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Random Treasure Table Weather Concealment, light, and Vision

Individual Treasure: Challenge 0-4 Terrain Dragon Magazine 15, ‘Weather In The Wilderness,’ Page 14 Concealment
D100 CP SP EP GP PP 1D8 CLEAR WOODS RIVER SWAMP MOUNTAINS DESERT CITY LIGHT DESCRIPTION
01-30 5D6 (17) 01 CLEAR CLEAR CLEAR CLEAR CLEAR CLEAR CLEAR LIGHTLY OBSCURED DIM LIGHT, PATCHY FOG, MODERATE FOLIAGE (DISADVANTAGE PERCEPTION CHECKS)
31-60 4D6 (14) 02 CLEAR CLEAR CLEAR CLEAR CLEAR CLEAR CLEAR HEAVILY OBSCURED DARKNESS, HEAVY FOG, DENSE FOLIAGE (BLINDED CONDITION)
61-70 3D6 (10) 03 CLEAR CLEAR CLEAR CLEAR CLEAR CLEAR CLEAR Light
71-95 3D6 (10) 04 UNUSUAL CLEAR CLEAR CLEAR UNUSUAL CLEAR CLEAR BRIGHT LIGHT TORCHES, LANTERNS, FIRES, AND OTHER SOURCES OF ILLUMINATION WITHIN A SPECIFIC RADIUS
96-00 1D6 (3) 05 CLOUDY CLOUDY CLOUDY CLOUDY CLOUDY UNUSUAL CLOUDY DIM LIGHT BOUNDARY BETWEEN LIGHT SOURCE AND DARKNESS, TWILIGHT, DAWN, OR A BRIGHT FULL MOON
Individual Treasure: Challenge 5-10 06 CLOUDY CLOUDY CLOUDY UNUSUAL CLOUDY STORMY STORMY DARKNESS OUTDOORS AT NIGHT, CONFINES OF AN UNLIT DUNGEON OR VAULT, OR MAGICAL DARKNESS
D100 CP SP EP GP PP 07 STORMY STORMY STORMY STORMY STORMY WINDS UNUSUAL Vision
01-30 4D6 X 100 1D6 X10 08 WINDS STORMY STORMY STORMY STORMY WINDS UNUSUAL BLINDSIGHT PERCEIVE SURROUNDINGS WITHOUT RELYING ON SIGHT
31-60 6D6 X 10 2D6 X 10 Weather Type DARKVISION CAN SEE IN DARKNESS AS IF IT WHERE DIM LIGHT, CAN’T DISCERN COLOURS ONLY SHADES OF GREY
61-70 3D6 X 10 2D6 X 10 1D10 CLEAR CLOUDY STORMY WINDS UNUSUAL TRUESIGHT CAN SEE IN NORMAL AND MAGICAL DARKNESS, INVISIBILITY, TRANSFORMATION, AND ETHEREAL PLANE
71-95 4D6 X 10 01 COLD/SNOW
COLD DENSE FOG SNOW HIGH Light Sources
96-00 2D6 X 10 3D6 X 10 02 COOL LIGHT FOG HEAVY RAIN MEDIUM DENSE FOG/HEAVY SOURCE BRIGHT LIGHT DIM LIGHT DURATION
Individual Treasure: Challenge 11-16 03 COOL LOW CLOUDS MEDIUM RAIN HIGH LIGHT FOG/WARM Mundane
D100 CP SP EP GP PP 04 COOL MEDIUM CLOUDS LIGHT RAIN MEDIUM MEDIUM RAIN/COLD
CANDLE 5 FEET RADIUS + 5 FEET RADIUS 1 HOUR
01-20 4D6 X 100 1D6 X 100 05 FAIR HIGH CLOUDS THUNDERSTORM LIGHT THUNDERSTORM LAMP 15 FEET RADIUS + 30 FEET RADIUS 6 HOURS
21-35 1D6 X 100 1D6 X 100 06 FAIR STORMY CLOUDY LIGHT THUNDERSTORM
LANTERN, BULSEYE 60 FEET CONE + 60 FEET CYLINDER 6 HOURS
36-75 2D6 X 100 07 WARM HIGH CLOUDS LIGHT RAIN MEDIUM COLD/HIGH WIND LANTERN, HOODED 30 FEET RADIUS + 30 FEET RADIUS 6 HOURS
76-00 2D6 X 100 08 WARM LOW CLOUDS MEDIUM RAIN LIGHT LIGHT RAIN/COOL
TORCH 20 FEET RADIUS + 20 FEET RADIUS 1 HOUR
Individual Treasure: Challenge 17+ 09 WARM LIGHT FOG HEAVY RAIN MEDIUM THUNDERSTORM Magical
D100 CP SP EP GP PP 10 HOT DENSE FOG SNOW HIGH HOT/HIGH WINDS
CONTINUOUS FLAME 20 FEET RADIUS + 20 FEET RADIUS UNTIL DISPELLED
01-15 2D6 X 1,000 8D6 X 100 Seasonal Weather DANCING LIGHTS 10 FEET RADIUS UP TO 1 MINIUTE
16-55 1D6 X 1,000 1D6 X 100 WINTER SEASON SPRING SEASON SUMMER SEASON AUTUMN SEASON
FAERIE FIRE 10 FEET RADIUS UP TO 1 MINUTE
56-00 1D6 X 1,000 2D6 X 100 WEATHER LASTS 1-4 WEEKS WEATHER LASTS 1-2 WEEKS WEATHER LASTS 1-6 WEEKS WEATHER LASTS 1-2 WEEKS
FLAME BLADE 10 FEET RADIUS + 10 FEET RADIUS UP TO 10 MINUTES
Wealth, Exchange Rates, and Magic Items CLEAR 01-04 CLEAR 01-02 CLEAR 05-10 CLEAR 01-10
FLAMING SPHERE 20 FEET RADIUS + 20 FEET RADIUS UP TO 1 MINUTE
CLOUDY 01-10 CLOUDY 01-10 CLOUDY 01-10 CLOUDY 01-10
HOLY AURA 5 FEET RADIUS UP TO 1 MINUTE
Common Exchange Rates STORMY 01-10 STORMY 02-09 STORMY 02-09 STORMY 01-10
COIN CP SP EP GP PP LIGHT 20 FEET RADIUS + 20 FEET RADIUS 1 HOUR
WINDS 01-10 WINDS 01-10 WINDS 01-10 WINDS 01-10
1 1/10 1/50 1/100 1/1000 MOONBEAM 5 FEET CYLINDER UP TO 1 MINUTE
COPPER CP 1,2,4-9 2,3,5,6,8,9 2,3,5,6,9,10 01-10
UNUSUAL UNUSUAL UNUSUAL UNUSUAL
SILVER SP 10 1 1/5 1/10 1/100 PRISMATIC WALL 100 FEET + 100 FEET 10 MINUTES
ELECTRUM EP 50 5 1 1/2 1/20
Exhaustion WALL OF FIRE 60 FEET + 60 FEET UP TO 1 MINUTE

GOLD GP 100 10 2 1 1/10 LEVEL OF EXHAUSTION EFFECT OF EXHAUSTION Ability Checks and Saving Throws
1000 100 20 0 1 LEVEL ONE DISADVANTAGE ON ABILITY CHECKS
PLATINUM PP Ability Checks
LEVEL TWO SPEED HALVED
GOLD PIECES ARE THE MOST PREVALENT COIN AMONG COMMONERS. A SILVER PIECE BUYS A LABOURER’S WORK FOR ABILITY USED FOR … EXAMPLE
LEVEL THREE DISADVANTAGE ON ATTACK ROLLS AND SAVING THROWS
HALF A DAY, A FLASK OF LAMP OIL, OR A NIGHT’S REST IN A POOR INN. COPPER PIECES ARE COMMON AMONG
SMASH A DOOR DOWN, MOVE A BOULDER, USE A
LEVEL FOUR HIT POINT MAXIMUM HALVED STRENGTH PHYSICAL FORCE AND ATHLETICISM
LABOURERS AND BEGGARS. A SINGLE COPPER PIECE BUYS A CANDLE, A TORCH, OR A PIECE OF CHALK.
LEVEL FIVE SPEED REDUCED TO ZERO SPIKE TO WEDGE A DOOR SHUT
*FIFTY COINS WEIGHT APPROXIMATELY ONE POUND
SNEAK PAST A GUARD, WALK ALONG A NARROW
Identifying a Magic Item (Variant: Difficult Identification) LEVEL SIX DEATH DEXTERITY AGILITY, REFLEXES AND BALANCE
IF A CREATURE IS ALREADY EXHAUSTED, ITS CURRENT LEVEL OF EXHAUSTION INCREASES BY THE SPECIFIED AMOUNT. LEDGE, WRIGGLE FREE FROM CHAINS
HANDLING THE ITEM IS ENOUGH TO GIVE A CHARACTER A SENSE THAT SOMETHING IS EXTRAORDINARY ABOUT IT.
