new body. DM
Unconscious rolls for race.
Paralyzed
An unconscious creature is incapacitated and paralyzed. Resurrection. Lv 7, 1 hr, touch, 1,000gp diamond
A paralyzed creature is incapacitated and can’t move or The creature drops whatever it’s holding and falls prone. If creature died within 100 yrs, regains all hit points. -4
speak, and automatically fails Strength and Dexterity The creature automatically fails Strength and Dexterity to attacks, checks saves. Drops by 1 per day.
saving throws. Attacks against the creature have saving throws. Attacks against the creature have True Resurrection. Lv 9, 1 hr, touch, 25,000gp diamonds
advantage, and are a critical hit if the attacker is within 5 advantage, and is a critical hit if the attacker is within 5 If creature died within 200 yrs, regains all hit points.
feet of the creature. feet of the creature. Can create a new body.
Character Abilities Weapons Traps and Damage
Strength Dexterity Constitution Weapon Prop Dmg    Weapon Prop Dmg Danger Save DC Atk Bonus 1-4 5-10 11-16 17-20
   Athletics    Acrobatics    Concentration Simple Melee Minor 10-11 + 3-5 d6 d10 2d10 4d10
   Sleight of Hand Club L d4 B Light Hammer LT d4 B Major 12-15 + 6-8 d10 2d10 4d10 8d10
   Stealth Dagger FLT d4 P Mace d6 B Grave 16-20 + 9-12 2d10 4d10 8d10 12d10
Intelligence Wisdom Charisma Great Club 2 d8 B Quarterstaff V d6 B
Example Damage
   Arcana    Animal Handling    Deception Handaxe LT d6 S Sickle L d4 S
Light blow, rudimentary trap, burn 1d6
   History    Insight    Intimidation Javelin T d6 P Spear TV d6 P
Heavy blade, short fall, arcanic burst 1d10
   Investigtion    Medicine    Performance Simple Ranged
Magic strike, crushed, large beast attack 2d10
   Nature    Perception    Persuasion Crossbow, lt AL2 d8 P Shortbow A2 d6 P
Long hazard exposure, cave-in, explosion 4d10
   Religion    Survival   Dart FT d4 P Sling A d4 B
Lightning, long fall, eruption 5d10
Martial Melee
Skill Checks Battleaxe V d8 S Morningstar d8 P Objects
DC Task Difficulty DC Task Difficulty
Flail d8 B Pike HR2 d10 P Material AC   Material AC   Material AC
5 Very easy 20 Hard
Glaive HR2 d10 S Rapier F d8 P Cloth/Paper 11 Glass / Ice 13 Stone 17
10 Easy 25 Very hard
Greataxe H2 d12 S Scimitar FL d6 S Rope 11 Wood 15 Iron / Steel 19
15 Medium 30 Nearly impossible
Greatsword H2 2d6 S Shortsword FL d6 P Crystal 13 Bone 15 Mithril 21
Passive Checks: 10 + standard modifiers. Halberd HR2 d10 S Trident TV d6 P
Working Together: One person gets Advantage. Lance d12 P War Pick d8 P
Size Examples Weak Tough
Group Checks: Everyone attempting the same action RS
Tiny bottle, lock 1d4 2d4
rolls. If at least half the group beats the DC, the effort Longsword V d8 S Warhammer V d8 B
succeeds. Maul H2 2d6 B Whip FR d4 S
Small chest, chain 1d6 3d6
Medium barrel, chandelier 1d8 4d6
Contests: Participants make appropriate ability checks, Martial Ranged
with all appropriate bonuses and penalties. Higher check Blowgun AL 1 P Crossbow, hvy AHD2 d10 P
Large cart, window 1d10 5d10
total wins. That character or monster either succeeds at
the action or prevents the other one from succeeding. In Crossbow, hnd ALD d6 P Longbow AH2 d8 P Page References
a tie, the situation remains the same as before. Ammo Finesse Heavy Light Reach Special Thrown 2-Handed loaDing Subject Ref    Subject Ref
Tools / Kits: Ability check roll can include Proficiency Characters
bonus (if proficient with it) and a relevant skill modifier. Healing
   Multi-classing p.163    Resting p.186
Concentration: DC = ½ dmg taken (minimum DC 10). Source Heal    Source Heal
   Feats p.165    Movement p.182
Potions
   Armor p.144    Weapons p.146
   Regular 2d4 +2    Superior 8d4 +8
Combat
   Greater 4d4 +4    Supreme 10d4 +20
   Combat Actions p.192    Death & Dying p.197
Spells
   Grappling/Shoving p.195    Cover p.196
   Healing Word 1d4^ +mod    Cure Wounds 1d8^ +mod
   Spellcasting p.201    Conditions p.290
   Mass H.W. 6T 1d4^ +mod    Mass C.W. 6T 3d8^ +mod
Items and Money
   Pr. of Healing 2d8^ +mod    Heal 70^
   General Goods p.148    Expenses p.157
   Regenerate 4d8 +15    Mass Heal  600
   Treasure DMG p.133    Magic Items DMG p.135
EXPLORATION LIGHT AND VISION EXHAUSTION
PACE MIN HR DAY LIGHT LEVEL   DESCRIPTION LEVEL EFFECT
Fast 400 ft 4 mi 30 mi Lightly Dim light, patchy fog or foliage. 1 Disadvantage on ability checks
Normal 300 ft 3 mi 24 mi obscured Disadvantage on sight based Perception 2 Speed halved
checks.
Slow 200 ft 2 mi 18 mi 3 Disadvantage on attack rolls and saving throws
Heavily Darkness, opaque fog, or dense foliage –
obscured blocks vision entirely. 4 Hit point maximum halved
Fast Pace: -5 to Passive Perception. Blinded condition. 5 Speed reduced to 0
Forced march: Make a CON save DC10 each hour (DC+1 for
Bright light Daylight, torches, lanterns, fires, and other 6 Death
each hr beyond 8 hrs): 1 level of exhaustion for a failure.
sources of illumination.
Navigate: Try to prevent group from becoming lost. Wisdom
Dim light Shadows, twilight/dawn, moonlight, edge of An effect that removes exhaustion reduces its level as
(Survival) check when DM calls for it.
torchlight. specified in the effect’s description, with all exhaustion
Draw a map: Record group’s progress, helps characters get
Darkness Unlit dungeon/underground, moonless effects ending if a creature’s exhaustion level is reduced
back on course if lost. No ability check required.
night, magical darkness below 1.
Track: Follow tracks of another creature. Wisdom (Survival)
check when DM calls for it. Blindsight Perceive surroundings without relying on Finishing a long rest reduces a creature’s exhaustion level by
Forage: Look for ready sources of food and water. Wisdom sight. 1, provided that the creature has also ingested food and
(Survival) check when DM calls for it. Darkvision See in darkness as if the darkness were dim drink.
light, cannot see colors.
Long jump: Jump up to STR in feet (halved from standing FOOD
start). LIGHT SOURCE BRIGHT DIM TIME One pound of food per day, or make food last longer by
High jump: Leap 3 +STR upwards. (halved from standing Candle 5' R +5' R 1hr subsisting on half rations. Half pound of food a day counts as
start). Arms reach half the creature’s height. Lamp 15' R +30' R 6hr half day "without food". Normal day eating resets count to
zero.
