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ARMOR

Armor Price AC Speed Stealth Wt


Light Armor
Padded 5gp 11+Dex Mod - Dis 5lb
Leather 10gp 11+Dex Mod - - 8lb
Dragon Leather 500gp 12+Dex Mod - - 15lb
Mithral Shirt 5,000gp 13+Dex Mod - - 10lb
Medium Armor
Hide 10gp 12+Dex Mod (Max 2) - - 10lb
Studded Leather 25gp 13+Dex Mod (Max 2) - - 13lb
Scale 50gp 14+Dex Mod (Max 2) - Dis 45lb
Studded Dragon Leather 500go 14+Dex Mod (Max 2) - - 20lb
Dragon Scale 500gp 15+Dex Mod (Max 2) - Dis 50lb
Mithral Scale 5,000gp 15+Dex Mod (Max 2) - - 25lb
Heavy Armor
Ring 30gp 14 -5ft Dis 22lb
Chain 75gp 16 -5ft Dis 55lb
Splint 500gp 17 -5ft Dis 50lb
Banded 750gp 17 - Dis 55lb
Plate 5,000gp 18 -5ft Dis 65lb
Mithral Plate 6,000gp 18 - Dis 40lb
Shield
Buckler 5gp +1 - - 4lb
Shield 10gp +2 - - 8lb
WEAPONS
Name Price Dmg Wt Properties
Simple Melee Weapons
Club 1sp 1d4 B 3lb. Light
Dagger 2gp 1d4 P 1lb. Finesse, light, thrown (range 20/60)
Great club 2sp 1d8 B 10lb. Two- handed
Hand axe 5gp 1d6 S 3lb. Light, thrown (range 20/60)
Light hammer 2gp 1d4 B 3lb. Light, thrown (range 20/60)
Mace 5gp 1d6 B 4lb.
Quarterstaff 2sp 1d6 B 4lb. Versatile (1d8)
Sickle 1gp 1d4 S 2lb. Light
Spear 1gp 1d6 P 4lb. Thrown (range 20/60), Versatile (1d8)
Unarmed strike 1 B
Simple Ranged Weapons
Crossbow, light 25gp 1d8 P 6lb. Ammunition (range 80/320), loading, 2- handed
Dart 5cpeach 1d4 P 1lb. Finesse, thrown (range 30/120)
Javelin 5sp 1d6 P 4lb. Thrown (range 30/120)
Short bow 25gp 1d6 P 2lb. Ammunition (range 80/320), 2- handed
Sling 1sp 1d4 B 1/2lb. Ammunition (range 30/120)
Martial Melee Weapons
Battle axe 10gp 1d8 S 5lb. Versatile (1d10)
Flail 10gp 1d8 B 6lb.
Glaive 10gp 1d10 S 9lb. Heavy, reach, 2- handed
Great axe 30gp 1d12 S 10lb. Heavy, 2- handed
Great sword 50gp 2d6 S 7lb. Heavy, 2- handed
Halberd 10gp 1d10 P 6lb. Heavy, reach, 2- handed
Lance 10gp 1d12 P 8lb. Mounted, reach
Long sword 15gp 1d8 S 4lb. Versatile (1d10 slashing)
Maul 10gp 2d6 B 10lb. Heavy, 2- handed
Morningstar 15gp 1d8 P 5lb.
Pike 5gp 1d10 P 5lb. Reach, 2- handed
Rapier 25gp 1d8 P 2lb. Finesse
Scimitar 25gp 1d6 S 3lb. Finesse, light
Short sword 10gp 1d6 P 2lb. Finesse, light
Trident 5gp 1d6 P 5lb. Thrown (range 20/60), versatile (1d8 piercing)
War pick 5gp 1d8 P 4lb.
War hammer 15gp 1d8 B 4lb. Versatile (1d10 bludgeoning)
Whip 2gp 1d4 S 3lb. Reach, special
Martial Ranged Weapons
Blowgun 10gp 1 P 2lb. Ammunition (range 25/100), loading, special
Bolas 2gp 1 B 1lb. Special, thrown (range 30/90)
Crossbow,hand 75gp 1d6 P 3lb. Ammunition (range 30/120), light, loading
Crossbow,heavy 50gp 1d10 P 19lb. Ammunition (range 100/400), heavy, loading,
2- handed
Longbow 50gp 1d8 P 2lb. Ammunition (range 150/600), heavy, 2- handed
Net 1gp None 3lb. Special, thrown (range 20/60)
GEAR
Item Price Wt
Abacus 2gp 2lb.
