Expenses & Goods someone willing to Cast a Spell for coin or and willing to cast a higher-level spell might
to cast a higher-level spell might Damage Level & Severity Checks
favors, but it is rarely easy and no established involve traveling to a large city, perhaps one pay rates exist. As a rule, the higher the level with a university or prominent Temple. Once Easy 10 Level Setback Dangerous Deadly Lifestyle Price/Day of the spell, the harder it is to find someone found, they might ask for a service instead Challenging 15 1-4 1d10 (5.5) 2d10 (11) 4d10(22) Wretched No minimum who can cast it and the more it costs. of payment—the kind of service that only Difficult 20 Squalid 1 sp 5-10 2d10 (11) 4d10 (22) 10d10(55) Hiring someone to cast a spell of 1st or 2nd Adventurers can provide, such as retrieving a Very Difficult 25 Poor 2 sp 11-16 4d10 (22) 10d10(55) 18d10(99) Modest 1 gp Level, such as Cure Wounds or Identify, is easy rare item from a dangerous locale or travers- Almost Impossible 30 17-20 10d10 (55) 18d10 (99) 24d10(132) Comfortable 2 gp enough in a city or town, and might cost 10 ing monster-infested Wilderness to deliver God-tier 35 Wealthy 4 gp to 50 gold pieces (plus the cost of expensive something important to a distant settlement. Aristocratic 10 gp minimum material components). Finding someone able Trapmaker Skills Wisdom Item Cost Ale Items Items Items Danger Save DC Attack Bonus Strength Animal Han- Gallon 2 sp Moderate 10 +5 Athletics dling Mug 4 cp Abacus 2 gp Clothes, costume 5 gp Oil (flask) 1 sp Acid (vial) 25 gp Clothes, fine 15 gp Paper (sheet) 2 sp Dangerous 15 +8 Insight Banquet (per person) 10 gp Deadly 20 +12 Medicine Bread, loaf 2 cp Alchemist’s fire (flask) 50 gp Clothes, traveler’s 2 gp Parchment (sheet) 1 sp Dexterity Cheese, hunk 1 sp Ammunition Component pouch 25 gp Perfume (vial) 5 gp Acrobatics Perception Arrows (20) 1 gp Crowbar 2 gp Pick, miner’s 2 gp Level Moderate Dangerous Deadly Survival Blowgun needles (50) 1 gp Druidic focus Piton 5 cp Sleight of Inn stay (per day) 1st–4th Cantrip 1st 2nd Squalid 7 cp Crossbow bolts (20) 1 gp Mistletoe 1 gp Poison, basic (vial) 100 gp Hand Sling bullets (20) 4 cp Totem 1 gp Pole (10-foot) 5 cp 5th–10th 1st 3rd 6th Stealth Charisma Poor 1 sp Modest 5 sp Antitoxin (vial) 50 gp Wooden staff 5 gp Pot, iron 2 gp 11th–16th 3rd 6th 9th Deception Arcane focus Yew wand 10 gp Potion of healing 50 gp 17th–20th 6th 9th 9th+5th Comfortable 8 sp Crystal 10 gp Fishing tackle 1 gp Pouch 5 sp Intelligence Intimidation Wealthy 2 gp Performance Aristocratic 4 gp Orb 20 gp Flask or tankard 2 cp Quiver 1 gp Arcana Rod 10 gp Grappling hook 2 gp Ram, portable 4 gp Break Stuff object History Persuasion Meals (per day) Staff 5 gp Hammer 1 gp Rations (1 day) 5 sp Investigation Squalid 3 cp Wand 10 gp Hammer, sledge 2 gp Robes 1 gp Substance AC Size HP Backpack 2 gp Healer’s kit 5 gp Rope, hempen (50 ft) 1gp Nature Poor 6 cp Cloth, paper, rope 11 Tiny 1d4-2d4(2-5) Modest 3 sp Ball bearings (1,000) 1 gp Holy symbol Rope, silk (50 feet) 10 gp Crystal, glass, ice 13 Small 1d6-3d6(3-10) Religion Comfortable 5 sp Barrel 2 gp Amulet 5 gp Sack 1 cp Wood, bone 15 Medium 1d8-4d8(4-18) Basket 4 sp Emblem 5 gp Scale, merchant’s 5 gp Wealthy 8 sp Aristocratic 2 gp Bedroll 1 gp Reliquary 5 gp Sealing wax 5 sp Stone 17 Iron, steel 19 Large 1d10-5d10(5-27) Passive Checks Bell 1 gp Holy water (flask) 25 gp Shovel 2 gp Mithral 21 Meat, chunk 3 sp Blanket 5 sp Hourglass 25 gp Signal whistle 5 cp Adamantine 23 10 + all modifiers that nor- Wine Block and tackle 1 gp Hunting trap 5 gp Signet ring 5 gp Book 25 gp Soap 2 cp mally apply to the check Common (pitcher)2 sp Ink (1 oz bottle) 10 gp Damage Threshold: Strong objects like castle walls may Fine (bottle) 