Resumen Hechizos D&D 5

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SPELLS SPELL LISTS

BARD SPELLS Suggestion 7th LEVEL Blindness/Deafness


Zone of Truth Etherealness Calm Emotions
CANTRIPS (0 LEVEL) Forcecage Continual Flame
Blade Ward 3rd LEVEL Mirage Arcane Enhance Ability
Dancing Lights Bestow Curse Mordenkainen’s Find Traps
Friends Clairvoyance Magnificent Mansion Gentle Repose
Light Dispel Magic Mordenkainen’s Sword Hold Person
Mage Hand Fear Project Image Lesser Restoration
Mending Feign Death Regenerate Locate Object
Minor Illusion Glyph of Warding Resurrection Prayer of Healing
Prestidigitation Hypnotic Pattern Symbol Protection from Poison
True Strike Leomund’s Tiny Hut Teleport Silence
Vicious Mockery Major Image Spiritual Weapon
Nondetection 8th LEVEL Warding Bond
1st LEVEL Plant Growth Dominate Monster Zone of Truth
Animal Friendship Sending Feeblemind
Bane Speak with Dead Glibness 3rd LEVEL
Charm Person Speak with Plants Mind Blank Animate Dead
Comprehend Languages Stinking Cloud Power Word Stun Beacon of Hope
Cure Wounds Tongues Bestow Curse
Detect Magic 9th LEVEL Clairvoyance
Disguise Self 4th LEVEL Foresight Create Food and Water
Dissonant Whispers Compulsion Power Word Heal Daylight
Faerie Fire Confusion Power Word Kill Dispel Magic
Feather Fall Dimension Door True Polymorph Feign Death
Healing Word Freedom of Movement Glyph of Warding
Heroism Greater Invisibility CLERIC SPELLS Magic Circle
Identify Hallucinatory Terrain Mass Healing Word
Illusory Script Locate Creature CANTRIPS (0 LEVEL) Meld into Stone
Longstrider Polymorph Guidance Protection from Energy
Silent Image Light Remove Curse
Sleep 5th LEVEL Mending Revivify
Speak with Animals Animate Objects Resistance Sending
Tasha’s Hideous Laughter Awaken Sacred Flame Speak with Dead
Thunderwave Dominate Person Spare the Dying Spirit Guardians
Unseen Servant Dream Thaumaturgy Tongues
Geas Water Walk
2nd LEVEL Greater Restoration 1st LEVEL
Animal Messenger Hold Monster Bane 4th LEVEL
Blindness/Deafness Legend Lore Bless Banishment
Calm Emotions Mass Cure Wounds Command Control Water
Cloud of Daggers Mislead Create or Destroy Water Death Ward
Crown of Madness Modify Memory Cure Wounds Divination
Detect Thoughts Planar Binding Detect Evil and Good Freedom of Movement
Enhance Ability Raise Dead Detect Magic Guardian of Faith
Enthrall Scrying Detect Poison and Disease Locate Creature
Heat Metal Seeming Guiding Bolt Stone Shape
Hold Person Teleportation Circle Healing Word
Invisibility Inflict Wounds 5th LEVEL
Knock 6th LEVEL Protection from Commune
Lesser Restoration Eyebite Evil and Good Contagion
Locate Animals or Plants Find the Path Purify Food and Drink Dispel Evil and Good
Locate Object Guards and Wards Sanctuary Flame Strike
Magic Mouth Mass Suggestion Shield of Faith Geas
Phantasmal Force Otto’s Irresistible Dance Greater Restoration
See Invisibility Programmed Illusion 2nd LEVEL Hallow
Shatter True Seeing Aid Insect Plague
Silence Augury Legend Lore
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SPELLS SPELL LISTS
... 5th LEVEL CONTINUED Detect Poison and Disease Ice Storm PALADIN SPELLS
Mass Cure Wounds Entangle Locate Creature
Planar Binding Faerie Fire Polymorph 1st LEVEL
Raise Dead Fog Cloud Stone Shape Bless
Scrying Goodberry Stoneskin Command
Healing Word Wall of Fire Compelled Duel
6th LEVEL Jump Cure Wounds
Blade Barrier Longstrider 5th LEVEL Detect Evil and Good
Create Undead Purify Food and Drink Antilife Shell Detect Magic
Find the Path Speak with Animals Awaken Detect Poison and Disease
Forbiddance Thunderwave Commune with Nature Divine Favor
Harm Conjure Elemental Heroism
Heal 2nd LEVEL Contagion Protection from
Heroes’ Feast Animal Messenger Geas Evil and Good
Planar Ally Barkskin Greater Restoration Purify Food and Drink
True Seeing Beast Sense Insect Plague Searing Smite
Word of Recall Darkvision Mass Cure Wounds Shield of Faith
Enhance Ability Planar Binding Thunderous Smite
7th LEVEL Find Traps Reincarnate Wrathful Smite
Conjure Celestial Flame Blade Scrying
Divine Word Flaming Sphere Tree Stride 2nd LEVEL
Etherealness Gust of Wind Wall of Stone Aid
Fire Storm Heat Metal Branding Smite
Plane Shift Hold Person 6th LEVEL Find Steed
Regenerate Lesser Restoration Conjure Fey Lesser Restoration
Resurrection Locate Animals or Plants Find the Path Locate Object
Symbol Locate Object Heal Magic Weapon
Moonbeam Heroes’ Feast Protection from Poison
8th LEVEL Pass without Trace Move Earth Zone of Truth
Antimagic Field Protection from Poison Sunbeam
Control Weather Spike Growth Transport via Plants 3rd LEVEL
Earthquake Wall of Thorns Aura of Vitality
Holy Aura 3rd LEVEL Wind Walk Blinding Smite
Call Lightning Create Food and Water
9th LEVEL Conjure Animals 7th LEVEL Crusader’s Mantle
Astral Projection Daylight Fire Storm Daylight
Gate Dispel Magic Mirage Arcane Dispel Magic
Mass Heal Feign Death Plane Shift Elemental Weapon
True Resurrection Meld into Stone Regenerate Magic Circle
Plant Growth Reverse Gravity Remove Curse
DRUID SPELLS Protection from Energy Revivify
Sleet Storm 8th LEVEL
CANTRIPS (0 LEVEL) Speak with Plants Animal Shapes 4th LEVEL
Druidcraft Water Breathing Antipathy/Sympathy Aura of Life
Guidance Water Walk Control Weather Aura of Purity
Mending Wind Wall Earthquake Banishment
Poison Spray Feeblemind Death Ward
Produce Flame 4th LEVEL Sunburst Locate Creature
Resistance Blight Tsunami Staggering Smite
Shillelagh Confusion
Thorn Whip Conjure Minor Elementals 9th LEVEL 5th LEVEL
Conjure Woodland Beings Foresight Banishing Smite
1st LEVEL Control Water Shapechange Circle of Power
Animal Friendship Dominate Beast Storm of Vengence Destructive Wave
Charm Person Freedom of Movement True Resurrection Dispel Evil and Good
Create of Destroy Water Giant Insect Geas
Cure Wounds Grasping Vine Raise Dead
Detect Magic Hallucinatory Terrain
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SPELLS SPELL LISTS
RANGER SPELLS SORCERER SPELLS Mirror Image 6th LEVEL
Misty Step Arcane gate
1st LEVEL CANTRIPS (0 LEVEL) Phantasmal Force Chain Lightning
Alarm Acid Splash Scorching Ray Circle of Death
Animal Friendship Blade Ward See Invisibility Disintegrate
Cure Wounds Chill Touch Shatter Eyebite
Detect Magic Dancing Lights Spider Climb Globe of Invulnerability
Detect Poison and Disease Fire Bolt Suggestion Mass Suggestion
Ensnaring Strike Friends Web Move Earth
Fog Cloud Light Sunbeam
Goodberry Mage Hand 3rd LEVEL True Seeing
Hall of Thorns Mending Blink
Hunter’s Mark Message Clairvoyance 7th LEVEL
Jump Minor Illusion Counterspell Delayed Blast Fireball
Longstrider Poison Spray Daylight Etherealness
Speak with Animals Prestidigitation Dispel Magic Finger of Death
Ray of Frost Fear Fire Storm
2nd LEVEL Shocking Grasp Fireball Plane Shift
Animal Messenger True Strike Fly Prismatic Spray
Barkskin Gaseous Form Reverse Gravity
Beast Sense 1st LEVEL Haste Teleport
Cordon of Arrows Burning Hands Hypnotic Pattern
Darkvision Charm Person Lightning Bolt 8th LEVEL
Find Traps Chromatic Orb Major Image Dominate Monster
Lesser Restoration Color Spray Protection from Energy Earthquake
Locate Animals or Plants Comprehend Languages Sleet Storm Incendiary Cloud
Locate Object Detect Magic Slow Power Word Stun
Pass without Trace Disguise Self Stinking Cloud Sunburst
Protection from Poison Expeditious Retreat Tongues
Silence False Life Water Breathing 9th LEVEL
Spike Growth Feather Fall Water Walk Gate
Fog Cloud Meteor Swarm
3rd LEVEL Jump 4th LEVEL Power Word Kill
Conjure Animals Mage Armor Banishment Time Stop
Conjure Barrage Magic Missile Blight Wish
Daylight Ray of Sickness Confusion
Lightning Arrow Shield Dimension Door WARLOCK SPELLS
Nondetection Silent Image Dominate Beast
Plant Growth Sleep Greater Invisibility CANTRIPS (0 LEVEL)
Protection from Energy Thunderwave Ice Storm Blade ward
Speak with Plants Witch Bolt Polymorph Chill Touch
Water Breathing Stoneskin Eldritch Blast
Water Walk 2nd LEVEL Wall of Fire Friends
Wind Wall Alter Self Mage Hand
Blindness/Deafness 5th LEVEL Minor Illusion
4th LEVEL Blur Animate Objects Poison Spray
Conjure Woodland Beings Cloud of Daggers Cloudkill Prestidigitation
Freedom of Movement Crown of Madness Cone of Cold True Strike
Grasping Vine Darkness Creation
Locate Creature Darkvision Dominate Person 1st LEVEL
Stoneskin Detect Thoughts Hold Monster Armor of Agathys
Enhance Ability Insect Plague Arms of Hadar
5th LEVEL Enlarge/Reduce Seeming Charm Person
Commune with Nature Gust of Wind Telekinesis Comprehend Languages
Conjure Volley Hold Person Teleportation Circle Expeditious Retreat
Swift Quiver Invisibility Wall of Stone Hellish Rebuke
Tree Stride Knock Hex
Levitate Illusory Script
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SPELLS SPELL LISTS
... 1st LEVEL CONTINUED 7th LEVEL Longstrider Fear
Protection from Etherealness Mage Armor Feign Death
Evil and Good Finger of Death Magic Missile Fireball
Unseen Servant Forcecage Protection from Fly
Witch Bolt Plane Shift Evil and Good Gaseous Form
Ray of Sickness Glyph of Warding
2nd LEVEL 8th LEVEL Shield Haste
Cloud of Daggers Demiplane Silent Image Hypnotic Pattern
Crown of Madness Dominate Monster Sleep Leomund’s Tiny Hut
Darkness Feeblemind Tasha’s Hideous Laughter Lightning Bolt
Enthrall Glibness Tenser’s Floating Disk Magic Circle
Hold Person Power Word Stun Thunderwave Major Image
Invisibility Unseen Servant Nondetection
Mirror Image 9th LEVEL Witch Bolt Phantom Steed
Misty Step Astral Projection Protection from Energy
Ray of Enfeeblement Foresight 2nd LEVEL Remove Curse
Shatter Imprisonment Alter Self Sending
Spider Climb Power Word Kill Arcane Lock Sleet Storm
Suggestion True Polymorph Blindness/Deafness Slow
Blur Stinking Cloud
3rd LEVEL WIZARD SPELLS Cloud of Daggers Tongues
Counterspell Continual Flame Vampiric Touch
Dispel Magic CANTRIPS (0 LEVEL) Crown of Madness Water Breathing
Fear Acid Splash Darkness
Fly Blade Ward Darkvision 4th LEVEL
Gaseous Form Chill Touch Detect Thoughts Arcane Eye
Hunger of Hadar Dancing Lights Enlarge/Reduce Banishment
Hypnotic Pattern Fire Bolt Flaming Sphere Blight
Magic Circle Friends Gentle Repose Confusion
Major Image Light Gust of Wind Conjure Minor Elementals
Remove Curse Mage Hand Hold Person Control Water
Tongues Mending Invisibility Dimension Door
Vampiric Touch Message Knock Evard’s Black Tentacles
Minor Illusion Levitate Fabricate
4th LEVEL Poison Spray Locate Object Fire Shield
Banishment Prestidigitation Magic Mouth Greater Invisibility
Blight Ray of Frost Magic Weapon Hallucinatory Terrain
Dimension Door Shocking Grasp Melf’s Acid Arrow Ice Storm
Hallucinatory Terrain True Strike Mirror Image Leomund’s Secret Chest
Misty Step Locate Creature
5th LEVEL 1st LEVEL Nystul’s Magic Aura Mordenkainen’s
Contact Other Plane Alarm Phantasmal Force Faithful Hound
Dream Burning Hands Ray of Enfeeblement Mordenkainen’s
Hold Monster Charm Person Rope Trick Private Sanctum
Scrying Chromatic Orb Scorching Ray Otiluke’s Resilent Sphere
Color Spray See Invisibility Phantasmal Killer
6th LEVEL Comprehend Languages Shatter Polymorph
Arcane Gate Detect Magic Spider Climb Stone Shape
Circle of Death Disguise Self Suggestion Stoneskin
Conjure Fey Expeditious Retreat Web Wall of Fire
Create Undead False Life
Eyebite Feather Fall 3rd LEVEL 5th LEVEL
Flesh to Stone Find Familiar Animate Dead Animate Objects
Mass Suggestion Fog Cloud Bestow Curse Bigby’s Hand
True Seeing Grease Blink Cloudkill
Identify Clairvoyance Cone of Cold
Illusory Script Counterspell Conjure Elemental
Jump Dispel Magic Contact Other Plane
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SPELLS SPELL LISTS
... 5th LEVEL CONTINUED Circle of Death Finger of Death Feeblemind
Creation Contingency Forcecage Incendiary Cloud
Dominate Person Create Undead Mirage Arcane Maze
Dream Disintegrate Mordenkainen’s Mind Blank
Geas Drawmij’s Instant Summons Magnificent Mansion Power Word Stun
Hold Monster Eyebite Mordenkainen’s Sword Sunburst
Legend Lore Flesh to Stone Plane Shift Telepathy
Mislead Globe of Invulnerability Prismatic Spray
Modify Memory Guards and Wards Project Image
Passwall Magic Jar Reverse Gravity 9th LEVEL
Planar Binding Mass Suggestion Sequester Astral Projection
Rary’s Telepathic Bond Move Earth Simulacrum Foresight
Scrying Otiluke’s Freezing Sphere Symbol Gate
Seeming Otto’s Irresistable Dance Teleport Imprisonment
Telekinesis Programmed Illusion Meteor Swarm
Teleportation Circle Sunbeam 8th LEVEL Power Word Kill
Wall of Force True Seeing Antimagic Field Prismatic Wall
Wall of Stone Wall of Ice Antipathy/Sympathy Shapechange
Clone Time Stop
6th LEVEL 7th LEVEL Control Weather True Polymorph
Arcane Gate Delayed Blast Fireball Demiplane Weird
Chain Lightning Etherealness Dominate Monster Wish