Climbing, swimming, crawling and difficult terrain add 1 foot Lantern, Bullseye 60' cone +60' cone 6hr
of movement per foot of movement. Lantern, Hooded 30' R +30' R 6hr A character can go without food for 3 +CON days (minimum
1). At the end of each day beyond that limit, a character
SPECIAL MOVEMENT RULES Torch 20' R +20' R 1hr
suffers one level of exhaustion.
Flying: If knocked prone, speed reduced to 0, or otherwise Continual Flame 20' R +20' R
deprived of ability to move, creature falls, unless able to Dancing Lights 10' R 1min WATER
hover or held aloft by magic (e.g. Fly spell). One gallon of water per day, or two if the weather is hot. A
Faerie Fire 10' R 1min
Falling: 1d6 bludgeoning damage for every 10 feet fallen character who drinks half must succeed on a DC15 Con
Flame Blade 10' R +10' R 10min saving throw or suffer one level of exhaustion at end of day.
(max 20d6), lands prone, unless it avoids taking damage
from the fall. Flaming Sphere 20' R +20' R 1min Less water automatically fails.
Suffocation: Creature can hold breath for no. of mins equal to Holy Aura 5' R 1min If the character already has one or more levels of exhaustion,
1 + CON (min 30secs). When creature runs out of breath, Light 20' R +20' R 1hr the character takes two levels in either case.
it survives for no. of rounds equal to CON (min 1 round). Moonbeam 5' R cyl 1min
At start of its next turn, it drops to 0 hit points and is dying. RESTING
Prismatic Wall 100' +100' 10min Short Rest: 1 hour, spend one or more hit-die; recover hit-die
Carrying: Strength score x15 in lbs. Double for each size Wall of Fire 60' +60' 1min roll + CON modifier HP.
category above Medium. Lift \ Push \ Drag double. Long Rest: 8 hours (max. 2 hours on watch); recover all HP,
regain a total of half your max hit-die.
Must have at least 1 hit point at the start of the rest to gain
these benefits. Once per 24 hours.

LIGHT AND VISION EXHAUSTION


COMBAT COMBAT ACTIONS  
1. Determine surprise. ATTACK HELP
2. Establish positions. Make one melee or ranged attack. The targeted creature gains Advantage on the next ability
3. Roll initiative. d20 + DEX (Dexterity ability check) 1. Choose a target. Pick a target within your attack’s range: a check it makes to perform the task, provided that it makes
4. Each round, take turns in Initiative order. creature, an object, or a location. the check before the start of your next turn. Alternatively, aid
2. Determine modifiers. The DM determines whether the a friendly creature in attacking a creature within 5 feet. If the
On your turn, you can move a distance up to your speed and
target has cover and whether you have advantage or ally attacks the target before your next turn, the first attack roll
take one action. You can also interact with one object or
disadvantage against the target. Spells, special abilities, is made with Advantage.
feature of the environment for free, during either your move
or your action. and other effects can apply penalties or bonuses to your HIDE
attack roll. Make a Dexterity (Stealth) check in an attempt to hide.
SURPRISE 3. Resolve the attack. If the d20 roll for an attack is a 20, the
Compare Dexterity (Stealth) checks of anyone hiding with attack is a hit and is a critical hit. If the d20 roll for an SEARCH
the passive Wisdom (Perception) score of each creature on attack is a 1, it is a miss. Devote your attention to finding something. Depending on
the opposing side. Any character or monster that doesn’t the nature of your search, the DM might have you make a
notice a threat is surprised at the start of the encounter. Critical Hit: Roll the attack’s damage dice twice, then add Wisdom (Perception) check or an Intelligence (Investigation)
modifiers as normal. check.
A surprised creature may not move, take an action or use a
reaction until that turn ends. Attacking Underwater. Melee has disadvantage unless USE AN OBJECT
creature has swim speed or is using dagger, javelin, Interact with an object.
COVER shortsword, spear, or trident.
Half cover: +2 AC and Dexterity saves. Ranged has disadvantage unless using crossbow, a net, or
Three-quarters cover: +5 AC and Dexterity saves. javelin-like. Auto miss beyond weapon's normal range. READY
Total cover: can’t be targeted directly by an attack or a spell. Fully immersed creatures have resistance to fire damage. Act later in the round using your reaction. Decide what
Area-of-effect spells may still have effect. perceivable circumstance will trigger the reaction. Then,
Opportunity Attacks: Use a reaction to make a melee attack choose the action taken in response, or choose to move up
RESISTANCE / VULNERABILITY against a creature that moves out of reach. The attack to your speed in response to it. When the trigger occurs, you
Damage resistance: Damage of that type is halved. interrupts the provoking creature’s movement, right before can either take your reaction right after the trigger finishes or
Damage vulnerability: Damage of that type is doubled. the creature leaves your reach. Forced movement and ignore the trigger. If a spell is readied it is cast as normal and
TWO-WEAPON FIGHTING teleportation do not trigger an opportunity attack. release with a reaction when the trigger occurs. To be
If attacking with a light melee weapon that one hand, use a CAST A SPELL readied, a spell must have a casting time of 1 action, and
bonus action to attack with a different light melee weapon Each spell has a casting time, which specifies whether the holding onto the spell’s magic requires concentration
that in the other hand (can be thrown). Ability modifiers are caster must use an action, a reaction, minutes, or even hours (explained in chapter 10). If your concentration is broken, the
not added to the damage of the bonus attack, unless that to cast the spell. spell dissipates without taking effect.
modifier is negative.
DASH GRAPPLING AND SHOVING
RANGED ATTACKS IN CLOSE COMBAT Double your speed after applying any modifiers. Use an Attack action to grapple or shove. The target must be
A creature making a ranged attack has disadvantage on the no more than one size larger than you, and it must be within
attack roll if it is within 5 feet of a hostile creature who can DISENGAGE your reach. You make a Strength (Athletics) check contested
see it and who isn’t incapacitated. Movement does not provoke opportunity attacks for the rest by the target’s Strength (Athletics) or Dexterity (Acrobatics)
of the turn. check.
ATTACKS AGAINST PRONE CREATURES
Attackers within 5 feet have advantage on attacks against DODGE A successful shove pushes the target 5 feet away from you. A
prone creatures. Outside of 5 feet, attacks have disadvantage. Until the start of your next turn, any attack roll made against successful grapple subjects the target to the grappled
you has Disadvantage if you can see the attacker, and condition, and they can be dragged around by you, but your
Dexterity saving throws have Advantage. This ends if you are movement speed is halved.
incapacitated (see Conditions) or if your speed drops to 0.

COMBAT ACTIONS  
CONDITIONS AND STATES   DEATH AND RESURRECTION
BLINDED PETRIFIED Instant Death: When damage reduces you to 0 hit points and
A blinded creature can’t see and automatically fails any ability A petrified creature is transformed, along with any there is damage remaining, you die if the remaining
check that requires sight. Attack rolls against the creature nonmagical object it is wearing or carrying, into a solid damage equals or exceeds your hit point maximum.
have advantage, and the creature’s attack rolls have inanimate substance (usually stone). Its weight increases by a Falling Unconscious: If damage reduces you to 0 hit points
disadvantage. factor of ten, and it ceases aging. The creature is and fails to kill you, you fall unconscious (see Conditions).
incapacitated, can’t move or speak, and is unaware of its This ends if you regain any hit points.