10 gp Bottle, glass 2 gp Ink pen 2 cp Spellbook 50 gp Bucket 5 cp Spikes, iron (10) 1 gp have a Damage Threshold. The object has immunity to all Advantage: + 5 Jug or pitcher 2 cp Caltrops (bag of 20) 1 gp Ladder (10-foot) 1 sp Spyglass 1K gp damage unless a single Attack or Effect meets or exceeds Disadvantage: - 5 Service Pay Coach cab Candle 1 cp Lamp 5 sp Tent, two-person 2 gp its Damage Threshold. Any damage that fails to meet Between towns 3 cp per mile Case, crossbow bolt 1 gp Lantern, bullseye 10 gp Tinderbox 5 sp or exceed the object’s Damage Threshold is considered Within a city 1 cp Case, map or scroll 1 gp Lantern, hooded 5 gp Torch 1 cp superficial and doesn’t reduce the object’s Hit Points. Tools Chain (10 feet) 5 gp Lock 10 gp Vial 1 gp Hireling Chalk (1 piece) 1 cp Magnifying glass 100 gp Waterskin 2 sp Tools help you do something Skilled 2 gp per day Chest Climber’s kit 5 gp 25 gp Manacles 2 gp Whetstone 1 cp Average Encounter XP you normally couldn’t—craft Untrained 2 sp per day Mess kit 2 sp Messenger 2 cp per mile Clothes, common 5 sp Mirror, steel 5 gp Level Easy Med. Hard Deadly items, forge documents, pick Road or gate toll 1 cp 1st 25 50 75 100 locks, etc. Ship’s Passage 1 sp per mile Magic Item Pricing 2nd 50 100 150 200 3rd 75 150 225 400 Proficiency with tools allows Skilled Hirelings are hired to perform 4th 125 250 375 500 you to add Proficiency Bonus Rarity Value Asking Price Average Selling Base Price 5th 250 500 750 1,100 a service that involves a proficiency Common 50-100 gp 1d6 + 1 × 10 gp 45gp 100 gp 6th 300 600 900 1,400 to any checks made using (e.g. weapon, tool, or skill): a Mer- Uncommon 101-500 gp 1d6 × 100 gp 350gp 400 gp 7th 350 750 1,100 1,700 that tool. Tool use is not tied cenary, artisan, scribe, etc. The pay Rare 501-5,000 gp 2d10 × 1,000 gp 11,000gp 4,000 gp 8th 450 900 1,400 2,100 Very rare 5,001-50,000 gp 1d4 + 1 × 10,000 gp 35000gp 40,000 gp to a single ability, as tool shown is a minimum; Expert Hirelings 9th 550 1,100 1,600 2,400 proficiency represents broad Legendary 50,001+ gp 2d6 × 25,000 gp 175,000gp 200,000 gp 10th 600 1,200 1,900 2,800 require more pay. Untrained Hirelings 11th 800 1,600 2,400 3,600 knowledge of its use. are hired for work that requires no 12th 1,000 2,000 3,000 4,500 trained skill and can include laborers, 13th 1,100 2,200 3,400 5,100 porters, maids, etc. 14th 1,250 2,500 3,800 5,700 15th 1,400 2,800 4,300 6,400 16th 1,600 3,200 4,800 7,200 Spellcasting Services 17th 2,000 3,900 5,900 8,800 People who cast Spells aren’t ordinary 18th 2,100 4,200 6,300 9,500 Hirelings. It may be possible to find 19th 2,400 4,900 7,300 10,900 20th 2,800 5,700 8,500 12,700 Combat Actions Player Characters Conditions Petrified Transformed, along with any nonmagical ob- Attack Blinded ject it is wearing or carrying. Weight increases Name: AC: HP: PP: by a factor of ten, and aging ceases. Icapac- Can’t see and automatically fails any Cast a Spell ability check that requires sight. itated, can’t move or speak, and unaware of Class: Alignment: You can cast one spell on the same turn, except for a Attack rolls against the creature have surroundings. cantrip with a casting time of 1 action. advantage, and the creature’s Attack rolls Attack rolls against have advantage.Auto- Name: AC: HP: PP: have disadvantage. matically fails Strength and Dexterity Saving Dash Throws. Resistance to all damage. Immune Class: Alignment: to poison and disease, although a poison or Gain extra movement for the current turn. The increase Charmed equals your speed with modifiers. Any increase or de- Can’t Attack charmer or target them disease already in its system is suspended, not crease to speed changes dash by the same amount. Name: AC: HP: PP: with harmful