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10 1
Gold Platinum
Things to know…
Pace Min Hr
A Advantage Roll 2d20 take the higher number
Fast* 400ft 4 mi
10 1 D Disadvantage Roll 2d20 take the lower number
Silver Gold Normal 300ft 3 mi
STR Strength Measures bodily power & raw force
Slow** 200ft 2 mi
DEX Dexterity Measures agility, reflexes & balance
*-5 passive perception
10 1 CON Constitution Measures stamina & vital force ** Stealth possible
Copper Silver INT Intelligence Measures ability to recall & reason Forced March
For each hour spent
WIS Wisdom Measures perception & intuition
travelling make a CON
CHA Charisma Measures ability to interact effectively Saving throw DC 10 + 1
for every hour past 8 on a
HP Hit Points How close to death a creature is
failed save add a level of
AC Armor Class How difficult a creature is to hit exhaustion.
Armor Don Doff
Ability check A d20 roll to succeed or failure of a task Required Food
Light 1 min 1 min & Water
An attempt to resist a spell, trap, disease or Basic survival
Medium 5 min 1 min Saving Throw
other similar threats A medium creature needs
Heavy 10 min 5 min
Immunity No damage from a specific damage type 1lb of food and 1 gallon of
Shield
1 1 water or they begin to
action action Resistance Half damage from a specific damage type suffer from starvation or
Vulnerability Double damage from a specific damage type dehydration.
Weight Starvation
Speed How far a creature can move
Carry: Can go without food for 3
STRx15 lbs Awarded by a Dungeon master & confers A to + CON mod days. (min 1)
Inspiration Dehydration
Push/drag/lift: an attack roll, saving throw or ability check
STR x30 lbs Half water requires CON
Saving Throw DC 15.
Resting Ability Score Modifiers
Lesser amounts automatic
Short Rest gain exhaustion.
Creatures spend an hour Score Modifier Score Modifier
resting and use remaining hit 1 -5 16-17 +3 Exhaustion
dice to regain hit points equal 1. All ability checks D
to the rolled result + 2-3 -4 18-19 +4 2. Speed reduced to half
Constitution modifier. 4-5 -3 20-21 +5 3. Saving throws & attack
Maximum hit die is equal to rolls D
their level. 6-7 -2 22-23 +6 4. Hit point maximum halved
Long Rest 8-9 -1 24-25 +7 5. Speed reduce to 0
Creatures spend 8 hours 6. Death
resting once per 24 hours to 10-11 +0 26-27 +8 Removing
regain all lost hit points. 12-13 +1 28-29 +9 Exhaustion
Additionally, a creature Using a spell or effect
regains spent hit Dice up to 14-15 +2 30 +10 Finishing a long rest with
half their maximum (minimum proper food & drink
of one die). Being raised from the dead
5e Reference
Concentration
Cover Check
When taking damage
+2 AC & DEX saving make a CON saving
½
throws Conditions throw DC 10 or half the
+5 AC & DEX saving
Blinded. Creature cannot see. Attacks against gain A and the creature’s damage taken whichever
¾ own attacks have D. is higher.
throws
Charmed. Creature cannot harm the charmer. The charmer has A on
Cannot be directly any interaction with the creature.
Total Movement
targeted Deafened. Unable to hear, the creature fails any hearing check. Sometimes by choice others not
Frightened. The creature has D on ability and attack rolls while source so much…
is visible, and won't willingly move closer.
Long Jump: Move 10+ feet and
Grappled. Creature’s speed becomes 0 until condition ends. jump a distance equal to STR
Actions Incapacitated: Creature cannot act or react.
score in feet; half as far from
More than just attacking... Invisible. The creature cannot be seen without magical senses. The a standing position.
Dash – Move an amount equal creature’s attacks A have and attacks against have D.
High Jump: Move 10+ feet and
to your speed after applying Paralyzed. Creature is Incapacitated. It cannot move or speak. Fails all jump to a height equal to 3 +
modifiers STR and DEX rolls. Attacks against creature have A. Attackers within 5
STR modifier in feet; half as
Disengage - Your movement feet who hit automatically land a critical hit.
far from a standing position.
doesn’t provoke opportunity Petrified. The creature’s weight increases 10x. Creature is Creatures without a climbing
attacks from hostile creatures Incapacitated: Automatically fails STR and DEX rolls. Attacks against
or swimming speed requires 2
this turn creature have A. Creature has resistance to all damage. Aging, poison
feet for every 1 moved.
Dodge - Attackers roll their and disease are suspended.
Dropping Prone costs 0ft of
attacks with D and you gain Poisoned. The creature has D on attack and ability rolls
movement but standing up
A on DEX saving throws for Prone. The creature must crawl to move at 2 feet per foot or use ½ of costs half a creature’s
this turn Speed to stand. Creature has D on attack rolls. Attackers within 5 feet
movement.
Escape - Using Acrobatics or have A , all other’s attacks have D.
Crawling while prone requires
Athletics attempt to break Restrained. The creature’s speed is 0. Its attacks have D and attacks
2ft for every 1ft moved.
free from being restrained against it have A.
Squeezing – Moving through
Grapple - Attempt to seize a Stunned. The creature is Incapacitated, can’t move, and speech is an area with size restrictions
creature with a STR check faltering. Fails all STR and DEX rolls. Attacks on it have A.
or occupied requires 2 feet
contested by their Acrobatics Unconscious. The creature is Incapacitated, drops what it’s holding and for every 1 moved.
or Athletics check falls prone. Fails all STR and DEX rolls. Attacks on it have A. Attackers
Falling – 1d6 bludgeoning
Help - Give an ally A on an within 5 feet who hit get a critical hit.
damage per 10 feet; max 20d6.
attack or action
Use - Interact with an object Damage Types
Hide - Attempt to stealth with Bludgeoning – Blunt force
suitable cover or a distraction Cold – Freezing chill
Ready - Choose a trigger & 0 HP & Death Fire – Intense or heat
resulting action which can There’s a difference between hurt, dying and dead which are Force – Pure magical energy
then be activated using your you? Lightning – Electrical shock
reaction later after it occurs Falling unconscious – When a creature receives damage but not Necrotic – Life draining
Search - Look around or enough for instant death. They are set to 0 hp and begin rolling Piercing – Stabbing wounds
investigate the area Death saving throws. Poison – Poisons & venoms
Shove - Attempt to knock Instant Death – When a creature receives damage past 0 equal to Psychic – Mental anguish
another creature prone or or exceeds its maximum HP Radiant – Divine light
push them 5 ft using a STR Death saving throws - Roll a d20. 10 or higher, you succeed. Slashing – Cutting wounds
check contested by their Otherwise, you fail. Natural 1 counts as two failures .Natural 20 Thundering – Concussive
Acrobatics or Athletics check you regain 1 HP impact or sonic