CHARMED
surroundings. Attack rolls against the creature have
A charmed creature can’t attack the charmer or target the DEATH SAVING THROWS
advantage. The creature automatically fails Strength and
charmer with harmful abilities or magical effects. The Whenever you start your turn with 0 hit points, roll a d20. If
Dexterity saving throws. The creature has resistance to all
charmer has advantage on any ability check to interact the roll is 10 or higher, you succeed. Otherwise, you fail. A
damage. The creature is immune to poison and disease,
socially with the creature. success or failure has no effect by itself. On your third
although a poison or disease already in its system is
success, you become stable. On your third failure, you die.
DEAFENED suspended, not neutralized.
The number of both is reset to zero when you regain any hit
A deafened creature can’t hear and automatically fails any
POISONED points or become stable.
ability check that requires hearing.
A poisoned creature has disadvantage on attack rolls and
Rolling 1 or 20: When you make a death saving throw and
FRIGHTENED ability checks.
roll a 1 on the d20, it counts as two failures. If you roll a 20
A frightened creature has disadvantage on ability checks and
PRONE on the d20, you regain 1 hit point and become conscious.
attack rolls while the source of its fear is within line of sight.
A prone creature’s only movement option is to crawl (see
The creature can’t willingly move closer to the source of its DAMAGE AT ZERO HIT POINTS
Movement), unless it stands up and thereby ends the
fear. If you take any damage while you have 0 hit points, you suffer
condition. The creature has disadvantage on attack rolls. An
a death saving throw failure. If the damage is from a critical
GRAPPLED attack roll against the creature has advantage if the attacker is
hit, you suffer two failures instead. If the damage equals or
A grappled creature’s speed becomes 0, and it can’t benefit within 5 feet of the creature. Otherwise, the attack roll has
exceeds your hit point maximum, you suffer instant death.
from any bonus to its speed. The condition ends if the disadvantage. Standing from prone costs half movement.
grappler is incapacitated. The condition also ends if an effect
RESTRAINED RESURRECTION SPELLS
removes the grappled creature from the reach of the grappler
A restrained creature’s speed becomes 0, and it can’t benefit Animate Dead. Lv 3, 1 min, 10ft., VSM
or grappling effect.
from any bonus to its speed. Attack rolls against the creature Corpse or bones become zombie or skeleton for 24hrs.
INCAPACITATED have advantage, and the creature’s attack rolls have Revivify. Lv 3, 1 action, touch, VSM
An incapacitated creature can’t take actions or reactions. disadvantage. The creature has disadvantage on Dexterity If creature died within the last min., regains 1 hit point.
saving throws. Raise Dead. Lv 5, 1 hr, touch, 500gp diamond
INVISIBLE
If creature died within 10 days, regains 1 hit point. -4 to
An invisible creature is impossible to see without the aid of STUNNED
attacks, checks saves. Drops by 1 per day.
magic or a special sense. For the purpose of hiding, the A stunned creature is incapacitated, can’t move, and can
Reincarnate. Lv 5, 1 hr, touch, 1,000gp oils
creature is heavily obscured. The creature’s location can be speak only falteringly. The creature automatically fails
If creature died within 10 days, creates new body. DM rolls
detected by any noise it makes or any tracks it leaves. Attack Strength and Dexterity saving throws. Attack rolls against the
for race.
rolls against the creature have disadvantage, and the creature have advantage.
Resurrection. Lv 7, 1 hr, touch, 1,000gp diamond
creature’s attack rolls have advantage.
UNCONSCIOUS If creature died within 100 yrs, regains all hit points. -4 to
PARALYZED An unconscious creature is incapacitated and paralyzed. The attacks, checks saves. Drops by 1 per day.
A paralyzed creature is incapacitated and can’t move or creature drops whatever it’s holding and falls prone. The True Resurrection. Lv 9, 1 hr, touch, 25,000gp diamonds
speak, and automatically fails Strength and Dexterity saving creature automatically fails Strength and Dexterity saving If creature died within 200 yrs, regains all hit points. Can
throws. Attacks against the creature have advantage, and are a throws. Attacks against the creature have advantage, and is a create a new body.
critical hit if the attacker is within 5 feet of the creature. critical hit if the attacker is within 5 feet of the creature.

  DEATH AND RESURRECTION


Exploration Light and Vision Exhaustion
Pace Min Hr Day Light Level   Description Level Effect
Fast 400 ft 4 mi 30 mi Lightly Dim light, patchy fog or foliage. 1 Disadvantage on ability checks
Normal 300 ft 3 mi 24 mi obscured Disadvantage on sight based Perception 2 Speed halved
checks.
Slow 200 ft 2 mi 18 mi 3 Disadvantage on attack rolls and saving throws
Heavily Darkness, opaque fog, or dense foliage –
obscured blocks vision entirely. 4 Hit point maximum halved
Fast Pace: -5 to Passive Perception. Blinded condition.
Forced march: Make a CON save DC10 each hour 5 Speed reduced to 0
(DC+1 for each hr beyond 8 hrs): 1 level of exhaustion Bright light Daylight, torches, lanterns, fires, and 6 Death
for a failure. other sources of illumination.
Navigate: Try to prevent group from becoming lost. Dim light Shadows, twilight/dawn, moonlight, An effect that removes exhaustion reduces its level as
Wisdom (Survival) check when DM calls for it. edge of torchlight. specified in the effect’s description, with all exhaustion
Draw a map: Record group’s progress, helps characters Darkness Unlit dungeon/underground, moonless effects ending if a creature’s exhaustion level is reduced
get back on course if lost. No ability check required. night, magical darkness below 1.
Track: Follow tracks of another creature. Wisdom Blindsight Perceive surroundings without relying on Finishing a long rest reduces a creature’s exhaustion
(Survival) check when DM calls for it. sight. level by 1, provided that the creature has also ingested
Forage: Look for ready sources of food and water. food and drink.
Wisdom (Survival) check when DM calls for it. Darkvision See in darkness as if the darkness were
dim light, cannot see colors.
Long jump: Jump up to STR in feet (halved from Food
standing start). Light Source Bright Dim Time One pound of food per day, or make food last longer by
High jump: Leap 3 +STR upwards. (halved from subsisting on half rations. Half pound of food a day
standing start). Arms reach half the creature’s height. Candle 5' R +5' R 1hr counts as half day "without food". Normal day eating
Lamp 15' R +30' R 6hr resets count to zero.
Climbing, swimming, crawling and difficult terrain
add 1 foot of movement per foot of movement. Lantern, Bullseye 60' cone +60' cone 6hr A character can go without food for 3 +CON days
Lantern, Hooded 30' R +30' R 6hr (minimum 1). At the end of each day beyond that limit, a
Special Movement Rules Torch 20' R +20' R 1hr
character suffers one level of exhaustion.
Flying: If knocked prone, speed reduced to 0, or
otherwise deprived of ability to move, creature falls, Continual Flame 20' R +20' R Water
unless able to hover or held aloft by magic (e.g. Fly Dancing Lights 10' R 1min One gallon of water per day, or two if the weather is hot.
spell). A character who drinks half must succeed on a DC15
Falling: 1d6 bludgeoning damage for every 10 feet fallen
Faerie Fire 10' R 1min Con saving throw or suffer one level of exhaustion at end
(max 20d6), lands prone, unless it avoids taking Flame Blade 10' R +10' R 10min of day. Less water automatically fails.
damage from the fall. Flaming Sphere 20' R +20' R 1min If the character already has one or more levels of
Suffocation: Creature can hold breath for no. of mins Holy Aura 5' R 1min exhaustion, the character takes two levels in either case.
equal to 1 + CON (min 30secs). When creature runs
out of breath, it survives for no. of rounds equal to Light 20' R +20' R 1hr Resting
CON (min 1 round). At start of its next turn, it drops to Moonbeam 5' R cyl 1min Short Rest: 1 hour, spend one or more hit-die; recover
0 hit points and is dying. Prismatic Wall 100' +100' 10min hit-die roll + CON modifier HP.
