Sei sulla pagina 1di 4

STRENGTH

Represents bodily power, athletic training

CONSTITUTION
Measures health, stamina, and vital force

WISDOM
Reflects how attuned to the world one is,
perceptiveness, and intuition

Mods melee attack and damage rolls


Added to Hit Die roll for hit points
(also ranged attack of melee weapon with
Spellcasters taking damage must succeed on Animal Handling calm domesticated
thrown property, ex. handaxe, spear, dagger) CON save DC10 or half damage (whichever is animal or mount, intuit their intentions and
attempt risky maneuvers on mount
Athletics - climb, jump, swim
higher) to maintain concentration
Insight interpreting body language, speech,
Push, Drag, Lift - 30 lbs x STR score
Hold breathe for one minute + CON mod,
then a number of rounds equal to CON mod and mannerisms of creatures, sense motive
Carry 60 lbs x STR score
Medicine stabilize a dying companion or
Long Jump equal to STR score in feet from One gallon water per day (x2 in extreme
diagnose an illness
10' running start, half from standing, landing heat), if only half-ration succeed on DC15
CON save or suffer one level of exhaustion
Perception search, spot, listen, detect
in difficult terrain DEX DC10 or fall prone
secret door, trap, passive 10+mod, +/-5 adv
High Jump equal to 3' + STR mod from 10' One pound of food per day, can go 3 days +
CON mod before one level of exhaustion
Survival forage, track, hunt, navigate
running start, half from standing, vertical
terrain, avoid natural hazards
reach is jump height +1.5 character height
Exhaustion L1: disadv on ability checks,
L2: speed halved, L3: disadv on attack and
CHARISMA
DEXTERITY
saving throws, L4: hit point max halved,
Measures ability to interact with others,
Measures agility, reflexes, and balance
L5: speed reduced to zero, L6: death
confidence, eloquence, and personality
Mods ranged attack and damage rolls
INTELLIGENCE
Deception misleading others, wearing a
(also melee attack of weapon with the
Measures mental acuity, accuracy of lore
disguise, cheating, bluffing
finesse property, ex. rapier, whip, dagger)
recall, and ability to reason
Intimidation influencing someone with
Mods AC when wearing light armor and
Arcana

spells,
magic
items,
symbols,
planes
threats of a personal or physical nature to
medium armor (max 2), no armor 10+DEX
obtain information or compliance
Acrobatics balance, stunts (dive, roll, flip) History events, people, kingdoms, wars
Performance entertaining others with
Sleight of Hand manual trickery, pickpocket Nature terrain, plants, animals, weather
music, dance, acting, storytelling
Religion

deities,
rites,
prayers,
cults
Stealth hide, sneak vs. WIS (Perception)
Persuasion influencing someone with tact,
Investigation

search,
look
for
clues
and
social graces, or good nature typically to
Proficiency with thieves' tools added when
make
deductions
based
on
those
clues
foster friendship or make a cordial request
picking locks or disarming traps

CONDITIONS

Poisoned - disadvantage on attack rolls and


ability checks

TRAVEL

Blinded - automatically fails any ability check


that requires sight, attacks vs creature have Prone - disadvantage on attacks, attacks vs
creature have advantage if within 5,
advantage, creatures attacks have
otherwise, attack has disadvantage
disadvantage
Charmed - cant attack charmer, charmer has Restrained - speed becomes 0, attacks vs
creature have advantage, and creatures
advantage on check to interact
attacks have disadvantage, and on DEX save
Deafened - auto-fails any check that requires
Stunned - incapacitated, cant move, and can
hearing
speak barely, auto-fails STR and DEX save,
Frightened - disadvantage on ability checks
attack rolls against have advantage
and attack rolls while the source of its fear is
Unconscious incapacitated, cant
within line of sight, cant willingly move
move/speak, unaware of surroundings.
closer to the source of its fear
drops what its holding and falls prone,
Grappled speed reduced to zero
auto-fails STR and DEX save, attack rolls
Incapacitated can't take actions
against have advantage, critical hit if within
Invisible - impossible to see without magic or 5 of creature

Pace
Fast
Normal
Slow

a special sense. creature is heavily obscured.


