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Standard Languages Travel Pace

Typical Difficulty Classes


Language Typical Speakers Script Pace Minute Hour Day Effect Task Difficulty DC Task Difficulty DC
Common Humans Common Fast 400 feet 4 miles 30 miles –5 to passive Wisdom (Perception) scores Very easy 5 Hard 20
Dwarvish Dwarves Dwarvish Normal 300 feet 3 miles 24 miles — Easy 10 Very hard 25
Slow 200 feet 2 miles 18 miles Able to use stealth Medium 15 Nearly impossible 30
Elvish Elves Elvish
Giant
Gnomish
Ogres, giants
Gnomes
Dwarvish
Dwarvish Activities While Traveling Combat Step by Step
Goblin Goblinoids Dwarvish Stealth 1.Determine surprise. The DM determines whether anyone in-
Halfling Halflings Common While traveling at a slow pace, and not in the open, characters can volved in the combat encounter is surprised.
Orc Orcs Dwarvish try to surprise or sneak by other creatures they encounter. See the 2.Establish positions.  The DM decides where all the characters and
rules for hiding in chapter 7. monsters are located. Given the adventurers’ marching order or
Exotic Languages Noticing Threats their stated positions in the room or other location, the DM figures
Language Typical Speakers Script Use the passive Wisdom (Perception) scores of the characters out where the adversaries are—how far away and in what direction.
Abyssal Demons Infernal to determine whether anyone in the group notices a hidden 3.Roll initiative.  Everyone involved in the combat encounter rolls
Celestial Celestials Celestial threat. The DM might decide that a threat can be noticed only initiative, determining the order of the combatants’ turns.
Draconic Dragons, dragonborn Draconic by characters in a particular rank (front, middle, or back). 4.Take turns.  Each participant in the battle takes a turn in initiative order.
Deep Speech Mind flayers, Beholders — While traveling at a fast pace, characters take a –5 penalty to their 5.Begin the next round.  When everyone involved in the combat has
Infernal Devils Infernal passive Wisdom (Perception) scores to notice hidden threats. had a turn, the round ends. Repeat step 4 until the fighting stops.
Primordial Elementals Dwarvish
Sylvan Fey creatures Elvish
Other Activities
Characters who turn their attention to other tasks as the group
Ability Scores, Modifiers, and Cost
Undercommon Underdark traders Elvish Score Modifier Point Cost Score Modifier Point Cost
travels are not focused on watching for danger. These characters 1 –5 — 15 +2 9
Food, Drink, and Lodging don’t contribute their passive Wisdom (Perception) scores to the
group’s chance of noticing hidden threats. However, a character
2–3
4–5
–4
–3


16
17
+3
+3


Item Cost Item Cost not watching for danger can do one of the following activities in- 6–7 –2 — 18 +4 —
Ale Meals (per day) stead, or some other activity with the DM’s permission. 8 –1 0 19 +4 —
Gallon 2 sp Squalid 3 cp 9 –1 1 20–21 +5 —
Navigate. The character can try to prevent the group from becoming
Mug 4 cp Poor 6 cp 10 +0 2 22–23 +6 —
lost, making a Wisdom (Survival) check when the DM calls for it. 11 +0 3 24–25 +7 —
Banquet (per person) 10 gp Modest 3 sp Draw a Map. The character can draw a map that records the 12 +1 4 26–27 +8 —
Bread, loaf 2 cp Comfortable 5 sp group’s progress and helps the characters get back on course if they 13 +1 5 28–29 +9 —
Cheese, hunk 1 sp Wealthy 8 sp get lost. No ability check is required. 14 +2 7 30 +10 —
Inn stay (per day) Aristocratic 2 gp Track. A character can follow the tracks of another creature,
Squalid
Poor
7 cp
1 sp
Meat, chunk
Wine
3 sp making a Wisdom (Survival) check when the DM calls for it. Standard Exchange Rates
Forage. The character can keep an eye out for ready sources of food Coin cp sp ep gp pp
Modest 5 sp Common (pitcher) 2 sp and water, making a Wisdom (Survival) check when the DM calls for it. Copper (cp) 1 1/10 1/50 1/100 1/1,000
Comfortable 8 sp Fine (bottle) 10 gp Silver (sp) 10 1 1/5 1/10 1/100
Wealthy
Aristocratic
2 gp
4 gp
Movement Electrum (ep)
Gold (gp)
50
100
5
10
1
2
1/2
1
1/20
1/10
Difficult Terrain, Climbing, Swimming, and Crawling Platinum (pp) 1,000 100 20 10 1
Services When moving through difficult terrain—dense forest, deep swamps,

Service Pay
rubble-filled ruins, steep mountains, ice-covered ground—or when
climbing, swimming, or crawling, moving 1 foot costs 2 feet of speed.
