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ARMOUR

Cost

LIGHT ARMOUR
Padded
Leather
Studded Leather
MEDIUM ARMOUR
Hide
Chain shirt
Scale mail
Breastplate
Half plate
HEAVY ARMOUR
Ring mail
Chain mail
Splint
Plate
SHIELD
Shield

AC

Stealth

11+Dex
11+Dex
12+Dex

Disad

8 lb
10 lb
13 lb

10 gp
50 gp
50 gp
400 gp
750 gp

12+Dex (max +2)


13+Dex (max +2)
14+Dex (max +2)
15+Dex (max +2)
16+Dex (max +2)

Disad

Disad

12 lb
20 lb
45 lb
20 lb
40 lb

30 gp
75 gp
200 gp
1,500 gp

14
16
17
18

Str 13
Str 15
Str 15

Disad
Disad
Disad
Disad

40 lb
55 lb
60 lb
65 lb

10 gp

+2

6 lb

Doff

Light Armour
Medium Armour
Heavy Armour
Shield

1 min
5 min
10 min
1 action

1 min
1 min
5 min
1 action

LIFESTYLE EXPENSES
Cost/Day

CONTAINER CAPACITY
Container

Capacity

Backpack

1 ft3 / 30 lbs

Barrel

40 gall / 4 ft3

Basket

2 ft3 / 40 lbs

Bottle

1 pints

Bucket

3 gall / ft3

Chest

12 ft3 / 300 lbs

Flask/tankard

1 pint

Squalid

1 sp

Jug/pitcher

1 gallon

Poor

2 sp

Pot, iron

1 gallon

Modest

1 gp

Pouch

1/5

Wealthy
Aristocratic

Name

Cost Damage Weight

Properties

Club
Dagger
Greatclub
Handaxe
Javelin
Light hammer
Mace
Quarterstaff
Sickle
Spear
Unarmed strike

0.1
2
0.2
5
0.5
2
5
0.2
1
1

1d4 B
1d4 P
1d8 B
1d6 S
1d6 P
1d4 B
1d6 B
1d6 B
1d4 S
1d6 P
1B

2
1
10
2
2
2
4
4
2
3

Light
Finesse, light, thrown (range 20/60)
2-handed
Light, thrown (range 20/60)
Thrown (range 30/120)
Light, thrown (range 20/60)

Versatile (1d8)
Light
Thrown (range 20/60), versatile

Ammo (range 80/320), loading, 2-handed


Finesse, thrown,(range 20/60)
Ammo (range 80/320), 2-handed
Ammo (range 30/120)

SIMPLE RANGED WEAPONS

Don

Comfortable

Weight

5 gp
10 gp
45 gp

Category

Wretched

STR

Item

Cost

SIMPLE MELEE WEAPONS

DONNING & DOFFING ARMOUR

Lifestyle

FOOD, DRINK & LODGING

WEAPONS

Armour Type

2 gp
4 gp
10 gp min.

ft3 / 6 lbs

Sack

1 ft3 / 30 lbs

Vial

4 oz liquid

Waterskin

4 pints

Crossbow, light
Dart
Shortbow
Sling

25
0.05
25
0.1

1d8 P
1d4 P
1d6 P
1d4 B

MARTIAL MELEE WEAPONS


Battleaxe
Flail
Glaive

10
10
20

1d8 S
1d8 B
1d10 S

4
2
6

Versatile (1d10)

Heavy, reach, 2-handed

Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident
War pick
Warhammer
Whip

30
50
20
10
15
10
15
5
25
25
10
5
5
15
2

1d12 S
2d6 S
1d10 S
1d12 P
1d8 S
2d6 B
1d8 P
1d10 P
1d8 P
1d6 S
1d6 S
1d6 P
1d8 P
1d8 B
1d4 S

7
6
6
6
3
10
4
18
2
3
2
4
2
2
3

Heavy, 2-handed
Heavy, 2-handed
Heavy, reach, 2-handed
Reach, special
Versatile (1d10)
Heavy, 2-handed

Heavy, reach, 2-handed


Finesse
Finesse, light
Finesse, light
Thrown (range 20/60, versatile (1d8))

Verstile (1d10)
Finesse, lreach

1
3
18
2
3

Ammo (range 25/100), loading


Ammo (range 30/120), loading, light
Ammo (range 100/400), loading, heavy, 2-handed
Ammo (range 150/600), heavy, 2-handed
Special, thrown (range 5/15)

MARTIAL RANGED WEAPONS


Blowgun
Crossbow, hand
Crossbow, heavy
Longbow
Net

10
75
50
50
1

1P
1d6 P
1d10 P
1d8 P

Gallon
Mug
Banquet (per person)
Bread, loaf
Cheese, hunk

2 sp
4 cp
10 gp
2 cp
1 sp

Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic

7 cp
1 sp
5 sp
8 sp
2 gp
4 gp

Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Meat, chunk

3 cp
6 cp
3 sp
5 sp
8 sp
2 gp
3 sp

Common (pitcher)
Fine (bottle)