LEGEND - SPELL NOTES


Can be cast as a Bonus Action
Can be cast as a Reaction
Requires Concentration
May be cast as a Ritual
Special material cost to cast
Spell Name Italics - Casting time
longer than 1 action

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PC CREATION DESCRIPTION
ABILITY SCORE POINT COST HEIGHT & WEIGHT
Score Cost Score Cost Base Height Base Weight
8 0 12 4 Race Height Mod* Weight Mod*
9 1 13 5 Human 4’8” +2d10” 110 lb +Roll x (2d4) lb
10 2 14 6 Dwarf
11 3 15 7 Hill 3’8” +2d4” 115 lb +Roll x (2d6) lb
Total Points to Spend = 27 Mountain 4’ +2d4” 130 lb +Roll x (2d6) lb
Elf
ABILITY SCORE MODIFIERS High 4’6” +2d10” 90 lb +Roll x (1d4) lb
Score Modifier Score Modifier Wood 4’6” +2d10“ 100 lb +Roll x (1d4) lb
1 -5 16-17 +3 Drow 4’5” +2d6” 75 lb +Roll x (1d6) lb
2-3 -4 18-19 +4 Halfling 2’7” +2d4” 35 lb +Roll lb
4-5 -3 20-21 +5 Dragonborn 5’6” +2d8” 175 lb +Roll x (2d6) lb
6-7 -2 22-23 +6 Gnome 2’11” +2d4” 35 lb +Roll lb
8-9 -1 24-25 +7 Half-elf 4’9” +2d8” 110 lb +Roll x (2d4) lb
10-11 +0 26-27 +8 Half-orc 4’10” +2d10” 140 lb +Roll x (2d6) lb
12-13 +1 28-29 +9 Tiefling 4’9” +2d8” 110 lb +Roll x (2d4) lb
14-15 +2 30 +10 * Roll once for Height Mod then use that same roll and multiple for Weight Mod
Pathfinder - modified
STARTING AGES
Bard, Cleric,
Barbarian, Fighter, Druid,
Rogue, Paladin, Monk,
Race Base Sorcerer Ranger Wizard Adulthood Maximum
Human 15 years +1d4 +1d6 +2d6 18 years 70 + 2d20 years
Dwarf 40 years +3d6 +5d6 +7d6 50 years 250 + 2d% years
Elf 110 years +4d6 +6d6 +10d6 100 years 550 + 4d% years
Gnome 40 years +4d6 +6d6 +9d6 40 years 300 + 2d% years
Half-elf 20 years +1d6 +2d6 +3d6 20 years 140 + 3d20 years
Half-orc 14 years +1d4 +1d6 +2d6 14 years 60 + 2d10 years
Halfing 20 years +2d4 +3d6 +4d6 20 years 100 + 5d20 years
Dragonborn 12 years +1d4 +1d6 +2d6 15 years 70 + 2d10 years
Tiefling 15 years +1d4 +1d6 +2d6 18 years 80 + 2d20 years