DEATH
can be detected by noise or tracks, Attacks vs
Fall unconscious at zero hit points, taking
creature have disadvantage, creatures
more negative damage than maximum hit
attacks have advantage
point total results in instant death
Paralyzed - incapacitated, cant move/speak.
automatically fails STR and DEX save, attack Saving Throws every turn, roll 1d20, on 10
or higher you succeed, after three successes,
rolls against have advantage. critical hit if
become stable, three failures results in death
within 5 of creature
Roll 1 or 20 1 counts as two fails, 20 regain
Petrified weight increases by x 10,
1 hit point
incapacitated, cant move or speak,

Lightly Obscured dim light, patchy fog,


moderate foliage, disadv on WIS (Perception)

unaware of surroundings. attacks against


have advantage, auto-fails STR and DEX
save, resistance to all damage, immune

Minute Hour
Day
400'
4 miles 30 miles
300'
3 miles 24 miles
200'
2 miles 18 miles

Effect
-5 WIS(Per)
-Stealth

Forced March, max 8 hours, succeed on CON save


DC10 +1 for every hour past, or one level of exhausted

Difficult Terrain movement halved, ex.


dense forest, deep swamp, rubble-filled
ruins, steep mountain, ice-covered ground
Climbing, Swimming, Crawling movement
halved, plus 1 extra foot in difficult terrain,
may require STR (Athletics)
Falling 1d6 bludgeoning damage for every
ten feet, max 20d6, land prone, standing
from prone cost half movement speed

VISION

Heavily Obscured darkness, opaque fog,


dense foliage, blinded condition
Darkvision see in darkness as if dim light
(lightly obscured), only shades of gray

REST
Short Rest 1 hour, eat, drink, spend hit die

Long Rest 8 hours, sleep or light activity,


regain spent hit die equal to half of total,
Stabilize the Dying DC10 Wis (Med) check, restore one level of exhaustion
remains unconscious
Damage at 0 death save fail, if crit, 2 fails

COMBAT
1.
2.
3.
4.
5.

Determine surprise.
Establish positions, marching order.
Roll initiative with DEX modifier.
Take turns in order.
Begin next round, repeat 4.

Ranged Attacks, Close Combat disadvantage if hostile creature that can see
attacker is within 5'
Opportunity Attack when creature moves
out of reach, use reaction to make one
melee attack, interrupts movement
Two Weapons when attacking with light
melee weapon, use bonus action to attack
with light melee in other hand, don't add
ability modifier to damage roll
Critical Hit 20 on attack roll, always hits,
roll all damage dice twice
a roll of 1 on an attack always misses
Cover half cover: +2 AC and DEX saves,
three-quarters cover: +5 AC and DEX saves
Resistance and Vulnerability halves and
doubles damage, respectively
Mounted Combat mounting during
movement costs half your speed, make DEX
DC10 save when mount is moved by an
effect or fall prone, if mount is knocked
prone, use reaction to dismount as it falls to
land on feet, a controlled mount can Dash,
Disengage, and Dodge

ACTIONS

TRAPS

Dash double movement speed

Danger
Save DC
Attack
Setback
10-11
+3 to +5
Disengage prevent opportunity attacks
Dangerous
12-15
+6 to +8
Dodge until start of next turn, attacks have Deadly
16-20
+9 to +12
disadvantage against you if attacker is visible Level
Setback Dangerous Deadly
and advantage on DEX saves
1-4
1d10
2d10
4d10
2d10
4d10
10d10
Help grant advantage on next ability check 5-10
11-16
4d10
10d10
18d10
or attack roll of an ally
17-20
10d10
18d10
24d10
Hide DEX (Stealth) contested by WIS
(Perception), creatures trying to attack an
unseen target have disadvantage, a hidden
OBJECTS
attacker gains advantage on distracted target Substance
AC
Substance
AC
Ready prepare to launch an attack or take
an action when a trigger occurs, this uses a
reaction, only one reaction per round
Search WIS (Perception) or INT
(Investigation) check
Grapple target no larger than one size,
make STR (Athletics) contested by STR
(Athletics) or DEX (Acrobatics) of target,
same check to escape, movement halved
Shove melee attack, knock prone or push
target 5' away, no larger than one size,
make STR (Athletics) contested by STR
(Athletics) or DEX (Acrobatics) of target
Underwater Combat disadv on melee
attacks unless dagger, javelin, shortsword,
spear, or trident, disadv on ranged unless
crossbow, net, or thrown, long range miss