Acid (vial) 25gp 1lb.
Adventurers kit 9gp 39lb.
Alchemists fre (fask) 50gp 1lb.
Ammunition
Arrows (20) 1gp 3lb.
Bolts (20) 1gp 3lb.
Bullets (20) 4cp 2lb.
Needles (50) 1gp 1lb.
Antitoxin (vial) 50gp
Artisans tools* 5gp 5lb.
Backpack 2gp 2lb.
Ball bearings (100) 1gp 1lb.
Bedroll 1gp 5lb.
Bell 1gp
Blanket 5sp 3lb.
Block and tackle 1gp 5lb.
Bucket 5cp 2lb.
Caltrops 1gp 2lb.
Candle 1cp 1/10lb.
Case (for map or scroll) 1gp 1lb.
Chain (10 feet) 5gp 5lb.
Chalk (1 piece) 1cp
Climbers kit* 25gp 5lb.
Clothes, common 5sp 3lb.
Clothes, costume 5gp 4lb.
Clothes, fne 15gp 6lb.
Clothes, travelers 2gp 4lb.
Component pouch 25gp 2lb.
Crowbar 2sp 5lb.
Disguise kit* 25gp 8lb.
Fishing tackle 1gp 4lb.
Flask 2cp
Gaming set 1gp 1/2lb
Grappling hook 2gp 4lb.
Hammer 2sp 2lb.
Hammer, sledge 5sp 10lb.
Healers kit* 5gp 1lb.
Holy symbol 5gp
Holy water (fask) 25gp 1lb.
Horse 75gp
Hourglass 5gp 1lb.
Hunting trap 5gp 15lb.
Ink (1 ounce bottle) 10gp
Ink pen 2cp
Jug 2cp 9lb.
Ladder (10- foot) 1sp 20lb.
Lantern 5sp 1lb.
Lantern, bullseye 10gp 3lb.
Lantern, hooded 5gp 2lb.
Lock 10gp 1lb.
Magnifying glass 100gp
Manacles 2gp 2lb.
Mess kit 1sp 1lb.
Mirror, steel 5gp 1/2lb.
Musical instrument* 5gp 3lb.
Navigators tools* 25gp. 2lb.
Oil (1 pint fask) 1sp 1lb.
Orb 10gp 2lb.
Paper (one sheet) 2sp
Parchment (one sheet) 1sp
Pick, miners 5sp 10lb.
Piton 5cp 1/2lb.
Poison, basic (vial) 100gp
Poisoners kit* 50gp 2lb.
Pole (10- foot) 5cp 8lb.
Pot, iron 1sp 10lb.
Potion of healing 50gp 1lb.
Pouch 1gp 1lb.
Ram, portable 1gp 20lb.
Rations (1 day) 1sp 1lb.
Robes 1gp 4lb.
Rod 10gp 2lb.
Rope, hempen (50 feet) 1gp 10lb.
Rope, silk (50 feet) 10gp 5lb.
Sack 1cp 1/2lb.
Scale, merchants 5gp 3lb.
Sealing wax 5sp 1lb.
Shovel 5sp 8lb.
Signal whistle 5cp
Signet ring 5gp
Soap 2cp 1lb.
Spellbook 75gp 3lb.
Spike, iron (10) 2cp 5lb.
Spyglass 1,000gp 1lb.
Staff 10gp 4lb.
Tent 2gp 20lb.
Thievestools* 25gp 1lb.
Tinderbox 5sp 1lb.
Tome 25gp 5lb.
Torch 1cp 1lb.
Vial 1gp
Wand 10gp 1/2lb.
Waterskin 2sp 4lb. (full)
Whetstone 1cp 1lb.