Pathfinder - modified
AGING EFFECTS LANGUAGES
Race Middle 1 Old 2 Venerable 3 STANDARD LANGUAGES
Human 35 yrs 53 yrs 70 yrs Language Typical Speakers Script
Dwarf 125 yrs 188 yrs 250 yrs Common Humans Common
Elf 175 yrs 363 yrs 550 yrs Dwarvish Dwarves Dwarvish
Gnome 100 yrs 200 yrs 300 yrs Elvish Elves Elvish
Half-elf 62 yrs 101 yrs 140 yrs Giant Ogres, giants Dwarvish
Half-orc 30 yrs 45 yrs 60 yrs Gnomish Gnomes Dwarvish
Halfing 50 yrs 75 yrs 100 yrs Goblin Goblinoids Dwarvish
Dragonborn 30 yrs 50 yrs 70 yrs Halfling Halflings Common
Tiefling 35 yrs 58 yrs 80 yrs Orc Orcs Dwarvish
* These effects are cumulative
1 At Middle Age -1 Str, Dex, Con +1 int, Wis, Cha
EXOTIC LANGUAGES
2 At Old Age -2 Str, Dex, Con +1 int, Wis, Cha
3 At Venerable Age -3 Str, Dex, Con +1 int, Wis, Cha Language Typical Speakers Script
Abyssal Demons Infernal
Celestial Celestials Celestial
STARTING WEALTH Draconic Dragons, dragonborn Draconic
Class Funds Class Funds Deep Speech Mind flyers, beholders -
Barbarian 2d4 x 10gp Paladin 5d4 x 10gp Infernal Devils Infernal
Bard 5d4 x 10gp Ranger 5d4 x 10gp Primordial Elementals Dwarvish
Cleric 5d4 x 10gp Rogue 4d4 x 10gp Sylvan Fey creatures Elvish
Druid 2d4 x 10gp Sorcerer 3d4 x 10gp Undercommon Underdark traders, eg Elvish
Fighter 5d4 x 10gp Warlock 4d4 x 10gp Drow, Deep Gnomes,
Monk 5d4 gp Wizard 4d4 x 10gp Grey Dwarves
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PC CREATION RACES
DWARF ELF
Trait Effect Trait Effect
Ability Score Constitution +2 Ability Score Dexterity +2
Speed 25’ (Not reduced in Heavy armor) Speed 30’
Size Medium Size Medium
Darkvision 60’ Darkvision 60’
Dwarven Resilence Advantage Saving Throws - Poison Keen Senses Proficiency: Perception skill
Resistance - Poison Damage Fey Ancestry Advantage Saving Throws -
Dwarven Combat Trained Proficiency: battleaxe, handaxe, Charmed & not effected by Magic
light hammer, warhammer Sleep
Tool Proficiency Choose (1): smith‘s tools, brewer’s Trance Don’t need to sleep. Meditate
supplies, mason’s tools deeply (semiconscious) 4 hours
Stonecunning Considered Proficient with any Languages Speak, read & write: Common &
Intelligence (History) checks Elvish
relating to origin of stonework & Subrace Choose one subrace
double your proficiency bonus
Languages Speak, read & write: Common & SUBRACES
Dwarvish
Subrace Choose one subrace
HIGH ELF
Trait Effect
SUBRACES Ability Score Intelligence +1
Elf Weapon Train Proficiency: longsword,
HILL DWARF shortsword, shortbow & longbow
Trait Effect Cantrip Know (1) cantrip from Wizard Spell
Ability Score Wisdom +1 list. Intelligence is ability used.
Dwarven Toughness HP Maximum +1 per Level Extra Language Speak, read & write (1) extra
language of your choice

MOUNTAIN DWARF WOOD ELF


Trait Effect Trait Effect
Ability Score Strength +2 Ability Score Wisdom +1
Dwarven Armor Train Proficiency: light & medium armor Elf Weapon Train Proficiency: longsword,
shortsword, shortbow & longbow
Fleet Of Foot Base Speed 35’
Mask Of The Wild Can attempt to hide when only
lightly obscured by natural effects
GRAY DWARF - DUERGAR (DM Optional) Custom eg heavy rain, foliage, snow, mist
Trait Effect
Ability Score Wisdom +1
Superior Darkvision 120’
Sunlight Sensitivity Disadvantage on attack rolls & DROW (DM Optional)
Wisdom (Perception) rolls for Trait Effect
vision when you or the target is in Ability Score Charisma +1
direct sunlight Superior Darkvision 120’
Duergar Magic 1st Level - Thaumaturgy cantrip Sunlight Sensitivity Disadvantage on attack rolls &
3rd Level - Invisibility / day Wisdom (Perception) rolls for
5th Level - Enlarge (self only) / day vision when you or the target is in
Wisdom is ability used for spells direct sunlight
Duergar Resislence Advantage Saving Throws against Drow Magic 1st Level - Dancing Lights cantrip
Illussions, Charms & Paralyzed 3rd Level - Faerie Fire / day
through Magic 5th Level - Darkness / day
Languages Replace the Dwarvish language Charisma is ability used for spells
with Undercommon instead Drow Weapon Train Proficiency: rapiers, shortswords &
hand crossbows
Languages Replace the Elvish language
with Undercommon instead

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PC CREATION RACES
HALFLING HUMAN
Trait Effect Trait Effect
Ability Score Dexterity +2 Ability Score ALL Ability Scores +1
Speed 25’ Speed 30’
Size Small Size Medium
Lucky Reroll “1” on any attack, ability Languages Speak, read & write: Common &
check or saving throw - must (1) language of your choice
accept new result
Brave Advantage Saving Throws -
against being frightened
Halfling Nimbleness Move through occuppied space VARIANT TRAITS (DM Optional)
of any creature a size larger Instead of the above traits for Human - use the following instead.
Languages Speak, read & write: Common & Trait Effect
Halfling Ability Score Choose (2) Ability Scores: +2
Subrace Choose one subrace Speed 30’
Size Medium
SUBRACES Skills Gain Proficiency in (1) Skill of
your choice
LIGHTFOOT Feat Gain (1) Feat of your choice
Trait Effect Languages Speak, read & write: Common &
Ability Score Charisma +1 (1) language of your choice
Naturally Stealthy Can attempt to hide even when
only obscured by a creature a
size larger

STOUT
Trait Effect
Ability Score Constitution +1
Stout Resilience Advantage Saving Throws - Poison
Resistance - Poison Damage

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PC CREATION RACES
DRAGONBORN GNOME
Trait Effect Trait Effect
Ability Score Strength +2 and Charisma +1 Ability Score Intelligence +2
Speed 30’ Speed 25’
Size Medium Size Small
Dragon Ancestry Choose (1) Ancestry as per table Darkvision 60’
Breath Weapon Gain breath attack, as per Ancestry Gnome Cunning Advantage all Saving Throws -
table. Standard Action. Targets Int, Wis & Cha against Magic
get Saving Throw (as per table) Languages Speak, read & write: Common &
DC = 8 + Con Mod + Prof Bonus to Gnomish
take only half damage: Subrace Choose one subrace
1st Level - 2d6 damage
6th Level - 3d6 damage SUBRACES
11th Level - 4d6 damage
16th Level - 5d6 damage FOREST GNOME
Damage Resistance Gain damage resistance as per Trait Effect
Ancestry table Ability Score Dexterity +1
Languages Speak, read & write: Common & Natural Illusionist Gain Minor Illusion cantrip,
Draconic Intelligence is ability used for spell
Speak WIth Small Beasts Sound/gestures to communicate
simple ideas to creatures of size
Small or smaller
DRACONIC ANCESTRY
Dragon Damage Type Breath Weapon
Black Acid 5’ by 30’ line (Dex Save)
Blue Lightning 5’ by 30’ line (Dex Save)
Brass Fire 5’ by 30’ line (Dex Save) ROCK GNOME
Bronze Lightning 5’ by 30’ line (Dex Save) Trait Effect
Copper Acid 5’ by 30’ line (Dex Save) Ability Score Constitution +1
Gold Fire 15’ cone (Dex Save) Artificer’s Lore Intelligence (History) checks
Green Poison 15’ cone (Con Save) relating to magic items, alchemical
Red Fire 15’ cone (Dex Save) objects or technical / complex
Silver Cold 15’ cone (Con Save) objects, double your proficiency
White Cold 15’ cone (Con Save) bonus (if any)
Tinker Gain Proficiency Artist’s Tool -
Tinker tools and ability to make
specific devices as Devices table

