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A4

A4
A4

45°
Strength Intelligence Wisdom; Charisma
Athletics Insight • Perception Deception
Arcana • History • Nature • Religion
Climb a wall or a rope, swim or jump high. Insight: Read the intentions of a creature; check if it the truth
Arcana: Spells, magic items, planes of existence Perception: Spot/recognize a location; hear a sound Contest vs. Fast-talk or con someone, adopt a disguise or
Normal wall; tread in rough condition water;
Easy History: historical events, old kingdoms, legendary people Insight impersonate another creature, tell a convincing
clear obstacle while jumping read a child
Nature: terrain, plants and animals lie or otherwise hide your true intentions
Easy prominent landmark or structure; hear the far-
Medium Rope from overhang; swim in rough water Religion: deities, rites and prayers, holy symbols off sound of thunder signaling a coming storm
Discern the leader of a group; the intended Intimidation
Wall with rare handholds; catch on a rope; message of a non-verbal talk
Hard Medium Scare a spineless noble in to handing over their
violent water Easy Recall widely known information (common) spot a natural-obscured object or feature; a Easy
coin purse
conversation in the next room
Very Hard Slippery wall; clip vertically; stormy waters
guess at the enemy’s next action; Pry information out of an uncooperative
Recall more obscure or specific information Hard well-hidden object or feature; a hushed
Medium Medium prisoner, convince street thugs to back down
Feats of Strength • Other (uncommon) conversation through a heavy door from a confrontation
Any attempt to lift, push, pull, or break something, to force nearly-invisible object or feature; read the lips of
your body through a space, or to otherwise apply brute force Recall truly esoteric or precise information Very Hard
Hard a creature you can see but not hear Advise a guard that it might be best to look the
to a situation. (rare) Hard other way this time around, coerce an official in
Survival
Struck/broken door; weak bindings; pull to signing a document
Easy Very Recall information that is known only by a Follow a trail / track; forage food for a day; navigate in
stuck/wedge object loose wilderness
Hard privileged few (very rare) Frighten a creature larger than you, causing it to
well-worn trail in a forest; tracks of a creature Very Hard
Medium Reinforced wooden door; hang on a wagon flee; stop an agitated mob in their tracks
Easy through snow or mud; forage in a plentiful area;
Investigation • Other navigate on a clear night
Hard Heavy locked/barred door; topple stone statue abandoned or forgotten trail; track a creature Performance
Identify a trap or a secret or coded message; communicate a
through a forest; forage in a sparse area;
idea with an creature you don't share a language with; Medium Routine performance such as telling a story in a
Very Hard Heavy reinforced door; hold door against water navigate on a cloudy night; predict an oncoming Easy
discover the true nature of an illusion. tavern or around a campfire
storm; identify the signs of nearby creatures
Track over barren terrain; forage in a harsh area; Professional performance such as an inspiring
Hard navigate through an alien area on a cloudy night;
Dexterity Easy
Obvious trap or a secret; simple idea with an
intelligent creature; low-level illusion predict tomorrow’s weather Medium
speech or an impressive musical display which
may attract the attention of a local troupe and
Acrobatics Very Hard
Track after rainfall; navigate an alien area on a lead to regional fame
stormy night
Walk across difficult surface; hold balance; land safely.
Typical trap; determine time or cause of death Memorable performance which may attract the
otherwise fall / take damage Animal Handling • Medicine • Other
Medium of a recently deceased creature; estimate the Hard attention of a local patron and lead to national
Icy surface; turbulent situation; land on material worth of an item; mid-level illusion Animal Handling: Interact with or train an animal fame
Easy
difficult terrain Medicine: cure or stabilize a creature, diagnose ailments
domesticated animal Extraordinary performance which may attract
Narrow edge; swing from chandelier and Very Hard the attention of distant patrons and even
Moderate Well-hidden trap, object, or area; forge a Easy stabilize a dying creature outside of combat;
land extraplanar beings
Hard document or identify such a document; common ailment
Hard Cross a wildly swaying rope bridge high-level illusion wild but otherwise peaceful animal; perform a
complex maneuver while mounted Persuasion
Medium
Walk across a tightrope; vault over/under an set a broken bone; stabilize a dying creature in Convince the mayor to allow your party to help,
Very Hard Magically-hidden trap, object, or area; discern Easy
enemy the middle of combat; uncommon ailment calm a distraught person
the purpose and process of a complicated
Very Intuit a hostile animal’s next action; control an
device or system; determine the integrity of a
Sleight of Hand Hard
structure, construct, or formation and identify Hard untrained mount Persuade a group of highway thieves to leave in
rare ailment Medium peace, convince a friendly acquaintance that
Contest vs. any exploitable weak points
Plant or steal an object on or from a target you know best
Perception Calm a dangerous wild animal
Very Hard
diagnose magical and divine ailments
Stealth Convince a chamberlain to let your party see