Abilities or magical Effects. neutralized. Charmer has advantage on any ability Disengage Class: Alignment: check to interact socially with the crea- Poisoned Movement doesn’t provoke opportunity attacks for the ture. Disadvantage on Attack rolls and Ability rest of the turn. Name: AC: HP: PP: Checks. Deafened Dodge Class: Alignment: A deafened creature can’t hear and Prone Until the start of your next turn, attacks roll made automatically fails any ability check that Only Movement option is to crawl, unless against you have disadvantage if you can see the attacker, requires hearing. standing up.The creature has disadvantage Name: AC: HP: PP: and make Dexterity saving throws with advantage.You on Attack rolls. Attack rolls against have lose this benefit if you are incapacitated or if your speed Class: Alignment: Frightened advantage if the attacker is within 5 feet of drops to 0. Disadvantage on Ability Checks and the creature. Otherwise, the Attack roll has Attack rolls while source of fear is within disadvantage. Name: AC: HP: PP: Help Line of Sight. Can’t willingly move closer The creature you aid gains advantage on the next ability to the source of its fear. Restrained Class: Alignment: check it makes to perform the task you are helping with, Speed becomes 0, and can’t benefit from provided it makes the check before the start of your next Grappled any bonus to speed. Attack rolls against have turn. Alternatively, aid a friendly creature in attacking a Name: AC: HP: PP: Speed becomes 0, and can’t benefit from advantage, and Attack rolls have disadvantage. creature within 5 feet of you. The first attack roll is made Class: Alignment: any bonus to speed. Ends if the Grappler Disadvantage on Dexterity Saving Throws. with advantage. is incapacitated. Also ends if an Effect removes the grappled creature from Stunned Hide Name: AC: HP: PP: the reach of the Grappler or Grappling Incapacitated, can’t move, and can speak only Make a Dexterity (Stealth) check in an attempt to hide, Effect, such as when a creature is hurled falteringly. Automatically fails Strength and following the rules for hiding. Class: Alignment: away by the Thunderwave spell. Dexterity Saving Throws. Attack rolls against have advantage. Ready Sidekicks & NPCs Incapacitated Unconscious Decide what perceivable circumstance will trigger your Can’t take Actions or Reactions. reaction. Then choose the action you will take in respons, Incapacitated, can’t move or speak, and is Name: AC: HP: PP: unaware of its surroundings. Drops whatever or choose to move up to your speed in response . Invisible When the trigger occurs, you can either take your reac- Impossible to see without the aid of it’s holding and falls prone. Automatically fails Class: Alignment: Strength and Dexterity Saving Throws. Attack tion right after the trigger finishes or ignore the trigger. magic or a Special sense. For hiding, the You can take only one reaction per round. creature is heavily obscured. Location rolls against have advantage.Any Attack that Name: AC: HP: PP: can be detected by any noise it makes or hits is a critical hit if the attacker is within 5 If you ready a spell, you cast it normally but only release any tracks it leaves. Attack rolls against feet of the creature. Class: Alignment: it when the trigger occurs. Spell must have a casting have disadvantage, and Attack rolls have time of 1 action, and holding it requires concentration. If advantage. Exhaustion concentration is broken, the spell has no effect. Name: AC: HP: PP: Paralyzed Level Effect Search Class: Alignment: A paralyzed creature is incapacitated and 1 Disadvantage on Ability Checks Devote your attention to finding something. can’t move or speak. Automatically fails 2 Speed halved Name: AC: HP: PP: Strength and Dexterity Saving Throws. 3 Dis. Attack rolls/Saving Throws Use an Object Attack rolls have advantage.Any Attack 4 Hit point maximum halved Some objects requires your action to use. Also useful Class: Alignment: that hits the creature is a critical hit if the 5 Speed reduced to 0 when you want to interact with more than one object on attacker is within 5 feet of the creature. 6 Death your turn. Cover Armor & Weapons Weapons Cost Damage Properties