DEEP GNOME - SVIRFNEBLIN (DM Optional) Custom


Trait Effect
Ability Score Wisdom +1
Superior Darkvision 120’
Sunlight Sensitivity Disadvantage on attack rolls &
DEVICES (Gnome Tinker - Rock Gnome) Wisdom (Perception) rolls for
Use Tinker tools to spend 1 hour and 10 gp worth of materials to construct a
Tiny clockwork device (AC 5, 1 HP). Ceases to function after 24 hours unless
vision when you or the target is in
you spend 1 hour repairing to extend another 24 hours or 1 hour to dismantle direct sunlight
it to recover the materials. Can have upto 3 devices active at a time. Stone Camouflage Advantage Dexterity (Stealth)
Devices That Can Be Built checks to hide in rocky terrian
Clockwork Toy: animal, monster or person. Moves 5’ a turn Svirfneblin Magic 1st Level - Disguise Self / day
in random direction. Makes appropriate noises for likeness. 3rd Level - Blur / day
Fire Starter: device produces a miniature flame, which can 5th Lvl - Blindness/Deafness / day
light a candle, torch or campfire. (1 action to use) Wisdom is ability used for spells
Music Box: when opened the box plays a song at a moderate Languages Replace the Gnomish language
level. Stops when reaches end of song or box closed. with Undercommon instead

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PC CREATION RACES
HALF-ELF TIEFLING
Trait Effect Trait Effect
Ability Score Charisma +2 and Ability Score Charisma +2 and Intelligence +1
Choose (2) Ability Scores: +1 Speed 30’
Speed 30’ Size Medium
Size Medium Darkvision 60’
Darkvision 60’ Hellish Resistance Resistance to Fire damage
Fey Ancestry Advantage Saving Throws - Infernal Legacy 1st Level - Thaumaturgy cantrip
Charmed & not effected by Magic 3rd Level - Hellish Rebuke / day
Sleep 5th Lvl - Darkness / day
Skill Versatility Gain Proficiency in (2) Skills of Charisma is ability used for spells
your choice Languages Speak, read & write: Common &
Languages Speak, read & write: Common & Infernal
Elvish

HALF-ORC
Trait Effect
Ability Score Strength +2 and Constitution +1
Speed 30’
Size Medium
Darkvision 60’
Manacing Gain Proficiency in Intimidation
skill
Relentless Endurance When dropped to 0 HP but not
killed outright you can drop to 1
HP instead. Can’t use this feature
again until finish a long rest
Savage Attacks When scoring a Critical Hit in
melee roll 1 additonal dice
Languages Speak, read & write: Common &
Orc

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PC CREATION BACKGROUNDS
Background Specific Proficiencies Other Equipment Features
Acoltye N/A Insight (2) languages Holy Symbol, 5 sticks incense, Shelter of the Faithful
Religion Prayer book or prayer wheel (free healing and care
vestiments, common clothes, at temple specific to
belt pouch with 15gp your god)

Charlatan Scam Deception Disguise Kit Fine clothes, disguise kit, False Identity (false
(p128) Sleight of Hand Forgery Kit pick (1) tool of scam (weighted papers/items to prove
dice, marked cards, 10 bottles of second identity. Can
coloured liquid, signet ring fake forge offical papers)
heraldry emblem), belt pouch
with 15gp

Criminal Speciality Deception Thieve’s Tools Crowbar, dark common clothes Criminal Contact
(p129) Stealth (1) gaming set (including hood), belt pouch with (have a reliable
15gp contact in underworld)
Criminal Varient: Spy
(You were an officially sanctioned spy for a group/noble/etc)

Entertainer Routines Acrobatics Disguise Kit (1) musical instrument, favor of By Popular Demand
(p130) Performance (1) musical admirer (love letter, lock of hair (Always find a place to
instrument or trinket), custome, belt pouch perform, with free
with 15gp lodging & food. Liked)
Entertainer Variant: Gladiator
(Find combat places to perform instead as acrobat or actor. Replace instrument with unusual weapon, eg net, trident)

Folk Hero Defining Animal Handling (1) artisan’s tool (1) Artisan’s tool, shovel, iron pot, Rustic Hospitality
Event (p131) Survival Vehicles (land) common clothes, belt pouch (Always find a place
with 15gp to rest/hide with the
common folk unless
you have threatened
them)

Guild Business Insight (1) artisan’s tool (1) Artisan’s tool, guild letter, Guild Membership
Artisan (p132) Persuasion (1) language traveler’s clothes, belt pouch (lodging & food,
with 15gp funeral costs, legal
support. 5gp monthly
fee)
Guild Artisan Variant: Guild Merchant
(Instead of artisan your guild is traders and sellers. Replace Proficieny Artisan tools with Navigation tools or Language.
Replace Equipment Artisan tools with mule & cart)

Hermit Seclusion Medicine Herbalism Kit Scroll case with notes about Discovery
(p134) Religion (1) language Seclusion, winter blanket, (Unique and powerful
common clothes, herbalism kit, discovery; ask DM)
5gp

Noble N/A History (1) gaming set Fine clothes, a signet ring, Position of Privilege
Persuasion (1) language scroll of pedigree, purse with (Welcome in High
25gp Society & commoners
try to please you)
or Retainers
(3 commoner retainers
to service you)
Noble Variant: Knight
(You have Knighthood. Must select Retainers Feature and one retainer is a Squire of noble birth, one is groom and one is a
servant. Additional Equipment: Banner or token from a noble love or inspiration)

Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com


PC CREATION BACKGROUNDS
Background Specific Proficiencies Other Equipment Features
Outlander Origin Athletics (1) musical Staff, hunting trap, animal Wanderer
(p136) Survival instrument trophy, traveler’s clothes, (Always recall general
(1) language belt pouch with 10gp layout of terrain,
settlements, etc. Easily
find food & water)

Sage Speciality Arcana (2) languages black ink, quill, small knife, Researcher
(p137) History research/quest papers (letter (If you fail a knowledge
from a dead source), common test you know where
clothes, belt pouch with 15gp to find the information)

Sailor N/A Athletics Navigator’s Tools Belaying pin (club), 50’ silk rope, Ship’s Passage
Perception Vehicles (water) lucky charm, common clothes, (Free passage for you
belt pouch with 10gp & companions on ships
for sail work)
or Bad Reputation
(Commoners are afraid
of you. Get away with
minor offences)
Sailor Variant: Pirate
(You are a dread pirate, you indulged in larceny on the seas. Select Bad Reputation Feature rather than Ship’s Passage)

Soldier Speciality Athletics (1) gaming set Insignia of rank, trophy from Military Rank
(p140) Intimidation Vehicles (land) fallen enemy (dagger, broken (Soldiers will recognize
blade, piece of banner), set of your authority/influence
bone dice or deck of cards, appropriate to your
common clothes, belt pouch rank. Gain use this to
with 10gp gain help/supplies/
lodging at military
encampments)

Urchin N/A Sleight of Hand Disguise Kit Small knife, city map (place of City Secrets
Stealth Thieve’s Tools birth), pet mouse, token of (Know secret patterns,
parents, common clothes, passages, sewers,
belt pouch with 10gp alleys, etc. City travel
and find services
twice as fast)

Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com


PC CREATION LEVEL PROGRESSION & MULTICLASS
PC ADVANCEMENT MULTICLASSING PREREQUISITES
XP Level Proficiency Bonus * Class Ability Score Minimum *
0 1 +2 Barbarian Strength 13
300 2 +2 Bard Charisma 13
900 3 +2 Cleric Wisdom 13
2,700 4 +2 Druid Wisdom 13
6,500 5 +3 Fighter Strength 13 or Dexterity 13
14,000 6 +3 Monk Dexterity 13 and Wisdom 13
23,000 7 +3 Paladin Strength 13 and Charisma 13
34,000 8 +3 Ranger Dexterity 13 and Wisdom 13
48,000 9 +4 Rogue Dexterity 13
64,000 10 +4 Sorcerer Charisma 13
85,000 11 +4 Warlock Charisma 13
100,000 12 +4 Wizard Intelligence 13
120,000 13 +5 * Must meet ability score prerequisites for current class(es) and new class.
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6 MULTICLASS SPELL SLOTS
305,000 19 +6
SPELL SLOTS PER COMBINED SPELL LEVEL *
355,000 20 +6
Lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
* Proficiency bonus is based on total character level for Mulitclass characters
1st 2 - - - - - - - -
MULTICLASS PROFICIENCIES 2nd 3 - - - - - - - -
Class Proficiencies Gained (From New Class) 3rd 4 2 - - - - - - -
Barbarian Shields, simple & martial weapons 4th 4 3 - - - - - - -
Bard Light armor, (1) skill* & (1) musical instrument* 5th 4 3 2 - - - - - -
Cleric Light & medium armor, shields 6th 4 3 3 - - - - - -
Druid Light & medium armor, shields ** 7th 4 3 3 1 - - - - -
Fighter Light & medium armor, shields, simple & martial 8th 4 3 3 2 - - - - -
weapons 9th 4 3 3 3 1 - - - -
Monk Simple weapons, shortsword 10th 4 3 3 3 2 - - - -
Paladin Light & medium armor, shields, simple & martial 11th 4 3 3 3 2 1 - - -
weapons 12th 4 3 3 3 2 1 - - -
Ranger Light & medium armor, shields, simple & martial 13th 4 3 3 3 2 1 1 - -
weapons, (1) skill*** 14th 4 3 3 3 2 1 1 - -
Rogue Light armor, (1) skill***, thieve’s tools 15th 4 3 3 3 2 1 1 1 -
Sorcerer - 16th 4 3 3 3 2 1 1 1 -
Warlock Light armor, simple weapons 17th 4 3 3 3 2 1 1 1 1
Wizard - 18th 4 3 3 3 2 1 1 1 1
* Your choice 19th 4 3 3 3 3 2 1 1 1
** Multiclass Druids can not wear armor or shield made of metal 20th 4 3 3 3 3 2 2 1 1
*** From this Class’s skill list
* Known & Prepared: Treat the indiviudal classes seperately
Spell Slots. Total equals the combined total of:
STARTING EQUIPMENT - HIGHER LEVELS Add all Levels of bard, cleric, druid, sorcerer & wizard and
Level Low Magic Standard High Magic Add half of your Levels of paladin & ranger and
1 - 4 N* N* N* Add third of your Levels of Eldritch Knight & Arcane Trickster
Pact Magic: can use Spell Slots to cast Warlock spells and vise versa
5 -10 500+ 1d10x25 500+ 1d10x25 500+ 1d10x25
N* N* N*, 1xU* 1
11-16 5000+ 1d10x250 5000+ 1d10x250 5000+ 1d10x250
N*, 1xU* N*, 2xU* N*, 3xU*, 1xR*
1 1 2 MULTICLASS CLASS FEATURES
17-20 20000+ 1d10x250 20000+ 1d10x250 20000+ 1d10x250 Feature Effect
N*, 2xU* N*, 2xU*, 1xR* N*,3xU*,2xR*,1xV* Channel Divinity Doesn’t stack, use highest
1 1 2 2 3 Extra Attack Doesn’t stack, use highest
Note: Numercal totals are gold pieces Unarmored Defence Only one applies
N* Normal Starting Equipment R* Rare Magic Item
U* Uncommon Magic Item V* Very Rare Magic Item Spells See Multiclass Spell Slots table above
Note: For magic/masterwork weapons/armor must also pay base cost of the item
Refer Magic Item by Rarity (Custom) List: 1 Restricted Items 1 Masterwork Items
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
PC CREATION CLASSES
BARBARIAN
Level Features Rages Rage Damage
1st Rage, Unarmored Defence 2 +2
2nd Reckless Attack, Danger Sense 2 +2
3rd Primal Path 3 +2
4th Ability Score + 3 +2
5th Extra Attack, Fast Movement 3 +2
6th Path feature 4 +2
7th Feral Instinct 4 +2
8th Ability Score + 4 +2
9th Brutal Critical (1 die) 4 +3
10th Path feature 4 +3
11th Relentless Rage 4 +3
12th Ability Score + 5 +3
13th Brutal Critical (2 die) 5 +3
14th Path feature 5 +3
15th Persistent Rage 5 +3
16th Ability Score + 5 +4
17th Brutal Critical (3 die) 6 +4
18th Indomitable Might 6 +4
19th Ability Score + 6 +4
20th Primal Champion Unlimited +4
Hit Dice 1d12 Armor Light, medium & shields
Equipment - greataxe or any martial melee weapon Weapons Simple & martial
- (2) handaxes or any simple weapon Tools None
- explorer’s pack & four javelins Saving Throws Strength & Constitution
Skills Choose (2): Animal Handling, Athletics,
Intimidation, Nature, Perception & Survival

BARD Cantrips Spells Spells Slots


Level Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st Spellcasting, Bardic Inspiration (d6) 2 4 2 - - - - - - - -
2nd Jack of All Trades, Song of Rest (d6) 2 5 3 - - - - - - - -
3rd Bard College, Expertise 2 6 4 2 - - - - - - -
4th Ability Score + 3 7 4 3 - - - - - - -
5th Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2 - - - - - -
6th Countercharm, Bard College feature 3 9 4 3 3 - - - - - -
7th - 3 10 4 3 3 1 - - - - -
8th Ability Score + 3 11 4 3 3 2 - - - - -
9th Song of Rest (d8) 3 12 4 3 3 3 1 - - - -
10th Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2 - - - -
11th - 4 15 4 3 3 3 2 1 - - -
12th Ability Score + 4 15 4 3 3 3 2 1 - - -
13th Song of Rest (d10) 4 16 4 3 3 3 2 1 1 - -
14th Magical Secrets, Bard College feature 4 18 4 3 3 3 2 1 1 - -
15th Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 -
16th Ability Score + 4 19 4 3 3 3 2 1 1 1 -
17th Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th Magical Secrets 4 22 4 3 3 3 2 1 1 1 1
19th Ability Score + 4 22 4 3 3 3 3 2 1 1 1
20th Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1
Hit Dice 1d8 Armor Light
Equipment - rapier or longsword or any simple weapon Weapons Simple, hand crossbows, longswords, rapiers
- diplomat’s or entertainer’s pack shortswords
- lute or any musical instrument Tools (3) musical instruments of your choice
- leather armor & dagger Saving Throws Dexterity & Charisma
Skills Choose any (3)

Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com


PC CREATION CLASSES
CLERIC Cantrips Spells Slots
Level Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd Channel Divinity (1/rest), Divine Domain feature 3 3 - - - - - - - -
3rd - 3 4 2 - - - - - - -
4th Ability Score + 4 4 3 - - - - - - -
5th Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th Channel Divinity (2/rest), Divine Domain feature 4 4 3 3 - - - - - -
7th - 4 4 3 3 1 - - - - -
8th Ability Score +, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2 - - - - -
9th - 4 4 3 3 3 1 - - - -
10th Divine Intervention 5 4 3 3 3 2 - - - -
11th Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th Ability Score + 5 4 3 3 3 2 1 - - -
13th - 5 4 3 3 3 2 1 1 - -
14th Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th - 5 4 3 3 3 2 1 1 1 -
16th Ability Score + 5 4 3 3 3 2 1 1 1 -
17th Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th Channel Divinity (3/rest) 5 4 3 3 3 2 1 1 1 1
19th Ability Score + 5 4 3 3 3 3 2 1 1 1
20th Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1
Hit Dice 1d8 Armor Light & medium armor & shields
Equipment - mace or warhammer* Weapons Simple
- scale mail, leather armor or chain mail* Tools None
- light crossbow+20 bolts or any simple weapon Saving Throws Wisdom & Charisma
- priest’s or explorer’s pack Skills Choose (2): History, Insight, Medicine,
- shield & holy symbol Persuasion & Religion
* Only If Proficient
DRUID Cantrips Spells Slots
Level Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st Spellcasting, Druidic 2 2 - - - - - - - -
2nd Wild Shape, Druid Circle 2 3 - - - - - - - -
3rd - 2 4 2 - - - - - - -
4th Ability Score +, Wild Shape Improvement 3 4 3 - - - - - - -
5th - 3 4 3 2 - - - - - -
6th Druid Circle feature 3 4 3 3 - - - - - -
7th - 3 4 3 3 1 - - - - -
8th Ability Score +, Wild Shape Improvement 3 4 3 3 2 - - - - -
9th - 3 4 3 3 3 1 - - - -
10th Druid Circle Feature 4 4 3 3 3 2 - - - -
11th - 4 4 3 3 3 2 1 - - -
12th Ability Score + 4 4 3 3 3 2 1 - - -
13th - 4 4 3 3 3 2 1 1 - -
14th Druid Circle Feature 4 4 3 3 3 2 1 1 - -
15th - 4 4 3 3 3 2 1 1 1 -
16th Ability Score + 4 4 3 3 3 2 1 1 1 -
17th - 4 4 3 3 3 2 1 1 1 1
18th Timeless Body, Beast Spells 4 4 3 3 3 2 1 1 1 1
19th Ability Score + 4 4 3 3 3 3 2 1 1 1
20th Archdruid 4 4 3 3 3 3 2 2 1 1
Hit Dice 1d8 Armor Light & medium armor & shields (no metal)
Equipment - wooden shield or any simple weapon Weapons Club, dagger, dart, javelin, mace,
- scimitar or any simple melee weapon quarterstaff, scimitar, sickle, sling, spear
- leather armor, explorer’s pack and Tools Herbalism kit
druidic focus Saving Throws Intelligence & Wisdom
Skills Choose (2): Arcana, Animal Handling,
Insight, Medicine, Nature, Perception, Religion & Survival
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
PC CREATION CLASSES
FIGHTER
Level Features
1st Fighting Style, Second Wind
2nd Action Surge (one use)
3rd Martial Archetype
4th Ability Score +
5th Extra Attack
6th Ability Score +
7th Martial Achetype feature
8th Ability Score +
9th Indomitable (one use)
10th Martial Achetype feature
11th Extra Attack (2)
12th Ability Score +
13th Indomitable (two uses)
14th Ability Score +
15th Martial Achetype feature
16th Ability Score +
17th Action Surge (two uses), Indomitable (three uses)
18th Martial Achetype feature
19th Ability Score +
20th Extra Attack (3)
Hit Dice 1d10 Armor All armor & shields
Equipment - chainmail or leather armor, longbow+20 arrows Weapons Simple & martial
- martial weapon+shield or 2 martial weapons Tools None
- light crossbow+20 bolts or 2 handaxes Saving Throws Strength & Constitution
- dungeoneer’s or explorer’s pack Skills Choose (2): Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception
& Survival
MONK Martial Ki Unarmored
Level Features Arts Points Movement
1st Unarmored Defense, Martial Arts 1d4 - -
2nd Ki, Unarmored Movement 1d4 2 +10’
3rd Monastic Tradition, Deflect Missiles 1d4 3 +10’
4th Ability Score +, Slow Fall 1d4 4 +10’
5th Extra Attack, Stunning Strike 1d6 5 +10’
6th Ki-Empowered Strikes, Monastic Tradition feature 1d6 6 +15’
7th Evasion, Stillness of Mind 1d6 7 +15’
8th Ability Score + 1d6 8 +15’
9th Unarmored Movement Improvement 1d6 9 +15’
10th Purity of Body 1d6 10 +20’
11th Monastic Tradition feature 1d8 11 +20’
12th Ability Score + 1d8 12 +20’
13th Tongue of the Sun and Moon 1d8 13 +20’
14th Diamond Soul 1d8 14 +25’
15th Timeless Body 1d8 15 +25’
16th Ability Score + 1d8 16 +25’
17th Monastic Tradition feature 1d10 17 +25’
18th Empty Body 1d10 18 +30’
19th Ability Score + 1d10 19 +30’
20th Perfect Self 1d10 20 +30’
Hit Dice 1d8 Armor None
Equipment - shortsword or any simple weapon Weapons Simple & shortsword
- dungeoneer’s or explorer’s pack Tools Choose (1) artisan’s tools or musical
- 10 darts instrument
Saving Throws Strength & Dexterity
Skills Choose (2): Acrobatics, Athletics, History,
Insight, Religion & Stealth
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
PC CREATION CLASSES
PALADIN Spells Slots
Level Features 1st 2nd 3rd 4th 5th
1st Divine Sense, Lay on Hands - - - - -
2nd Fighting Style, Spellcasting, Divine Smite 2 - - - -
3rd Divine Health, Sacred Oath 3 - - - -
4th Ability Score + 3 - - - -
5th Extra Attack 4 2 - - -
6th Aura of Protection 4 2 - - -
7th Sacred Oath feature 4 3 - - -
8th Ability Score + 4 3 - - -
9th - 4 3 2 - -
10th Aura of Courage 4 3 2 - -
11th Improved Divine Smite 4 3 3 - -
12th Ability Score + 4 3 3 - -
13th - 4 3 3 1 -
14th Cleansing Touch 4 3 3 1 -
15th Sacred Oath feature 4 3 3 2 -
16th Ability Score + 4 3 3 2 -
17th - 4 3 3 3 1
18th Aura improvements 4 3 3 3 1
19th Ability Score + 4 3 3 3 2
20th Sacred Oath feature 4 3 3 3 2
Hit Dice 1d10 Armor All armor & shields
Equipment - martial weapon+shield or 2 martial weapons Weapons Simple & martial
- 5 javelins or any simple melee weapon Tools None
- priest’s or explorer’s pack Saving Throws Wisdom & Charisma
- chainmail and holy symbol Skills Choose (2): Athletics, Insight, Intimidation,
Medicine, Persuasion & Religion

RANGER Spells Spells Slots


Level Features Known 1st 2nd 3rd 4th 5th
1st Favored Enemy, Natural Explorer - - - - - -
2nd Fighting Style, Spellcasting 2 2 - - - -
3rd Ranger Archetype, Primeval Awareness 3 3 - - - -
4th Ability Score + 3 3 - - - -
5th Extra Attack 4 4 2 - - -
6th Favored Enemy and Natural Explorer improvements 4 4 2 - - -
7th Ranger Archetype feature 5 4 3 - - -
8th Ability Score +, Land’s Stride 5 4 3 - - -
9th - 6 4 3 2 - -
10th Natural Explorer improvement, Hide in Plain Sight 6 4 3 2 - -
11th Ranger Archetype feature 7 4 3 3 - -
12th Ability Score + 7 4 3 3 - -
13th - 8 4 3 3 1 -
14th Favored Enemy improvement, Vanish 8 4 3 3 1 -
15th Ranger Archetype feature 9 4 3 3 2 -
16th Ability Score + 9 4 3 3 2 -
17th - 10 4 3 3 3 1
18th Feral Senses 10 4 3 3 3 1
19th Ability Score + 11 4 3 3 3 2
20th Foe Slayer 11 4 3 3 3 2
Hit Dice 1d10 Armor Light, medium & shields
Equipment - scale mail or leather armor Weapons Simple & martial
- 2 shortswords or 2 simple melee weapons Tools None
- dungeoneer’s or explorer’s pack Saving Throws Strength & Dexterity
- longbow + 20 arrows Skills Choose (3): Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth
& Survival
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
PC CREATION CLASSES
ROGUE
Level Features Sneak Attack
1st Expertise, Sneak Attack, Thieves’ Cant 1d6
2nd Cunning Action 1d6
3rd Roguish Archetype 2d6
4th Ability Score + 2d6
5th Uncanny Dodge 3d6
6th Expertise 3d6
7th Evasion 4d6
8th Ability Score + 4d6
9th Roguish Archetype feature 5d6
10th Ability Score+ 5d6
11th Reliable Talent 6d6
12th Ability Score + 6d6
13th Roguish Archetype feature 7d6
14th Blindsense 7d6
15th Slippery Mind 8d6
16th Ability Score + 8d6
17th Roguish Archetype feature 9d6
18th Elusive 9d6
19th Ability Score + 10d6
20th Stroke of Luck 10d6
Hit Dice 1d8 Armor Light
Equipment - rapier or shortsword Weapons Simple, hand crossbows, longswords,
- shortbow + 20 arrows or shortsword rapiers, shortswords
- burglar’s, dungeoneer’s or explorer’s pack Tools Thieves’ tools
- leather armor, 2 daggers & thieves’ tools Saving Throws Dexterity & Intelligence
Skills Choose (4): Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand & Stealth
SORCERER Sorcery Cantrips Spells Spells Slots
Level Features Points Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st Spellcasting, Sorcerous Origin - 4 2 2 - - - - - - - -
2nd Font of Magic 2 4 3 3 - - - - - - - -
3rd Metamagic 3 4 4 4 2 - - - - - - -
4th Ability Score + 4 5 5 4 3 - - - - - - -
5th - 5 5 6 4 3 2 - - - - - -
6th Sorcerous Origin feature 6 5 7 4 3 3 - - - - - -
7th - 7 5 8 4 3 3 1 - - - - -
8th Ability Score + 8 5 9 4 3 3 2 - - - - -
9th - 9 5 10 4 3 3 3 1 - - - -
10th Metamagic 10 6 11 4 3 3 3 2 - - - -
11th - 11 6 12 4 3 3 3 2 1 - - -
12th Ability Score + 12 6 12 4 3 3 3 2 1 - - -
13th - 13 6 13 4 3 3 3 2 1 1 - -
14th Sorcerous Origin feature 14 6 13 4 3 3 3 2 1 1 - -
15th - 15 6 14 4 3 3 3 2 1 1 1 -
16th Ability Score + 16 6 14 4 3 3 3 2 1 1 1 -
17th Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th Sorcerous Origin feature 18 6 15 4 3 3 3 2 1 1 1 1
19th Ability Score + 19 6 15 4 3 3 3 3 2 1 1 1
20th Sorcerous Restoration 20 6 15 4 3 3 3 3 2 2 1 1
Hit Dice 1d6 Armor None
Equipment - light crossbow+20 bolts or any simple weapon Weapons Dagger, dart, sling, quarterstaff, light crossbow
- component pouch or arcane focus Tools None
- dungeoneer’s or explorere’s pack Saving Throws Constitution & Charisma
- 2 daggers Skills Choose (2): Arcana, Deception, Insight,
Intimidation, Persuasion & Religion
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
PC CREATION CLASSES
WARLOCK Cantrips Spells Spell Slot Invocations
Level Features Known Known Slots Level Known
1st Otherworldly Patron, Pact Magic 2 2 1 1st -
2nd Eldritch Invocations 2 3 2 1st 2
3rd Pact Boon 2 4 2 2nd 2
4th Ability Score + 3 5 2 2nd 2
5th - 3 6 2 3rd 3
6th Otherworldly Patron feature 3 7 2 3rd 3
7th - 3 8 2 4th 4
8th Ability Score + 3 9 2 4th 4
9th - 3 10 2 5th 5
10th Otherworldly Patron feature 4 10 2 5th 5
11th Mystic Arcanum (6th level) 4 11 3 5th 5
12th Ability Score + 4 11 3 5th 6
13th Mystic Arcanum (7th level) 4 12 3 5th 6
14th Otherworldly Patron feature 4 12 3 5th 6
15th Mystic Arcanum (8th level) 4 13 3 5th 7
16th Ability Score + 4 13 3 5th 7
17th Mystic Arcanum (9th level) 4 14 4 5th 7
18th - 4 14 4 5th 8
19th Ability Score + 4 15 4 5th 8
20th Eldritch Master 4 15 4 5th 8
Hit Dice 1d8 Armor Light
Equipment - light crossbow+20 bolts or any simple weapon Weapons Simple
- component pouch or arcane focus Tools None
- scholar’s or dungeoneer’s pack Saving Throws Wisdom & Charisma
- leather armor, any simple weapon & 2 daggers Skills Choose (2): Arcana, Deception, History,
Intimidation, Investigation, Nature & Religion

