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Maintenance Costs Blind Enemy Blind an enemy using sand, ash, arrow,

Daily cost maintenance of property. Needs to be paid every light, etc.


30 days. Steward can make payment for you, if money is in Bull Rush Push opponent 5 ft. back.
the estate. Salary for hirelings is in Service. Distract Deception check. Make someone less
Property Total Cost Skilled Untrained
(T=Town, C=City) per Day Hirelings Hirelings
focus. Give adv. to ally or dis. to enemy.
Abbey 20 gp 5 25 Environment Use environment to help action. Give adv.
Farm 5 sp 1 2
Feint Negate opponent Dex bonus to AC.
Grapple Wrestle opponent. See Conditions.
Guild Hall, T or C 5 gp 5 3
Improvised Percep. check to find something suitable.
Inn, rural roadside 10 gp 5 10 Weapon Weapon equivalent a club (1d4) type
Inn, T or C 5 gp 1 5 depend on what’s use to make it.
Keep or small castle 100 gp 50 50 Overrun Plow past or over opponent as you move.
Lodge, hunting 5 sp 1 ̶ Push Push something on terrain or enemy to
Noble estate 10 gp 3 15 halt movement or kill them.
Set up Trap Made yourself or not for various effects.
Outpost or fort 50 gp 20 40
Sunder Strike an opponent’s shield or weapon.
Palace or large castle 400 gp 200 100
Trip Trip an opponent.
Shop 2 gp 1 ̶ Attack of Opportunity
Temple, large 25 gp 10 10 Use reaction to make one melee attack if creature you see
Temple, small 1 gp 2 ̶ moves out of reach. Attack is made before creature moves
Tower, fortified 25 gp 10 ̶ out.
Trading post 10 gp 4 2 Knocking out creature
Meal Service
When creature reaches 0 hp, attacker can decide to knock
instead of killing, unless instant death (see Condition).
Type Cost Type Cost
Squalid 3 CP Coach Cab Two Weapon Fighting
Poor 6 CP Road 3 CP per mile Bonus action to attack with 2nd weapon with no ability
Modest 3 SP City 1 CP modider to damage.
Comfortable 5 SP Hireling
Wealthy 8 SP Skilled 2 GP per day
Aristocratic 2 GP Untrained 2 SP per day
Beer Mug Drink % 5 Messenger 2 CP per mile
Beer Pitcher See Drink Toll 1 CP
Wine bottle Food X 20 Ship's 1 SP per mile
Passage
Ranged
Object AC Attacks Trap DC Alcohol Intoxication
Single Range
Substance Can’t attack
AC Trap danger Save DC Level
Cloth, paper, ropebeyond.11 Setback 10-11 Each drink adds one level. Each level last 4 hours or
Two Range
Crystal, First is 13
glass, ice normal, Dangerous 12-15 a long rest. Must succeed saving each drink or suffer
Wood, bone second 15 is max. Deadly 16-20 Hangover effect.
Close Attack roll disad. Level DC
Stone 17 Trap Attack Bonus
Combat if 5 ft. of enemy
Iron, steel 19 Setback +3 to +5 1 10
Mithral 21 Dangerous +6 to +8 2 12
Adamantine 23 Deadly +9 to +12
3 15
Object Hit Points
Size Fragile Resilient 4 18
Tiny 1d4 2d4 Potion5 of Healing
20
Small Unseen1d6 combatant 3d6 Potion of … Rarity
6 25 HP Regained
Disadvantage
Medium on attack roll1d8 on target you can’t see,4d8whether Healing Common 2d4 + 2
you are guessing
Large location or can’t
1d10 see. If targeting wrong
5d10 7 30
Greater healing Uncommon 4d4 + 4
location, GM says attack miss, not if it’s the wrong location. Hangover
Huge and Basically immune to normal weapon. Superior healing Rare 8d4 + 8
If creature can’t see and hear you, advantage on attack roll, Duration
Supreme determinedVery
healing by rare
a die roll – Cons.
10d4modifier
+ 20
gargantuan HP can be divided in sections.
but location revealed. (adds if modifier
Potionisand
negative)
Poison(1min).
Effects
Cover Type Effect
Hangover Effects Price modifier
Half cover +2 to AC and Dex saving throws. Spoiled
Failur ¼ effect + 1 random
Effect Duration
Three-quarter +5 to AC and Dex saving throws. e 0
effect*
Total cover Can’t be targeted by attack or spells 0 Sober ---
Bargain
1 ¼ the
Tipsy effect
– Adv. on+Charisma
duration based checks¼ 1d4
unless area of effect. Cheap and½saving
the effect + duration
throw ½
Falling 2
Standard Buzzed – SeeDis.table
on Dexterity based See table 1d6
Take 1d6 bludg. damage for every 10 ft. to max of 20d6. checks1and
Quality ½ saving
durationthrows 1½
Lands prone unless avoid taking damage. Exclusive - Adv.
X2 effect + duration checks and 2
on Strength based
Suffocating * : Negatif forsaving throws
potions, positive for poisons
Can hold breath for 1min + Cons. modifier (min 30sec). 3 Drunk – Dis. on attack rolls 1d8
