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Actions
You move at half speed in difficult terrain so You can take a bonus action only when a special
ability, spell, or feature states that you can do
you can cover only half the normal distance in
Movement something as a bonus action.
a minute, an hour, or day.
Acid
Cold
Fire
Lightning
Poison
Psychic
Wisdom Resisting effects that charm, frighten, or otherwise assault your willpower Each day since the
+5
creature passed
Withstanding effects, such as possession, that would subsume your personality or hurl you to
Charisma
another plane of existence Creature left a trail such as
-5
blood
Monster Research
Adventurers can research what a creature is likely to desire. The Monster Research table suggests which skills can
be used to learn about a creature of a particular type. The DC for a relevant ability check equals 10 + the creature’s
AC & DC: Tie sides with the dice roller
challenge rating.
Dragon Arcana, History, or Nature Ooze Arcana or Survival If the contest results in a tie, the situation
remains the same as it was before the
contest.
Elemental Arcana or Nature Plant Nature or Survival
Adventuring
Distance Traveled Per... Food and Water Availability DC
Pace Minute Hour Day Effect Abundant food and water sources 10
Senses
Source Bright Light Dim Light
Audible Distance
Ale
Mug 4 cp
Setback 10-11 +3 to +5
Banquet (per person) 10 gp
Bread, loaf 2 cp
Dangerous 12-15
Cheese, hunk 1 sp +6 to +8
Service Pay
Wealthy 8 sp
Meat, chunk 3 sp
Trap Save DCs and Attack Bonuses
Damage Severity by Level
11th-16th 4d10 Wine 10d10 18d10
Conditions
Blinded
Cannot see.
Fails ability checks based on sight.
Poisoned
Attacks against a blinded creature have advantage.
Disadvantage on attack rolls and ability checks.
Attacks made by a blinded creature have disadvantage.
Prone
Charmed
Can only crawl as its movement.
Can’t target the charmer with any harmful abilities (attacks, effects, spells, etc.).
Can end the condition by standing up.
The charmer has advantage on social ability checks on the charmed creature.
Disadvantage on attack rolls.
Attack rolls made against the prone creature have advantage if they’re within 5
Deafened feet or disadvantage if made from a longer range.
Cannot hear.
Fails ability checks based on hearing.
Restrained
Speed becomes 0. Can’t benefit from any bonus to speed.
Frightened Disadvantage on dexterity saving throws.
Disadvantage on attack rolls and ability checks while the source of fear is in line of Attacks against a restrained creature have advantage.
sight. Attacks made by a restrained creature have disadvantage.
Cannot willingly move closer to the source of fear.
Stunned
Grappled Creature is incapacitated.
Speed becomes 0. Cannot move.
Effect ends when the grappler is incapacitated or when the creature is moved Can only speak falteringly.
away from the grappler by some effect. Automatically fails strength and dexterity saving throws.
Attacks against a stunned creature have advantage.
Incapacitated
Cannot attack or take reactions. Suffocating
A creature can hold its breath for a number of minutes equal to 1 + its Constitu
Invisible modifier (minimum of 30 seconds).
Cannot be seen except by special abilities.
Attack rolls against the creature have disadvantage. When a creature runs out of breath or is choking, it can survive for a number o
Attack rolls made by the creature have advantage. rounds equal to its Constitution modifier (minimum of 1 round). At the start of it
next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be
Paralyzed stabilized until it can breathe again.
Creature is incapacitated.
Automatically fails strength and dexterity saving throws. Unconscious
Attack rolls against the creature have advantage. Creature is incapacitated.
Attacks that hit while the attacker is within 5 feet are critical hits. Cannot move or speak.
Is unaware of its surroundings.
Petrified Drops what it’s holding and falls prone.
Transformed into a solid inanimate substance (usually stone) along with everything Automatically fails strength and dexterity saving throws.
the creature is carrying. Attacks against an unconscious creature have advantage.
Weight is multiplied by 10. Attacks that hit while the attacker is within 5 feet are critical hits.
Does not age.