A CREATURE SUFFERS THE EFFECT OF ITS CURRENT LEVEL OF EXHAUSTION AS WELL AS ALL LOWER LEVELS. ENDURE A MARATHON, GRASP HOT METAL
DISCOVERING A MAGIC ITEM'S PROPERTIES ISN'T AUTOMATIC. THE IDENTIFY SPELL IS THE FASTEST WAY TO REVEAL AN CONSTITUTION STAMINA AND HEALTH
WITHOUT FLINCHING, WIN A DRINKING CONTEST
ITEM'S PROPERTIES. POTIONS ARE AN EXCEPTION; A LITTLE TASTE IS ENOUGH TO TELL THE TASTER WHAT THE POTION AN EFFECT THAT REMOVES EXHAUSTION REDUCES ITS LEVEL AS SPECIFIED IN THE EFFECT’S DESCRIPTION, WITH ALL
EXHAUSTION EFFECTS ENDING IF A CREATURE’S EXHAUSTION LEVEL IS REDUCED BELOW 1. RECALL A BIT OF LORE, RECOGNIZE A CLUE'S
DOES. SOMETIMES A MAGIC ITEM CARRIES A CLUE TO ITS PROPERTIES. THE COMMAND WORD TO ACTIVATE A RING INTELLIGENCE MEMORY AND REASON
A LONG REST REDUCES A CREATURE’S EXHAUSTION LEVEL BY 1, IF THE CREATURE INGESTED SOME FOOD AND DRINK. SIGNIFICANCE, DECODE AN ENCRYPTED MESSAGE
MIGHT BE ETCHED INSIDE IT, OR A FEATHERED DESIGN MIGHT SUGGEST THAT IT'S A RING OF FEATHER FALLING.
SPOT A HIDDEN CREATURE, SENSE THAT SOMEONE
WEARING OR EXPERIMENTING WITH AN ITEM CAN OFFER HINTS ABOUT ITS PROPERTIES. Resting WISDOM PERCEPTIVENESS AND WILLPOWER
IS LYING
Attunement and Attuning to an Item A PERIOD OF DOWNTIME LASTING AT LEAST ONE HOUR, DURING WHICH TIME YOU CAN DO PERSUADE A CREATURE TO DO SOMETHING, COW
WITHOUT BECOMING ATTUNED TO AN ITEM THAT REQUIRES ATTUNEMENT, A CREATURE GAINS ONLY ITS NON- NOTHING MORE STRENUOUS THAT EATING, DRINKING, READING, OR TENDING TO WOUNDS. THE CHARISMA SOCIAL INFLUENCE AND CONFIDENCE
A CROWD, LIE TO SOMEONE CONVINCINGLY
MAGICAL BENEFITS, UNLESS ITS DESCRIPTION STATES OTHERWISE. ATTUNING TO AN ITEM REQUIRES A CREATURE TO FOLLOWING EFFECTS RESOLVE AT THE END OF SHORT REST: Saving Throws
SPEND A SHORT REST FOCUSED ON ONLY THAT ITEM WHILE BEING IN PHYSICAL CONTACT WITH IT. IF THE SHORT REST YOU REGAIN THE USE OF ABILITIES, FEATURES, AND RESOURCES THAT ARE REFRESHED BY
IS INTERRUPTED, THE ATTUNEMENT ATTEMPT FAILS. OTHERWISE, AT THE END OF THE SHORT REST, THE CREATURE SHORT REST STRENGTH OPPOSING A FORCE THAT WOULD PHYSICALLY MOVE OR BIND YOU
TAKING A SHORT REST.
GAINS AN INTUITIVE UNDERSTANDING OF HOW TO ACTIVATE ANY MAGICAL PROPERTIES OF THE ITEM, INCLUDING ANY YOU ARE ALLOWED TO EXPEND ONE OF YOUR ACCUMULATED HIT DUE BY ROLLING A DIE OF THE
NECESSARY COMMAND WORDS. CORRESPONDING TYPE. YOU REGAIN HIT POINTS EQUAL TO THE ROLLED VALUE PLUS YOUR DEXTERITY DODGING OUT OF HARM'S WAY
Salable Magic Items dmg p 130 CONSTITUTION MODIFIER. AFTERWARDS, YOU MAY CHOOSE TO SPEND ANOTHER HIT DIE.
ITEM BASE PRICE DAYS TO FIND BUYER D100 ROLL MODIFIER CONSTITUTION ENDURING A DISEASE, POISON , OR OTHER HAZARD THAT SAPS VITALITY
A PERIOD OF EXTENDED DOWNTIME LASTING AT LEAST EIGHT HOURS, DURING WHICH TIME YOU
COMMON 100 GP 1D4 +10
MUST EITHER SLEEP OR PERFORM ONLY LIGHT ACTIVITIES SUCH AS TALKING, EATING, OR DISBELIEVING CERTAIN ILLUSIONS AND RESISTING MENTAL ASSAULTS THAT CAN BE REFUTED
UNCOMMON 500 GP 1D6 0 INTELLIGENCE
STANDING WATCH. THESE ACTIVITIES CAN OCCUPY NO MORE THAN TWO HOURS OF YOUR LONG WITH LOGIC SHARP MEMORY, OR BOTH
RARE 5000 GP 1D8 -10
REST. PERFORMING MORE THAN AN HOUR OF STRENUOUS ACTIVITY SUCH AS WALKING OR
VERY RARE 50000 GP 1D10 -20 WISDOM RESISTING EFFECTS THAT CHARM, FRIGHTEN, OR OTHERWISE ASSAULT YOUR WILLPOWER
FIGHTING WILL ALSO INTERRUPT YOUR LONG REST. YOU MAY ONLY BENEFIT FROM ONE LONG
Selling a Magic Item dmg p 130
LONG REST REST IN A 24-HOUR PERIOD AND YOU MUST BEGIN THE REST WITH AT LEAST ONE HIT POINT. WITHSTANDING EFFECTS, SUCH AS POSSESSION, THAT WOULD SUBSUME YOUR PERSONALITY
D100 + MODIFIER YOU FIND … CHARISMA
THE FOLLOWING EFFECTS RESOLVE AT THE END OF A LONG REST: OR HURL YOU TO ANOTHER PLANE OF EXISTENCE
>20 A BUY OFFERING A TENTH OF THE BASE PRICE
YOU REGAIN THE USE OF ABILITIES, FEATURES, AND RESOURCES THAT ARE REFRESHED BY Difficulty Class
21-40 A BUYER OFFERING A QUARTER OF THE BASE PRICE, AND A SHADY BUYER OFFERING HALF THE BASE PRICE
TAKING A LONG REST. TASK AC TASK AC TASK AC
41-80 A BUYER OFFERING HALF THE BASE PRICE, AND A SHADY BUYER OFFERING THE FULL BASE PRICE
YOU REGAIN ALL OF YOUR LOST HIT POINTS UNLESS OTHERWISE INDICATED. VERY EASY 5 MODERATE 15 VERY HARD 25
81-90 A BUYER OFFERING THE FULL BASE PRICE
YOU REGAIN A NUMBER OF HIT DIE EQUAL TO UP HALF OF YOUR TOTAL POSSIBLE HIT DIE. EASY 10 HARD 20 IMPOSSIBLE 30
91< A SHADY BUYER OFFERING ONE AND A HALF TIMES THE BASE PRICE, NO QUESTIONS ASKED
Fear, Horror, And Madness Critical Hit Effects Fumble Effects
DUNGEON MASTERS SHOULD USE FEAR CHECKS SPARINGLY. PLAYER CHARACTERS ARE SUPPOSEDLY HARDENED *WHERE THE EFFECT IS MARKED, NO EFFECT OCCURS IF THE APPENDAGE IS ARMOURED (I.E. SHIELD, HELM, AND 1d100 EFFECT 1d100 EFFECT
ADVENTURERS, THEY SHOULD BE ABLE TO FACE TOUGH MONSTERS WITHOUT CHECKING FOR FEAR, PROVIDED THEY BREASTPLATE). IF AN EFFECT CANNOT TAKE PLACE (E.G. CHARACTER’S SHIELD IS DESTROYED BUT THE CHARACTER 01-19 SLIP, DEX SAVE, STUN 1D4 TURNS 77-78 HIT SELF, NORMAL DAMAGE