Carrying: Strength score x15 in lbs. Double for each Long Rest: 8 hours (max. 2 hours on watch); recover all
size category above Medium. Lift \ Push \ Drag
Wall of Fire 60' +60' 1min HP, regain a total of half your max hit-die.
double. Must have at least 1 hit point at the start of the rest to
gain these benefits. Once per 24 hours.
Combat Combat Actions  
1. Determine surprise. Attack Help
2. Establish positions. Make one melee or ranged attack. The targeted creature gains Advantage on the next ability
3. Roll initiative. d20 + DEX (Dexterity ability check) 1. Choose a target. Pick a target within your attack’s check it makes to perform the task, provided that it
4. Each round, take turns in Initiative order. range: a creature, an object, or a location. makes the check before the start of your next turn.
On your turn, you can move a distance up to your speed 2. Determine modifiers. The DM determines whether Alternatively, aid a friendly creature in attacking a
and take one action. You can also interact with one object the target has cover and whether you have advantage creature within 5 feet. If the ally attacks the target before
or feature of the environment for free, during either your or disadvantage against the target. Spells, special your next turn, the first attack roll is made with
move or your action. abilities, and other effects can apply penalties or Advantage.
bonuses to your attack roll. Hide
Surprise 3. Resolve the attack. If the d20 roll for an attack is a Make a Dexterity (Stealth) check in an attempt to hide.
Compare Dexterity (Stealth) checks of anyone hiding 20, the attack is a hit and is a critical hit. If the d20
with the passive Wisdom (Perception) score of each roll for an attack is a 1, it is a miss. Search
creature on the opposing side. Any character or monster Devote your attention to finding something. Depending
that doesn’t notice a threat is surprised at the start of the Critical Hit: Roll the attack’s damage dice twice, then on the nature of your search, the DM might have you
encounter. add modifiers as normal. make a Wisdom (Perception) check or an Intelligence
A surprised creature may not move, take an action or use Attacking Underwater. Melee has disadvantage unless (Investigation) check.
a reaction until that turn ends. creature has swim speed or is using dagger, javelin,
shortsword, spear, or trident. Use an Object
Cover Ranged has disadvantage unless using crossbow, a net, Interact with an object.
Half cover: +2 AC and Dexterity saves. or javelin-like. Auto miss beyond weapon's normal range.
Three-quarters cover: +5 AC and Dexterity saves. Fully immersed creatures have resistance to fire damage.
Total cover: can’t be targeted directly by an attack or a Ready
spell. Area-of-effect spells may still have effect. Opportunity Attacks: Use a reaction to make a melee Act later in the round using your reaction. Decide what
attack against a creature that moves out of reach. The perceivable circumstance will trigger the reaction. Then,
Resistance / Vulnerability attack interrupts the provoking creature’s movement, choose the action taken in response, or choose to move
Damage resistance: Damage of that type is halved. right before the creature leaves your reach. Forced up to your speed in response to it. When the trigger
Damage vulnerability: Damage of that type is doubled. movement and teleportation do not trigger an occurs, you can either take your reaction right after the
opportunity attack. trigger finishes or ignore the trigger. If a spell is readied
Two-Weapon Fighting it is cast as normal and release with a reaction when the
If attacking with a light melee weapon that one hand, use Cast a Spell trigger occurs. To be readied, a spell must have a casting
a bonus action to attack with a different light melee Each spell has a casting time, which specifies whether time of 1 action, and holding onto the spell’s magic
weapon that in the other hand (can be thrown). Ability the caster must use an action, a reaction, minutes, or requires concentration (explained in chapter 10). If your
modifiers are not added to the damage of the bonus even hours to cast the spell. concentration is broken, the spell dissipates without
attack, unless that modifier is negative. taking effect.
Dash
Ranged Attacks in Close Combat Double your speed after applying any modifiers. Grappling and Shoving
A creature making a ranged attack has disadvantage on Use an Attack action to grapple or shove. The target
the attack roll if it is within 5 feet of a hostile creature Disengage
must be no more than one size larger than you, and it
who can see it and who isn’t incapacitated. Movement does not provoke opportunity attacks for the
rest of the turn. must be within your reach. You make a Strength
Attacks Against Prone Creatures (Athletics) check contested by the target’s Strength
Attackers within 5 feet have advantage on attacks against Dodge (Athletics) or Dexterity (Acrobatics) check.
prone creatures. Outside of 5 feet, attacks have Until the start of your next turn, any attack roll made A successful shove pushes the target 5 feet away from
disadvantage. against you has Disadvantage if you can see the attacker, you. A successful grapple subjects the target to the
and Dexterity saving throws have Advantage. This ends if grappled condition, and they can be dragged around by
you are incapacitated (see Conditions) or if your speed you, but your movement speed is halved.
drops to 0.
Conditions and States   Death and Resurrection
Blinded Petrified Instant Death: When damage reduces you to 0 hit
A blinded creature can’t see and automatically fails any A petrified creature is transformed, along with any points and there is damage remaining, you die if the
ability check that requires sight. Attack rolls against the nonmagical object it is wearing or carrying, into a solid remaining damage equals or exceeds your hit point
creature have advantage, and the creature’s attack rolls inanimate substance (usually stone). Its weight increases maximum.
have disadvantage. by a factor of ten, and it ceases aging. The creature is Falling Unconscious: If damage reduces you to 0 hit
incapacitated, can’t move or speak, and is unaware of its points and fails to kill you, you fall unconscious (see
Charmed surroundings. Attack rolls against the creature have Conditions). This ends if you regain any hit points.
A charmed creature can’t attack the charmer or target advantage. The creature automatically fails Strength and
the charmer with harmful abilities or magical effects. Dexterity saving throws. The creature has resistance to Death Saving Throws
The charmer has advantage on any ability check to all damage. The creature is immune to poison and Whenever you start your turn with 0 hit points, roll a d20.
interact socially with the creature. disease, although a poison or disease already in its If the roll is 10 or higher, you succeed. Otherwise, you
system is suspended, not neutralized. fail. A success or failure has no effect by itself. On your
Deafened third success, you become stable. On your third failure,
A deafened creature can’t hear and automatically fails Poisoned you die. The number of both is reset to zero when you
any ability check that requires hearing. A poisoned creature has disadvantage on attack rolls and regain any hit points or become stable.
