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Ability Checks

Skills Typical Difficulty Classes


Ability Score Associated Skills Task Difficulty DC
Strength Athletics Trivial 5
Dexterity Acrobatics, Sleight of Hand, Stealth Easy 10
Constitution N/A (See Constitution table) Moderate 15
Intelligence Arcana, History, Investigation, Nature, Religion Hard 20
Wisdom Animal Handling, Insight, Medicine, Perception, Survival Very Hard 25
Charisma Deception, Intimidation, Performance, Persuasion Nearly Impossible 30

Concentration Resting
Distracting environmental
stimuli such as a wave crashing
Short Rest
Easy over the deck of a storm-tossed A period of downtime lasting at least one hour, during which time you can do
ship nothing more strenuous than eating, drinking, reading, or tending to wounds.
After taking damage make a The following effects resolve at the end of a Short Rest:
Constitution Saving throw with  You regain the use of abilities, features, and resources that are refreshed
Variable
a DC of either 10 or half of the by taking a Short Rest.
max(10,x) damage Sleight of Hand
taken, whichever is  You are allowed to expend one of your accumulated Hit Die by rolling a
higher. die of the corresponding type. You regain hit points equal to the rolled
Perform simple acts of legerdemain such as palming a coin-sized
Easy object value + your Constitution modifier. Afterwards, you may choose to
Contest spend another Hit Die.
Plant or steal an object on or from a target, conceal an object on
(vs. WIS) your person Long Rest
Stealth A period of extended downtime lasting at least eight hours, during which
time you must either sleep or perform only light activities such as talking,
Contest Conceal yourself from enemies, sneak past unsuspecting targets, eating, or standing watch. These activities can occupy no more than 2 hours of
(vs. WIS) slip away while others are distracted your Long Rest. Performing more than an hour of strenuous activity such as
walking or fighting will also interupt your Long Rest. You may only benefit
from one Long Rest in a 24-hour period and you must begin the rest with at
least one hit point.
Deception The following effects resolve at the end of a Long Rest:
 You regain the use of abilities, features, and resources that are refreshed
Fast-talk or con someone, adopt a disguise or impersonate by taking a Long Rest.
Contest
another creature, tell a convincing lie or otherwise hide your true  You regain all of your lost hit points unless otherwise indicated.
(vs. WIS) intentions  You regain a number of Hit Die equal to up half of your total possible
Hit Die. Exhaustion 1

Insight • Perception Lv. Effect


Contest Determine if someone is lying or disguising themselves or their 1 Disadvantage on ability checks
(vs. CHA) intentions 2 Speed halved
Disadvantage on attack rolls and
3 saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

1: The effects of exhaustion are cumulative. At the


end of a long rest if a creature has had food or drink it
decreases its level of Exhaustion by one.
Weapons Armor
Damage
& Shields
and Dying
Weapon Cost Damage Weight Properties Armor Cost When
Armor you are reduced to zero Weight
Class hit points you fall unconscious.Properties
There are no negative hit
Unconscious point values.
Simple Melee Weapons Whenever you Light Armor
start your turn with zero hit points you must make a death saving throw, not
to be confused with a Constitution saving throw. On a roll of 10 or higher, you succeed.
Club 1 sp 1d4 Bludgeoning 2 lb. Light Padded Death Saving
5 gp 11 + DexyouMod
Otherwise, fail. On your third8 success
lb. Disadvantage(Stealth)
you become stable while on your third failure you
Dagger 2 gp 1d4 Piercing 1 lb. Finesse, Light, Thrown (20/60) Leather Throws
10 gp 11These
die. + Dexresults
Modneed not be consecutive.
10 lb. On a roll of 1 you suffer—two failures while on a
Greatclub 2 sp 1d8 Bludgeoning 10 lb. Two-handed Studded Leather 45 gp roll
12of+ 20
Dexbecome
Mod stable and gain13one lb.hit point. —
If you take any damage while at zero hit points you suffer a death saving throw failure. If
Handaxe 5 gp 1d6 Slashing 2 lb. Light, Thrown(20/60) Damage at zero
Javelin 5 sp 1d6 Piercing 2 lb. Thrown(30/120) Hit Points
this damage isMedium Armor
from a critical hit you instead suffer two failures. If this damage is greater
than or equal to your hit point maximum you suffer instant death.
Light Hammer 2 gp 1d4 Bludgeoning 2 lb. Light, Thrown(20/60) Hide 10 gp 12 + Dex Mod (Max 2) 12 lb. —
Mace 5 gp 1d6 Bludgeoning 4 lb — Chain Shirt 50 gp 13 + Dex Mod (Max 2) 20 lb. —
Quarterstaff 2 sp 1d6 Bludgeoning 4 lb. Versatile(1d8) Scale Mail 50 gp 14 + Dex Mod (Max 2) 45 lb. Disadvantage(Stealth)
Sickle
Spear
1 gp
1 gp
1d4 Slashing
1d6 Piercing
2 lb.
3 lb.
Light
Thrown(20/60), Versatile(1d8)
Breastplate
Half Plate
400 gp
750 gp
Conditions & States
14 + Dex Mod (Max 2)
15 + Dex Mod (Mas 2)
20 lb.
40 lb.

