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ARMOUR WEAPONS FOOD, DRINK & LODGING

Armour Type Cost AC STR Stealth Weight Name Cost Damage Weight Properties Item Cost
LIGHT ARMOUR SIMPLE MELEE WEAPONS
Padded 5 gp 11+Dex — Disad 8 lb Club 0.1 1d4 B 2 Light Gallon 2 sp
Dagger 2 1d4 P 1 Finesse, light, thrown (range 20/60)
Leather 10 gp 11+Dex — — 10 lb Mug 4 cp
Greatclub 0.2 1d8 B 10 2-handed
Studded Leather 45 gp 12+Dex — — 13 lb Banquet (per person) 10 gp
Handaxe 5 1d6 S 2 Light, thrown (range 20/60)
MEDIUM ARMOUR Javelin 0.5 1d6 P 2 Thrown (range 30/120)
Bread, loaf 2 cp
Hide 10 gp 12+Dex (max +2) — — 12 lb Light hammer 2 1d4 B 2 Light, thrown (range 20/60) Cheese, hunk 1 sp
Mace 5 1d6 B 4 —
Chain shirt 50 gp 13+Dex (max +2) — — 20 lb
Quarterstaff 0.2 1d6 B 4 Versatile (1d8) Squalid 7 cp
Scale mail 50 gp 14+Dex (max +2) — Disad 45 lb Sickle 1 1d4 S 2 Light Poor 1 sp
Breastplate 400 gp 15+Dex (max +2) — — 20 lb Spear 1 1d6 P 3 Thrown (range 20/60), versatile Modest 5 sp
Half plate 750 gp 16+Dex (max +2) — Disad 40 lb Unarmed strike — 1B — —
Comfortable 8 sp
HEAVY ARMOUR SIMPLE RANGED WEAPONS Wealthy 2 gp
Ring mail 30 gp 14 — Disad 40 lb Crossbow, light 25 1d8 P 5 Ammo (range 80/320), loading, 2-handed
Aristocratic 4 gp
Dart 0.05 1d4 P ¼ Finesse, thrown,(range 20/60)
Chain mail 75 gp 16 Str 13 Disad 55 lb
Shortbow 25 1d6 P 2 Ammo (range 80/320), 2-handed
Splint 200 gp 17 Str 15 Disad 60 lb Squalid 3 cp
Sling 0.1 1d4 B — Ammo (range 30/120)
Plate 1,500 gp 18 Str 15 Disad 65 lb Poor 6 cp
MARTIAL MELEE WEAPONS
Modest 3 sp
SHIELD Battleaxe 10 1d8 S 4 Versatile (1d10)
Flail 10 1d8 B 2 —
Comfortable 5 sp
Shield 10 gp +2 — — 6 lb
Glaive 20 1d10 S 6 Heavy, reach, 2-handed Wealthy 8 sp
DONNING & DOFFING ARMOUR CONTAINER CAPACITY Greataxe 30 1d12 S 7 Heavy, 2-handed
Aristocratic 2 gp
Category Don Doff Greatsword 50 2d6 S 6 Heavy, 2-handed Meat, chunk 3 sp
Container Capacity
Halberd 20 1d10 S 6 Heavy, reach, 2-handed
Light Armour 1 min 1 min Backpack 1 ft3 / 30 lbs Lance 10 1d12 P 6 Reach, special Common (pitcher) 2 sp
Medium Armour 5 min 1 min Longsword 15 1d8 S 3 Versatile (1d10)
Barrel 40 gall / 4 ft3 Fine (bottle) 10 gp
Heavy Armour 10 min 5 min Maul 10 2d6 B 10 Heavy, 2-handed Mounts & Other Animals
Basket 2 ft3 / 40 lbs
Shield 1 action 1 action Morningstar 15 1d8 P 4 — Tack, Harness & Drawn Vehicles
Bottle 1½ pints Pike 5 1d10 P 18 Heavy, reach, 2-handed Waterborne Vehicles PHB p.157

LIFESTYLE EXPENSES Rapier 25 1d8 P 2 Finesse SERVICES


Bucket 3 gall / ½ ft3
Scimitar 25 1d6 S 3 Finesse, light
Lifestyle Cost/Day Service Pay
Chest 12 ft3 / 300 lbs Shortsword 10 1d6 S 2 Finesse, light
Wretched — Trident 5 1d6 P 4 Thrown (range 20/60, versatile (1d8)) Coach cab
Flask/tankard 1 pint