EXPENSES PER MONTH
Wretched(-), Squalid(3gp), Poor(5gp), Modest(25gp), Comfortable(50gp), Wealthy(100gp), Arist.(250gp)
5
10
15
STANDARD LANGUAGES
Language Speakers Script
Common Humans Common
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Giant Ogres, Giants Dwarvish
Gnomish Gnomes Dwarvish
Goblin Goblinoids Dwarvish
Gnoll Gnolls Common
Halfing Halfings Common
Orc Orcs Dwarvish
EXOTIC LANGUAGES
Language Speakers Script
Abyssal Demons Infernal
Celestial Celestials Celestial
Draconic Dragons Draconic
Deep Speech Mind fayers, beholders Infernal
Infernal Devils Infernal
Primordial Elementals Dwarvish
Sylvan Fey creatures Elvish
Undercommon Underdark traders Elvish
ABILITIES & ACTIONS
Strength
Athletics
Dexterity
Acrobatics
Sleight of Hand
Stealth
Constitution
Improvised Task
Intelligence
Arcana
History
Nature
Religion
Search
Wisdom
Animal Handling
Insight
Medicine
Perception
Survival
Charisma
Deception
Intimidation
Performance
Persuasion
Blinded
A blinded creature automatically fails
any ability check that involves sight.
Attack rolls against the creature have
advantage, and the creatures attack
rolls have disadvantage.
Charmed
A charmed creature cannot attack
the charmer or target the charmer with
harmful abilities or magical effects.
The charmer has advantage on any
ability check to interact socially with
the creature.
Deafened
A deafened creature automatically
fails any ability check that involves
hearing.
Frightened
A frightened creature has disadvan-
tage on ability checks and attack rolls
while the source of its fear is within
line of sight.
The creature cannot willingly move
to a position where it would end a turn
closer to the source of its fear than
where it started.
Incorporeal
An incorporeal creature has resistance
against nonmagical damage, and the
creatures targets have resistance
against its nonmagical damage.
The creature can move through an
object or another creature, but cant
stop there.
CONDITIONS
Intoxicated
An intoxicated creature has disadvan-
tage on attack rolls and ability checks.
To cast a spell, the creature must
frst succeed on a DC 10 Constitution
check. Otherwise, the spellcasting ac-
tion is wasted, but the spell is not.
Invisible
An invisible creature is impossible
to see without the aid of magic or a
special sense. For the purpose of hid-
ing, the creature is heavily obscured.
The creatures location can be detected
by any noise it makes or any tracks it
leaves.
Attack rolls against the creature have
disadvantage, and the creatures attack
rolls have advantage.
Paralyzed
A paralyzed creature cannot move,
speak, or take any action that is not
purely mental. It drops whatever its
holding and falls prone.
The creature automatically fails
Strength and Dexterity saving throws.
Attack rolls against the creature have
advantage.
Prone
A prone creatures only movement
option is to crawl, unless it stands up.
The creature has disadvantage on
attack rolls.
An attack roll against the creature
has disadvantage, unless the attacker is
within 5 feet of the creature.
Restrained
A restrained creatures speed
becomes 0, and it cannot beneft from
bonuses to its speed.
Attack rolls against the creature
have advantage, and the creatures
attack rolls have disadvantage.
The creature has disadvantage on
Dexterity saving throws.
Stunned
A stunned creature cannot move or
take actions.
The creature automatically fails
Strength and Dexterity saving throws.
Attack rolls against the creature
have advantage.
Unconscious
An unconscious creature drops
whatever its holding and falls prone.
The creature cannot move, take ac-
tions, or perceive its surroundings.
The creature automatically fails
Strength and Dexterity saving throws.
Attack rolls against the creature
have advantage.
DOOR/WALL HP
Door Wall p/in
Adaman. 120 60
Glass 5 5
Iron 60 30
Stone 60 30
Wood 10 10
* Wall HP is per inch of thickness.
ADVANCEMENT
XP LVL Prof.