Disadvantage(Stealth)
Unarmed Strike — 1 Bludgeoning — — Automatically fail any check requiring sight. Disadvantage on attack rolls. Attackers have
Blinded advantage. Heavy Armor
Simple Ranged Weapons Charmed
Ring Mail
Cannot attack the charmer or target them with harmful abilities or effects. Charmer has
advantage on interacting socially with the charmed creature. 40 lb.
30 gp 14 Disadvantage(Stealth)
Ammunition(80/320), Loading, Chain
Deafened Mail 75
Automaticallygp fail any ability check 16
that requires hearing. 55 lb. Disadvantage(Stealth), Strength(13)
Crossbow, Light 25 gp 1d8 Piercing 5 lb.
Two-handed Splint You are 200 gp Sorry. You’ve got a couple
dead. 17 options: activate plot60 armor,
lb. becomeDisadvantage(Stealth),
a servant of the Strength(15)
Dart 5 cp 1d4 Piercing ¼ lb. Finesse, Thrown(20/60) Dead Plate Raven1500 Queen,gpcome back to life through 18 any number of different
65 lb. Disadvantage(Stealth),
spells (my favorite is Strength(15)
Ammunition(80/320), Two- reincarnate!), roll a new character.
Shortbow 25 gp 1d6 Piercing 2 lb. Exhausted See Exhaustion table Shield
Handed
Sling 1 sp 1d4 Bludgeoning — Ammunition(30/120) Shield At the end 10ofgpa fall a creature takes 1d6 +2bludgeoning damage for every 10 feet they fell (max —
6 lb.
Falling 20d6) . A creature who takes damage this way is knocked prone.
Martial Melee Weapons Frightened
Disadvantage on ability checks and attack rolls while the source of the fear is within sight.
Cannot willingly move towards the source of the fear.
Battleaxe 10 gp 1d8 Slashing 4 lb. Versatile(1d10) Speed reduced to 0. Ends when grappler is incapacitated, is no longer within reach, or fails a
Grappled
Flail 10 gp 1d8 Bludgeoning 2 lb. — skill contest.
Glaive 20 gp 1d10 Slashing 6 lb. Heavy, Reach, Two-handed Incapacitated Cannot take actions or reactions.
Greataxe 30 gp 1d12 Slashing 7 lb. Heavy, Two-handed Resistance against nonmagical damage; targets are resistant against nonmagical damage from an
Greatsword 50 gp 2d6 Slashing 6 lb. Heavy, Two-handed Incorporeal Services
empty space.
Lifestyle Expenses
incorporeal source. Can move through objects and other creatures but must end movement in an
Halberd 20 gp 1d10 Slashing 6 lb. Heavy, Reach, Two-handed Service Considered heavily obscured Pay Lifestyle
for the purposes of hiding. Advantage on attack rolls.Price/Day
Attackers
Lance 10 gp 1d12 Piercing 6 lb. Reach, Special Invisible have disadvantage.
Longsword 15 gp 1d8 Slashing 3 lb. Versatile(1d10) Coach Cab Wretched —
Incapacitated and cannot move or speak. Automatically fail Strength and Dexterity saving
Maul 10 gp 2d6 Bludgeoning 10 lb. Heavy, Two-handed Between Towns
Paralyzed throws. Attackers have advantage 3 cp/mile and any attack that hitsSqualid
and is made from within 5 feet1 isspa
Morningstar 15 gp 1d8 Piercing 4 lb. — Within a Citycrit. 1 cp Poor 2 sp
Pike 5 gp 1d10 Piercing 18 lb. Heavy, Reach, Two-handed Hireling Weight increases by a factor of ten and no longer age. IncapacitatedModest cannot move or speak, 1 gpand
Skilled unaware of surroundings.2Automatically
gp/day fail Strength and Dexterity saving throws. Attackers
Comfortable 2 gp
Rapier 25 gp 1d8 Piercing 2 lb. Finesse Petrified