War pick 5 1d8 P 2 — Between towns 3 cp/mile
Squalid 1 sp Jug/pitcher 1 gallon Warhammer 15 1d8 B 2 Verstile (1d10) Within a city 1 cp
Poor 2 sp Pot, iron 1 gallon Whip 2 1d4 S 3 Finesse, lreach Hireling
Modest 1 gp 1/5
MARTIAL RANGED WEAPONS Skilled 2 gp/day
Pouch ft3 / 6 lbs
Blowgun 10 1P 1 Ammo (range 25/100), loading
Unskilled 2 sp/day
Comfortable 2 gp Sack 1 ft3 / 30 lbs Crossbow, hand 75 1d6 P 3 Ammo (range 30/120), loading, light
Messenger 2 cp/mile
Wealthy 4 gp Vial 4 oz liquid Crossbow, heavy 50 1d10 P 18 Ammo (range 100/400), loading, heavy, 2-handed
Longbow 50 1d8 P 2 Ammo (range 150/600), heavy, 2-handed Road or gate toll 1 cp
Aristocratic 10 gp min. Waterskin 4 pints Net 1 — 3 Special, thrown (range 5/15) Ship's passage 1 sp/mile
CHARACTER ADVANCEMENT STRENGTH TYPICAL DIFFICULTY EXHAUSTION CONDITIONS PETRIFIED
Ÿ Creature is transformed, along with any non-
Experience Proficiency Ÿ Athletics CLASSES magical object it is wearing or carrying, into solid
Level Level Effect
Points Bonus DEXTERITY Task Difficulty DC BLINDED inanimate substance (usually stone). Weight
0 1 +2 Ÿ Acrobatics 1 Disadvantage on Ÿ Creature can’t see, automatically fails any ability increases by x 10, creature ceases aging.
Very Easy 5
Ÿ Sleight of Hand Ability Checks check that requires sight. Ÿ Creature is incapacitated, can’t move or speak,
300 2 +2 Ÿ Stealth Easy 10 Ÿ Attacks vs creature have advantage, creature’s and is unaware of its surroundings.
900 3 +2 CONSTITUTION Medium 15 2 Speed halved attacks have disadvantage. Ÿ Attacks against the creature have advantage.
INTELLIGENCE CHARMED Ÿ The creature automatically fails STR and DEX
2,700 4 +2 Hard 20 3 Disadvantage on Ÿ Can’t attack charmer, target charmer with harmful saving throws.
6,500 5 +3 Ÿ Arcana attack rolls and
Very Hard 25 abilities/effects. Ÿ The creature has resistance to all damage.
Ÿ History saving throws Ÿ Creature is immune to poison and disease: poison
14,000 6 +3 Nearly Impossible 30 Ÿ Charmer has advantage on check to interact
Ÿ Investigation socially with creature. or disease already in its system is suspended, not
23,000 7 +3 Ÿ Nature 4 Hit point neutralized.
DEAFENED
34,000 8 +3 Ÿ Religion PASSIVE maximum halved Ÿ Creature can’t hear and auto-fails any check that POISONED
48,000 9 +4 WISDOM PERCEPTION = requires hearing. Ÿ Creature has disadvantage on attack rolls and
Ÿ Animal Handling 10 + all Wisdom 5 Speed reduced to FRIGHTENED ability checks.
64,000 10 +4 Ÿ Insight Zero PRONE
Modifiers Ÿ Creature has disadvantage on ability checks and
85,000 11 +4 Ÿ Medicine 6 Death attack rolls while the source of its fear is within line Ÿ Creature’s only movement option is to crawl,
100,000 12 +4 Ÿ Perception of sight. unless it stands up.