Frightened
ability checks. Rolling 1 or 20: When you make a death saving throw
A frightened creature has disadvantage on ability checks Prone and roll a 1 on the d20, it counts as two failures. If you
and attack rolls while the source of its fear is within line A prone creature’s only movement option is to crawl (see roll a 20 on the d20, you regain 1 hit point and become
of sight. The creature can’t willingly move closer to the Movement), unless it stands up and thereby ends the conscious.
source of its fear. condition. The creature has disadvantage on attack rolls. Damage at Zero Hit Points
Grappled
An attack roll against the creature has advantage if the If you take any damage while you have 0 hit points, you
A grappled creature’s speed becomes 0, and it can’t attacker is within 5 feet of the creature. Otherwise, the suffer a death saving throw failure. If the damage is from
benefit from any bonus to its speed. The condition ends if attack roll has disadvantage. Standing from prone costs a critical hit, you suffer two failures instead. If the
the grappler is incapacitated. The condition also ends if half movement. damage equals or exceeds your hit point maximum, you
an effect removes the grappled creature from the reach Restrained suffer instant death.
of the grappler or grappling effect. A restrained creature’s speed becomes 0, and it can’t
Incapacitated benefit from any bonus to its speed. Attack rolls against Resurrection Spells
An incapacitated creature can’t take actions or reactions. the creature have advantage, and the creature’s attack Animate Dead. Lv 3, 1 min, 10ft., VSM
rolls have disadvantage. The creature has disadvantage Corpse or bones become zombie or skeleton for 24hrs.
Invisible on Dexterity saving throws. Revivify. Lv 3, 1 action, touch, VSM
An invisible creature is impossible to see without the aid If creature died within the last min., regains 1 hit
of magic or a special sense. For the purpose of hiding, Stunned point.
the creature is heavily obscured. The creature’s location A stunned creature is incapacitated, can’t move, and can Raise Dead. Lv 5, 1 hr, touch, 500gp diamond
can be detected by any noise it makes or any tracks it speak only falteringly. The creature automatically fails If creature died within 10 days, regains 1 hit point. -4
leaves. Attack rolls against the creature have Strength and Dexterity saving throws. Attack rolls to attacks, checks saves. Drops by 1 per day.
disadvantage, and the creature’s attack rolls have against the creature have advantage. Reincarnate. Lv 5, 1 hr, touch, 1,000gp oils
advantage. If creature died within 10 days, creates new body. DM
Unconscious rolls for race.
Paralyzed
An unconscious creature is incapacitated and paralyzed. Resurrection. Lv 7, 1 hr, touch, 1,000gp diamond
A paralyzed creature is incapacitated and can’t move or The creature drops whatever it’s holding and falls prone. If creature died within 100 yrs, regains all hit points. -4
speak, and automatically fails Strength and Dexterity The creature automatically fails Strength and Dexterity to attacks, checks saves. Drops by 1 per day.
saving throws. Attacks against the creature have saving throws. Attacks against the creature have True Resurrection. Lv 9, 1 hr, touch, 25,000gp diamonds
advantage, and are a critical hit if the attacker is within 5 advantage, and is a critical hit if the attacker is within 5 If creature died within 200 yrs, regains all hit points.
feet of the creature. feet of the creature. Can create a new body.
Character Abilities Weapons Traps and Damage
Strength Dexterity Constitution Weapon Prop Dmg    Weapon Prop Dmg Danger Save DC Atk Bonus 1-4 5-10 11-16 17-20
   Athletics    Acrobatics    Concentration Simple Melee Minor 10-11 + 3-5 d6 d10 2d10 4d10
   Sleight of Hand Club L d4 B Light Hammer LT d4 B Major 12-15 + 6-8 d10 2d10 4d10 8d10
   Stealth Dagger FLT d4 P Mace d6 B Grave 16-20 + 9-12 2d10 4d10 8d10 12d10
Intelligence Wisdom Charisma Great Club 2 d8 B Quarterstaff V d6 B
Example Damage
   Arcana    Animal Handling    Deception Handaxe LT d6 S Sickle L d4 S
Light blow, rudimentary trap, burn 1d6
   History    Insight    Intimidation Javelin T d6 P Spear TV d6 P
Heavy blade, short fall, arcanic burst 1d10
   Investigtion    Medicine    Performance Simple Ranged
Magic strike, crushed, large beast attack 2d10
   Nature    Perception    Persuasion Crossbow, lt AL2 d8 P Shortbow A2 d6 P
Long hazard exposure, cave-in, explosion 4d10
   Religion    Survival   Dart FT d4 P Sling A d4 B
Lightning, long fall, eruption 5d10
Martial Melee
Skill Checks Battleaxe V d8 S Morningstar d8 P Objects
DC Task Difficulty DC Task Difficulty
Flail d8 B Pike HR2 d10 P Material AC   Material AC   Material AC
5 Very easy 20 Hard
Glaive HR2 d10 S Rapier F d8 P Cloth/Paper 11 Glass / Ice 13 Stone 17
10 Easy 25 Very hard
Greataxe H2 d12 S Scimitar FL d6 S Rope 11 Wood 15 Iron / Steel 19
15 Medium 30 Nearly impossible
Greatsword H2 2d6 S Shortsword FL d6 P Crystal 13 Bone 15 Mithril 21
Passive Checks: 10 + standard modifiers. Halberd HR2 d10 S Trident TV d6 P
Working Together: One person gets Advantage. Lance d12 P War Pick d8 P
Size Examples Weak Tough
Group Checks: Everyone attempting the same action RS
Tiny bottle, lock 1d4 2d4
rolls. If at least half the group beats the DC, the effort Longsword V d8 S Warhammer V d8 B
succeeds. Maul H2 2d6 B Whip FR d4 S
Small chest, chain 1d6 3d6
Medium barrel, chandelier 1d8 4d6
Contests: Participants make appropriate ability checks, Martial Ranged
with all appropriate bonuses and penalties. Higher check Blowgun AL 1 P Crossbow, hvy AHD2 d10 P
Large cart, window 1d10 5d10
total wins. That character or monster either succeeds at
the action or prevents the other one from succeeding. In Crossbow, hnd ALD d6 P Longbow AH2 d8 P Page References
a tie, the situation remains the same as before. Ammo Finesse Heavy Light Reach Special Thrown 2-Handed loaDing Subject Ref    Subject Ref
Tools / Kits: Ability check roll can include Proficiency Characters
bonus (if proficient with it) and a relevant skill modifier. Healing
   Multi-classing p.163    Resting p.186
Concentration: DC = ½ dmg taken (minimum DC 10). Source Heal    Source Heal
   Feats p.165    Movement p.182
Potions
   Armor p.144    Weapons p.146
   Regular 2d4 +2    Superior 8d4 +8
Combat
   Greater 4d4 +4    Supreme 10d4 +20
   Combat Actions p.192    Death & Dying p.197
Spells
   Grappling/Shoving p.195    Cover p.196
   Healing Word 1d4^ +mod    Cure Wounds 1d8^ +mod
   Spellcasting p.201    Conditions p.290
   Mass H.W. 6T 1d4^ +mod    Mass C.W. 6T 3d8^ +mod
Items and Money
   Pr. of Healing 2d8^ +mod    Heal 70^
   General Goods p.148    Expenses p.157
   Regenerate 4d8 +15    Mass Heal  600
   Treasure DMG p.133    Magic Items DMG p.135
CHARACTER ABILITIES WEAPONS TRAPS AND DAMAGE
STRENGTH DEXTERITY CONSTITUTION WEAPON PROPDMG    WEAPON PROPDMG DANGER DC ATK 1-4 5-10 11-16 17-20
   Athletics    Acrobatics    Concentration Simple Melee Minor 10-11 + 3-5 d6 d10 2d10 4d10
   Sleight of Hand Club L d4 B Light Hammer LT d4 B Major 12-15 + 6-8 d10 2d10 4d10 8d10
   Stealth Dagger FLT d4 P Mace d6 B Grave 16-20 + 9-12 2d10 4d10 8d10 12d10
Great Club 2 d8 B Quarterstaff V d6 B
INTELLIGENCE WISDOM CHARISMA EXAMPLE DAMAGE
Handaxe LT d6 S Sickle L d4 S
   Arcana    Animal Handling    Deception Light blow, rudimentary trap, burn 1d6
Javelin T d6 P Spear TV d6 P
   History    Insight    Intimidation Heavy blade, short fall, arcanic burst 1d10
Simple Ranged
   Investigtion    Medicine    Performance Magic strike, crushed, large beast attack 2d10
Crossbow, lt AL2 d8 P Shortbow A2 d6 P
   Nature    Perception    Persuasion Long hazard exposure, cave-in, explosion 4d10
Dart FT d4 P Sling A d4 B
   Religion    Survival   Lightning, long fall, eruption 5d10
Martial Melee
SKILL CHECKS Battleaxe V d8 S Morningstar d8 P OBJECTS
DC TASK DIFFICULTY DC TASK DIFFICULTY Flail d8 B Pike HR2 d10 P
MATERIAL AC   MATERIAL AC   MATERIAL AC
Glaive HR2 d10 S Rapier F d8 P
5 Very easy 20 Hard Cloth/Paper 11 Glass / Ice 13 Stone 17
Greataxe H2 d12 S Scimitar FL d6 S
10 Easy 25 Very hard Rope 11 Wood 15 Iron / Steel 19
Greatsword H2 2d6 S Shortsword FL d6 P
15 Medium 30 Nearly impossible Crystal 13 Bone 15 Mithril 21
Halberd HR2 d10 S Trident TV d6 P
Passive Checks: 10 + standard modifiers. Lance RS d12 P War Pick d8 P SIZE EXAMPLES WEAK TOUGH
Working Together: One person gets Advantage. Longsword V d8 S Warhammer V d8 B Tiny bottle, lock 1d4 2d4
Group Checks: Everyone attempting the same action rolls. If Maul 2d6 B Whip d4 S
H2 FR Small chest, chain 1d6 3d6
at least half the group beats the DC, the effort succeeds.