BELIEVE THEY HAVE A REASONABLE CHANCE OF SURVIVING. ANY ITEM OR SPELL THAT DOES NOT ALLOW A CREATURE ISN’T CARRYING A SHIELD), THE ALTERNATIVE IS ENCLOSED IN BRACKETS. IF AN EFFECT CANNOT TAKE PLACE, THEN 20-33 STUMBLE, DEX SAVE, STUN 1D6 TURNS 79-80 HIT SELF, DOUBLE DAMAGE
OR THREAT TO HARM A PLAYER CHARACTER NEGATES THE NEED FOR A FEAR CHECK. AN EMOTION SPELL TO INSTIL THE ROLL IS REPEATED UNTIL AN EFFECT IS ROLLED THAT IS ABLE TO TAKE PLACE. 34-39 TRIP AND FALL, STUN 1D6 TURNS 81-82 HIT FRIEND, HALF DAMAGE
COURAGE, CAST BEFORE AN ENCOUNTER, WILL NEGATE THE FEAR CHECK. Edged Weapons (Dragon Magazine 39 July 1980 pages 34-35) 40-44 OFF BALANCE DEXTERITY SAVE, MISS TURN 83-84 HIT FRIEND, NORMAL DAMAGE
Fear Effects (Ravenloft Campaign Setting (2nd Edition) 1994 Page 30 – 41) 1d100 EFFECT 1d100 EFFECT 45-49 WEAPON GRIP, DEX SAVE, MISS TURN 85-86 HIT FRIEND, DOUBLE DAMAGE
50-54 WEAPON GRIP, DEX SAVE, DROP WEAPON 87-88 CRITICAL HIT, SELF
THE PLAYER MUST SUCCEED ON A WISDOM SAVING THROW OR DROP WHATEVER IT IS HOLDING AND BECOME 01-31 DOUBLE DAMAGE 82 SHIELD ARM REMOVED AT SHOULDER *
55-59 WEAPON GRIP, DROP WEAPON 89-90 CRITICAL HIT, FRIEND
FRIGHTENED FOR 1D4 ROUNDS. WHILE FRIGHTENED BY THIS SPELL, A CREATURE MUST TAKE THE DASH ACTION AND 32-62 TRIPLE DAMAGE 83 SHIELD ARM REMOVED AT WRIST
60-61 SHIELD TANGLE WITH OPPONENT 91-92 TWIST ANKLE, HALF SPEED, DEX SAVE, FALL
MOVE AWAY FROM THE SOURCE OF ITS FEAR BY THE SAFEST AVAILABLE ROUTE ON EACH OF ITS TURNS, UNLESS 63 SHIELD DESTROYED (NO EFFECT) 84 SHIELD ARM REMOVED AT ELBOW
62-63 SHIELD TANGLE, BOTH MISS ATTACK 93-95 HELP SLIPS, DEX TO FIX, -6 HIT
THERE IS NOWHERE TO MOVE. IF THE CREATURE ENDS ITS TURN IN A LOCATION WHERE IT DOES NOT HAVE LINE OF 64 SHIELD DESTROYED (ROLL AGAIN) 85 SHIELD ARM REMOVED AT SHOULDER
64-65 WEAPON TANGLED, MISS ATTACK 96-97 HELP SLIPS, DEX TO FIX, NO ATTACK
SIGHT TO THE SOURCE OF ITS FEAR, THE CREATURE CAN MAKE A WISDOM SAVING THROW. ON A SUCCESSFUL SAVE, 65 HELM REMOVED (LOOSE EAR, STUN 1D6) 86 WEAPON ARM REMOVED AT WRIST
66-69 WEAPON KNOCKED AWAY 1D10 FEET 98-99 ROLL TWICE IGNORING 99 / 00
THE SPELL ENDS FOR THAT CREATURE. 66 HELM REMOVED, LOOSE EAR, STUN 1D6 87 WEAPON ARM REMOVED AT ELBOW
70-74 WEAPON BREAKS 00 ROLL THREE TIMES IGNORING 99 / 00
SITUATION MODIFIER 67 VOICE BOX PUNCTURED, NO TALKING * 88 WEAPON ARM REMOVED AT SHOULDER
75-76 HIT SELF, HALF DAMAGE
SPELL SPECIFICALLY HELPFUL AGAINST ENCOUNTER +4 68-69 EAR REMOVED * 89 ABDOMEN INJURY CARRY WEIGHT HALVED
MAGICAL ITEM SPECIFICALLY HELPFUL AGAINST ENCOUNTER +4 70 EAR REMOVED, HELM REMOVED 90 CHEST INJURY CARRY WEIGHT HALVED Lingering Injuries
FRIEND OR FAMILY ENDANGERED +4 71-72 EYE REMOVED * 91 ABDOMEN INJURY DEATH IN 1D6 DAYS 1D20 INJURY DESCRIPTION
KNOW HOW A SIMILAR ENCOUNTER WAS +2 73 EYE REMOVED 92 CHEST INJURY DEATH IN 1D4 DAYS YOU HAVE DISADVANTAGE ON WISDOM (PERCEPTION) CHECKS THAT RELY ON SIGHT
DEFEATED FACING THREAT AGAIN ON THE SAME DAY +1 74 KNEE SPLIT, MOVEMENT HALVED 93 ABDOMEN INJURY DEATH IN 1D12 TURNS 01 LOSE AN EYE AND ON RANGED ATTACK ROLLS. MAGIC LIKE REGENERATE SPELL CAN RESTORE THE
DEFEATED PREVIOUSLY IN A SIMILAR ENCOUNTER -2 75 KNEE SPLIT, NO MOVEMENT 94 CHEST INJURY DEATH IN 1D8 TURNS LOST EYE. IF YOU HAVE NO EYES AFTER SUSTAINING THIS INJURY YOU ARE BLINDED.
SPELL SPECIFICALLY HELPFUL AGAINST ENCOUNTER +4 76 FINGERS REMOVED –1D4 DEXTERITY 95 ABDOMEN INJURY, IMMEDIATE DEATH
LOSE AN YOU CAN NO LONGER HOLD ANYTHING WITH TWO HANDS, AND YOU CAN ONLY HOLD
Horror Effects (Ravenloft Campaign Setting (2nd Edition) 1994 Page 30 – 41) 77 LEG REMOVED AT ANKLE 96 CHEST INJURY, IMMEDIATE DEATH A SINGLE OBJECT AT A TIME. MAGIC SUCH AS THE REGENERATE SPELL CAN RESTORE
02 ARM OR A
78 LEG REMOVED AT KNEE 97 THROAT CUT IMMEDIATE DEATH *
SITUATION MODIFIER HAND THE LOST APPENDAGE.
79 LEG REMOVED AT HIP 98 THROAT CUT IMMEDIATE DEATH
OPEN AREA (ROOM TO RUN) +1 SPEED IS HALVED AND YOU MUST USE A CANE, CRUTCH OR PROSTHESIS. YOU FALL
+1
80 SHIELD ARM REMOVED AT WRIST * 99 DECAPITATED IMMEDIATE DEATH *
CHARACTER IS OF ANY EVIL ALIGNMENT LOSE A FOOT PRONE AFTER USING THE DASH ACTION, AND HAVE DISADVANTAGE ON DEXTERITY
81 SHIELD ARM REMOVED AT ELBOW * 00 DECAPITATED IMMEDIATE DEATH 03
CHARACTER IS LAWFUL GOOD -1 OR LEG
CHECKS TO BALANCE. MAGIC SUCH AS THE REGENERATE SPELL CAN RESTORE THE LOST
CLOSED QUARTERS -1 Blunt Weapons
ACQUAINTANCE IS IN THE HORROR SCENE -2 01-31 DOUBLE DAMAGE 85-86 CHEST STRUCK, RIBS, LUNG INJURY NO MOVE YOUR SPEED ON FOOT IS REDUCED BY 5 FEET. YOU MUST MAKE A DEXTERITY SAVING
CLOSE FRIEND OR FAMILY MEMBER IS IN THE HORROR SCENE -4 32-64 TRIPLE DAMAGE 87-88 CHEST STRUCK, RIBS, HEART INJURY DEATH 04 LIMP THROW AFTER USING THE DASH ACTION. IF YOU FAIL THE SAVE, YOU FALL PRONE.
OPEN AREA (ROOM TO RUN) +1 65-66 SHIELD BROKEN (NO EFFECT) 89-90 LEG STRUCK, FALL TO GROUND PRONE MAGICAL HEALING REMOVES THE LIMP.