Ÿ Survival SPELL SAVE DC = Finishing a Long Rest Ÿ The creature can’t willingly move closer to the Ÿ Creature has disadvantage on attacks.
120,000 13 +5 reduces a creature's source of its fear. Ÿ Attacks vs creature have advantage if attacker is
140,000 14 +5
CHARISMA
Ÿ Deception
8 exhaustion level by 1, GRAPPLED within 5’ of creature. Otherwise, the attack has
+ Ability Modifier provided that the Ÿ Speed becomes 0, can’t benefit from any bonus to disadvantage.
165,000 15 +5 Ÿ Intimidation
+ Proficiency Bonus creature has also speed. RESTRAINED
195,000 16 +5 Ÿ Performance Ÿ Creature’s speed becomes 0, can’t benefit from
+ Situational Modifiers ingested some food Ÿ Condition ends if grappler is incapacitated.
Ÿ Persuasion any bonus to its speed.
225,000 17 +6 and drink. Ÿ Condition also ends if an effect removes the
grappled creature from the reach of the grappler or Ÿ Attacks vs creature have advantage, and creature’s
265,000 18 +6 attacks have disadvantage.
ACTIONS IN COMBAT grappling effect
305,000 19 +6 HELP INCAPACITATED Ÿ The creature has disadvantage on DEX saving
ATTACK throws.
355,000 20 +6 Ÿ Give another creature advantage on an Ÿ An incapacitated creature can’t take actions or
Ÿ See PHB pp.103-196 STUNNED
attack or ability check (PHB p.192) reactions.
CAST A SPELL INVISIBLE Ÿ Creature is incapacitated, can’t move, and can
HIDE
Ÿ See PHB p.202 for the rules regarding speak only falteringly.
ABILITY SCORES & MODIFIERS Ÿ Make a DEX (Stealth) check in an attempt to Ÿ Creature is impossible to see without the aid of
spell-use Ÿ Creature automatically fails STR and DEX saving
hide vs opposed WIS (Perception) check (see magic or a special sense. For the purpose of
Score Modifier Score Modifier DASH hiding, the creature is heavily obscured. Creature’s throws.
PHB p.196)
Ÿ Move up to 2x your current Move location can be detected by noise or any tracks it Ÿ Attack rolls against the creature have advantage.
1 -5 16–17 +3 READY
DISENGAGE Ÿ Take a reaction in response to a defined leaves. UNCONSCIOUS
2–3 -4 18–19 +4 Ÿ Your movement doesn’t provoke opportunity Ÿ Attacks vs creature have disadvantage., creature’s Ÿ Creature incapacitated, can’t move/speak, unaware
trigger event, or ready a spell and hold its
4–5 -3 20–21 +5 attacks until your next turn attacks have advantage. of surroundings.
energy (PHB p.193)
DODGE PARALYZED Ÿ The creature drops whatever it’s holding and falls
6–7 -2 22–23 +6 SEARCH prone.
Ÿ Attacks against you are at disadvantage, Ÿ Make a WIS (Perception) or INT Ÿ Creature is incapacitated, can’t move/speak.
8–9 -1 24–25 +7 and you make DEX rolls with advantage. Ÿ Creature automatically fails STR and DEX saving Ÿ The creature automatically fails STR and DEX
(Investigation) check saving throws.
10–11 0 26–27 +8 Benefit is lost if incapacitated or speed throws.
USE AN OBJECT Ÿ Attack rolls against the creature have advantage.
drops to 0. Ÿ Attack rolls against the creature have advantage.
12–13 +1 28–29 +9 Ÿ Any attack that hits is critical hit if attacker is Ÿ Any attack that hits is critical hit if attacker is
14–15 +2 30 + 10 within 5’ of creature. within 5’ of creature.