2 sp
10 gp

Mounts & Other Animals


Tack, Harness & Drawn Vehicles
Waterborne Vehicles
PHB p.157

SERVICES
Service

Pay

Coach cab
Between towns

3 cp/mile

Within a city

1 cp

Hireling
Skilled

2 gp/day

Unskilled

2 sp/day

Messenger

2 cp/mile

Road or gate toll

1 cp

Ship's passage

1 sp/mile

CHARACTER ADVANCEMENT
Experience
Points

Level

Proficiency
Bonus

0
300
900
2,700
6,500
14,000
23,000
34,000
48,000
64,000
85,000
100,000
120,000
140,000
165,000
195,000
225,000
265,000
305,000

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19

+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6

355,000

20

+6

TYPICAL DIFFICULTY
CLASSES

STRENGTH
Athletics

DEXTERITY

Task Difficulty

Acrobatics
Sleight of Hand
Stealth

CONSTITUTION
INTELLIGENCE

Arcana
History
Investigation
Nature
Religion

5
10
15
20
25

Nearly Impossible

30

PASSIVE

WISDOM

PERCEPTION =

Animal Handling
Insight
Medicine
Perception
Survival

10 + all Wisdom
Modifiers

IN

See PHB pp.103-196

CAST A SPELL

ABILITY SCORES & MODIFIERS


Score

Modifier

Score

Modifier

1
23
45
67
89
1011
1213
1415

-5
-4
-3
-2
-1
0
+1
+2

1617
1819
2021
2223
2425
2627
2829
30

+3
+4
+5
+6
+7
+8
+9
+ 10

BLINDED

See PHB p.202 for the rules regarding


spell-use

DASH
Move up to 2x your current Move

DISENGAGE
Your movement doesnt provoke opportunity
attacks until your next turn

DODGE
Attacks against you are at disadvantage,
and you make DEX rolls with advantage.
Benefit is lost if incapacitated or speed
drops to 0.

Creature cant see, automatically fails any ability


check that requires sight.
Attacks vs creature have advantage, creatures
attacks have disadvantage.

Speed halved

Disadvantage on
attack rolls and
saving throws

Hit point
maximum halved

DEAFENED

Speed reduced to
Zero
Death

FRIGHTENED

+ Ability Modifier
+ Proficiency Bonus
+ Situational Modifiers

COMBAT

Effect

Disadvantage on
Ability Checks

SPELL SAVE DC =

ATTACK

CONDITIONS

Deception
Intimidation
Performance
Persuasion

ACTIONS

Level

CHARISMA

DC

Very Easy
Easy
Medium
Hard
Very Hard

EXHAUSTION

Finishing a Long Rest


reduces a creature's
exhaustion level by 1,
provided that the
creature has also
ingested some food
and drink.

HELP
Give another creature advantage on an
attack or ability check (PHB p.192)

HIDE
Make a DEX (Stealth) check in an attempt to
hide vs opposed WIS (Perception) check (see
PHB p.196)

READY
Take a reaction in response to a defined
trigger event, or ready a spell and hold its
energy (PHB p.193)

SEARCH
Make a WIS (Perception) or INT
(Investigation) check

USE AN OBJECT

CHARMED
Cant attack charmer, target charmer with harmful
abilities/effects.
Charmer has advantage on check to interact
socially with creature.
Creature cant hear and auto-fails any check that
requires hearing.
Creature has disadvantage on ability checks and
attack rolls while the source of its fear is within line
of sight.
The creature cant willingly move closer to the
source of its fear.

GRAPPLED

PETRIFIED
Creature is transformed, along with any nonmagical object it is wearing or carrying, into solid
inanimate substance (usually stone). Weight
increases by x 10, creature ceases aging.
Creature is incapacitated, cant move or speak,
and is unaware of its surroundings.
Attacks against the creature have advantage.
The creature automatically fails STR and DEX
saving throws.
The creature has resistance to all damage.
Creature is immune to poison and disease: poison
or disease already in its system is suspended, not
neutralized.

POISONED
Creature has disadvantage on attack rolls and
ability checks.

PRONE
Creatures only movement option is to crawl,
unless it stands up.
Creature has disadvantage on attacks.
Attacks vs creature have advantage if attacker is
within 5 of creature. Otherwise, the attack has
disadvantage.

Speed becomes 0, cant benefit from any bonus to


RESTRAINED
speed.
Creatures speed becomes 0, cant benefit from
Condition ends if grappler is incapacitated.
any bonus to its speed.
Condition also ends if an effect removes the
grappled creature from the reach of the grappler or Attacks vs creature have advantage, and creatures
attacks have disadvantage.
grappling effect
The creature has disadvantage on DEX saving
INCAPACITATED
throws.
An incapacitated creature cant take actions or
reactions.

INVISIBLE
Creature is impossible to see without the aid of
magic or a special sense. For the purpose of
hiding, the creature is heavily obscured. Creatures
location can be detected by noise or any tracks it
leaves.
Attacks vs creature have disadvantage., creatures
attacks have advantage.