Failed Horror Check Results: 67-68 SHIELD BROKEN (ROLL AGAIN) 91-92 LEG STRUCK, MOVEMENT HALVED ANY ACTION IN COMBAT, REQUIRES A DC 15 CONSTITUTION SAVING THROW OR YOU
SHIELD ARM, NO SHIELD FOR 1D6 TURNS INTERNAL
1D6 RESULT DESCRIPTION
69-70 93-94 LEG BROKEN NO MOVEMENT 05-07 LOSE YOUR ACTION AND REACTIONS UNTIL YOUR NEXT TURN. THE INJURY HEALS IF
71-72 SHIELD ARM BROKEN, LOSE SHIELD 95 HEAD STRUCK, LOSE 1D6 INTELLIGENCE * INJURY YOU RECEIVE MAGICAL HEALING OR IF YOU SPEND 10 DAYS DOING NOTHING BUT
CANNOT BEAR TO LOOK AT THE HORROR SCENE. MUST REMAIN 30 FEET AWAY IN
73-74 WEAPON ARM STRUCK -2 TO HIT 96 HEAD STRUCK, LOSE 1D6 INTELLIGENCE S G
1 AVERSION OPEN SPACES. IF UNWILLINGLY EXPOSED, CHARACTER HAS ONE ROUND TO STEP
75-76 WEAPON ARM STRUCK -4 TO HIT 97 HEAD STRUCK, LOSE 1D12 INTELLIGENCE * BROKEN
AWAY FROM THE SCENE TO AVOID BEING FEARSTRUCK. 08-10 THIS HAS THE SAME EFFECT AS INTERNAL INJURY ABOVE, EXCEPT THE DC IS 10
77-78 WEAPON ARM BROKEN NO ATTACKS 98 HEAD STRUCK, LOSE 1D12 INTELLIGENCE RIBS
STRONGER THAN ABOVE RESULT, THE CHARACTER CANNOT BEAR TO VIEW OR BE 79-80 HAND STRUCK –1D4 DEXTERITY, OR 99 SKULL CRUSHED DEAD *
2 REVULSION NEAR ANYTHING THAT EVEN SUGGESTS THE HORROR SCENE. AS AN EXAMPLE, 87-82 HAND STRUCK –1D4 DEXTERITY 00 SKULL CRUSHED DEAD YOU HAVE DISADVANTAGE ON CHARISMA (PERSUASION) CHECKS AND ADVANTAGE ON
HORRIBLE TH
CHARACTER MAY BE REPULSED BY RED WINE OR A CUT OF RARE MEAT. 83-84 CHEST STRUCK, STUNNED 1D6 TURNS 11-13 CHARISMA (INTIMIDATION) CHECKS. MAGICAL HEALING OF 6 LEVEL OR HIGHER,
SCAR
Missile and Piercing Weapons SUCH AS HEAL AND REGENERATE, REMOVES THE SCAR.
THE HORROR PLAYS ITSELF IN THE CHARACTERS MIND, THEY CANNOT BENEFIT FROM
3 LONG OR SHORT REST, CANNOT MEMORISE SPELLS THE NEXT DAY. CHARACTER CAN HIT POINT MAXIMUM REDUCED BY 1 EVERY 24 HOURS, IF MAXIMUM DROPS TO 0
OBSESSION 01-34 DOUBLE DAMAGE 89-90 ABDOMEN, IMMINENT DEATH
FESTERING
ATTEMPT A WISDOM SAVING THROW ONCE PER WEEK TO END OBSESSION 35-70 TRIPLE DAMAGE 91-92 CHEST, IMMINENT DEATH 14-16 YOU DIE. WOUND HEALS WITH MAGICAL HEALING. TENDING THE WOUND REQUIRES A
WOUND
71-72 SHIELD ARM STRUCK * 93 BLINDED IN EYE * DC 15 WISDOM (MEDICINE) CHECK ONCE EVERY 24 HOURS. 10 SUCCESSES THE
DESIRE TO DESTROY ANYTHING IN THE WAY FOR 3 ROUNDS, RECEIVES +2 BONUS TO
SENSELESS 73-74 SHIELD ARM, NO SHIELD 1D4 TURNS 94 BLINDED IN EYE
4 ATTACK AND DAMAGE, AND ATTACKS TWICE AS OFTEN. CHARACTER CAN ATTEMPT A TH
RAGE THE SCAR DOESN’T HAVE ANY ADVERSE EFFECT. MAGICAL HEALING OF 6 LEVEL OR
WISDOM SAVING THROW ON ALTERNATE TURNS (TURN 4,6,8 ETC.) 75-76 WEAPON ARM STRUCK, -2 TO HIT 95 LARYNX PUNCTURED * 17-20 MINOR SCAR
77-78 WEAPON ARM STRUCK, -4 TO HIT 96 LARYNX PUNCTURED HIGHER, SUCH AS HEAL AND REGENERATE, REMOVES THE SCAR.
THE CHARACTER REMAINS STUNNED FOR AT LEAST 3 ROUNDS. AFTER THAT WISDOM
MENTAL 79-80 WEAPON ARM STRUCK, NO ATTACKS 97 STRUCK IN HEAD, LOSE 1D6 INTELLIGENCE *
5
SHOCK
SAVING THROW EACH ROUND, BUT 3 CONSECUTIVE FAILURES RESULTS IN DEEP 81-82 ABDOMEN, DEATH IN 1D6 DAYS 98 STRUCK IN HEAD, LOSE 1D6 INTELLIGENCE
Massive Damage
SHOCK (PARALYSATION). IN DEEP SHOCK SAVE CAN BE REPEATED EACH HOUR. THIS OPTIONAL RULE MAKES IT EASIER FOR CREATURES TO BE FELLED BY MASSIVE DAMAGE. WHEN A CREATURE
83-84 CHEST, DEATH IN 1D4 DAYS 99 STRUCK IN HEAD, IMMINENT DEATH *
85-86 ABDOMEN, DEATH IN 1D12 TURNS 00 STRUCK IN HEAD, IMMINENT DEATH TAKES DAMAGE FROM A SINGLE SOURCE EQUAL TO OR GREATER THAN HALF ITS HIT POINT MAXIMUM, IT MUST
6 FEARSTRUCK THE CHARACTER BEHAVES AS IF HE OR SHE HAVE FAILED A FEAR CHECK 87-88 CHEST, DEATH IN 1D8 TURNS SUCCEED ON A DC 15 CONSTITUTION SAVE OR SUFFER A RANDOM EFFECT DETERMINED BY A ROLL ON THE SYSTEM
SHOCK TABLE.
Critical Effects against Animals
1D10 SYSTEM SHOCK EFFECT
FOR THE NEXT MONTH, EACH TIME THE CHARACTER EXPERIENCES SOMETHING THAT CLOSELY RESEMBLES THE 01-29 DOUBLE DAMAGE 77-78 ABDOMINAL INJURY, DEATH IN 1D12 TURNS
HORROR SCENE, A NEW SAVING THROW MUST BE ROLLED WITH A -2 PENALTY. IF THE CHECK FAILS, THE CHARACTER 30-58 TRIPLE DAMAGE 79-80 ABDOMINAL INJURY, DEATH IN 1D6 DAYS 01 THE CREATURE DROPS TO 0 HIT POINTS
IS INSTANTLY EFFECTED BY ABOVE EFFECT (INCLUDING SENSELESS RAGE). 59-60 LIMB REMOVED AT BODY, HALF SPEED 81-82 CHEST INJURY, IMMINENT DEATH
A FEARSTRUCK CHARACTER MUST SUCCEED ON A WISDOM SAVING THROW OR DROP WHATEVER THEY’RE HOLDING 61-62 LIMB REMOVED PARTIALLY, HALF SPEED 83-84 CHEST INJURY, DEATH IN 1D8 TURNS 02-03 THE CREATURE DROPS TO 0 HIT POINT BUT IS STABLE
AND TAKE THE DASH ACTION TO MOVE AWAY FROM BY THE SAFEST AVAILABLE ROUTE ON EACH OF ITS TURNS. IF 63-64 LIMB PART REMOVED PARTIALLY, -2 HIT 85-86 CHEST INJURY, DEATH IN 1D4 DAYS
THE CHARACTER ENDS ITS TURN IN A LOCATION WHERE IT DOES NOT HAVE LINE OF SIGHT THEY CAN REPEAT THEIR 65-66 LIMB REMOVED AT BODY, -4 HIT 87-90 SNOUT STRUCK, IMMEDIATE RETREAT
SAVING THROW. ON A SUCCESSFUL SAVE, THE CONDITION ENDS. 67-68 LIMB REMOVED, HALF SPEED, -2 HIT 91-94 SNOUT STRUCK, -2 HIT FOR 1D4 TURNS
04-05 THE CREATURE IS STUNNED UNTIL THE END OF ITS NEXT TURN
Madness (Dungeon Master's Guide (5th Edition) Page 258 – 260) 69-70 LIMB REMOVED, HALF SPEED, -4 HIT 95-98 SNOUT STRUCK, -4 HIT FOR 1D4 TURNS
THE CREATURE CAN’T TAKE REACTIONS AND HAS DISADVANTAGE ON ATTACK ROLLS AND ABILITY
SOME EFFECTS CAN INFLICT MADNESS ON AN OTHERWISE STABLE MIND. CERTAIN SPELLS CAN CAUSE INSANITY, 71-72 THROAT CUT, IMMINENT DEATH 99 HEAD STRUCK, STUNNED FOR 1D6 ROUNDS 06-07
CHECKS UNTIL THE END OF ITS NEXT TURN
AND YOU CAN USE THE MADNESS RULES ON PAGE 259 OF THE DUNGEON MASTER’S GUIDE INSTEAD OF THE SPELL 73-74 DECAPITATED 00 HEAD STRUCK, IMMINENT DEATH
EFFECTS. DISEASES, POISONS, PLANAR EFFECTS, AND SOME ARTEFACTS CAN ALL INFLICT MADNESS. RESISTING A 75-76 ABDOMINAL INJURY, IMMINENT DEATH 08-10 THE CREATURE CAN’T TAKE REACTIONS UNTIL THE END OF ITS NEXT TURN
MADNESS-INDUCING EFFECT USUALLY REQUIRES A WISDOM OR CHARISMA SAVING THROW.