Contest vs. Conceal from enemies; sneak past targets;


Constitution Hard the king, inspire or rally a crown of townsfolk,
negotiate a peace between warring tribes
Perception slip away while others are distracted Concentration
Convince a sphinx that you are worthy of the
Pick lock & Disarm trap (+ tool prof) Variable After taking damage while an active Very Hard secrets it guards, assure a dragon you’re worth
max(10,x) concentration spell. more alive than dead
Easy Simple lock; simple trap

Moderate Typical lock;

Hard Elaborate lock; average trap

Very Hard Masterwork lock; complex trap


Size Categories Character Advancement
Size Space Examples Conditions & States
Lv. XP Lv. XP Lv. XP Lv. XP
Tiny 2.5 x 2.5 ft. Hawk, Imp, Rat, Sprite
Small 5 x 5 ft. Giant Rat, Goblin, Kobold 1 0 6 14,000 11 85,000 16 195,000
Automatically fail any check requiring sight. Disadvantage on attack rolls.
Blinded
Medium 5 x 5 ft. Gnoll, Orc, Werewolf 2 300 7 23,000 12 100,000 17 225,000 Attackers have advantage.
Large 10 x 10 ft. Chimera, Hippogriff, Ogre 3 900 8 34,000 13 120,000 18 265,000
Huge 15 x 15 ft. Cyclops, Fire Giant, Treant Cannot attack the charmer or target them with harmful abilities or effects.
Charmed
Gargantuan 20+ x 20+ ft. Ancient Dragon, Kraken 4 2,700 9 48,000 14 140,000 19 305,000 Charmer has advantage on interacting socially with the charmed creature.
5 6,500 10 64,000 15 165,000 20 355,000 Deafened Automatically fail any ability check that requires hearing.
Exhausted 1=Disadv. on ability;2= ½ Speed;3= Disadv. all;4= ½ HP;5= 0 Speed;6=Death
Random Encounter Chances Weather (1/day)
d20 Result At the end of a fall a creature takes 1d6 bludgeoning damage for every 10 feet
Falling
Area Examples Roll 1d20… Encounter they fell (max 20d6) . A creature who takes damage this way is knocked prone.
Temperature