Martial Ranged Medium barrel, chandelier 1d8 4d6
Contests: Participants make appropriate ability checks, with Blowgun 1P Crossbow, hvy d10 P
AL AHD2 Large cart, window 1d10 5d10
all appropriate bonuses and penalties. Higher check total
Crossbow, hnd ALD d6 P Longbow AH2 d8 P
wins. That character or monster either succeeds at the action
or prevents the other one from succeeding. In a tie, the
PAGE REFERENCES
Ammo Finesse Heavy Light Reach Special Thrown 2-Handed loaDing
situation remains the same as before. SUBJECT REF    SUBJECT REF
Tools / Kits: Ability check roll can include Proficiency bonus HEALING Characters
(if proficient with it) and a relevant skill modifier. SOURCE HEAL    SOURCE HEAL    Multi-classing p.163    Resting p.186
Concentration: DC = ½ dmg taken (minimum DC 10). Potions    Feats p.165    Movement p.182
   Regular 2d4 +2    Superior 8d4 +8    Armor p.144    Weapons p.146
   Greater 4d4 +4    Supreme 10d4 +20 Combat
Spells    Combat Actions p.192    Death & Dying p.197
   Healing Word 1d4^ +mod    Cure Wounds 1d8^ +mod    Grappling/Shoving p.195    Cover p.196
   Mass H.W. 6T 1d4^ +mod    Mass C.W. 6T 3d8^ +mod    Spellcasting p.201    Conditions p.290
   Pr. of Healing 2d8^ +mod    Heal 70^ Items and Money
   Regenerate 4d8 +15    Mass Heal  600    General Goods p.148    Expenses p.157
   Treasure DMG p.133    Magic Items DMG p.135

WEAPONS TRAPS AND DAMAGE


EXPLORATION LIGHT AND VISION EXHAUSTION
PACE MIN HR DAY LIGHT LEVEL   DESCRIPTION LEVEL EFFECT
Fast 400 ft 4 mi 30 mi Lightly Dim light, patchy fog or foliage. 1 Disadvantage on ability checks
Normal 300 ft 3 mi 24 mi obscured Disadvantage on sight based Perception 2 Speed halved
checks.
Slow 200 ft 2 mi 18 mi 3 Disadvantage on attack rolls and saving throws
Heavily Darkness, opaque fog, or dense foliage –
obscured blocks vision entirely. 4 Hit point maximum halved
Fast Pace: -5 to Passive Perception. Blinded condition. 5 Speed reduced to 0
Forced march: Make a CON save DC10 each hour (DC+1 for
Bright light Daylight, torches, lanterns, fires, and other 6 Death
each hr beyond 8 hrs): 1 level of exhaustion for a failure.
sources of illumination.
Navigate: Try to prevent group from becoming lost. Wisdom
Dim light Shadows, twilight/dawn, moonlight, edge of An effect that removes exhaustion reduces its level as
(Survival) check when DM calls for it.
torchlight. specified in the effect’s description, with all exhaustion
Draw a map: Record group’s progress, helps characters get
Darkness Unlit dungeon/underground, moonless effects ending if a creature’s exhaustion level is reduced
back on course if lost. No ability check required.
night, magical darkness below 1.
Track: Follow tracks of another creature. Wisdom (Survival)
check when DM calls for it. Blindsight Perceive surroundings without relying on Finishing a long rest reduces a creature’s exhaustion level by
Forage: Look for ready sources of food and water. Wisdom sight. 1, provided that the creature has also ingested food and
(Survival) check when DM calls for it. Darkvision See in darkness as if the darkness were dim drink.
light, cannot see colors.
Long jump: Jump up to STR in feet (halved from standing FOOD
start). LIGHT SOURCE BRIGHT DIM TIME One pound of food per day, or make food last longer by
High jump: Leap 3 +STR upwards. (halved from standing Candle 5' R +5' R 1hr subsisting on half rations. Half pound of food a day counts as
start). Arms reach half the creature’s height. Lamp 15' R +30' R 6hr half day "without food". Normal day eating resets count to
zero.
Climbing, swimming, crawling and difficult terrain add 1 foot Lantern, Bullseye 60' cone +60' cone 6hr
of movement per foot of movement. Lantern, Hooded 30' R +30' R 6hr A character can go without food for 3 +CON days (minimum
1). At the end of each day beyond that limit, a character
SPECIAL MOVEMENT RULES Torch 20' R +20' R 1hr
suffers one level of exhaustion.
Flying: If knocked prone, speed reduced to 0, or otherwise Continual Flame 20' R +20' R
deprived of ability to move, creature falls, unless able to Dancing Lights 10' R 1min WATER
hover or held aloft by magic (e.g. Fly spell). One gallon of water per day, or two if the weather is hot. A
Faerie Fire 10' R 1min
Falling: 1d6 bludgeoning damage for every 10 feet fallen character who drinks half must succeed on a DC15 Con
Flame Blade 10' R +10' R 10min saving throw or suffer one level of exhaustion at end of day.
(max 20d6), lands prone, unless it avoids taking damage
from the fall. Flaming Sphere 20' R +20' R 1min Less water automatically fails.