Combat Damage Types Conditions
NAME DESCRIPTION CONDITION EFFECT
Actions in Combat
ACTION EFFECT
THE CORROSIVE SPRAY OF A BLACK DRAGON'S BREATH AND THE DISSOLVING ENZYMES SECRETED A BLINDED CREATURE CAN’T SEE AND AUTOMATICALLY FAILS ANY ABILITY CHECK THAT REQUIRES
ACID
BY A BLACK PUDDING DEAL ACID DAMAGE. SIGHT.
THE MOST COMMON ACTION TO TAKE IN COMBAT IS THE ATTACK ACTION, WHETHER YOU ARE BLINDED
ATTACK BLUNT FORCE ATTACKS – HAMMERS, FALLING, CONSTRICTION, AND THE LIKE – DEAL ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE, AND THE CREATURE’S ATTACK ROLLS
SWINGING WITH YOUR SWORD, FIRING AN ARROW FROM A BOW, OR BRAWLING WITH FISTS. BLUDGEONING
BLUDGEONING DAMAGE. HAVE DISADVANTAGE.
SPELL CASTERS SUCH AS CLERICS AND WIZARDS HAVE ACCESS TO SPELLS AND CAN USE THEM TO
CAST A SPELL THE INFERNAL CHILL RADIATING FROM AN ICE DEVIL'S SPEAR AND THE FRIGID BLAST OF A WHITE A CHARMED CREATURE CAN’T ATTACK THE CHARMER OR TARGET THE CHARMER WITH HARMFUL
GREAT EFFECT IN COMBAT. COLD
DRAGON'S BREATH DEAL COLD DAMAGE. ABILITIES OR MAGICAL EFFECTS.
WHEN YOU TAKE THE DODGE ACTION, YOU GAIN EXTRA MOVEMENT FOR THE CURRENT TURN. CHARMED
DASH THE CHARMER HAS ADVANTAGE ON ANY ABILITY CHECK TO INTERACT SOCIALLY WITH THE
THE INCREASE IS EQUAL TO YOUR SPEED AFTER APPLYING ANY MODIFIERS. FIRE RED DRAGONS BREATHE FIRE, AND MANY SPELLS CONJURE FLAMES TO DEAL FIRE DAMAGE,
CREATURE.
IF YOU USE THE DISENGAGE ACTION, YOUR MOVEMENT DOESN’T PROVOKE OPPORTUNITY
DISENGAGE FORCE IS PURE MAGICAL ENERGY FOCUSED INTO A DAMAGING FORM. MOST EFFECTS THAT DEAL A DEAFENED CREATURE CAN’T HEAR AND AUTOMATICALLY FAILS ANY ABILITY CHECK THAT
ATTACKS FOR THE REST OF THE TURN. FORCE DEAFENED
FORCE DAMAGE ARE SPELLS, INCLUDING MAGIC MISSILE AND SPIRITUAL WEAPON. REQUIRES HEARING.
UNTIL THE START OF YOUR NEXT TURN, ANY ATTACK ROLL AGAINST YOU HAS DISADVANTAGE IF
DODGE A FRIGHTENED CREATURE HAS DISADVANTAGE ON ABILITY CHECKS AND ATTACK ROLLS WHILE THE
YOU CAN SEE THE ATTACKER, YOU HAVE ADVANTAGE ON DEXTERITY SAVING THROWS LIGHTNING A LIGHTNING BOLT SPELL AND A BLUE DRAGON'S BREATH DEAL LIGHTNING DAMAGE.
FRIGHTENED SOURCE OF ITS FEAR IS WITHIN LINE OF SIGHT.
YOU AID A CREATURE GIVING THEM ADVANTAGE ON THE NEXT ABILITY CHECK OR ATTACK THEY
HELP NECROTIC DAMAGE, DEALT BY CERTAIN UNDEAD AND A SPELL SUCH AS CHILL TOUCH, WITHERS THE CREATURE CAN’T WILLINGLY MOVE CLOSER TO THE SOURCE OF ITS FEAR.
MAKE TO PERFORM THE TASK OR ATTACK YOU’RE HELPING THEM WITH. NECROTIC
MATTER AND EVEN THE SOUL. A GRAPPLED CREATURE’S SPEED BECOMES ZERO AND IT CAN’T BENEFIT FROM ANY BONUS TO ITS
YOU MAKE A DEXTERITY CHECK TO ATTEMPT TO HIDE, GAINING THE BENEFITS OF AN UNSEEN
HIDE PUNCTURING AND IMPALING ATTACKS, INCLUDING SPEARS AND MONSTERS' BITES, DEAL SPEED.
ATTACKER AND TARGET. PIERCING
PIERCING DAMAGE. THE CONDITION ENDS IF THE GRAPPLER IS INCAPACITATED.
PREPARE AN ACTION AS A REACTION. WHEN THE TRIGGER RESOLVES TAKE THE ACTION OR GRAPPLED
READY THE CONDITION ALSO ENDS IF AN EFFECT REMOVES THE GRAPPLED CREATURE FROM THE REACH
IGNORE THE TRIGGER. SPELLS REQUIRE CONCENTRATION TO BE READIED POISON VENOMOUS STINGS AND THE TOXIC GAS OF A GREEN DRAGON'S BREATH DEAL POISON DAMAGE.
DEVOTE YOUR ACTION TO FINDING SOMETHING. DEPENDING ON THE NATURE OF THE SEARCH OF THEE GRAPPLER OR GRAPPLE EFFECT, SUCH AS A CREATURE IS HURLED AWAY BY THE THUNDER
SEARCH WAVE SPELL.
YOU MAY NEED TO MAKE A WISDOM (PERCEPTION) OR INTELLIGENCE (INVESTIGATION) CHECK. PSYCHIC MENTAL ABILITIES SUCH AS A MIND FLAYER'S PSIONIC BLAST DEAL PSYCHIC DAMAGE.
IF AN OBJECT REQUIRES YOUR ACTION TO BE USED, TAKE THE USE OBJECT ACTION. THIS ACTION INCAPACITATED AN INCAPACITATED CREATURE CAN’T TAKE ACTIONS OR REACTIONS.
USE AN OBJECT RADIANT DAMAGE, DEALT BY A CLERIC'S FLAME STRIKE SPELL OR AN ANGEL'S SMITING WEAPON,
IS USEFUL WHEN YOU WANT TO INTERACT WITH MORE THAN ONE OBJECT ON YOUR TURN. RADIANT
SEARS THE FLESH LIKE FIRE AND OVERLOADS THE SPIRIT WITH POWER. AN INVISIBLE CREATURE IS IMPOSSIBLE TO SEE WITHOUT THE AID OF MAGIC OR A SPECIAL SENSE.
Melee Attacks
FOR THE PURPOSE OF HIDING, THE CREATURE IS HEAVILY OBSCURED. THE CREATURE’S LOCATION
SLASHING SWORDS. AXES. AND MONSTERS' CLAWS DEAL SLASHING DAMAGE.
OPPORTUNITY WHEN A HOSTILE CREATURE MOVES OUT OF YOUR REACH WITHOUT DISENGAGING, GAIN INVISIBLE CAN BE DETECTED BY ANY NOISE IT MAKES OR ANY TRACKS IT LEAVES.
