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CONDITIONS

NAME
NPC GENERATOR APPEARANCE ADVENTURING SERVICES
ACTIONS IN COMBAT BLINDED feet of the creature. Otherwise, the
RULES FOR STEALTH TYPICAL SAVE DCS TYPICAL ABILITY SCORES QUICK MONSTER STATS
Attack Damage
d20 Appearance d20 Appearance Service Cost When attempting to hide, remember the following: Difficulty DC Scores Skill Level
• A blinded creature can’t see and au- • Attack rolls against the creature have attack roll has disadvantage. CR AC HP Bonus DC Per Round
d20 Start d20 Start d20 End d20 End Attack. You make a melee or ranged weapon 1. If someone can see you, you can’t attempt to hide from
1 Armored 11 Uncouth hair Coach Cab (between towns) 3 cp/mile tomatically fails any ability check that disadvantage, and the creature’s RESTRAINED Very Easy 5 1 Abysmal 0 ≤ 13 4 (1d6) ≤ +3 ≤ 13 3 (1d4)
attack. them.
1 An- 11 Fl- 1 -ball 11 -ny requires sight. attack rolls have advantage. • A restrained creature’s speed be- 1/8 13 21 (6d6) +3 13 5 (1d8)
2 Spectacles 12 Mage’s robes Coach Cab (within a city) 1 cp Easy 10 5 Poor
Cast a Spell. You cast a cantrip or a spell of 1st • Attack rolls against the creature have PARALYZED comes 0, and it can’t benefit from any 2. Once hidden, you can be detected via sight or sound.
2 Ar- 12 Jo- 2 -ban 12 -ra 3 Missing limb 13 Elderly Hireling (skilled) 2 gp/day Moderate 15 10 Average 1/4 13 43 (3d6 + 32) +3 13 7 (2d6)
level or higher. See the spell’s casting time. advantage, and the creature’s attack • A paralyzed creature is incapacitated bonus to its speed. If a creature’s (Wisdom) Perception check or passive
3 Ban- 13 Li- 3 -beld 13 -rel Perception score is higher than your Stealth roll, they 1/2 13 60 (3d8 + 46) +3 13 11 (2d10)
4 Scrawny 14 Overweight Hireling (unskilled) 2 sp/day rolls have disadvantage. (see the condition) and can’t move or • Attack rolls against the creature have Hard 20 15 Exceptional
Dash. You gain extra movement equal to your detect you. 1 13 75 (2d8 + 66) +3 13 17 (3d10)
4 Con- 14 No- 4 -da 14 -rert 5 Very tall 15 Unusual skin color Messenger 2 cp/mile CHARMED speak. advantage, and the creature’s attack Very Hard 25 20 Peak
movement speed (plus any modifiers) for the cur- 3. You can hide in plain sight, given a moment of being 2 13 90 (2d8 + 81) +3 13 22 (4d10)
5 Coor- 15 Nod- 5 -di 15 -ron rent turn. • A charmed creature can’t attack the • The creature automatically fails rolls have disadvantage.
6 Flamboyant attire 16 Crooked posture Road or gate toll 1 cp unseen or unattended and an appropriate concealment Nearly Impossible 30 25 Superhuman 3 13 105 (2d8 + 96) +4 13 28 (5d10)
charmer or target the charmer with Strength and Dexterity saving throws. • The creature has disadvantage on
6 Dou- 16 Or- 6 -don 16 -ta 7 Bald 17 Few teeth Ship’s passage 1 sp/mile Disengage. Your movement doesn’t provoke op- strategy. 30 Godlike
harmful abilities or magical effects. • Attack rolls against the creature have 4 14 120 (2d8 + 111) +5 14 33 (6d10)
portunity attacks for the rest of the turn. Dexterity saving throws.
7 Ed- 17 Pet- 7 -ert 17 -tia 8 Eyepatch 18 Tattooed Spellcasting (1st level) 10–30gp + components If you are hidden, or when someone can’t see you, you 5 15 135 (2d8 + 126) +6 15 39 (7d10)
• The charmer has advantage on any advantage. STUNNED
8 El- 18 Pru- 8 -ine 18 -to Dodge. Until the start of your next turn, any attack ability check to interact socially with have advantage on attack rolls against them, and they have SKILLS 6 15 150 (2d8 + 141) +6 15 44 (8d10)
9 Noble’s clothes 19 Comely Spellcasting (2nd level) 30–50gp + components • Any attack that hits the creature is a • A stunned creature is incapacitated
roll made against you has disadvantage if you can the creature. critical hit if the attacker is within 5 disadvantage on attack rolls against you. If you make an Acrobatics (Dexterity) Medicine (Wisdom) 7 15 165 (2d8 + 156) +6 15 50 (9d10)
9 Em 19 Ran- 9 -ma 19 -ton 10 Missing ear 20 Hideous (see the condition), can’t move, and
see the attacker, and you make Dexterity saving feet of the creature. attack while hidden, whether you hit or miss, you are no Animal Handling (Wisdom) Nature (Intelligence)
10 Es- 20 Sun- 10 -na 20 -ver FOOD AND DRINK LIFESTYLE EXPENSES DEAFENED can speak only falteringly. 8 16 180 (2d8 + 171) +7 16 55 (10d10)
throws with advantage. You lose this benefit if you • A deafened creature can’t hear and longer hidden. Arcana (Intelligence) Perception (Wisdom)
IDEAL Item Cost Lifestyle Price/Day PETRIFIED • The creature automatically fails 9 16 195 (2d8 + 186) +7 16 61 (11d10)
are incapacitated or if your speed drops to 0. automatically fails any ability check • A petrified creature is transformed, Athletics (Strength) Performance (Charisma)
RACE Strength and Dexterity saving throws. GRAPPLING Deception (Charisma) Persuasion (Charisma) 10 17 210 (2d8 + 201) +7 16 66 (12d10)
d10 Ideal d10 Ideal Ale (gallon) 2 sp Wretched — that requires hearing. along with any nonmagical object
Help. You help one creature with a task, giving • Attack rolls against the creature have When you take the Attack action you can use one attack to 11 17 225 (2d8 + 216) +8 17 72 (13d10)
d10 Race d10 Race d10 Race 1 Aspiration 6 Honor Ale (mug) 4 cp Squalid 1 sp it is wearing or carrying, into a solid History (Intelligence) Religion (Intelligence)
that creature advantage on the next ability check FRIGHTENED advantage. grapple an enemy.