Lodging Foraging DC
When out of breath, survive amount of round equal to - Adv. saving throws against fear
Type Cost Creature Size Food/Water per Day
Cons. modifier (min 1). After that, become unconscious. 4 Black Out – Dis. on all ability checks 1d10
Squalid 1 CP
and loose memory,
Tiny ¼
Improvising damage Poor - May1 SP Sm./Med.
require Dex check to move 1
1d10 Burned by coals, falling bookcase, poison needle Modest 5 SP
- Roll hit dice andLarge
gain temporary hit 4
2d10 Struck by lightning, fire pit Comfortable points 8 SP Huge resistance 16
and gain damage
4d10 Falling rubble, stumbling into vat of acid Wealthy5 2 GP
Passed Gargan.
Out - Unconscious until long 64 1d12
10d1 Aristocratic rest 4and GP don'tX2restore
water Exhaustion
required in hot
levelcondition
Crush by walls, whirling steel blade, lava stream - Add one Foraging DC
level of exhaustion
0
Food/Water Availability DC
Grapple
Athletic check contested by target’s Athletic or Acrobatic check, target chooses.
Target must be in reach and no more than one size larger.
Escaping a grapple Action to escape. Athletic or Acrobatic check contested
by grappler’s Athletic check.
Moving a creature
Characters Can drag or carry grappled creature with you. Speed is
halved unless creature is, at least, two size smaller.
Passive Perception Prone Conversation Reaction
Can only crawl (Speed halved) or teleport. Cost half movement speed
(Wisdom) DCto get up. Friendly Creature’s Reaction
Unconscious (Death Saving Throw) 0 Does as asked without taking risks or making
When hp reaches 0. Roll a d20 with no ability score, but some spells and sacrifice
features can help. Can apply to villains or NPC if DM wants. 10 Accepts a minor risk or sacrifice to do as
Success (10 or +) Three successes, creature become stable.
Failure (9 or -) Three failures, creature dies. asked.
Roll 1 or 20 Two successes or failures. 20 Accepts a significant risk or sacrifice to do as
Instant Death asked.
When damage equals or exceed max hp after unconscious. DamageDC remaining Indifferent Creature’s Reaction
of attack that makes unconscious carries over. 0 Offers no help but does no harm.
Stabilizing
10
Can administer first aid with Medicine check DC 10 or if creature gets three Does as asked if no risks or sacrifices are
successful Death Saving Throw. Stable creature is still unconscious but involved.
doesn’t roll anymore and regain 1 hp after 1d4 hours if not healed. 20Not stableAccepts a minor risk or sacrifice to do as
anymore if takes any damage and reset Saving Throws.
asked.
Saving Throws
DC Hostile Creature’s Reaction
Strength Opposing a force that would physically move or bind you
0 Opposes the party's actions and might take
Dexterity Dodging out of harm's way
Constitution Enduring a disease, poison, or other hazard that saps risks to do so.
vitality 10 Offers no help but does no harm.
Intelligence Disbelieving certain illusions, resisting mental
20assaults
The creature does as ask as long as no risks or
that can be refuted with logic. sharp memory, or both
Wisdom Resisting effects that charm, frighten, or otherwise sacrifices a re involved.
assault your willpower
Charisma Withstanding effects, like possession, that subsume
your personality or hurl you to another plane of
existence
Vision Abilities
Blindsight Can perceive surrounding without relying on sight
within a specific radius.
Darkvision Can perceive in shades of grey in Darkness as if it’s as
dim light within a specific radius.
Truesight Can see in normal or magical Darkness, invisible
creatures, and objects, automatically detect illusions
and succeed saving throws against them, perceive
original shape of shapeschanger or creature magically
transformed and can see into the Ethereal Plane.
Squeezing Into Smaller Space
If passage is one size smaller. Moving spend 1 extra foot and has disadvantage on attack rolls
and Dexterity Saving Throws. Attack rolls on a creature in a smaller place have advantage.
Difficult Terrain
Difficult terrain or another creature's space cost 1 extra foot
Tracking DC
Ground Surface DC
Soft surface such as snow 10
Dirt or grass 15
Bare stone 20
Each day since the creature passed +5
Creature left a trail such as blood -5

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

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