probably makes people at the Hasbro copyright office angry. Not for commercial use or distribution. Designed for use with http://www.peginc.com/store/savage-worlds-customizable-gm- screen/ ACTIONS IN COMBAT ADVANTAGE DISADVANTAGE SKILLS Attack Make a Melee or Ranged attack Blinded Target Attacks when: Strength Wisdom Cast a Spell Cast a spell with 1 action casting time Paralyzed Target Blinded, Frightened, Athletics Animal Dash - Double movement of your current speed Prone Target (5ft Melee) Poisoned, Stunned, Long Dexterity Handling Restrained Target & 5 ft Range, Squeezing Insight Disengage - Your movement does not provoke Stunned Target Acrobatics opportunity attacks for the rest of your turn Ability Checks: Slight of hand Medicine Unconscious Target Perception Dodge - Creatures attacks against you are at a Frightened, Poisoned Stealth Attacking While Hidden Survival disadvantage until your next turn. You get advantage on Attacking While Invisible Dex Saves: Pick lock Squeezing Disable trap Charisma Dexterity saving throws. Ends if incapacitated Attacking when Helped Help - Creature you aid gets advantage on ability checks, Intelligence Deception Arcana Persuasion or attacks against a creature within 5 ft of you DEATH & DYING Nature Intimidation Hide - Make a Dex (Stealth) check against Wisdom Religion (Perception) of creature. On success, you are an Unseen Damage reduces creature to zero or less hit points History attacker and have advantage on attacks Investigation Instant Death: If remaining damage (below zero) meets or Ready - Prepare a Reaction for a particular circumstance, exceeds max hp of creature which you can take later in the round Bleeding Out: If creature doesnt die, they are at 0 hp and RESTING Search - Wis (Perception) or Int (Investigate) ability unconscious, and must make Death Saves check to find something Healing: If creature is healed they become conscious Short Rest no strenuous activity for Use an Object Use an object that requires an Death Save: at the start of creatures turn, roll 1d20 one hour, roll hit dice + Con modifier action for its use 20 creature regains 1 hp, becomes conscious to regain lost hit points. Use multiple 10 or above is a success short rests in a day, but roll no more 9 or below is a failure hit dice than your current level. OPPORTUNITY ATTACKS 1 is two failures Long Rest 8 hour rest, 2 hours On your 3rd success, creature becomes stable max of short rest activity, regain all Hostile creature you see leaves your reach On your 3rd failure, creature dies lost hit points and of total hit dice. Need unused reaction to make attack Take damage while Bleeding Out One long rest per 24 hours. Attack interrupts the creatures movement On a Hit, suffer one failed Death Save Disengage prevents OA, as does teleport, or forced On Critical Hit, suffer two failed Death Saves CRITICAL HITS/FAILS movement If damage meets or exceeds creatures max hp, it dies First Aid: DC 10 Wis(Medicine) or 1 use of Healers Kit 20 is a Critical hit stabilizes creature GRAPPLING & SHOVING Stable: 0 hit points, unconscious, no Death Saves, wake with Always Hits Roll Damage Dice Twice 1 hp in 1d4 hours. If damage is taken, Death Saves start over Add modifiers once Target - max size is one size larger, and is within reach 1 is always a miss Attackers Str (Athletics) vs Defenders Str (Athletics) TASK DC COVER (AC or Dex Save) or Dex (Acrobatics)
Success - Grappled, Held Speed is 0