LIGHT SOURCES JUMPING SIZE CATEGORIES CHALLENGE RATING,
Source Bright Dim Duration LONG JUMP Size Space Hit Die Examples PROFICIENCY BONUS & XP
Ÿ 1 foot per pt of STR with 10’ 2½ by 2½ ft d4 Imp, sprite Challenge Proficiency XP
run-up, ½ that distance from Rating Bonus
Candle 5' r + 5' r 1 hour 5 by 5 ft d6 Giant rat, goblin
standing 0 +2 0 or 10
Lamp 15' r + 30' r 6 hours 5 by 5 ft d8 Orc, werewolf
HIGH JUMP 1/8 +2 25
10 by 10 ft d10 Hippogriff, ogre
Lantern, bullseye 60' cone + 60' cone 6 hours Ÿ 3 + STR Mod. in feet with 10’ ¼ +2 50
run-up, ½ that distance from 15 by 15 ft d12 Fire giant, treant
Lantern, hooded 30' r + 30' r 6 hours ½ +2 100
standing. 20 x 20 ft or larger d20 Kraken, purple worm 1 +2 200
Torch 20' r + 20' r 1 hour
Ÿ Max. Reach = jump height + 2 +2 450
1½ x character height. CONCENTRATION
3 +2 700
Continual Flame 20' r + 20' r Until dispelled Normal activities such as moving or attacking do not interfere 4 +2 1,100
Dancing Lights — 10' r Up to 1 min SUFFOCATING with concentration. Concentration can be broken by: 5 +3 1,800
Faerie Fire — 10' r Up to 1 min 6 +3 2,300
Ÿ A creature can hold its breath Ÿ Make a CON save (DC = 10 or ½ damage 7 +3 2,900
Flame Blade 10' r +10' r Up to 10 mins for 1 + CON Mod. minutes taken, whichever is higher) to maintain concentration. Make 8 +3 3,900
Flaming Sphere 20' r + 20' r Up to 1 min (min. 30 seconds) a separate save for each source of damage. 9 +4 5,000
Holy Aura — 5' r Up to 1 min Ÿ When it runs out of breath, it 10 +4 5,900
can survive for a number of
Light 20' r + 20' r 1 hour Ÿ e.g. being doused by a 11 +4 7,200
rounds equal to its CON Mod. 12 +4 8,400
Moonbeam — 5' r cylinder Up to 1 min At the start of its next turn, it wave, a very loud noise, a blinding flash of light, having a
weasel put down your trousers etc. requires a DC 10 CON 13 +5 10,000
Prismatic Wall 100' + 100' 10 mins drops to 0 hp and is dying.
14 +5 11,500
save.
Wall of Fire 60' + 60' Up to 1 min 15 +5 13,000
16 +5 15,000
DAMAGE TYPES 17 +6 18,000
The corrosive spray of a black dragon's breath and the dissolving Puncturing and impaling attacks, including spears and
monsters' bites, deal piercing damage. 18 +6 20,000
enzymes secreted by a black pudding deal acid damage. 19 +6 22,000
Blunt force attacks-hammers, falling, constriction, and Venomous stings and the toxic gas of a green dragon's breath
deal poison damage. 20 +6 25,000
the like-deal bludgeoning damage.
The infernal chill radiating from an ice devil's spear and the frigid Mental abilities such as a mind flayer's psionic blast deal 21 +7 33,000
blast of a white dragon's breath deal cold damage. psychic damage. 22 +7 41,000
Red dragons breathe fire, and many spells conjure flames to deal Radiant damage, dealt by a cleric's COVER 23 +7 50,000
fire damage. flame strike spell or an angel's smiting Cover AC and DEX Save Bonus 24 +7 62,000
Force is pure magical energy focused into a damaging form. weapon, sears the flesh like fire and 25 +8 75,000
½ cover +2
Most effects that deal force damage are spells, including magic overloads the spirit with power.
¾ cover +5 26 +8 90,000
missile and spiritual weapon. Swords, axes, and monsters' claws
27 +8 105,000
deal slashing damage. Total cover Target can't be targeted
A lightning bolt spell and a blue dragon's breath deal 28 +8 120,000
A concussive burst of sound, such as directly, but might still
lightning damage. 29 +9 135,000
the effect of the thunderwave spell, deals be affected by Area of
Necrotic damage, dealt by certain undead and a spell such
thunder damage. Effect spells etc. 30 +9 155,000
as chill touch, withers matter and even the soul.

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