Well-traveled overworld Disadvantage on ability checks and attack rolls while the source of the fear is
A major trade route Once a day-night Cycle 20 01-14 Normal for the season Frightened
area • within sight. Cannot willingly move towards the source of the fear.
15-17 1d4x5° C colder than normal
Speed reduced to 0. Ends when grappler is incapacitated, is no longer within
Uncivilized, unsettled, or 17-20 Grappled
Dothraki Sea, American Once during the day reach, or fails a skill contest.
unknown overworld • or
18-20 1d4x5° C hotter than normal
Frontier • Once at night Incapacitated Cannot take actions or reactions.
area 18-20 Wind
Considered heavily obscured for the purposes of hiding. Advantage on attack
Invisible
01-12 None rolls. Attackers have disadvantage.
• Once per hour of
travel 18-20 13-17 Light Incapacitated and cannot move or speak. Automatically fail Strength and
Dangerous overworld Mordor, Underdark,
• Once per 20 minutes or Paralyzed Dexterity saving throws. Attackers have advantage and any attack that hits and
area Zombie-infested swamp 18-20 Strong
of Rest during the day 19-20 is made from within 5 feet is a crit.
• Once at night
Precipitation
Weight increases by a factor of ten and no longer age. Incapacitated cannot
01-12 None move or speak, and unaware of surroundings. Automatically fail Strength and
17-20 Petrified Dexterity saving throws. Attackers have advantage. Resistance to all damage.
Structure or formation Enemy encampments, • Once per 15 minutes 13-17 Light rain or snowfall Any poison or disease already afflicting the target is suspended and the target
or
populated by hostiles creatures’ lairs of Rest or Idle. become immune to poison and disease.
18-20
18-20 Heavy rain or snowfall
Poisoned Disadvantage on attack rolls and ability checks.
NPC Names Only movement option is crawl until standing up. Disadvantage on attack rolls.
Race Male Female Clan/Family Prone Attackers within 5 feet have advantage, otherwise they have disadvantage. Can
stand up by using half of your total movement speed.
Dragonborn Bharash, Pijirik, Medrash, Shamash Haran, Furelle, Doudra, Pogranix Baharoosh, Delmirev, Norixius, Kimbatuul
Dwarf Taklinn, Daraln, Elaim, Fallond Riswynn, Anbera, Ovina, Balifra Moriak, Glanhig, Ungart, Burrowfound, Frostbeard Speed reduced to 0. Disadvantage on attack rolls and Dexterity saving throws.
Restrained
Attackers have advantage.
Elf Tharivol, Theren, Korfel, Heian Lia, Faral, Thiala, Enna, Xanaphia Aloro, Nailo, Horineth. Othronus, Firahel
Gnome Fonkin, Jabble, Zook, Seebo, Bilbron Nissa, Quilla, Ulla, Yebe, Brenna Murnig, Reese, Welber, Gobblefirn, Fiddlefen Considered one size category smaller for the purposes of movement through
Squeezing tight areas. Every foot of movement costs an extra foot. Disadvantage on attack
Halfling Daniel, Merric, Sam, Wes, Fildo Bella, Eran, Portia, Willow, Nedda Bigheart, Smoothhand, Fatrabbit, Littlefoot
rolls and Dexterity saving throws. Attackers have advantage.
Half-Orc Dorn, Nybarg, Thar, Argran, Imsh Grai, Reeza, Vola, Hrathy, Puyet Iceshield, Greenhaven, Darkstar, Blood Moon
Tiefling Abad, Mantus, Morthos, Xappan Ea, Oorianna, Ronwe, Seddit, Azza Horror, Muse, Quest, Wit, Ennui, Creed, Death, Hope Incapacitated and cannot move. Ability to speak is impaired but not lost.
Stunned Automatically fail Strength and Dexterity saving throws. Attacks have
Location names advantage.