Very Easy 5 Half Cover +2 VISION & LIGHT Easy 10 Three Quarter +5 Your Speed halved unless Held is 2 sizes smaller Medium 15 Shoved Target prone or moved 5 feet Hard 20 Prone - Ranged attacks Lightly Obscured Dim light, Escape - Holder Str (Athletics) vs Str (Athletics) or Dex Very Hard 25 against Prone creatures have Disadvantage on Wis (Perception) Nearly Impossible 30 advantage when attacker is (Acrobatics) Heavily Obscured Darkness, adjacent, otherwise have creatures suffer Blinded condition. disadvantage TRAVEL & MOVEMENT LIVING EXPENSES EQUIPMENT COSTS Pace Minute Hour Day Effect Lifestyle Price/Day Wretched - Light Armor Fast 400 feet 4 miles 30 miles -5 to passive Wis Padded 5 gp Adventuring Gear Normal 300 feet 3 miles 24 miles Squalid 1 sp Leather 10 gp Slow 200 feet 2 miles 18 miles Stealth Possible Poor 2 sp Studded leather 45 gp Modest 1 gp Medium Armor Abacus 2 gp Acid (vial) 25 gp Holy symbol Comfortable 2 gp Hide 10 gp Forced March After 8 hours, DC10 + 1 (per hour) Con Chain shirt 50 Alch fire (flask) 50 gp Amulet 5 gp Wealthy 4 gp Ammunition Emblem 5 gp save or gain Exhaustion. Scale mail 50 Aristocratic 10+ gp 20 Arrows 1 gp Reliquary 5 gp Difficult Terrain Forest, Jungle, Mountains, Swamps Breastplate 400 gp 50 Blowgun 1 gp Holy water 25 gp Half plate 750 gp cause party to move at speed. 20 xbow bolts 1 gp Hourglass 25 gp Heavy Armor FOOD & LODGING Ring mail 30 gp 20 Sling bullets 4 cp Antitoxin (vial) 50 gp Hunting trap 5 gp. Ink 10 gp Food Character needs 1 lbs of food per day. 3+ Con Chain mail 75 gp Arcane focus Ink pen 2 cp modifer days without food adds 1 level Exhaustion. Item Cost Splint 200 gp Crystal 10 gp Jug or pitcher 2 cp Plate 1,500 gp Ladder (10-foot) 1 sp Water Character needs 1 gallon of water per day, 2 if Ale Orb 20 gp Shield Lamp 5 sp weather is hot. Drinking half required means DC 15 Con Gallon 2 sp Shield 10 gp Rod 10 gp Lantern, bullseye 10 gp Mug 4 cp Staff 5 gp save or gain Exhaustion. Drinking none means automatic Melee Weapons Lantern, hooded 5 gp Wand 10 gp Exhaustion. Banquet (per person) 10 gp Battleaxe 10 gp Backpack 2 gp Lock 10 gp Bread, loaf 2 cp Club 1 sp Magnify glass 100 gp Ball bearings 1 gp Dagger 2 gp Manacles 2 gp Cheese, hunk 1 sp Barrel 2 gp Foraging, Tracking Wisdom (Survival) check. Inn stay (per day) Flail 10 gp Basket 4 sp Mess kit 2 sp Glaive 20 gp Mirror, steel 5 gp Bedroll 1 gp Squalid 7 cp Greataxe 30 Bell 1 gp Oil (flask) 1 sp Climbing, Swimming, Crawling movement cost Poor 1 sp Greatclub 2 sp Blanket 5 sp Paper 2 sp Greatsword 50 gp Parchment 1 sp doubles (triples if difficult terrain). Strength (Athletics) Modest 5 sp Block and tackle 1 gp Perfume (vial) 5 gp Comfortable 8 sp Halberd 20 gp Book 25 gp check may be required if Swimming or Climbing. Handaxe 5 gp Pick, miners 2 gp Bottle, glass 2 gp Jumping With ten foot run, long jump = Strength score, Wealthy 2 gp Javelin 5 sp Piton 5 cp Bucket 5 cp Aristocratic 4 gp Lance 10 gp Poison, basic 100 gp high jump = 3 + Str modifier. Standing jump is that. Caltrops 1 gp Pole (10-foot) 5 cp Each foot costs movement as usual. With high jump, add Meals (per day) Light hammer 2 gp Candle 1 cp Longsword 15 gp Pot, iron 2 gp 1 your height for reaching. Jump higher or farther with Squalid 3 cp Case, xbow bolt 1 gp Potion of healing 50 gp Mace 5 gp Case, map/scroll 1 gp Strength (Athletics) check. Poor 6 cp Maul 10 gp Pouch 5 sp Chain (10 feet) 5 gp Modest 3 sp Morningstar 15 gp Chalk (1 piece) 1 cp Quiver 1 gp Comfortable 5 sp Pike 5 gp Ram, portable 4 gp Chest 5 gp Quarterstaff 2 sp Rations (1 day) 5 sp Wealthy 8 sp Climber's kit 25 gp Robes 1 gp Rapier 25 gp Clothes Aristocratic 2 gp Scimitar 25 gp Rope (50 ft) 1 gp Meat, chunk 3 sp Common 5 sp Rope, silk (50 ft) 10 gp Shortsword 10 gp Costume 5 gp Sack 1 cp Wine Sickle 1 gp Fine 15 gp Spear 1 gp Scale, merchants 5 gp Common (pitcher) 2 sp Travelers 2 gp Sealing wax 5 sp Trident 5 gp Fine (bottle) 10 gp War pick 5 gp Comp pouch 25 gp Shovel 2 gp Crowbar 2 gp Signal whistle 5 cp Warhammer 15 gp DONNING ARMOR EXCHANGE RATES Whip 2 gp Ranged Weapons Druidic focus Mistletoe 1 gp Signet ring 5 gp Soap 2 cp Totem 1 gp Spellbook 50 gp Blowgun 10 gp Wooden staff 5 gp Spikes, iron (10) 1 gp Category Don Doff Coin cp sp ep gp pp xbow, hand 75 gp Yew wand 10 gp Spyglass 1,000 gp Copper (cp) 1 1/10 1/50 1/100 1/1,000 xbow, heavy 50 gp Tent, two-person 2 gp Light Armor 1 min 1 min Fishing tackle 1 gp xbow, light 25 gp Medium Armor 5 min 1 min Silver (sp) 10 1 1/5 1/10 1/100 Dart 5 cp Flask or tankard 2 cp Tinderbox 5 sp