Scimitar 25 gp 1d6 Slashing 3 lb. Finesse, Light Unskilled have advantage. Resistance to all damage. Any poison orWealthy
2 sp/day disease already afflicting the target
4 gp is
suspended and the target become immune to poison and disease.
Shortsword 10 gp 1d6 Piercing 2 lb. Finesse, Light Messenger 2 cp/mile Aristocratic 10 gp minimum
Poisoned Disadvantage on attack rolls and ability checks.
Trident 5 gp 1d6 Piercing 4 lb. Thrown(20/60), Versatile(1d8) Road/Gate TollOnly movement option is crawl 1 cpuntil standing up. Disadvantage on attack rolls. Attackers within
War Pick 5 gp Cover
1d8 Piercing 2 lb. — ProneShip’s Passage5 feet
First Level spell 1
1 sp/mile
have advantage, otherwise
total movement speed. 10-30 gp + components
they have disadvantage. Can stand up by using half of your
Warhammer 15 gp 1d8 Bludgeoning 2 lb. Versatile(1d10)
Degree
Whip 2 gp
Effect
1d4 Slashing 3 lb. Finesse, Reach Second Level spell 1
Speed reduced to30-50 gp + components
0. Disadvantage on attack rolls and Dexterity saving throws. Attackers have
Restrained advantage.
2
Half Cover Grants +2 bonus to AC and Dexterity saving throws. Third+ Level Spell How much ya got? 3
Three-quarters Martial Ranged Weapons Considered one size category smaller for the purposes of movement through tight areas. Every
Cover
Grants +5 bonus to AC and Dexterity saving throws. Squeezing footlevel
1: First and second of movement
spellscastingcosts an extra
services foot.
are Disadvantage on attack rolls and Dexterity saving throws.
easy
Blowgun 10 gp 1 Piercing 1 lb. Ammunition(25/100), Loading enough to find inAttackers
a decently have advantage.
sized city or town.
Cannot be targeted directly by attacks or spells, although
Total Cover Ammunition(30.120), light, 2: Third level and0 higher
hit points andare
spells unconscious
much more butrare
don’t need
and canto make Death saving throws. Any damage taken
Crossbow, hand area 75
of effect
gp spells1d6and abilities are still effective.
Piercing 3 lb. causes
loading Stableonly be found with any causes
amount theofcreature to stop
regularity beingcity,
in a large stable and to resume making Death saving throws. The
Ammunition(100/400), Heavy, perhaps home toStable condition
a University or ends
Temple.when the creature is no longer at 0 hit points. If still at 0 hit points after
Crossbow, heavy 50 gp 1d10 Piercing 18 lb. 3: Often times a 1d4 hours, regain
spellcaster might 1ask hitfor
point.
a service rather
Loading, Two-handed Incapacitated and cannot move. Ability to speak is impaired but not lost. Automatically fail
than
Stunned monetary payment.
Ammunition(150/600), Heavy, Strength and Dexterity saving throws. Attacks have advantage.
Longbow 50 gp 1d10 Piercing 2 lb.
Two-handed Incapacitated, cannot move or speak, and unaware of surroundings. Drop any held items and fall
Net 1 gp — 3 lb. Special, Thrown(5/15) Unconscious prone. Automatically fail Strength and Dexterity saving throws. Attackers have advantage and
any attack that hits from within 5 feet is a crit.
Monster Statistics Encounter Building Encounter Difficulty Exp Per
Character
You can use this process after you’ve already designed an encounter to determine its Level Easy Medium Hard Deadly