1–2 Human 5 Elf 8 Half-orc inanimate substance (usually stone). Insight (Wisdom) Sleight of Hand (Dexterity) 12 17 240 (2d8 + 231) +8 17 77 (14d10)
2 Community 7 Knowledge Banquet (per person) 10 gp Poor 2 sp it makes for that task. Or you distract one creature • A frightened creature has disadvan- You can grab a creature which is no more than one size
UNCONSCIOUS Intimidation (Charisma) Stealth (Dexterity) 13 18 255 (2d8 + 246) +8 18 83 (15d10)
3 Dragonborn 6 Gnome 9 Halfling within 5 feet of you, and the next attack roll that tage on ability checks and attack rolls Its weight increases by a factor of ten, category higher than you. Using at least one free hand, you
3 Freedom 8 Power Bread, loaf 2 cp Modest 1 gp • An unconscious creature is inca- Investigation (Intelligence) Survival (Wisdom)
an ally of yours makes against that creature has while the source of its fear is within and it ceases aging. make an Athletics check contested by the target’s Athlet- 14 18 270 (2d8 + 261) +8 18 88 (16d10)
4 Dwarf 7 Half-elf 10 Tiefling pacitated (see the condition), can’t
4 Friendship 9 Respect Cheese, hunk 1 sp Comfortable 2 gp advantage. line of sight. • The creature is incapacitated (see the ics or Acrobatics check. If you succeed, the target is now 15 18 285 (2d8 + 276) +8 18 94 (17d10)
move or speak, and is unaware of its
5 Greed 10 Tradition Meat, chunk 3 sp Wealthy 4 gp Whichever option you choose, the advantage • The creature can’t willingly move clos- condition), can’t move or speak, and is surroundings grappled by you. You can also grapple an enemy to climb DAMAGE SEVERITY BY LEVEL 16 18 300 (2d8 + 291) +9 18 99 (18d10)
PERSONALITY TRAITS goes away once used or when your next turn starts. on top of it.
er to the source of its fear. unaware of its surroundings. Character Level Setback Dangerous Deadly 17 19 315 (2d8 + 306) +10 19 105 (19d10)
d20 Personality Traits d20 Personality Traits Wine, common (pitcher) 2 sp Aristocratic 10 gp • The creature drops whatever it’s hold-
FLAW minimum Hide. You make a Dexterity (Stealth) check in an GRAPPLED • Attack rolls against the creature have ing and falls prone. Escaping a grapple. While grappled, a creature can use its 1st–4th 5 (1d10) 11 (2d10) 22 (4d10) 18 19 330 (2d8 + 321) +10 19 110 (20d10)
1 Absent-minded 11 Humourless Wine, fine (bottle) 10 gp • A grappled creature’s speed becomes advantage.
d10 Flaws attempt to become hidden—unseen and unheard. • The creature automatically fails action to make an Athletics or Acrobatics check opposed 5th–10th 11 (2d10) 22 (4d10) 55 (10d10) 19 19 345 (2d8 + 336) +10 19 116 (21d10)
2 Anxious 12 Impish 0, and it can’t benefit from any bonus • The creature automatically fails by your Athletics check. If the creature succeeds, it moves
1 Obsessive or controlling TRAVEL PACE AND EFFECTS Ready. You wait for a particular circumstance be- Strength and Dexterity saving throws. 11th–16th 22 (4d10) 55 (10d10) 99 (18d10) 20 19 380 (6d8 + 353) +10 19 121 (22d10)
to its speed. Strength and Dexterity saving throws. to a space next to you.