ATTACKS INTERRUPTING ATTACK. YOU DO NOT PROVOKE AN OPPORTUNITY ATTACK IF YOU TELEPORT. A CONCUSSIVE BURST OF SOUND, SUCH AS THE EFFECT OF THE THUNDERWAVE SPELL, DEALS ATTACK ROLLS AGAINST THE CREATURE HAVE DISADVANTAGE, AND THE CREATURE’S ATTACK
THUNDER
THUNDER DAMAGE. ROLLS HAVE ADVANTAGE.
TWO-WEAPON TWO LIGHT WEAPON ATTACKS, ONE AS ACTION; OTHER AS BONUS ACTION. THROWN WEAPONS A PARALYSED CREATURE IS INCAPACITATED AND CAN’T MOVE OR SPEAK.
Damage Resistance and Vulnerability
FIGHTING CAN BE THROWN. ONLY NEGATIVE MODIFIERS APPLY TO BONUS ATTACK. THE CREATURE AUTOMATICALLY FAILS STRENGTH AND DEXTERITY SAVING THROWS.
RESISTANCE A CREATURE OR OBJECT RESISTANT TO A DAMAGE TYPE, THAT DAMAGE TYPE IS HALVED. PARALYSED ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE.
ATTACKER ATHLETICS VS TARGET ATHLETICS OR ACROBATICS (TARGET CHOICE). SEE GRAPPLED
GRAPPLING CONDITION FOR EFFECT. TARGET CAN ONLY BE ONE SIZE LARGER THAN THE GRAPPLER. ANY ATTACK THAT HITS THE CREATURE IS AA CRITICAL HIT IF THE ATTACKER IS WITHIN FIVE FEET
VULNERABILITY A CREATURE OR OBJECT VULNERABLE TO A DAMAGE TYPE, THAT DAMAGE TYPE IS DOUBLED. OF THE CREATURE.
GRAPPLED CREATURE CAN BE DRAGGED AT HALF SPEED. REQUIRES ABOVE SAVE TO ESCAPE.
A PETRIFIED CREATURE IS TRANSFORMED, ALONG WITH ANY NON-MAGICAL ITEM IT IS WEARING
ATTACKER ATHLETICS VS TARGET ATHLETICS OR ACROBATICS (TARGET CHOICE). SEE GRAPPLED Improvising Damage
SHOVING A OR CARRYING, INTO A SOLID INANIMATE SUBSTANCE (USUALLY STONE). ITS WEIGHT INCREASES BY
CONDITION FOR EFFECT. TARGET CAN ONLY BE ONE SIZE LARGER THAN THE GRAPPLER. IF YOU DICE EXAMPLES
CREATURE A FACTOR OF TEN, AND IT CEASES AGING.
WIN THE CONTEST YOU CAN EITHER KNOCK THE TARGET PRONE OR SHOVE IT FIVE FEET.
1D10 BURNED BY COALS, HOT BY A FALLING BOOKCASE, PRICKED BY A POISON NEEDLE THE CREATURE IS INCAPACITATED, CAN’T MOVE OR SPEAK, AND IS UNAWARE OF ITS
Ranged Attacks
SURROUNDINGS.
IF ATTACKS HAVE TWO RANGES. THE SMALLER NUMBER IS NORMAL, AND THE LARGER NUMBER 2D10 BEING STRUCK BY LIGHTNING, STUMBLING INTO A FIRE PIT PETRIFIED
RANGE ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE.
IS LONG RANGE. YOU HAVE DISADVANTAGE WHEN ATTACKING BEYOND NORMAL RANGE.
YOU HAVE DISADVANTAGE ON ANY ATTACK ROLL WITH A RANGED WEAPON OR SPELL IF YOU ARE 4D10 HIT BY FALLING RUBBLE IN A COLLAPSING TUNNEL, STUMBLING INTO A VAT OF ACID THE CREATURE AUTOMATICALLY FAILS STRENGTH AND DEXTERITY SAVINGS THROWS.
CLOSE COMBAT THE CREATURE HAS RESISTANCE TO ALL DAMAGE.
WITHIN FIVE FEET WHO CAN SEE YOU AND ISN’T INCAPACITATED. CRUSHED BY COMPACTING WALLS, HIT BY WHIRLING STEEL BLADES, WADING THROUGH A LAVA
10D10 THE CREATURE IS IMMUNE TO POISON AND DISEASE, ALTHOUGH A POISON OR DISEASE ALREADY
Spell Casting STREAM
IN ITS SYSTEM IS SUSPENDED, NOT NEUTRALISED.
ACTION DESCRIPTION 18D10 BEING SUBMERGED IN LAVA, BEING HIT BY A CRASHING FLYING FORTRESS
D20 + SPELL CASTING ABILITY + PROFICIENCY BONUS, RANGED ATTACKS HAVE DISADVANTAGE
ATTACK ROLL POISONED A POISONED CREATURE HAS DISADVANTAGE ON ATTACK ROLLS AND ABILITY CHECKS.
WITHIN 5 FEET OF HOSTILE WHO IS NOT INCAPACITATED. 24D10 TUMBLING INTO A VORTEX OF FIRE ON THE ELEMENTAL PLANE OF FIRE

SAVING THROW DC = 8 + SPELL CASTING ABILITY + PROFICIENCY BONUS + SPECIAL MODIFIERS Falling Damage A PRONE CREATURE’S ONLY MOVEMENT OPTION IS TO CRAWL, UNLESS IT STANDS UP AND
THEREBY ENDS THE CONDITION.
Spell Duration PRONE THE CREATURE HAS DISADVANTAGE ON ATTACK ROLLS.
A FALL FROM A GREAT HEIGHT IS ONE OF THE MOST COMMON HAZARDS FACING AN ADVENTURER. AT THE END OF A
MANY SPELLS ARE INSTANTANEOUS. THE SPELL HARMS, HEALS, CREATES, OR ALTERS A CREATURE
FALL, A CREATURE TAKES 1D6 BLUDGEONING DAMAGE FOR EVERY 10 FEET IT FELL, TO A MAXIMUM OF 20D6. AN ATTACK ROLL AGAINST THE CREATURE HAS ADVANTAGE IF THE ATTACKER IS WITHIN FIVE FEET
INSTANTANEOUS OR OBJECT IN A WAY THAT CAN’T BE DISPELLED, BECAUSE ITS MAGIC ONLY EXISTS FOR AN
THE CREATURE LANDS PRONE, UNLESS IT AVOIDS TAKING DAMAGE FROM THE FALL. OF THE CREATURE. OTHERWISE THE ATTACK ROLL HAS DISADVANTAGE.
INSTANT
A RESTRAINED CREATURE’S SPEED BECOMES ZERO, AND IT CAN’T BENEFIT FROM ANY BONUS TO
SOME SPELLS REQUIRE YOU TO MAINTAIN CONCENTRATION TO KEEP THEIR MAGIC ACTIVE. YOU
ITS SPEED.
CAN END CONCENTRATION AT ANY TIME WITHOUT EXPENDING AN ACTION. NORMAL ACTIVITY Suffocating
RESTRAINED ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE, AND THE CREATURE’S ATTACK ROLLS
SUCH AS MOVING AND ATTACKING, DOESN’T INTERFERE WITH CONCENTRATION. THE BELOW A CREATURE CAN HOLD ITS BREATH FOR A NUMBER OF MINUTES EQUAL TO 1 + ITS CONSTITUTION MODIFIER
HAVE DISADVANTAGE.
FACTORS CAN BREAK CONCENTRATION: (MINIMUM OF 30 SECONDS). WHEN A CREATURE RUNS OUT OF BREATH, IT CAN SURVIVE FOR A NUMBER OF ROUNDS
THE CREATURE HAS DISADVANTAGE ON DEXTERITY SAVING THROWS.
CASTING ANOTHER SPELL THAT REQUIRES CONCENTRATION - YOU LOSE CONCENTRATION ON A EQUAL TO ITS CONSTITUTION MODIFIER (MINIMUM 1 ROUND). AT THE START OF ITS NEXT TURN, IT DROPS TO 0 HIT
A STUNNED CREATURE IS INCAPACITATED, CAN’T MOVE OR SPEAK, AND IS UNAWARE OF ITS
SPELL IF YOU CAST ANOTHER SPELL THAT REQUIRES CONCENTRATION. YOU CAN’T CONCENTRATE POINTS AND IS DYING. IF YOU RUN OUT OF BREATH OR ARE CHOKING, YOU CAN’T REGAIN HIT POINTS OR BE STABILISED
SURROUNDINGS.
CONCENTRATION ON TWO SPELLS AT ONCE UNTIL YOU CAN BREATHE AGAIN. STUNNED
THE CREATURE AUTOMATICALLY FAILS STRENGTH AND DEXTERITY SAVING THROWS.
TAKING DAMAGE – YOU MUST MAKE A CONSTITUTION SAVING THROW TO MAINTAIN Cover ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE.