Lifestyle Expenses
Coach cab Lifestyle Price/Day Lifestyle Price/Day
Between towns 3 cp per mile Jumping Wretched — Comfortable 2 gp
Within a city 1 cp Your Strength determines how far you can jump, as follows: Squalid 1 sp Wealthy 4 gp
Hireling Long Jump. If you move at least 10 feet on foot immediately Poor 2 sp Aristocratic 10 gp minimum
Skilled 2 gp per day before the jump, you cover a number of feet equal to your Strength Modest 1 gp
Untrained 2 sp per day score.
Messenger 2 cp per mile High Jump. If you move at least 10 feet on foot immediately Donning and Doffing Armor
Road or gate toll 1 cp before the jump, you leap into the air a number of feet equal to 3 + Category Don Doff
Ship’s passage 1 sp per mile your Strength modifier. Light Armor 1 minute 1 minute
Standing Jumps. Whether going for distance or height, mak- Medium Armor 5 minutes 1 minute
ing a jump without moving beforehand results in jumping half your Heavy Armor 10 minutes 5 minutes
normal distance. Shield 1 action 1 action
Reaching. You can reach above you a distance equal to the
height of your jump plus 1½ times your height.
Actions in Combat Using Each Ability
Attack Dodge Strength (Athletics) Checks
With this action, you make one melee attack or ranged attack. Certain Until the start of your next turn, any attack roll made against you has • Climb a sheer or slippery surface, avoid hazards while scaling a
features, such as the Extra Attack feature, allow you to make more disadvantage if you can see the attacker, and you make Dexterity saving wall, or cling to surface while something is trying to knock you off
than one attack with this action. throws with advantage. You lose this benefit if you are incapacitated or • Jump an unusually long distance or pull off a stunt midjump
Reach. Most creatures have a 5-foot reach and can thus attack if your speed drops to 0. • Swim or stay afloat in treacherous currents, storm-tossed waves,
targets within 5 feet of them when making a melee attack. or areas of thick seaweed, or another creature tries to push or pull
Help you underwater or otherwise interfere with your swimming
Ranged attacks in close combat. When you make a ranged attack
When you take the Help action, you aid a creature in a task and they
with a weapon, spell, or some other means, you have disadvantage on
gain advantage on the next ability check made to perform the task Other Strength Checks
the attack roll if you are within 5 feet of a hostile creature who can see • Force open a stuck, locked, or barred door
you are helping with, provided that it makes the check before the
you and who isn’t incapacitated. • Break free of bonds
start of your next turn.
Opportunity attacks. You can make an opportunity attack when • Push through a tunnel that is too small
Alternatively, you can aid a friendly creature in attacking a creature
a hostile creature that you can see moves out of your reach. To • Hang on to a wagon while being dragged behind it
within 5 feet of you, granting your ally advantage on the first attack
make the opportunity attack, you use your reaction and make one • Tip over a statue, or keep a boulder from rolling
roll against that creature, provided that attack is made before the start
melee attack against the provoking creature. Dexterity (Acrobatics) Checks
of your next turn.
Two-weapon fighting. When you take the Attack action and attack • Stay on your feet in a tricky situation, balance on a tightrope, or
with a light melee weapon that you’re holding in one hand, you can Hide stay upright on a rocking ship’s deck
use a bonus action to attack with a different light melee weapon that When you take the Hide action, you make a Dexterity (Stealth) check • Perform acrobatic stunts including dives, rolls, somersaults, flips
you’re holding in the other hand. You don’t add your ability modifier in an attempt to hide, following the rules in chapter 7 for hiding. If you
succeed you follow the “unseen attackers and targets” rules in chapter 9.
Dexterity (Sleight of Hand) Checks
to the damage of the bonus attack, unless that modifier is negative.
• Planting something on someone else
If either weapon has the thrown property, you can throw the Ready • Concealing an object on your person
weapon, instead of making a melee attack with it. You can take the Ready action on your turn so that you can act later • Lift a coin purse off another person, or slip something out of another
Grappling. When you want to grab a creature or wrestle with it, in the round using your reaction. person’s pocket
you can replace on of the attacks you are entitled to from an Attack First, you decide what perceivable circumstance will trigger your
action with a grapple. See chapter 10 for more details. Dexterity (Stealth) Checks
reaction. Then, you choose the action you will take in response to • Conceal yourself from enemies, slink past guards, slip away without
Shoving a creature. When you want to knock prone or push a crea- that trigger, or you choose to move up to your speed in response. being noticed, or sneak up on someone without being seen or heard
ture away from you, you can replace one of the attacks you are entitled When the trigger occurs, you can either take your reaction right
to from an Attack action with a shove. See chapter 10 for more details. Other Dexterity Checks
after the trigger finishes or ignore the trigger. Remember that you
Cover. There are three degrees of cover. If a target is behind • Control a heavily laden cart on a steep descent, or steer a chariot
can take only one reaction per round.