Simple Melee Weapons
Half cover: +2 bonus to AC and Dex. saving Armor Cost Armor Class (AC) Strength Stealth Club 1 sp 1d4 bludgeoning Light throws. A target has half cover if an obsta- Dagger 2 gp 1d4 piercing Finesse, light, thrown (range 20/60) Light Armor Greatclub 2 sp 1d8 bludgeoning Two-handed cle blocks at least half of its body. e.g. a low Padded 5 gp 11 + Dex — Dis. Handaxe 5 gp 1d6 slashing Light, thrown (range 20/60) wall, furniture or other creature, including Leather 10 gp 11 + Dex — — Javelin 5 sp 1d6 piercing Thrown (range 30/120) enemies. Studded leather 45 gp 12 + Dex — — Light Hammer 2 gp 1d4 bludgeoning Light, thrown (range 20/60) Mace 5 gp 1d6 bludgeoning — Medium Armor Quarterstaff 2 sp 1d6 bludgeoning Versatile (1d8) Three-quarters cover: +5 bonus to AC Hide 10 gp 12 + Dex (max 2) — — Sickle 1 gp 1d4 slashing Light and Dex. saving throws. Target has three-quar- Chain shirt 50 gp 13 + Dex (max 2) — — Spear 1 gp 1d6 piercing Thrown (range 20/60), versatile (1d8) ters cover if it is about three-quarters covered Scale mail 50 gp 14 + Dex (max 2) — Dis. Breastplate 400 gp 14 + Dex (max 2) — — Simple Ranged Weapons by an obstacle. e.g. a portcullis, arrow slit, or Half plate 750 gp 15 + Dex (max 2) — Dis. tree trunk. Crossbow, light 25 gp 1d8 piercing Ammo. (range 80/320), loading, two-handed Dart 5 cp 1d4 piercing Finesse, thrown (range 20/60) Heavy Armor Shortbow 25 gp 1d6 piercing Ammunition (range 80/320), two-handed A target with total cover can’t be targeted Ring mail 30 gp 14 — Dis. Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120) Chain mail 75 gp 16 Str 13 Dis. directly by an attack or a spell, but spells can Splint 200 gp 17 Str 15 Dis. reach by including it in an area of effect. Martial Melee Weapons Plate 1,500 gp 18 Str 15 Dis. Battleaxe 10 gp 1d8 slashing Versatile (1d10) Shield 10 gp +2 — — Flail 10 gp 1d8 bludgeoning — Surprise Glaive 20 gp 1d10 slashing Heavy, reach, two-handed Concentration Vision & Light Greataxe Greatsword 50 gp 30 gp 1d12 slashing 2d6 slashing Heavy, two-handed Heavy, two-handed If neither side tries to be stealthy, they Halberd 20 gp 1d10 slashing Heavy, reach, two-handed automatically notice each other. Otherwise, Holding a spell or casting a new Lightly obscured areas create Lance 10 gp 1d12 piercing Reach, special compare the Stealth checks of anyone hiding spell that requires concentration disadvantage on checks that rely on Longsword 15 gp 1d8 slashing Versatile (1d10) breaks concentration. Maul 10 gp 2d6 bludgeoning Heavy, two-handed with the PP score of each creature on the sight. Heavily obscured areas such Morningstar 15 gp 1d8 piercing — opposing side. Character or monsters that as Darkness or dense foliage block Pike 5 gp 1d10 piercing Heavy, reach, two-handed don’t notice a threat are surprised at the Whenever you take damage while vision entirely. Creatures effectively Rapier 25 gp 1d8 piercing Finesse start of the encounter. If surprised, you can’t concentrating, make a Constitu- suffers from the Blinded condition Scimitar 25 gp 1d6 slashing Finesse, light tion saving throw. The DC is 10 or Shortsword 10 gp 1d6 piercing Finesse, light move, take an action or react during the first when trying to see. Trident 5 gp 1d6 piercing Thrown (range 