CONCENTRATION WHEN YOU TAKE DAMAGE. THE DC EQUALS 10 OR HALF THE DAMAGE YOU
THE CREATURE DROPS WHATEVER ITS HOLDING AND FALLS PRONE.
TAKE, WHICHEVER NUMBER IS HIGHER. IF YOU TAKE DAMAGE FROM MULTIPLE SOURCES, YOU ½ COVER +2 TO ARMOUR CLASS AND ALL DEXTERITY SAVING THROWS
THE CREATURE AUTOMATICALLY FAILS STRENGTH AND DEXTERITY SAVING THROWS.
MAKE A SEPARATE SAVING THROW FOR EACH SOURCE OF DAMAGE.
UNCONSCIOUS ATTACK ROLLS AGAINST THE CREATURE HAVE ADVANTAGE.
BEING INCAPACITATED OR KILLED – YOU LOSE CONCENTRATION ON A SPELL IF YOU ARE ¾ COVER +5 TO ARMOUR CLASS AND ALL DEXTERITY SAVING THROWS
ANY ATTACK THAT HITS THE CREATURE IS A CRITICAL HIT IF THE ATTACKER IS WITHIN FIVE FEET OF
INCAPACITATED OR IF YOU DIE.
TOTAL COVER CAN’T BE TARGETED DIRECTLY BY AN ATTACK OR SPELL THAT CREATURE.
Weapons, Armour, and Shields Adventuring Gear Tools, Trade Goods, and Vehicles
ITEM COST WEIGHT ITEM COST WEIGHT ITEM COST WEIGHT ITEM COST WEIGHT
Simple Melee Weapons
WEAPON COST DAMAGE TYPE WEIGHT PROPERTIES ABACUS 2 GP 2 LB HOLY SYMBOL ARTISAN’S TOOLS GAMING SET
ACID (VIAL) 25 GP 1 LB AMULET 5 GP 1 LB ALCHEMIST’S SUPPLIES 50 GP 8 LB DICE SET 1 SP - LB
CLUB 1 SP 1D4 BLUDGEONING 2 LB LIGHT
ALCHEMIST’S FIRE (FLASK) 50 GP 1 LB EMBLEM 5 GP - LB BREWER’S SUPPLIES 20 GP 9 LB DRAGONCHESS SET 1 GP ½ LB
DAGGER 2 GP 1D4 PIERCING 1 LB FINESSE, LIGHT, THROWN (RANGE 20/60)
AMMUNITION LB RELIQUARY 5 GP 2 LB CALLIGRAPHER’S SUPPLIES 10 GP 5 LB PLAYING CARD SET 5 SP - LB
GREATCLUB 2 SP 1D8 BLUDGEONING 10 LB TWO-HANDED
ARROWS (20) 1 GP 1 LB HOLY WATER (FLASK) 25 GP 1 LB CARPERNTER’S TOOLS 15 GP 6 LB THREE-DRAGON ANTE SET 1 GP - LB
HANDAXE 5 GP 1D6 SLASHING 2 LB LIGHT, THROWN (RANGE 20/60)
BLOWGUN NEEDLES (50) 1 GP 1 LB HOURGLASS 25 GP 1 LB CARTOGRAPHER’S TOOLS 15 GP 6 LB HERBALISM KIT 5 GP 3 LB
JAVELIN 5 SP 1D6 PIERCING 2 LB THROWN (RANGE 30/120)
CROSSBOW BOLTS (20) 1 GP 1½ LB HUNTING TRAP 5 GP 25 LB COBBLER’S TOOLS 5 GP 5 LB MUSICAL INSTRUMENT
LIGHT HAMMER 2 GP 1D4 BLUDGEONING 2 LB LIGHT, THROWN (RANGE 20/60)
SLING BULLETS (200 4 CP 1½ LB INK ( 1 OUNCE BOTTLE) 10 GP - LB COOK’S UTENSILS 1 GP 8 LB BAGPIPES 30 GP 6 LB
MACE 5 GP 1D6 BLUDGEONING 4 LB -
ANTITOXIN (VIAL) 50 GP - LB INK PEN 2 CP - LB GLASSBLOWER’S TOOLS 30 GP 5 LB DRUM 6 GP 3 LB
QUARTERSTAFF 2 SP 1D6 BLUDGEONING 4 LB VERSATILE (1D8)
ARCANE FOCUS LB JUG OR PITCHER 2 CP 4 LB JEWELLER’S TOOLS 25 GP 2 LB DULCIMER 25 GP 10 LB
SICKLE 1 GP 1D4 SLASHING 2 LB LIGHT
CRYSTAL 10 GP 1 LB LADDER (10-FOOT) 1 SP 25 LB LEATHERWORKER’S TOOLS 5 GP 5 LB FLUTE 2 GP 1 LB
SPEAR 1 GP 1D6 PIERCING 3 LB THROWN (RANGE 20/60), VERSATILE (1D8)
ORB 20 GP 3 LB LAMP 10 GP 2 LB MASON’S TOOLS 10 GP 8 LB LYRE 30 GP 2 LB
Simple Ranged Weapons
ROD 10 GP 2 LB LANTERN, BULLSEYE 10 GP 2 LB PAINTER’S SUPPLIES 10 GP 5 LB HORN 3 GP 2 LB
CROSSBOW, 25 GP 1D8 PIERCING 5 LB AMMUNITION (RANGE 80/320), LOADING,
5 CP 1D4 PIERCING STAFF 5 GP 4 LB LANTERN, HOODED 5 GP 2 LB POTTER’S TOOLS 10 GP 3 LB PAN FLUTE 12 GP 2 LB
DART - LB FINESSE, THROWN (RANGE 20/60)
25 GP 1D6 PIERCING WAND 10 GP 1 LB LOCK 10 GP 1 LB SMITH’S TOOLS 20 GP 8 LB SHAWM 2 GP 1 LB
SHORTBOW 2 LB AMMUNITION (RANGE 80/320), TWO-
1 SP 1D4 BLUDGEONING BACKPACK 2 GP 5 LB MAGNIFYING GLASS 100 GP - LB TINKER’S TOOLS 50 GP 10 LB VIOL 30 GP 1 LB
SLING - LB AMMUNITION (RANGE 30/120)
BALL BEARINGS (BAG OF 1000) 1 GP 2 LB MANACLES 2 GP 6 LB WEAVER’S TOOLS 1 GP 5 LB NAVIGATOR’S TOOLS 25 GP 2 LB
Martial Melee Weapons
12 GP 1D8 SLASHING BARREL 2 GP 70 LB MESS KIT 2 SP 1 LB WOODCARVER’S TOOLS 1 GP 5 LB POISONER’S KIT 50 GP 2 LB
BATTLEAXE 4 LB VERSATILE (1D10)
12 GP 1D8 BLUDGEONING BASKET 4 SP 2 LB MIRROR, STEEL 5 GP ½ LB DISGUISE KIT 25 GP 3 LB THIEVES TOOLS 25 GP 1 LB
FLAIL 2 LB -
20 GP 1D10 SLASHING BEDROLL 1 GP 7 LB OIL, FLASK 1 SP 1 LB FORGERY KIT 15 GP 5 LB LB
GLAIVE 6 LB HEAVY, REACH, TWO-HANDED
30 GP 1D12 SLASHING BELL 1 GP - LB PAPER (ONE SHEET) 2 CP - LB Trade Goods
GREATAXE 7 LB HEAVY, TWO-HANDED
50 GP 2D6 SLASHING BLANKET 5 SP 3 LB PARCHMENT (ONE SHEET) 1 SP - LB
GREATSWORD 6 LB HEAVY, TWO-HANDED ITEM COST WEIGHT ITEM COST WEIGHT
20 GP 1D10 SLASHING BLOCK AND TACKLE 1 GP 5 LB PERFUME (VIAL) 5 GP - LB
HALBERD 6 LB HEAVY, REACH, TWO-HANDED CANVAS (ONE SQ. YD.) 1 SP 1 LB IRON 1 SP 1 LB
10 GP 1D12 PIERCING BOOK 25 GP 5 LB PICK, MINER’S 2 GP 10 LB
LANCE 6 LB REACH, SPECIAL CHICKEN 2 CP 1 LB LINEN (ONE SQ. YD.) 5 GP 1 LB
12 GP 1D8 SLASHING BOTTLE, GLASS 2 GP 2 LB PITON 5 CP ¼ LB
LONGSWORD 3 LB VERSATILE (1D10) CINNAMON 2 GP 1 LB OX 15 GP - LB
10 GP 2D6 BLUDGEONING BUCKET 5 CP 2 LB POISONS, BASIC (VIAL) 100 GP - LB
MAUL 10 LB HEAVY, TWO-HANDED CLOTH, COTTON (ONE SQ. YD.) 5 SP 1 LB PEPPER 2 GP 1 LB