0 1 +1
250 2 +1
950 3 +2
2,250 4 +2
4,750 5 +2
9500 6 +2
16,000 7 +3
25,000 8 +3
38,000 9 +3
56,000 10 +3
77,000 11 +4
96,000 12 +4
120,000 13 +4
150,000 14 +4
190,000 15 +5
230,000 16 +5
280,000 17 +5
330,000 18 +5
390,000 19 +6
460,000 20 +6
1 2 3
2/- -/- -/-
3/2 -/- -/-
4/3 2/- -/-
4/3 3/- -/-
4/4 3/2 2/-
4/4 3/2 3/-
4/4 3/3 3/-
4/4 3/3 3/-
4/4 3/3 3/2
4/4 3/3 3/2
4/4 3/3 3/3
4/4 3/3 3/3
4/4 3/3 3/3
4/4 3/3 3/3
4/4 3/3 3/3
4/4 3/3 3/3
4/4 3/3 3/3
4/4 3/3 3/3
4/4 3/3 3/3
4/4 3/3 3/3
MAGIC - 9lvl/5lvl
4 5 6
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
1/- -/- -/-
2/- -/- -/-
3/- 1/- -/-
3/- 2/- -/-
3/- 2/- 1/-
3/- 2/- 1/-
3/1 2/- 1/-
3/1 2/- 1/-
3/2 2/- 1/-
3/2 2/- 1/-
3/3 2/1 1/-
3/3 2/1 1/-
3/3 2/2 1/-
3/3 2/2 1/-
7 8 9
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
-/- -/- -/-
1/- -/- -/-
1/- -/- -/-
1/- 1/- -/-
1/- 1/- -/-
1/- 1/- 1/-
1/- 1/- 1/-
1/- 1/- 1/-
1/- 1/- 1/-
ENCOUNTER BUILDING
Easy Average Tough
10 20 40
20 40 70
40 60 120
80 130 250
150 250 500
200 300 600
250 350 700
350 550 1,050
400 700 1,300
600 900 1,700
900 1,300 2,600
1,400 2,100 4,100
1,700 2,600 5,100
2,000 3,000 5,500
2,500 5,500 7,000
3,500 6,000 10,500
4,000 7,000 12,000
4,500 7,500 14,000
5,000 7,500 15,000
6,000 9,000 17,500
DC
Trivial 5
Easy 10 Standard
Moderate 15 Standard
Hard 20 Standard
Very Hard 25
Formidable 30
Nearly Impossible 35
5
10
15
Bar. (Rage)
CC, 2/+2
CC, 2/+2
P, 3/+2
A, 3/+2
XC, 3/+2
P, 4/+2
C, 4/+2
C, 4/+2
A, 4/+3
P, 4/+3
C, 4/+3
C, 5/+3
A, 5/+3
P, 5/+3
C, 5/+3
A, 5/+4
C, 6/+4
A, 6/+4
C, 6/+4
C, Unl/+4
Brd (Sp.K)
CC, -
C, 2
PC, 3
A, 3
C, 4
P, 4
C, 5
X, 5
-, 6
A, 6
C, 7
P, 7
-, 8
A, 8
P, 9
C, 9
-, 10
P, 10
A, 11
C, 11
Clr (Chan)
CP, -
-, 1
P, 1
A, 1
P, 1
-, 2
P, 2
AC, 2
P, 2
C, 2
P(Light), 2
A, 2
-, 2
C, 2
P(Light), 2
A, 2
-, 2
-, 3
A, 3
PC, 3
Drd
CC
PC
P(Land)
A
P(Land)
P
P(Land)C
C
P(Land)
P
-
A
-
C
-
A
-
C
A
C
Ftr
CC
C
P
A
X
A
P
A
C
P
X
A
C
A
P
A
C
A
P
X
Mge
C
P
-
A
-
P
-
A
-
A
-
P
-
A
-
P
-
C
A
P
Mnk (Ki)
CCC, 2/d6
CC, 2/d6
PC, 3/d6
A, 3/d6
C, 3/d8
P, 4/d8
C, 4/d8
CC, 4/d8
A, 5/d8
C, 5/d8
P, 5/d10
A, 6/d10
C, 6/d10
C, 6/d10
A, 7/d10
C, 7/d10
P, 7/d12
A, 8/d12
C, 8/d12
C, 8/d12
Pld
CC
CCC
PC
A
XP(Spells)
C
A
P
P(Spells)
C
C
A
P(Spells)
C
C
A
P(Spells)
P
A
P
Rgr
C
PC
C
A
X
C
P
AC
-
C
P
A
-
C
P
A
-
C
C
C
Rog (S.Att)
CC, 1d6
CC, 1d6
P, 1d6
A, 1d6
C, 2d6
P, 2d6
A, 2d6
C, 3d6
P, 3d6
A, 3d6
C, 4d6
C, 4d6
P, 4d6
A, 5d6
C, 5d6
P, 5d6
A, 6d6
C, 6d6
A, 6d6
C, 7d6
A = Ability Score Improvement X = Extra Attack P = Path/Path Feature (Paths are also Circles, Colleges, Favored Enemy, etc.) C = Class Feature
CREATURE SIZE
Tiny 2.5 2.5
Small 5 5
Medium 5 5
Large 10 10
Huge 15 15
Garg. 20x20
TRAVEL & SURPRISE
(D = Dungeon, W = Wilderness)
GETTING LOST
Survival (Wis) vs Readiness DC
Terrain DC Mod
Forest, swamp, jungle, or mountains +5
Light forest jungle, hills, desert, or tundra 0
Plains or prairie 5
- Success = the characters successfully travel the
distance and in the direction they want.