Proficiency & Exp Value difficulty or you can use it to start an Encounter from scratch with a target difficulty
1 25 50 75 100
by Challenge Rating in mind.
2 50 100 150 200
CR Proficiency Exp Points 3 75 150 225 400
Bonus Value 1. Start by making a note of the Exp values that define the four difficulty categories 4 125 250 375 500
0 2 0 or 10 for your group. For each adventurer in the party refer to the Encounter Difficulty 5 250 500 750 1,100
1/8 2 25 Exp per Character table, noting the exp values for each character in each 6 300 600 900 1,400
1/4 2 50 category. Then for each category add the exp values for each character in that 7 350 750 1,100 1,700
1/2 2 100 category to determine the difficulty thresholds for encounters. 8 450 900 1,400 2,100
1 2 200
2 2 450
9 550 1,100 1,600 2,400
3 2 700 2. Next, select each creature you want to include in your encounter. Add up their 10 600 1,200 1,900 2,800
4 2 1,100 Exp Values, which can be found in their stat block next to their Challenge 11 800 1,600 2,400 3,600
5 3 1,800 Rating, to get the encounter’s Exp Value. 12 1,000 2,000 3,000 4,500
6 3 2,300 13 1,100 2,200 3,400 5,100
7 3 2,900 3. Adjust the encounter Exp Value by the multiplier found in the Encounter Exp 14 1,250 2,500 3,800 5,700
8 3 3,900 Multipliers table according to the size of the adventuring party. 15 1,400 2,800 4,300 6,400
9 4 5,000 16 1,600 3,200 4,800 7,200
10 4 5,900
4. Compare the adjusted encounter Exp Value with the difficulty thresholds you 17 2,000 3,900 5,900 8,800
11 4 7,200
12 4 8,400 calculated in Step 1 to get an estimate of the encounter’s difficulty. Adjust the 18 2,100 4,200 6,300 9,500
13 5 10,000 encounter accordingly. 19 2,400 4,900 7,300 10,900
14 5 11,500 20 2,800 5,700 8,500 12,700
15 5 13,000
16 5 15,000
17 6 18,000
18 6 20,000
19 6 22,000
20 6 25,000
21 7 33,000
22 7 41,000
23 7 50,000
24 7 62,000
25 8 75,000
26 8 90,000
27 8 105,000
28 8 120,000
29 9 135,000
30 9 155,000
Encounter Exp Multipliers
Exp Multiplier for
Number of Party size of…
Enemies
1-2 3-5 6-8
Single Enemy × 1.5 — × .5
Pair (2 Enemies) ×2 × 1.5 —
Group (3-6 Enemies) × 2.5 ×2 × 1.5
Gang (7-10 Enemies) ×3 × 2.5 ×2
Mob (11-14 Enemies) ×4 ×3 × 2.5
Horde (15+ Enemies) ×5 ×4 ×3
Size Categories & Hit Points
Size Space Hit Die(Avg. Hit Points/Die) Examples
Tiny 2.5 by 2.5 ft. d4(2.5) Hawk, Imp, Rat, Sprite
Small 5 by 5 ft. d6(3.5 Giant Rat, Goblin, Kobold
Medium 5 by 5 ft. d8(4.5) Gnoll, Orc, Werewolf
Large 10 by 10 ft. d10(5.5) Chimera, Hippogriff, Ogre
Huge 15 by 15 ft. d12(6.5) Cyclops, Fire Giant, Treant
Gargantuan 20+ by 20+ ft. d20(10.5) Ancient Dragon, Kraken

Random Encounter Chances


Area Roll 1d20… Encounter Examples
on…
Once per hour of travel.
Mordor,
Dangerous Once per 20 minutes of Rest 18-20(15%) or Underdark,
overworld area during the day. 19-20(10%) Zombie-infested
swamp
Once at night.

Uncivilized, Once during the day.


unsettled, or 17-20(20%) or Dothraki Sea,
unknown 18-20(15%) American Frontier
overworld area Once at night.

A major
Well-traveled
Once a day-night Cycle. 20(5%) highway/trade
overworld area
route

Structure or
Enemy
formation Once per 15 minutes of Rest 17-20(20%) or
encampments,
populated by or Idle. 18-20(15%)
creatures’ lairs
hostiles

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