Cloth, paper, rope


Crystal, glass, ice
Wood, bone
Stone

OBJECT

11
13
15
17

19
21
23

POINTS
Fragile

Resilient

2 (1d4)
Small (lute, chest)
3 (1d6)
Medium (canoe, barrel) 4 (1d8)
Large (10' window, cart) 5 (1d10)

5 (2d4)
10 (3d6)
18 (4d8)
27 (5d10)

Size
Tiny (bottle, lock)

1d10
2d10
4d10
10d10
18d10
24d10

HIT

Iron, steel
Mithral
Adamantine

IMPROVISING DAMAGE
Falling bookcase, burned by coals
Struck by lightning, falling into fire pit
Collapsing tunnel , vat of acid
Whirling steel blades, wade through lava
Struck by asteroid, submerged in lava
Swallowed by black hole

WEATHER
D20
1-14
15-17
18-20
D20
1-12
13-17
18-20
D20
1-12
13-17
18-20

Temperature
Normal for the season
1d4x10 degrees colder than normal
1d4x10 degrees hotter than normal
Wind
None
Light
Strong
Precipitation
None
Light rain or light snowfall
Heavy rain or heavy snowfall

WILDERNESS

DUNGEONS

High Altitude 10,000' above sea level, each


hour counts as two for determining travel,
creatures can become acclimated to high
altitude by spending 30 days at elevation
Quicksand covers 10' square area, 10'
deep, sink 1d4+1', become restrained,
escape is STR DC10 +number of feet sunk
(or DC5 +#of feet if pulling out an ally),
completely submerged can't breathe
Frigid Water immersed for number of
minutes equal to CON score, each minute
after, CON DC10 save or gain exhaustion

Extreme Cold below 0 degrees, succeed on


DC10 CON save each hour or gain exhaustion
resist or immune auto-succeeds, as do
creatures wearing cold weather gear

Razorvine 10' x 10' x 5' thick hedge has


AC 11, 25 HP, immune to bludgeoning,
piercing, or psychic damage, succeed on
DEX DC10 save or take 5(1d10) slashing

Extreme Heat above 100 degrees, creature


exposed to heat without water must succeed
on CON save each hour or gain exhaustion,
DC5 first hour, +1 each add, medium and
heavy armor wearers have disadvantage on
save, resist or immune fire auto-succeeds

Slippery Ice difficult terrain, succeed on


DEX (Acrobatics) DC10 save or fall prone

Strong Wind disadvantage on ranged


attacks and WIS (Perception) checks reliant
on hearing, also sight during sandstorm,
flying creatures must land or fall

Thin Ice weight tolerance of 3d10x10lbs


per 10' square area
Desecrated Ground undead standing on
area have advantage on all saves
Navigation with map, view of stars,
advantage on check WIS (Survival), on fail
party becomes lost, 1d6 hours to get back
Terrain

Heavy Precipitation area is lightly


Forest, jungle, swamp, mountain
obscured, disadvantage on WIS (Perception) Arctic, desert, hills
Grassland, meadow, farmland
checks reliant on sight or hearing

DC

15
10
5

Brown Mold feeds on warmth, covers 10'


square area, frigid within 30', make DC 12
CON save, 22(4d10) damage on fail, half on
success, immune to fire, expands towards a
source of fire, any cold damage destroys
Green Slime acidic, devours organic
material and metal on contact, covers 5'
square, has blindsight 30', can't move, drops
from wall or ceiling, DC 10 DEX save to avoid,
5 (1d10) acid damage on contact and each
turn after until removed, deals 11 (2d10)
acid damage to nonmagical wood or metal,
sunlight, cure disease, cold, fire, or radiant
damage destroys
Webs difficult terrain, succeed on DC12
DEX save or become restrained, DC12 STR
(Athletics) or DEX (Acrobatics) to escape,
each 10' web has AC10, 15HP, vulnerable to
fire, immune to bludgeoning, piercing and
psychic damage
Yellow Mold grows in dark, covers 5'
square, when touched ejects cloud of spores
filling 10' cube, succeed on DC 15 CON save
or take 11 (2d10) poison for one minute,
5 (1d10) at start of turn, ends on save,
sunlight and fire instantly destroys
Coin
Cp
Copper 1
Silver 10
Electrum 50
Gold
100
Platinum 1000

Sp
1/10
1
5
10
100

Ep
1/50
1/5
1
2
20

Gp
1/100
1/10
1/2
1
10

Pp
1/1000
1/100
1/20
1/10
1

Potrebbero piacerti anche