multiple sources of cover, only the most protective degree of cover around a tight turn
When you read a spell, you cast it as normal but hold its energy, • Pick a lock, or disable a trap
applies. See chapter 10 for more details. which you release with your reaction when the trigger occurs. To be • Securely tie up a prisoner
Half cover +2 bonus to AC and Dexterity saving throws readied, a spell must have a casting time of 1 action, and holding onto
Three-quarters cover +5 bonus to AC and dexterity saving throws
• Wriggle free of bonds
the spell’s magic requires concentration (explained in chapter 10). If • Play a stringed instrument
Total cover Can’t be directly targeted by an attack or spell,
your concentration is broken, the spell dissipates without taking effect. • Craft a small or detailed object
but can be reached with an area of effect
Search Constitution Checks
Cast a Spell When you take the Search action, you devote your attention to • Hold your breath
Each spell has a casting time, which specifies whether the caster finding something. Depending on the nature of your search, the • March or labor for hours without rest
must use an action, a reaction, minutes, or even hours to cast the DM might have you make a Wisdom (Perception) check or an • Go without sleep
spell. Casting a spell is, therefore, not necessarily an action. Intelligence (Investigation) check. • Survive without food or water
• Quaff an entire stein of ale in one go
Dash Use an Object
When you take the Dash action, you gain extra movement equal to You normally interact with an object while doing something else, Intelligence (Arcana) Checks
your speed, after applying any modifiers. such as when you draw a sword as part of an attack. When an object • Recall lore about spells, magic items, eldritch symbols, magical traditions,
requires your action for its use, you take the Use an Object action. the planes of existence, and the inhabitants of those planes
Disengage
If you take the Disengage action, your movement doesn’t provoke
This is action also useful when you want to interact with more than Intelligence (History) Checks
one object on your turn. • Recall lore about historical events, legendary people, ancient kingdoms,
opportunity attacks for the rest of the turn.
past disputes, recent wars, and lost civilizations.
Intelligence (Investigation) Checks
Character Advancement • Deduce the location of a hidden object
Experience Proficiency Experience Proficiency Experience Proficiency Experience Proficiency
• Discern from the appearance of a wound what kind of weapon dealt it
Points Level Bonus Points Level Bonus Points Level Bonus Points Level Bonus
0 1 +2 14,000 6 +3 85,000 11 +4 195,000 16 +5
• Determine the weakest point in a tunnel that could cause it to collapse
300 2 +2 23,000 7 +3 100,000 12 +4 225,000 17 +6 • Pore through ancient scrolls in search of a hidden fragment of knowledge
900 3 +2 34,000 8 +3 120,000 13 +5 265,000 18 +6 Intelligence (Nature) Checks
2,700 4 +2 48,000 9 +4 140,000 14 +5 305,000 19 +6 • Recall lore about terrain, plants and animals, the weather, and
6,500 5 +3 64,000 10 +4 165,000 15 +5 355,000 20 +6 natural cycles.
Conditions
Intelligence (Religion) Checks Blinded Invisible
• Recall lore about deities, rites and prayers, religious hierarchies, • A blinded creature can’t see and automatically fails any ability • An invisible creature is impossible to see without the aid of magic
holy symbols, and the practices of secret cults. check that requires sight. or a special sense. For the purpose of hiding, the creature is heavily
Other Intelligence Checks • Attack rolls against the creature have advantage, and the creature’s obscured. The creature’s location can be detected by any noise it
• Communicate with a creature without using words attack rolls have disadvantage makes or any tracks it leaves.
• Estimate the value of a precious item • Attack rolls against the creature have disadvantage, and the creature’s
Charmed
• Pull together a disguise to pass as a city guard attack rolls have advantage.
• A charmed creature can’t attack the charmer or target the charmer
• Forge a document with harmful abilities or magical effects. Paralyzed
• Recall lore about a craft or trade • The charmer has advantage on any ability check to interact socially • A paralyzed creature is incapacitated and can’t move or speak.
• Win a game of skill with the creature. • The creature automatically fails Strength and Dexterity saving throws.
Wisdom (Animal Handling) Checks • Attack rolls against the creature have advantage.
• Calm down a domesticated animal, keep a mount from getting Deafened
• Any attack that this the creature is a critical hit if the attacker is
spooked, or control your mount when you attempt a risky maneuver, • A deafened creature can’t hear and automatically fails any ability
within 5 feet of the creature
intuit an animal’s intentions check that requires hearing.