WIZARD Cantrips Spells Slots


Level Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st Spellcasting, Arcane Recovery 3 2 - - - - - - - -
2nd Arcane Tradition 3 3 - - - - - - - -
3rd - 3 4 2 - - - - - - -
4th Ability Score + 4 4 3 - - - - - - -
5th - 4 4 3 2 - - - - - -
6th Arcane Tradition feature 4 4 3 3 - - - - - -
7th - 4 4 3 3 1 - - - - -
8th Ability Score + 4 4 3 3 2 - - - - -
9th - 4 4 3 3 3 1 - - - -
10th Arcane Tradition feature 5 4 3 3 3 2 - - - -
11th - 5 4 3 3 3 2 1 - - -
12th Ability Score + 5 4 3 3 3 2 1 - - -
13th - 5 4 3 3 3 2 1 1 - -
14th Arcane Tradition feature 5 4 3 3 3 2 1 1 - -
15th - 5 4 3 3 3 2 1 1 1 -
16th Ability Score + 5 4 3 3 3 2 1 1 1 -
17th - 5 4 3 3 3 2 1 1 1 1
18th Spell Mastery 5 4 3 3 3 2 1 1 1 1
19th Ability Score + 5 4 3 3 3 3 2 1 1 1
20th Signature Spell 5 4 3 3 3 3 2 2 1 1
Hit Dice 1d6 Armor None
Equipment - quarterstaff or dagger Weapons Dagger, dart, sling, quarterstaff, light
- component pouch or arcane focus crossbow
- scholar’s or explorer’s pack Tools None
- spellbook Saving Throws Intelligence & Wisdom
Skills Choose (2): Arcana, History, Insight,
Investigation, Medicine & Religion
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
NPC CHARACTERISTICS
NPC APPEARANCE NPC ABILITIES
d20 Feature d6 High Ability
1 Distinctive jewelry: earings, necklace, circlet, 1 Strength - powerful, brawny, strong as an ox
braclets 2 Dexterity - lithe, agile, graceful
2 Piercings 3 Constitution - hardy, hale, healthy
3 Flamboyant or outlandish clothes 4 Intelligence - studious, learned, inquisitive
4 Formal, clean clothes 5 Wisdom - perceptive, spiritual, insightful
5 Ragged, dirty clothes 6 Charisma - persuasive, forceful, born leader
6 Pronounced scar
7 Missing teeth d6 Low Ability
8 Missing fingers 1 Strength - feeble, scrawny
9 Unusual eye color (or two different colors) 2 Dexterity - clumsy, fumbling
10 Tattoos 3 Constitution - sickly, pale
11 Birthmark 4 Intelligence - dim-witted, slow
12 Unusual skin color 5 Wisdom - oblivious, absentminded
13 Bald 6 Charisma - dull, boring
14 Braided beard or hair
15 Unusual hair color
16 Nervous eye twitch
17 Distinctive nose
18 Distinctive posture (crooked or rigid)
19 Exceptionally beautiful
20 Exceptionally ugly

NPC TALENTS NPC MANNERISMS


d20 Talent d20 Talent
1 Plays a musical instrument 1 Prone to singing, whistling or humming quietly
2 Speaks several languages fluently 2 Speaks in rhyme or some other peculiar way
3 Unbelievably lucky 3 Particulary low or high voice
4 Perfect memory 4 Slurs words, lisps or stutters
5 Great with animals 5 Enunciates overly clearly
6 Great with children 6 Speaks loudly
7 Great at solving puzzles 7 Whispers
8 Great at one game 8 Uses flowery speech or long words
9 Great at impersonations 9 Frequently uses the wrong word
10 Draws beautifully 10 Uses colorful oaths and exclamations
11 Paints beautifully 11 Makes constant jokes or puns
12 Sings beautifully 12 Prone to predictions of doom
13 Drinks everyone under the table 13 Fidgets
14 Expert carpenter 14 Squints
15 Expert cook 15 Stares into the distance
16 Expert dart thrower and rock skipper 16 Chews something
17 Expert juggler 17 Paces
18 Skilled actor and master of disguise 18 Taps fingers
19 Skilled dancer 19 Bites fingernails
20 Knows thieves’ cant 20 Twirls hair or tugs beard

NPC INTERACTION TRAITS


d12 Trait d12 Trait
1 Argumentative 7 Honest
2 Arrogant 8 Hot tempered
3 Blustering 9 Irritable
4 Rude 10 Ponderous
5 Curious 11 Quiet
6 Friendly 12 Suspicious
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
NPC CHARACTERISTICS & BACKGROUND
NPC IDEALS NPC BONDS
d6 Good Ideal Evil Ideal d10 Bond
1 Beauty Domination 1 Dedicated to fulfilling a personal life goal
2 Charity Greed 2 Protective of close family members
3 Greater good Might 3 Protective of colleagues or compatriots
4 Life Pain 4 Loyal to benefactor, patron or employer
5 Respect Retribution 5 Captivated by a romantic interest
6 Self-sacrifice Slaughter 6 Drawn to a special place
7 Protective of a sentimental keepsake
8 Protective of a valuable possession
d6 Lawful Ideal Chaotic Ideal 9 Out for revenge
1 Community Change 10 Roll twice, ignoring results of 10
2 Fairness Creativity
3 Honor Freedom NPC FLAWS AND SECRETS
4 Logic Independence d12 Flaw or Secret
5 Responsibility No limits 1 Forbidden love or susceptibility to romance
6 Tradition Whimsy 2 Enjoys decadent pleasures
3 Arrogance
4 Envies another creature’s possessions or station
d6 Neutral Ideal Other Ideals 5 Overpowering greed
1 Balance Aspiration 6 Prone to rage
2 Knowledge Discovery 7 Has a powerful enemy
3 Live and let live Glory 8 Specific phobia
4 Moderation Nation 9 Shameful or scandalous history
5 Neutrality Redemption 10 Secret crime or misdeed
6 People Self-knowledge 11 Possession of forbidden lore
12 Foolhardy bravery