20/60), versatile (1d8) turn of combat. A member of a group can be half the damage taken, whichever War pick 5 gp 1d8 piercing — surprised even if others aren’t. number is higher. If you take Bright light lets most creatures see Warhammer 15 gp 1d8 bludgeoning Versatile (1d10) damage from multiple sources, normally. Sun is always bright light, Whip 2 gp 1d4 slashing Finesse, reach you make a separate saving throw Mounted Combat for each source of damage. as are torches, lanterns, fires, and Martial Ranged Weapons other sources of light within their Blowgun 10 gp 1 piercing Ammo. (range 25/100), loading Mounting and Dismounting radius. Crossbow, hand 75 gp 1d6 piercing Ammo. (range 30/120), light, loading controlled mount changes to Crossbow, heavy 50 gp 1d10 piercing Ammo. (range 100/400), heavy, loading, two-handed You can mount or dismount a creature within match yours when mounted. Longbow 50 gp 1d8 piercing Ammo. (range 150/600), heavy, two-handed 5’. This costs half your movement. Dim light—or shadow—creates Net 1 gp — Special, thrown (range 5/15) It moves as directed, and can a lightly obscured area. Dim light is Dash, Disengage, or Dodge. A usually an area between a source of If your mount moves against its will, you must controlled mount can move and bright light and Darkness.Twilight Jumping Suffocating Donning & Doffing succeed on a DC 10 Dex check or land prone act even on the turn that you Don Doff in a space within 5’. and dawn count as dim light. A bril- Long Jump A creature can hold its breath Light 1 minute 1 minute mount it. liant full moon might be dim light. Medium 5 minutes 1 minute Up to Strength score in feet for a number of minutes equal Heavy 10 minutes 5 minutes If knocked prone while mounted, you must An independent mount retains its if you run 10’+ immediately to 1+ Constitution modifier Shield 1 action 1 action make the same saving throw. If a mount is Darkness creates a heavily obscured before jumping. From standing (minimum 30 seconds). place in the initiative order. It can area. Examples are nighttime, an knocked prone, you can use your reaction to also move and act as it wishes. It you can leap only half as far. Lifting & Carrying dismount it as it falls and land on your feet. unlit dungeon, subterranean vault, or Each foot jumped costs a foot When a creature runs out of might flee from combat, rush to an area of magical Darkness. Otherwise, you are dismounted and fall prone attack and devour a badly injured of movement. breath or is choking, it can Carrying Capacity within 5’. foe, or otherwise act against your survive for a number of rounds 15 x Str. (in lbs) Darkvision High Jump equal to its Constitution mod- wishes. Creatures with Darkvision can see Controlling a Mount 3+Strength modifier if you ifier (minimum of 1 round). Push, Drag, or Lift While mounted you can control the mount or in Darkness as if the Darkness were run 10’+ immediately before At the start of its next turn, In either case, if the mount pro- dim light. Areas of Darkness are 30 x Str. (in lbs) allow it to act independently. vokes an opportunity attack while jumping. From standing you can it drops to 0 Hit Points and is Intelligent creatures, such as dragons, act lightly obscured as far as they are jump only half as high. dying, and it can’t regain Hit you’re on it, the attacker can concerned. They can’t discern color, While pushing or dragging weight independently. target you or the mount. You can reach above you the Points or be stabilized until it in excess of carrying capacity, only shades of gray. height of the jump plus 1½ can breathe again. speed drops to 5’ a round. You can control a mount only if it has been times your height. trained to accept a rider. The initiative of a