- Failure = the characters inadvertently travel in
the wrong direction. Halfway through their travel in
the current turn, you roll a d4 to determine how the
group has deviated from its intended course.
d4 Deviation
1 90 degrees left
2 45 degrees left
3 45 degrees right
4 90 degrees right
ENCOUNTERS
Players
Pace Readiness DC Max. Dist. p/min
Fast 15 300 (D) / 3mi (W)
Moderate 10 200 (D) / 2mi (W)
Slow 5 100 (D) / 1mi (W)
Creatures
Alertness Readiness DC
Low 15 (D) / 20 (W)
Normal 10
High 5
RANDOM ENCOUNTERS
Region Encounter Chance (d20)
Mostly Uninhabited 20
Typical 18-20
Densely Inhabited 16-20
Distance (Wilderness Only) = 1d20+20
Normal Terrain = x10 Diffcult Terrain = x5
TERRAIN SUMMARY (Diffcult = 1/2 Speed)
Type Travel
Desert Normal
Forest Diffcult
Hills Normal
Jungle Diffcult
Mountains Diffcult
Plains Normal
Road/Path Normal
Swamp Diffcult
Tundra Normal
WEATHER
Temperate Spring/Fall Weather (d20)
No special weather 114
Storm (light rain) 1518
Storm (heavy rain) 19-20
Temperate Winter Weather (d20)
Cold 114
Cold, storm (snow) 1518
Cold, storm (heavy snow) 1920
Temperate Summer Weather (d20)
No special weather 1-14
Hot 1518
Storm (heavy rain) 1920
Desert Weather (d20)
Hot 1-14
Hot, storm (dust) 1518
Storm (heavy rain) 1920
Tundra Weather (d20)
Cold 114
Cold, storm (snow) 1518
Cold, storm (heavy snow) 1920
COLD
Below 0 - DC 10 Constitution saves at the end of
each hour. Characters without cold weather gear,
such as thick coats, gloves, and so on, automati-
cally fail this save. Fail = a level of exhaustion.
HOT
Above 100 - DC 10 Constitution saves at the
end of each hour. Characters wearing medium or
heavy armor or otherwise clad in heavy clothing
suffer disadvantage on this save. Fail = a level of
exhaustion.
STORM
Reduce travel speeds by half, quartering
speed in total when combined with diffcult terrain.
- Dust Storm/Heavy Rain. Visibility is reduced to
50 feet, and creatures suffer disadvantage on saves
to avoid becoming surprised.
- Heavy Snow. Visibility is reduced to 50 feet, and
creatures suffer disadvantage on saves to avoid
becoming surprised. Heavy snow continues to
reduce speed as described above for 1d6 days after
the storm.
EXHAUSTION
Receiving Exhaustion when already
Exhausted = 2 levels of Exhaustion.
Resting for 8 hours and receiving suff-
cient food and drink for a day reduces a characters
exhaustion level by one.
- Level 1. The character has disadvantage on all
attacks and ability checks and cannot maintain
concentration on spells. (This effect also applies to
levels 25.)
- Level 2. The characters speed is reduced by half.
In addition, when attempting to cast a spell the
character must make a DC 10 Constitution check,
or the spell is expended without any effect. (This
additional effect also applies to levels 35.)
- Level 3. The characters speed is reduced to one-
quarter normal,and the characters maximum hit
points are reduced to half normal.
- Level 4. The characters speed becomes 0, and
the characters maximum hit points are reduced to
one- quarter normal.
- Level 5. The character drops to 0 hit points and
cannot regain hit points.
- Level 6. The character dies.
- AND TRAVEL
Characters may travel a number of
hours equal to their Constitution Score. After that,
they must make a Constitution Save (vs.
10+1 per hour beyond their limit) or take 1 level of
Exhaustion.
- AND FOOD/WATER
Water = 1gal p/day (2 if hot)
If half is available, DC10 Con Save or
suffer 1lvl Exhaustion.
If less, then automatic level of ex-
haustion.
Food = 1lb of supplies p/day (may go 3+Con
Mod days without)
If not available after specifed time,
then automatic level of exhaustion.
FORAGING (Survival)
Terrain DC
Abundant 10
Average 15
Desolate 20
1d6+Wis Mod lb & gal