Suffocation: Creature can hold breath for no. of mins equal to Holy Aura 5' R 1min If the character already has one or more levels of exhaustion,
1 + CON (min 30secs). When creature runs out of breath, Light 20' R +20' R 1hr the character takes two levels in either case.
it survives for no. of rounds equal to CON (min 1 round). Moonbeam 5' R cyl 1min
At start of its next turn, it drops to 0 hit points and is dying. RESTING
Prismatic Wall 100' +100' 10min Short Rest: 1 hour, spend one or more hit-die; recover hit-die
Carrying: Strength score x15 in lbs. Double for each size Wall of Fire 60' +60' 1min roll + CON modifier HP.
category above Medium. Lift \ Push \ Drag double. Long Rest: 8 hours (max. 2 hours on watch); recover all HP,
regain a total of half your max hit-die.
Must have at least 1 hit point at the start of the rest to gain
these benefits. Once per 24 hours.

LIGHT AND VISION EXHAUSTION


COMBAT COMBAT ACTIONS  
1. Determine surprise. ATTACK HELP
2. Establish positions. Make one melee or ranged attack. The targeted creature gains Advantage on the next ability
3. Roll initiative. d20 + DEX (Dexterity ability check) 1. Choose a target. Pick a target within your attack’s range: a check it makes to perform the task, provided that it makes
4. Each round, take turns in Initiative order. creature, an object, or a location. the check before the start of your next turn. Alternatively, aid
2. Determine modifiers. The DM determines whether the a friendly creature in attacking a creature within 5 feet. If the
On your turn, you can move a distance up to your speed and
target has cover and whether you have advantage or ally attacks the target before your next turn, the first attack roll
take one action. You can also interact with one object or
disadvantage against the target. Spells, special abilities, is made with Advantage.
feature of the environment for free, during either your move
or your action. and other effects can apply penalties or bonuses to your HIDE
attack roll. Make a Dexterity (Stealth) check in an attempt to hide.
SURPRISE 3. Resolve the attack. If the d20 roll for an attack is a 20, the
Compare Dexterity (Stealth) checks of anyone hiding with attack is a hit and is a critical hit. If the d20 roll for an SEARCH
the passive Wisdom (Perception) score of each creature on attack is a 1, it is a miss. Devote your attention to finding something. Depending on
the opposing side. Any character or monster that doesn’t the nature of your search, the DM might have you make a
notice a threat is surprised at the start of the encounter. Critical Hit: Roll the attack’s damage dice twice, then add Wisdom (Perception) check or an Intelligence (Investigation)
modifiers as normal. check.
A surprised creature may not move, take an action or use a
reaction until that turn ends. Attacking Underwater. Melee has disadvantage unless USE AN OBJECT
creature has swim speed or is using dagger, javelin, Interact with an object.
COVER shortsword, spear, or trident.
Half cover: +2 AC and Dexterity saves. Ranged has disadvantage unless using crossbow, a net, or
Three-quarters cover: +5 AC and Dexterity saves. javelin-like. Auto miss beyond weapon's normal range. READY
Total cover: can’t be targeted directly by an attack or a spell. Fully immersed creatures have resistance to fire damage. Act later in the round using your reaction. Decide what
Area-of-effect spells may still have effect. perceivable circumstance will trigger the reaction. Then,
Opportunity Attacks: Use a reaction to make a melee attack choose the action taken in response, or choose to move up
RESISTANCE / VULNERABILITY against a creature that moves out of reach. The attack to your speed in response to it. When the trigger occurs, you
Damage resistance: Damage of that type is halved. interrupts the provoking creature’s movement, right before can either take your reaction right after the trigger finishes or
Damage vulnerability: Damage of that type is doubled. the creature leaves your reach. Forced movement and ignore the trigger. If a spell is readied it is cast as normal and
TWO-WEAPON FIGHTING teleportation do not trigger an opportunity attack. release with a reaction when the trigger occurs. To be
If attacking with a light melee weapon that one hand, use a CAST A SPELL readied, a spell must have a casting time of 1 action, and
bonus action to attack with a different light melee weapon Each spell has a casting time, which specifies whether the holding onto the spell’s magic requires concentration
that in the other hand (can be thrown). Ability modifiers are caster must use an action, a reaction, minutes, or even hours (explained in chapter 10). If your concentration is broken, the
not added to the damage of the bonus attack, unless that to cast the spell. spell dissipates without taking effect.
modifier is negative.
DASH GRAPPLING AND SHOVING
RANGED ATTACKS IN CLOSE COMBAT Double your speed after applying any modifiers. Use an Attack action to grapple or shove. The target must be
A creature making a ranged attack has disadvantage on the no more than one size larger than you, and it must be within
attack roll if it is within 5 feet of a hostile creature who can DISENGAGE your reach. You make a Strength (Athletics) check contested
see it and who isn’t incapacitated. Movement does not provoke opportunity attacks for the rest by the target’s Strength (Athletics) or Dexterity (Acrobatics)
of the turn. check.
ATTACKS AGAINST PRONE CREATURES
Attackers within 5 feet have advantage on attacks against DODGE A successful shove pushes the target 5 feet away from you. A
prone creatures. Outside of 5 feet, attacks have disadvantage. Until the start of your next turn, any attack roll made against successful grapple subjects the target to the grappled
you has Disadvantage if you can see the attacker, and condition, and they can be dragged around by you, but your
Dexterity saving throws have Advantage. This ends if you are movement speed is halved.
incapacitated (see Conditions) or if your speed drops to 0.

COMBAT ACTIONS  
CONDITIONS AND STATES   DEATH AND RESURRECTION
BLINDED PETRIFIED Instant Death: When damage reduces you to 0 hit points and
A blinded creature can’t see and automatically fails any ability A petrified creature is transformed, along with any there is damage remaining, you die if the remaining
check that requires sight. Attack rolls against the creature nonmagical object it is wearing or carrying, into a solid damage equals or exceeds your hit point maximum.
have advantage, and the creature’s attack rolls have inanimate substance (usually stone). Its weight increases by a Falling Unconscious: If damage reduces you to 0 hit points
disadvantage. factor of ten, and it ceases aging. The creature is and fails to kill you, you fall unconscious (see Conditions).
incapacitated, can’t move or speak, and is unaware of its This ends if you regain any hit points.
CHARMED
surroundings. Attack rolls against the creature have
A charmed creature can’t attack the charmer or target the DEATH SAVING THROWS
advantage. The creature automatically fails Strength and
charmer with harmful abilities or magical effects. The Whenever you start your turn with 0 hit points, roll a d20. If
Dexterity saving throws. The creature has resistance to all
charmer has advantage on any ability check to interact the roll is 10 or higher, you succeed. Otherwise, you fail. A
damage. The creature is immune to poison and disease,
socially with the creature. success or failure has no effect by itself. On your third
although a poison or disease already in its system is
success, you become stable. On your third failure, you die.
DEAFENED suspended, not neutralized.
The number of both is reset to zero when you regain any hit
A deafened creature can’t hear and automatically fails any
POISONED points or become stable.
ability check that requires hearing.
A poisoned creature has disadvantage on attack rolls and
Rolling 1 or 20: When you make a death saving throw and
FRIGHTENED ability checks.
roll a 1 on the d20, it counts as two failures. If you roll a 20
A frightened creature has disadvantage on ability checks and
PRONE on the d20, you regain 1 hit point and become conscious.
attack rolls while the source of its fear is within line of sight.