15 GP 1D8 PIERCING CALTROPS (BAG OF 20) 1 GP 2 LB POLE (10-FOOT) 5 CP 7 LB
MORNINGSTAR 4 LB - CLOVES 3 GP 1 LB PIG 3 GP - LB
5 GP 1D10 PIERCING CANDLE 1 CP - LB POT, IRON 2 GP 10 LB
PIKE 18 LB HEAVY, REACH, TWO-HANDED COPPER 5 SP 1 LB PLATINUM 500 GP 1 LB
25 GP 1D8 PIERCING 2 CASE, CROSSBOW BOLT 1 GP 1 LB POTION OF HEALING 50 GP ½ LB 10 - 15 1
RAPIER LB FINESSE COW GP LB SAFFRON GP LB
25 GP 1D6 SLASHING 3 CASE, MAP OR SCROLL 1 GP 1 LB POUCH 5 SP 1 LB 2 1 5 1
SCIMITAR LB FINESSE LIGHT FLOUR CP LB SALT CP LB
10 GP 1D6 PIERCING CHAIN (10 FEET) 5 GP 10 LB QUIVER 1 GP 1 LB
SHORTSWORD 2 LB FINESSE, LIGHT GINGER 1 GP 1 LB SILK (ONE SQ. YD.) 10 GP 1 LB
5 GP 1D6 PIERCING CHALK (1 PIECE) 1 CP - LB RAM, PORTABLE 4 GP 35 LB
TRIDENT 4 LB THROWN (RANGE 20/60), VERSATILE (1D8) GOAT 1 GP - LB SILVER 5 GP 1 LB
5 GP 1D8 PIERCING CHEST 5 GP 25 LB RATIONS (1 DAY) 5 SP 2 LB
WAR PICK 2 LB - GOLD 50 GP 1 LB WHEAT 1 CP 1 LB
12 GP 1D8 BLUDGEONING CLIMBER’S KIT 25 GP 12 LB ROBES 1 GP 4 LB
WARHAMMER 2 LB VERSATILE (1D10) Lifestyle Expenses
2 GP 1D4 SLASHING CLOTHES, COMMON 5 SP 4 LB ROPE, HEMPEN (50 FEET) 1 GP 10 LB
WHIP 3 LB FINESSE, REACH LIFESTYLE PRICE PER DAY LIFESTYLE PRICE PER DAY
CLOTHES, COSTUME 5 GP 4 LB ROPE, SILK (50 FEET) 10 GP 5 LB
Martial Ranged Weapons WRETCHED - GP COMFORTABLE 2 GP
10 GP 1 PIERCING CLOTHES, FINE 15 GP 6 LB SACK 1 CP ½ LB
BLOWGUN 1 LB AMMUNITION (RANGE 25/100), LOADING 1 4 GP
SQUALID SP WEALTHY
CLOTHES, TRAVELLER’S 2 GP 4 LB SCALE, MERCHANT’S 5 GP 3 LB
CROSSBOW, 75 GP 1D6 PIERCING 3 LB AMMUNITION (RANGE 30/120), LIGHT, POOR 1 GP ARISTOCRATIC (MINIMUM COST) 10 GP
COMPONENT POUCH 25 GP 2 LB SEALING WAX 5 SP - LB
CROSSBOW, 50 GP 1D10 PIERCING 18 LB AMMUNITION (RANGE (100/400) HEAVY, 2
2 5 2 5 MODEST GP
50 GP 1D8 PIERCING CROWBAR GP LB SHOVEL GP LB
LONGBOW 2 LB AMMUNITION (RANGE 150/600), HEAVY,
NET 1 GP 3 LB SPECIAL, THROWN (RANGE 5/15)
DRUIDIC FOCUS LB SIGNAL WHISTLE 5 CP - LB Mounts and Other Animals
SPRIG OF MISTLETOE 1 GP - LB SIGNET RING 5 GP - LB ITEM SPEED COST CAPACITY SPEED COST CAPACIT
Improvised Weapons
TOTEM 1 GP - LB SOAP 2 CP - LB CAMEL 5 FT 50 GP 480 LB HORSE, RIDING 60 FT 75 GP 480 LB
IMPROVISED - - 1D 4 - - SIMILAR TO ANY ABOVE, THROWN 20/60
WOODEN STAFF 5 GP 4 LB SPELLBOOK 50 GP 3 LB DONKEY OR MULE 4 FT 8 GP 420 LB MASTIFF 40 FT 25 GP 195 LB
Light Armour
ARMOUR COST DAMAGE TYPE WEIGHT PROPERTIES YEW WAND 10 GP 1 LB SPIKES, IRON (10) 1 GP 5 LB ELEPHANT 4 FT 20 GP 1320 LB PONY 40 FT 30 GP 225 LB
FISHING TACKLE 1 GP 4 LB SPYGLASS 1000 GP 1 LB HORSE, DRAFT 4 FT 50 GP 540 LB WARHORSE 60 FT 400 GP 540 LB
PADDED 11+DEX MODIFIER
5 GP 8 LB DISADVANTAGE (STEALTH)
FLASK OR TANKARD 2 CP 1 LB TENT, TWO-PERSON 2 GP 20 LB Tack, Harness, and Drawn Vehicles
LEATHER 11+DEX MODIFIER
10 GP 10 LB
GRAPPLING HOOK 2 GP 4 LB TINDERBOX 5 SP 1 LB
STUDDED 12+DEX MODIFIER
45 GP 13 LB ITEM COST WEIGHT ITEM COST WEIGHT
HAMMER 1 GP 3 LB TORCH 1 CP 1 LB
Medium Armour (Add Dexterity Modifier to Armour Class to a Maximum of +2 ) BARDING X 4 X 2 SADDLE
HAMMER, SLEDGE 2 GP 10 LB VIAL 1 GP - LB 2 1 LB 60 40
ARMOUR COST DAMAGE TYPE WEIGHT PROPERTIES BIT AND BRIDLE GP EXOTIC GP LB
HEALER’S KIT 5 GP 3 LB WATERSKIN (FULL) 2 SP 5 LB 10
HIDE 10 GP 12+DEX MODIFIER 12 LB - CARRIAGE GP 600 LB MILITARY 20 GP 30 LB
WHETSTONE 1 CP 1 LB
CHAIN SHIRT 50 GP 13+DEX MODIFIER 20 LB - CART 15 GP 200 LB PACK 5 GP 15 LB
SCALE MAIL 50 GP 14+DEX MODIFIER 45 LB DISADVANTAGE (STEALTH) Container Capacity CHARIOT 25 GP 100 LB RIDING 10 GP 25 LB
BREASTPLATE 400 GP 14+DEX MODIFIER 20 LB - CONTAINER CAPACITY CONTAINER CAPACITY FEED (PER DAY) 5 CP 10 LB SADDLEBAGS 4 GP 8 LB
HALF PLATE 750 GP 15+DEX MODIFIER 40 LB DISADVANTAGE (STEALTH) BACKPACK 1 CUBIC FOOT/30 POUNDS JUG OR PITCHER 1 GALLON SLED 20 GP 300 LB
Heavy Armour BARREL 40 GALLONS/4 CUBIC FEET POT, IRON 1 GALLON STABLING (PER DAY) 5 SP - LB
RING MAIL 30 GP 14 40 LB DISADVANTAGE (STEALTH) BASKET 2 CUBIC FEET/40 POUNDS POUCH 1/5 CUBIC FOOT/6 POUNDS WAGON 35 GP 40 LB
CHAIN MAIL 75 GP 16 (STRENGTH 13) 55 LB DISADVANTAGE (STEALTH) BOTTLE 1½ PINTS SACK 1 CUBIC FOOT/30 POUNDS Waterborne Vehicles
SPLINT 200 GP 17 (STRENGTH 15) 60 LB DISADVANTAGE (STEALTH) BUCKET 3 GALLONS/½ CUBIC FOOT VIAL 4 OUNCES ITEM COST SPEED ITEM COST SPEED
PLATE 1500 GP 18 (STRENGTH 15) 65 LB DISADVANTAGE (STEALTH) CHEST 12 CUBIC FEET/300 POUNDS WATERSKIN 4 PINTS 30000 4 MPH 50 GP ½ MP
GALLEY GP ROWBOAT
Shield FLASK OR TANKARD 1 PINT KEELBOAT 3000 GP 1 MPH SAILING SHIP 10000 GP 2 MP
SHIELD 10 GP +2 6 LB - LONGSHIP 10000 GP 3 MPH WARSHIP 25000 GP 2 ½ MP

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