Exhaustion Petrified
Wisdom (Insight) Checks • A petrified creature is transformed, along with any nonmagical object it
• Determine the true intentions of a creature, such as when searching Some special abilities and environmental hazards, such as starvation and
is wearing or carrying, into a solid inanimate substance (usually stone).
out a lie or predicting someone’s next move the long-term effects of freezing or scorching temperatures, can lead to a
Its weight increases by a factor of ten, and it ceases aging.
Wisdom (Medicine) Checks special condition called exhaustion. Exhaustion is measured in six leaves.
• The creature is incapacitated, can’t move or speak, and is unaware
• Stabilize a dying companion or diagnose an illness An effect can give a creature one or more levels of exhaustion, as specified
of its surroundings.
in the effect’s description.
Wisdom (Perception) Checks Level Effect • Attack rolls against the creature have advantage.
• Hear a conversation through a closed door, eavesdrop under an 1 Disadvantage on ability checks • The creature automatically fails Strength and Dexterity saving throws.
open window, or hear monsters moving stealthily in the forest 2 Speed halved • The creature has resistance to all damage.
• Spot orcs lying in ambush on a road, thugs hiding in the shadows 3 Disadvantage on attack rolls and saving throws • The creature is immune to poison and disease, although a poison
of an alley, or candlelight under a closed secret door 4 Hit point maximum halved
or disease already in its system is suspended, not neutralized.
5 Speed reduced to 0
Wisdom (Survival) Checks 6 Death Poisoned
• Follow tracks, hunt wild game, or identify signs that owlbears live nearby If an already exhausted creature suffers another effect that causes • A poisoned creature has disadvantage on attack rolls and ability checks.
• Guide your group through the frozen wastelands, or avoid quicksand exhaustion, its current level of exhaustion increases by the amount
and other natural hazards, including predicting the weather Prone
specified in the effect’s description.
• Predict the weather • A prone creature’s only movement option is to crawl, unless it
A creature suffers the effect of its current level of exhaustion as well
stands up and thereby ends the condition.
Other Wisdom Checks as all lowers levels. For example, a creature suffering level 2 exhaustion
• The creature has disadvantage on attack rolls.
• Get a gut feeling about what course of action to follow has its speed halved and has disadvantage on ability checks.
• An attack roll against the creature has advantage if the attacker is within
• Discern whether a seemingly dead or living creature is undead An effect that removes exhaustion reduces its level as specified in
5 feet of the creature. Otherwise, the attack roll has disadvantage.
Charisma (Deception) Checks the effect’s description, with all exhaustion effects ending if a crea-
• Fast-talk a guard, con a merchant, earn money through gambling, ture’s exhaustion level is reduced below 1. Restrained
pass yourself off in a disguise, dull someone’s suspicions with false Finishing a long rest reduces a creature’s exhaustion level by 1, • A restrained Creature’s speed becomes 0, and it can’t benefit from
assurances, or maintain a straight face while telling a blatant lie provided that the creature also ingested some food and drink. any bonus to its speed.
Charisma (Intimidation) Checks • Attack rolls against the creature have advantage, and the creature’s
Frightened attack rolls have disadvantage.
• Pry information out of a prisoner • A frightened creature has disadvantage on ability checks and attack
• Convince street thugs to back down from a confrontation • The creature has disadvantage on Dexterity saving throws.
rolls while the source of its fear is within line of sight.
• Use the edge of a broken bottle to convince a sneering vizier to • The creature can’t willingly move closer to the source of its fear. Stunned
reconsider a decision • A stunned creature is incapacitated, can’t move, and can speak
Grappled
Charisma (Performance) Checks • A grappled creature’s speed becomes 0, and it can’t benefit from
only falteringly.
• Delight an audience with music, dance, acting, storytelling, or • The creature automatically fails Strength and Dexterity saving throws.
any bonus to its speed.
some other form of entertainment • Attack rolls against the creature have advantage.
• The condition ends if the grappler is incapacitated.
Charisma (Persuasion) Checks • The condition also ends if an effect removes the grappled creature Unconscious
• Acting in good faith, to foster friendships, make cordial requests, from the reach of the grappler or grappling effect, such as when a • An unconscious creature is incapacitated, can’t move or speak,
or exhibit proper etiquette creature is hurled away by the thunderwave spell. and is unaware of its surroundings.
• Convince a chamberlain to let your party see the king, negotiating • The creature drops whatever it’s holding and falls prone.
peace between warring tribes, or inspiring a crowd of townsfolk Incapacitated • The creature automatically fails Strength and Dexterity saving throws.
• An incapacitated creature can’t take actions or reactions.
Other Charisma Checks • Attack rolls against the creature have Advantage.
• Find the best person to talk to for news, rumors, and gossip • Any attack that hits the creature is a critical hit if the attacker is
• Blend into a crowd to get the sense of key topics of conversation within 5 feet of the creature.

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