3 Articulate 13 Jovial 2 Judgemental or inflexible Distance traveled per... fore you act, which lets you act using your reaction • Attack rolls against the creature have 17th–20th 55 (10d10) 99 (18d10) 132 (24d10)
• The condition ends if the grappler is • The creature has resistance to all SIZE CATEGORIES
4 Blunt 14 Nervous before the start of your next turn. You must decide advantage. Moving a grappled creature. When you move, you can
3 Greedy or thieving Pace Minute Hour Day Effect incapacitated (see the condition). damage.
in advance (a) what perceivable circumstance will • Any attack that hits the creature is a drag or carry the grappled creature with you. Your speed is COVER Size Space (ft.) HD Examples
5 Deranged 15 Pious 4 Quick-tempered or foolhardy Fast 400 feet 4 miles 30 miles −5 to passive trigger your reaction and (b) the action you will take • The condition also ends if an effect • The creature is immune to poison and halved, unless the creature is two or more sizes smaller than Cover
critical hit if the attacker is within 5 Effect Tiny ≤ 2.5 × 2.5 d4 Hawk, imp, rat, sprite
6 Dignified 16 Quiet Perception scores in response to that trigger. removes the grappled creature from disease, although a poison or disease you.
5 Arrogant or dogmatic feet of the creature. Half-cover +2 to AC and Dexterity saving throws Small 5×5 d6 Goblin, mephit, kobold
If you ready a spell, it must have a casting time the reach of the grappler or grappling already in its system is suspended, not
7 Energetic 17 Studious Normal 300 feet 3 miles 24 miles — EXHAUSTION Three-quar- +5 to AC and Dexterity saving throws Medium 5×5 d8 Gnoll, orc, werewolf
6 Impatient or mercurial of 1 action, and you must concentrate on it until effect, such as when a creature is neutralized. JUMPING
8 Flirtatious 18 Temperamental Slow 200 feet 2 miles 18 miles Can use Stealth hurled away by the thunderwave spell. POISONED Level Effect You must move at least 10 feet immediately before the ters cover Large 10 × 10 d10 Chimera, hippogriff, ogre
7 Cowardly or distrusting you release it.
9 Gullible 19 Theatrical INCAPACITATED • A poisoned creature has disadvantage 1 Disadvantage on ability jump. Otherwise, you can jump only half the distance or Total cover Can’t be targeted directly by attacks or spells Huge 15 × 15 d12 Hydra, fire giant, treant
8 Dependent on person or vice FORCED MARCH Search. You make a Wisdom (Perception) check or height. Either way, each foot you clear on the jump costs a
• An incapacitated creature can’t take on attack rolls and ability checks. checks Gargantuan ≥ 20 × 20 d20 Ancient dragon, kraken
10 Honest 20 Thoughtful 9 Dishonest or grandiose The Travel Pace table assumes that characters travel for 8 an Intelligence (Investigation) check to find some- foot of movement. DARKNESS AND OBSCURITY
actions or reactions. PRONE 2 Speed halved
hours in day. They can push on beyond that limit, at the risk thing.
10 Paranoid or delusional INVISIBLE • A prone creature’s only movement Long Jump. When you make a long jump, you cover a Obscurity Effect OBJECT ARMOR CLASS OBJECT HIT POINTS
of exhaustion. 3 Disadvantage on attack
BOND Use a Magic Item. You use a magic item which • An invisible creature is impossible to option is to crawl, unless it stands up rolls and saving throws number of feet up to your Strength score. Lightly Creatures have Dim light, patchy Substance AC Size Fragile Resilient
For each additional hour of travel beyond 8 hours, the char- requires an action for its use. see without the aid of magic or a spe- and thereby ends the condition. Obscured disadvantage on Wisdom fog, moderate
d10 Bond d10 Bond d10 Bond High Jump. When you make a high jump, you leap into the Cloth, paper, rope 11 Tiny 2 (1d4) 5 (2d4)
acters cover the distance shown in the hour column for their cial sense. For the purpose of hiding, • The creature has disadvantage on 4 Hit point maximum halved (Perception) checks which foliage
1 Loyalty to another 5 Find someone 8 Do something legendary Use an Object. You use an object, other than a air a number of feet equal to 3 + your Strength modifier
pace, and each character must make a Constitution saving the creature is heavily obscured. The 5 Speed reduced to 0 rely on sight. Crystal, glass, ice 13 Small 3 (1d6) 10 (3d6)
magic item, that requires your action for its use. attack rolls. (minimum of 0 feet). You can extend your arms to reach
2 Revenge 6 Run from past 9 Woo romantic interest throw at the end of the hour (DC equals 10 + 1 for each creature’s location can be detected Heavily Vision is blocked; Darkness, opaque Wood, bone 15 Medium 4 (1d8) 18 (4d8)
• An attack roll against the creature has 6 Death another 1/2 times your height.
hour past 8 hours). On a failed saving throw, a character Use a Special Ability. You use a class feature or by any noise it makes or any tracks it Obscured creatures are effectively fog, dense foliage
3 Acquire a treasure 7 Protect personal power 10 Defend home or family advantage if the attacker is within 5 Stone 17 Large 5 (1d10) 27 (5d10)
suffers one level of Exhaustion other special ability that requires your action for its leaves. blinded.
4 Correct past mistake use. Iron, steel 19

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