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Resistance or Vulnerability
Resistance Takes half damage
type.
Vulnerability Takes double
damage type.
Quick Random Weather
d20 Temperature
1 – 14 Normal for the Season
15 – 17 4d6 °C colder than normal
18 - 20 4d6 °C warmer than normal
d20 Temperature
1 – 12 None (or lessening)
13 – 17 Light (or stays the same)
18 - 20 Strong (or strengthening)
d20 Temperature
1 – 12 None
13 – 17 Light rain or snow
18 - 20 Heavy rain or snow
Travel
Pace Per min Per hour Per day Effect
Fast 400 ft. 4 miles 30 miles -5 passive
wisdom
Norma 300 ft. 3 miles 24 miles
l
Slow 200 ft. 2 miles 18 miles Can stealth
Forced March
You can push past the 8 hours of travel limit at the risk of
exhaustion. Every hour past 8 hours, roll a Constitution
Saving Throw. The DC is 10 + number of hours past 8
hours. On a failed, you suffer one level of exhaustion.
Stealth and Hiding
Can be done if you are not seen by enemy. Can pass
unnoticed or get advantage on attack. Stealth roll against
passive Wisdom. During combat all creatures are aware,
they roll perception check if you come out of hiding.
Concentration
Can be stop with no action required. Can break with :
1) Casting another spell that requires Concentration. Can’t
concentrate on two spells.
2) Taking damage. To maintain, must make Constitution saving
throw DC equals 10 pr half the damage you take, highest of the
two. If taking multiple attack, must make separate saving throw.
3) Being incapacitated or killed.
Attunement
To attune to magic items, must meet prerequisite. If not attuned,
only gain nonmagical benefits, unless description says otherwise.
Attuning require an uninterrupted short rest. Attuning does not
mean identify, only gain understanding how to activate. Item can
only be attuned by one person at a time, and creature can’t be
attuned to more than three items at a time. Can’t attune to more
than one copy of an item. Can end attunement by :
1) No longer satisfies prerequisite.
2) Item has been more than 100 feet away for 24 hours.
3) Creature dies
4) Item is attuned to another creature.
5) Can be voluntarily end attunement by spending short
rest.
Short Rest
Duration of about one hour. Can spend Hit Die to recover HP (roll
die + Constitution modifier) or accomplish small task. Spell Scroll DC
Long Rest Spell Save DC Attack Bonus
Duration of 8 hours. Can sleep or accomplish small activity. Cantrip 13 +5
Cannot be interrupted for more than one hour. Must have 1 HP 1st 13 +5
and the beginning of the rest
Character and no more than one long rest
Advancement 2nd 13 +5
every 24 hours. At Exp.
the Points
end of the long rest, recoverBonus
all HP and
Leve Proficiency 3rd 15 +7
half maximum
l number of Hit Die.
1 0 Spell Scroll +2 4th 15 +7
2 300 Casting Spell +2 5th 17 +9
Can 3only be used if it’s900a spell from your class+2 spell list. Not lost if 6th 17 +9
casting
4 is interrupted. If spell is higher than what
2,700 +2 you can cast, 7th 18 +10
must5 succeed a saving throw using spellcasting
6,500 +3ability. DC is 10 8th 18 +10
+ spell
6 level. On a failure,
14,000the spell disappears+3 from scroll. For DC 9th 19 +11
and 7Attack Bonus, see table.
23,000 +3
8 34,000Learning Spell +3
Class9 like Wizard can learn spells from scrolls,+4
48,000 but must succeed
a Arcana
10 check with a DC
64,000 of 10 + spell’s level. Regardless
+4 of the
result, the scroll is destroyed.
11 85,000 +4
12 100,000 +4
13 120,000 +5
14 140,000 +5
15 165,000 +5