PARALYZED
Creature is incapacitated, cant move/speak.
Creature automatically fails STR and DEX saving
throws.
Attack rolls against the creature have advantage.
Any attack that hits is critical hit if attacker is
within 5 of creature.

STUNNED

Creature is incapacitated, cant move, and can


speak only falteringly.
Creature automatically fails STR and DEX saving
throws.
Attack rolls against the creature have advantage.

UNCONSCIOUS
Creature incapacitated, cant move/speak, unaware
of surroundings.
The creature drops whatever its holding and falls
prone.
The creature automatically fails STR and DEX
saving throws.
Attack rolls against the creature have advantage.
Any attack that hits is critical hit if attacker is
within 5 of creature.

JUMPING

LIGHT SOURCES
Source

Bright

Dim

Duration

Candle

5' r

+ 5' r

1 hour

Lamp

15' r

+ 30' r

6 hours

Lantern, bullseye

60' cone

+ 60' cone 6 hours

Lantern, hooded

30' r

+ 30' r

6 hours

Torch

20' r

+ 20' r

1 hour

Continual Flame

20' r

+ 20' r

Dancing Lights

10' r

Up to 1 min

Faerie Fire

10' r

Up to 1 min

Flame Blade

10' r

+10' r

Up to 10 mins

Flaming Sphere

20' r

+ 20' r

Up to 1 min

5' r

Up to 1 min

Holy Aura
Light
Moonbeam

20' r

+ 20' r

SIZE CATEGORIES

LONG JUMP
1 foot per pt of STR with 10
run-up, that distance from
standing
HIGH JUMP
3 + STR Mod. in feet with 10
run-up, that distance from
standing.
Max. Reach = jump height +
1 x character height.

Until dispelled

1 hour

5' r cylinder Up to 1 min

Prismatic Wall

100'

+ 100'

10 mins

Wall of Fire

60'

+ 60'

Up to 1 min

A creature can hold its breath


for 1 + CON Mod. minutes
(min. 30 seconds)
When it runs out of breath, it
can survive for a number of
rounds equal to its CON Mod.
At the start of its next turn, it
drops to 0 hp and is dying.

The corrosive spray of a black dragon's breath and the dissolving


enzymes secreted by a black pudding deal acid damage.
Blunt force attacks-hammers, falling, constriction, and
the like-deal bludgeoning damage.
The infernal chill radiating from an ice devil's spear and the frigid
blast of a white dragon's breath deal cold damage.
Red dragons breathe fire, and many spells conjure flames to deal
fire damage.
Force is pure magical energy focused into a damaging form.
Most effects that deal force damage are spells, including magic
missile and spiritual weapon.
A lightning bolt spell and a blue dragon's breath deal
lightning damage.
Necrotic damage, dealt by certain undead and a spell such
as chill touch, withers matter and even the soul.

Space

Hit Die

Examples

2 by 2 ft
5 by 5 ft
5 by 5 ft
10 by 10 ft
15 by 15 ft
20 x 20 ft or larger

d4
d6
d8
d10
d12
d20

Imp, sprite
Giant rat, goblin
Orc, werewolf
Hippogriff, ogre
Fire giant, treant
Kraken, purple worm

CONCENTRATION
Normal activities such as moving or attacking do not interfere
with concentration. Concentration can be broken by:

SUFFOCATING

DAMAGE TYPES

Size

Make a CON save (DC = 10 or damage


taken, whichever is higher) to maintain concentration. Make
a separate save for each source of damage.

e.g. being doused by a


wave, a very loud noise, a blinding flash of light, having a
weasel put down your trousers etc. requires a DC 10 CON
save.

Puncturing and impaling attacks, including spears and


monsters' bites, deal piercing damage.
Venomous stings and the toxic gas of a green dragon's breath
deal poison damage.
Mental abilities such as a mind flayer's psionic blast deal
psychic damage.
Radiant damage, dealt by a cleric's
COVER
flame strike spell or an angel's smiting
Cover
AC and DEX Save Bonus
weapon, sears the flesh like fire and
cover
+2
overloads the spirit with power.

cover
+5
Swords, axes, and monsters' claws
Total cover Target can't be targeted
deal slashing damage.
directly, but might still
A concussive burst of sound, such as
be affected by Area of
the effect of the thunderwave spell, deals
Effect spells etc.
thunder damage.

CHALLENGE RATING,
PROFICIENCY BONUS & XP
Challenge
Rating

Proficiency
Bonus

XP

0
1/8

+2
+2
+2
+2
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6
+7
+7
+7
+7
+8
+8
+8
+8
+9
+9

0 or 10
25
50
100
200
450
700
1,100
1,800
2,300
2,900
3,900
5,000
5,900
7,200
8,400
10,000
11,500
13,000
15,000
18,000
20,000
22,000
25,000
33,000
41,000
50,000
62,000
75,000
90,000
105,000
120,000
135,000
155,000

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