Type Names Incapacitated, cannot move or speak, and unaware of surroundings. Drop any
Tavern Drunk Crow Pub, Educated Tavern, Royal Lychee Inn, Unwritten Melons, Twin Toad Pub held items and fall prone. Automatically fail Strength and Dexterity saving
Unconscious
Villages Beachchill, Westhold, Riverhold, Mutewell, Puremere, Shimmermire throws. Attackers have advantage and any attack that hits from within 5 feet is a
crit.
Shops Defiant Chestnut, Lawn Order, Hiding Cup, Large Duck, Cosmpoli-Tan, The Tall Hammer, Marching Mill
Weapons Armor & Shields Goods / Services
Weapon Cost Damage Weight Properties Armor Cost AC Weight Properties Good Cost
Simple Melee Light – AC + DEX mod Food & Drinks
Club 1 sp 1d4 Bludgeoning 2 lb. Light
Padded 5 gp 11 8 lb. Disadvantage(Stealth) Ale (Mug) 4 cp
Dagger 2 gp 1d4 Piercing 1 lb. Finesse, Light, Thrown (20/60)
Wine (common) 2 sp
Greatclub 2 sp 1d8 Bludgeoning 10 lb. Two-handed Leather 10 gp 11 10 lb. —
Handaxe 5 gp 1d6 Slashing 2 lb. Light, Thrown(20/60) Bread, loaf 2 cp
Javelin 5 sp 1d6 Piercing 2 lb. Thrown(30/120) Studded Leather 45 gp 12 13 lb. — Meat, chunk 3 sp
Light Hammer 2 gp 1d4 Bludgeoning 2 lb. Light, Thrown(20/60) Medium – AC + DEX Mod (max 2) Meals; Inn stay per day
Mace 5 gp 1d6 Bludgeoning 4 lb. — Squalid 3 cp; 7 cp
Quarterstaff 2 sp 1d6 Bludgeoning 4 lb. Versatile(1d8) Hide 10 gp 12 12 lb. —
Poor 6 cp; 1 sp
Sickle 1 gp 1d4 Slashing 2 lb. Light Chain Shirt 50 gp 13 20 lb. —
Spear 1 gp 1d6 Piercing 3 lb. Thrown(20/60), Versatile(1d8) Modest 3 sp; 5 sp
Unarmed Strike — 1 Bludgeoning — — Scale Mail 50 gp 14 45 lb. Disadvantage(Stealth) Comfortable 5 sp; 8 sp
Simple Ranged Breastplate 400 gp 14 20 lb. — Wealthy 8 sp; 2 gp
Crossbow, Light 25 gp 1d8 Piercing 5 lb. Ammunition(80/320), Loading, Two-handed Aristocratic 2 gp; 4 gp
Half Plate 750 gp 15 40 lb. Disadvantage(Stealth)
Dart 5 cp 1d4 Piercing ¼ lb. Finesse, Thrown(20/60)
Heavy – Disadvantage on Stealth Services
Shortbow 25 gp 1d6 Piercing 2 lb. Ammunition(80/320), Two-Handed
Cab (in city/between) 1 cp;3 cp/mile
Sling 1 sp 1d4 Bludgeoning — Ammunition(30/120) Ring Mail 30 gp 14 40 lb. —
Un-/skilled hireling 2 sp/ 2gp per d
Martial Melee Chain Mail 75 gp 16 55 lb. Strength(13) Messenger 2 cp/mile
Battleaxe 10 gp 1d8 Slashing 4 lb. Versatile(1d10)
Splint 200 gp 17 60 lb. Strength(15) Road/gate troll 1 cp
Flail 10 gp 1d8 Bludgeoning 2 lb. —
Glaive 20 gp 1d10 Slashing 6 lb. Heavy, Reach, Two-handed Ship’s passage 1 sp/mile
Plate 1500 gp 18 65 lb. Strength(15)
Greataxe 30 gp 1d12 Slashing 7 lb. Heavy, Two-handed 1st-level spell scroll 10-30 gp +mats
Greatsword 50 gp 2d6 Slashing 6 lb. Heavy, Two-handed Shield 2nd-level spell scroll 30-50 gp +mats
Halberd 20 gp 1d10 Slashing 6 lb. Heavy, Reach, Two-handed Shield 10 gp +2 6 lb. — 3+-level spell scroll How much ya got?
Reach, Two-handed when not mounted; Under 5ft
Lance 10 gp 1d12 Piercing 6 lb.
= Disadvantage Languages Player characters
Longsword 15 gp 1d8 Slashing 3 lb. Versatile(1d10)
Maul 10 gp 2d6 Bludgeoning 10 lb. Heavy, Two-handed Name Speaker Name Race & class Goal
Morningstar 15 gp 1d8 Piercing 4 lb. — Standard
Pike 5 gp 1d10 Piercing 18 lb. Heavy, Reach, Two-handed
Common Human
Rapier 25 gp 1d8 Piercing 2 lb. Finesse
Scimitar 25 gp 1d6 Slashing 3 lb. Finesse, Light Dwarvish Dwarves
Shortsword 10 gp 1d6 Piercing 2 lb. Finesse, Light Elvish Elves
Trident 5 gp 1d6 Piercing 4 lb. Thrown(20/60), Versatile(1d8)
Giant Ogres, giants
War Pick 5 gp 1d8 Piercing 2 lb. —
Warhammer 15 gp 1d8 Bludgeoning 2 lb. Versatile(1d10) Gnomish Gnomes
Whip 2 gp 1d4 Slashing 3 lb. Finesse, Reach Goblin Goblionoids
Martial Ranged Halfling Halflings
Blowgun 10 gp 1 Piercing 1 lb. Ammunition(25/100), loading
Orcish Orcs
Crossbow, hand 75 gp 1d6 Piercing 3 lb. Ammunition(30.120), light, loading
Ammunition(100/400), Heavy, Loading, Two- Exotic
Crossbow, heavy 50 gp 1d10 Piercing 18 lb.
handed Abyssal Demons
Longbow 50 gp 1d10 Piercing 2 lb. Ammunition(150/600), Heavy, Two-handed Celestial Celestials
Net 1 gp — 3 lb. Thrown(5/15);<Large = restrained(10 STR)
Draconic Dragons, dragonborn
Deep speech Mind flayer, beholder
Finesse Use DEX or STR for attack and damage rolls (must use for both) Infernal Devils
Heavy Small creatures have disadvantage on attack rolls.
Primordial Elementals
Light Can be used for two-weapon fighting (bonus action to attack with 2. weapon)
Loading Can only attack once per round, ignoring all other bonus. Sylvan Fey creatures
Reach Add 5 ft. to attack and react reach. Undercommon Underdark traders

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