Electrum (ep) 50 5 1 1/2 1/20 Grappling hook 2 gp 4 Torch 1 cp Heavy Armor 10 min 5 min Longbow 50 gp Hammer 1 gp Vial 1 gp Shield 1 action 1 action Gold (gp) 100 10 2 1 1/10 Net 1 gp Hammer, sledge 2 gp Waterskin 2 sp Platinum (pp) 1,000 100 20 10 1 Shortbow 25 gp Healers kit 5 gp Whetstone 1 cp Sling 1 sp CONDITIONS EXHAUSTION Blinded - Creature cant see and automatically fails any ability check that requires sight. Level Effect Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage. 1 Disadvantage on ability checks 2 Speed halved Charmed - Creature can't attack the charmer or target the charmer with harmful abilities or spells. 3 Disadvantage on attack rolls and saving throws The charmer has advantage on any ability check to interact socially with the creature. 4 Hit point maximum halved Deafened - Creature cant hear and automatically fails any ability check that requires hearing. 5 Speed reduced to 0 Frightened - Creature has disadvantage on ability checks and attacks while the source is visible 6 Death The creature cant willingly move closer to the source of its fear. Grappled - Creatures speed becomes 0, and it can't benefit from any bonus to its speed. Level increases as specified in the causing effect. The condition ends if the grappler is incapacitated. Creature suffers the effects of all lower levels The condition also ends if an effect removes the grappled creature from the reach of the grappler. Finishing a long rest reduces a creature's exhaustion level Incapacitated - Creature cant take actions or reactions. by 1, provided that the creature has also ingested some Invisible - Creature is impossible to see without the aid of magic or a special sense. For the food and drink. purpose of hiding, the creature is heavily obscured. The creatures location can be detected by any noise it makes or any tracks. Attack rolls against the creature have disadvantage, and the creatures attack rolls have advantage. ABILITY SCORES D&D 5e Paralyzed - Creature is incapacitated and cant move or speak. The creature automatically fails Strength and Dexterity saving throws. Score Modifier DM Screen Attack rolls against the creature have advantage. 1 -5 Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. 2-3 -4 4-5 -3 Petrified - Creature is transformed, along with any nonmagical object it is wearing or carrying, into a 6-7 -2 solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. 8-9 -1 The creature is incapacitated, cant move or speak, and is unaware of its surroundings. 10-11 +0 Attack rolls against the creature have advantage. 12-13 +1 The creature automatically fails Strength and Dexterity saving throws. 14-15 +2 The creature has resistance to all damage. 16-17 +3 The creature is immune to poison and disease, but a poison or disease already in its system is 18-19 +4 suspended, not neutralized. 20-21 +5 Poisoned - Creature has disadvantage on attack rolls and ability checks. 22-23 +6 Prone - Creatures only movement option is to crawl, unless it stands up (no longer Prone). 24-25 +7 The creature has disadvantage on attack rolls. 26-27 +8 Attack rolls have advantage if the attacker is within 5ft. Otherwise, attack roll has disadvantage. 28-29 +9 Restrained - Creatures speed becomes 0, and it cant benefit from any bonus to its speed. 30 +10 Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. Stunned - Creature is incapacitated, cant move, and can speak only falteringly. CREATURE SIZE The creature automatically fails Strength and Dexterity saving throws. Size Space Attack rolls against the creature have advantage. Tiny 2 by 2 ft Unconscious - Creature is incapacitated, cant move or speak, and is unaware of its surroundings. Small, Medium 5 by 5 ft The creature drops whatever its holding and falls prone. Large 10 by 10 ft The creature automatically fails Strength and Dexterity saving throws. Huge 15 by 15 ft Attack rolls against the creature have advantage. Gargantuan 20 by 20 ft & up Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.