A prone creature’s only movement option is to crawl (see
The creature can’t willingly move closer to the source of its DAMAGE AT ZERO HIT POINTS
Movement), unless it stands up and thereby ends the
fear. If you take any damage while you have 0 hit points, you suffer
condition. The creature has disadvantage on attack rolls. An
a death saving throw failure. If the damage is from a critical
GRAPPLED attack roll against the creature has advantage if the attacker is
hit, you suffer two failures instead. If the damage equals or
A grappled creature’s speed becomes 0, and it can’t benefit within 5 feet of the creature. Otherwise, the attack roll has
exceeds your hit point maximum, you suffer instant death.
from any bonus to its speed. The condition ends if the disadvantage. Standing from prone costs half movement.
grappler is incapacitated. The condition also ends if an effect
RESTRAINED RESURRECTION SPELLS
removes the grappled creature from the reach of the grappler
A restrained creature’s speed becomes 0, and it can’t benefit Animate Dead. Lv 3, 1 min, 10ft., VSM
or grappling effect.
from any bonus to its speed. Attack rolls against the creature Corpse or bones become zombie or skeleton for 24hrs.
INCAPACITATED have advantage, and the creature’s attack rolls have Revivify. Lv 3, 1 action, touch, VSM
An incapacitated creature can’t take actions or reactions. disadvantage. The creature has disadvantage on Dexterity If creature died within the last min., regains 1 hit point.
saving throws. Raise Dead. Lv 5, 1 hr, touch, 500gp diamond
INVISIBLE
If creature died within 10 days, regains 1 hit point. -4 to
An invisible creature is impossible to see without the aid of STUNNED
attacks, checks saves. Drops by 1 per day.
magic or a special sense. For the purpose of hiding, the A stunned creature is incapacitated, can’t move, and can
Reincarnate. Lv 5, 1 hr, touch, 1,000gp oils
creature is heavily obscured. The creature’s location can be speak only falteringly. The creature automatically fails
If creature died within 10 days, creates new body. DM rolls
detected by any noise it makes or any tracks it leaves. Attack Strength and Dexterity saving throws. Attack rolls against the
for race.
rolls against the creature have disadvantage, and the creature have advantage.
Resurrection. Lv 7, 1 hr, touch, 1,000gp diamond
creature’s attack rolls have advantage.
UNCONSCIOUS If creature died within 100 yrs, regains all hit points. -4 to
PARALYZED An unconscious creature is incapacitated and paralyzed. The attacks, checks saves. Drops by 1 per day.
A paralyzed creature is incapacitated and can’t move or creature drops whatever it’s holding and falls prone. The True Resurrection. Lv 9, 1 hr, touch, 25,000gp diamonds
speak, and automatically fails Strength and Dexterity saving creature automatically fails Strength and Dexterity saving If creature died within 200 yrs, regains all hit points. Can
throws. Attacks against the creature have advantage, and are a throws. Attacks against the creature have advantage, and is a create a new body.
critical hit if the attacker is within 5 feet of the creature. critical hit if the attacker is within 5 feet of the creature.

  DEATH AND RESURRECTION


CHARACTER ABILITIES WEAPONS TRAPS AND DAMAGE
STRENGTH DEXTERITY CONSTITUTION WEAPON PROPDMG    WEAPON PROPDMG DANGER DC ATK 1-4 5-10 11-16 17-20
   Athletics    Acrobatics    Concentration Simple Melee Minor 10-11 + 3-5 d6 d10 2d10 4d10
   Sleight of Hand Club L d4 B Light Hammer LT d4 B Major 12-15 + 6-8 d10 2d10 4d10 8d10
   Stealth Dagger FLT d4 P Mace d6 B Grave 16-20 + 9-12 2d10 4d10 8d10 12d10
Great Club 2 d8 B Quarterstaff V d6 B
INTELLIGENCE WISDOM CHARISMA EXAMPLE DAMAGE
Handaxe LT d6 S Sickle L d4 S
   Arcana    Animal Handling    Deception Light blow, rudimentary trap, burn 1d6
Javelin T d6 P Spear TV d6 P
   History    Insight    Intimidation Heavy blade, short fall, arcanic burst 1d10
Simple Ranged
   Investigtion    Medicine    Performance Magic strike, crushed, large beast attack 2d10
Crossbow, lt AL2 d8 P Shortbow A2 d6 P
   Nature    Perception    Persuasion Long hazard exposure, cave-in, explosion 4d10
Dart FT d4 P Sling A d4 B
   Religion    Survival   Lightning, long fall, eruption 5d10
Martial Melee
SKILL CHECKS Battleaxe V d8 S Morningstar d8 P OBJECTS
DC TASK DIFFICULTY DC TASK DIFFICULTY Flail d8 B Pike HR2 d10 P
MATERIAL AC   MATERIAL AC   MATERIAL AC
Glaive HR2 d10 S Rapier F d8 P
5 Very easy 20 Hard Cloth/Paper 11 Glass / Ice 13 Stone 17
Greataxe H2 d12 S Scimitar FL d6 S
10 Easy 25 Very hard Rope 11 Wood 15 Iron / Steel 19
Greatsword H2 2d6 S Shortsword FL d6 P
15 Medium 30 Nearly impossible Crystal 13 Bone 15 Mithril 21
Halberd HR2 d10 S Trident TV d6 P
Passive Checks: 10 + standard modifiers. Lance RS d12 P War Pick d8 P SIZE EXAMPLES WEAK TOUGH
Working Together: One person gets Advantage. Longsword V d8 S Warhammer V d8 B Tiny bottle, lock 1d4 2d4
Group Checks: Everyone attempting the same action rolls. If Maul 2d6 B Whip d4 S
H2 FR Small chest, chain 1d6 3d6
at least half the group beats the DC, the effort succeeds.
Martial Ranged Medium barrel, chandelier 1d8 4d6
Contests: Participants make appropriate ability checks, with Blowgun 1P Crossbow, hvy d10 P
AL AHD2 Large cart, window 1d10 5d10
all appropriate bonuses and penalties. Higher check total
Crossbow, hnd ALD d6 P Longbow AH2 d8 P
wins. That character or monster either succeeds at the action
or prevents the other one from succeeding. In a tie, the
PAGE REFERENCES
Ammo Finesse Heavy Light Reach Special Thrown 2-Handed loaDing
situation remains the same as before. SUBJECT REF    SUBJECT REF
Tools / Kits: Ability check roll can include Proficiency bonus HEALING Characters
(if proficient with it) and a relevant skill modifier. SOURCE HEAL    SOURCE HEAL    Multi-classing p.163    Resting p.186
Concentration: DC = ½ dmg taken (minimum DC 10). Potions    Feats p.165    Movement p.182
   Regular 2d4 +2    Superior 8d4 +8    Armor p.144    Weapons p.146
   Greater 4d4 +4    Supreme 10d4 +20 Combat
Spells    Combat Actions p.192    Death & Dying p.197
   Healing Word 1d4^ +mod    Cure Wounds 1d8^ +mod    Grappling/Shoving p.195    Cover p.196
   Mass H.W. 6T 1d4^ +mod    Mass C.W. 6T 3d8^ +mod    Spellcasting p.201    Conditions p.290
   Pr. of Healing 2d8^ +mod    Heal 70^ Items and Money
   Regenerate 4d8 +15    Mass Heal  600    General Goods p.148    Expenses p.157
   Treasure DMG p.133    Magic Items DMG p.135

WEAPONS TRAPS AND DAMAGE

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