Custom Custom
DETERMINE NPC RACE DETERMINE NPC CLASS
d100 Race Chance Rarity d100 Class
0 - 38 Human 39% Very common 0 - 14 Fighter
39 - 54 Dwarf 16% Common 15 - 24 Ranger
55 - 70 Elf 16% Common 25 - 34 Cleric
71 - 78 Halfling 8% Mostly common 35 - 44 Rogue
79 - 86 Half-elf 8% Mostly common 45 - 54 Wizard
87 - 90 Gnome 4% Uncommon 55 - 59 Bard
91 - 94 Half-orc 4% Uncommon 60 - 64 Monk
95 - 96 Dragonborn 2% Very uncommon 65 - 69 Sorcerer
97 - 98 Tiefling 2% Very uncommon 70 - 74 Warlock
99 Other 1% DM choice 75 - 84 Barbarian
85 - 89 Paladin
90 - 94 Druid
95 - 98 Multiclass. Roll TWO Classes *
99 Multiclass. Roll THREE Classes *
* Ignore further rolls of 95 or above

Custom Custom
DETERMINE NPC STATION DETERMINE NPC ALIGNMENT
d100 Station d100 Alignment
0 - 14 Destitute: Beggar, homeless 0 - 19 Lawful Good
15 - 39 Low: Laborer, farmer, servant, guard, cook 20 - 49 Neutral Good
40 - 64 Middle: Common Trader - Smith, baker, brewer 50 - 79 Chaotic Good
65 - 79 High: Luxury Trader - Jeweller, fine taylor, banker 80 - 84 (True) Neutral
80 - 94 Adventurer: Determine Class 85 - 89 Lawful Evil
95 - 99 Noble: Determine Rank and Holdings 90 - 94 Neutral Evil
95 - 99 Chaotic Evil

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NPC RACISM & INTERACTIONS
Custom
RACIAL RELATIONS (KINGDOM OF TYRIBA) - Racial Modifiers for Attitude Check Rolls
Reaction To Player Character
Human Dwarf Elf Halfling Drow Dragon Gnome Half-orc Half-elf Tiefling
born

Human +1 - - - -2 (+D, F) -1 (+D) - -1 (+D) -1 -1 (+D)

Dwarf +1 +2 (+R) -1 -1 -3 (+D, A) - - -1 - -

Elf +1 -1 +2 (+R) - -2 - - -1 -1 -1

Halfling +1 - +1 +1 -1 - - - +1 -
Reaction Of NPC

Drow -1 -2 (+D) -2 -1 - (+D) - -1 - -2 -

Dragonborn - - - - - +2 (+R) - +1 - +1

Gnome - +1 +1 +1 -1 - +1 -1 - -

Half-orc - -1 -1 - - - - +1 - +1

Half-elf - - +1 (+R) - -1 - - - +1 -1

Tiefling -1 - - - - +1 - +1 - +1

Centaur +1 - +1 -1 -1 - -1 -1 +1 -
(R)espect (F)ear (A)nger (D)istrust

Custom
INITIAL NPC ATTITUDE TO PC DETERMINE NPC PERSONALITY QUALITIES Custom
Method Recommended for d20 Resolve
Racial Relations For most general, non-specific NPCs can 1-4 Passive
use above table for starting Attitude Level 5 - 16 Neutral
and gain any Attitude Modifiers 17 - 20 Assertive
Alignment For special, campaign important NPCs can
use adjacent Behaviour Of NPCs table and d20 Compliance
use Alignment for starting Attitude Level 1-4 Weak
5 - 16 Neutral
Custom 17 - 20 Stubborn
PC SENSING NPC ATTITUDE
Insight (Wisdom) Check (Accumulative) d20 Belief
DC Know 1-4 Gullible
5 General Attitude (e.g. Friendly/Neutral/Hostile) 5 - 16 Neutral
10 Specific Attitude (e.g. Great/Very good/etc) 17 - 20 Untrusting
15 Personality Qualities (e.g. Assertive/Stubborn/etc)
20 Alignment - Ethical (e.g. Lawful/Neutral/Chaotic)
25 Alignment - Moral (e.g. Good/Neutral/Evil)
Custom
ATTITUDE CHECK vs PERSONALITY QUALITIES
Custom
ATTITUDE CHECK Resolve Compliance Belief
(PCs TRY TO INFLUENCE NPC) Assertive Stubborn Untrusting
Persuasion OR Intimidation OR Deception (Charisma) -3 to roll -3 to roll -3 to roll
Roll maybe modified by Personality Qualities (See right) and remove (D) and gain (A) and gain (D)
and NPC may gain or remove Attitude Modifiers to PC
Score Effect Persuasion Intimidation Deception
0 or less Attitude Level -2
1-9 Attitude Level -1 and gain (R) and remove (F)
10-19 No Effect and remove (F) and gain (F) and remove (A)
20-29 Attitude Level +1 +3 to roll +3 to roll +3 to roll
30 or more Attitude Level +2 Passive Weak Gullible

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NPC BEHAVIOUR & INTERACTIONS
Custom
BEHAVIOUR OF NPCs
Level Rough Prices Refuse Offer Provoke Stop Further Attitude Rolls Specific General
Alignment Offered Service Aid Violence Violence (No Effect on Attitude Attitude Attitude
Check expands)
+6 -20% - 30% - 40% +/- 5 (5-24) Great

+5 -15% - 25% - 35% +/- 4 (6-23)

Friendly
Very good
+4 LG -10% - 20% - 30% +/- 3 (7-22)

+3 NG -5% - 15% - 25% +/- 2 (8-21)


Good
+2 CG - - 10% - 20% +/- 1 (9-20)

+1 LN - - 7% - 15% - (10-19)

Neutral
+0 NN - - 5% 5% 10% - (10-19) Neutral

-1 CN - - 2% 7% 10% - (10-19)

-2 LE - 10% - 10% 5% +/- 1 (9-20)


Bad
-3 NE +10% 15% - 15% - +/- 2 (8-21)

Hostile
-4 CE +20% 20% - 20% - +/- 3 (7-22)
Very bad
-5 +30% 25% - 25% - +/- 4 (6-23)

-6 +40% 30% - 30% - +/- 5 (5-24) Terrible

(R)espect -10% -10% +20% -10% +10% +1 to further Attitude Check rolls

Modifiers
Attitude
(F)ear -5% -20% +5% +5% -5%
(A)nger - +5% -10% +15% -15% -1 to further Attitude Check rolls
(D)istrust - - -15% - -5% -2 to further Attitude Check rolls
Prices Offered: Traders prices will go up and down depending on their attitude to the PC
Refuse Service: Traders may refuse to offer goods / services to the PC
Offer Aid: NPC will go out of their way to offer advice or direct assistance to PC if they are in trouble
Provoke Violence: If the PC treats the NPC badly or gives them any excuse or cause, the NPC may resort to verbal or physical violence towards the PC
Stop Violence: If the PCs are the target of violence (either from the NPC or another) how likely is the NPC to stop the violence if the PCs try to surrender or give in
Further Attitude Rolls: As the NPCs attitude goes towards either extreme it gets harder to change that attitude, this effects the NO EFFECT result on the Attitude Check Roll

Custom
ATTITUDE MODIFIERS
Code Modifier
(R) Respect The NPC holds the PC in a position of respect, looking up to them & tries to earn their favour
(F) Fear The NPC fears the actions of the PC and attempts to avoid and/or placate them
(A) Anger The NPC is angry and upset with the PC and may lash out at them either verbal or physically
(D) Distrust The NPC views the PC suspiciously and thinks they have an ulterior motive

Custom
ACTIONS OR ROLE PLAYING BY PCs THAT CAN GIVE ATTITUDE MODIFIERS TO NPCs
Modifier Gained Actions
(R)espect Heroic, brave or very helpful & selfless acts done by the PC to the NPC
(F)ear Acts of violence, damages to property done by PC to the NPC
(A)nger Dangerous, stupid or very selfish (or wasteful) acts done by the PC to the NPC
(D)istrust NPC observes PC telling lies or breaking the general laws or committing grave breaches of
etiquette
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ADVENTURING TRAVEL
DONNING AND DOFFING ARMOR LIGHT SOURCES
Category Don * Doff * Source Bright Dim Lasts
Light Armor 1 minute 1 minute Candle 5’ + 5’ 1 hour
Medium Armor 5 minutes 1 minute Lamp 15’ + 30’ 6 hours
Heavy Armor 10 minutes 5 minutes Lantern
Shield 1 action 1 action Bullseye 60’ cone + 60’ 6 hours
* Half the time if someone assists you Hooded Up 30’ + 30’ 6 hours
TRAVEL PACE (Distances Traveled per...) Hooded Down - +5‘ -
Pace Minute Hour Day Effect Torch 20’ + 20’ 1 hour
Fast 400 feet 4 miles 30 miles -5 passive Perception Campfire
Normal 300 feet 3 miles 24 miles - Average (2 1/2’) 15’ + 15‘ *
Slow 200 feet 2 miles 18 miles Able to use Stealth Large (5’) 30’ + 30’ *

TIME OBSCURED AREAS


1 combat round = 6 seconds. 10 rounds per minute. Level Effect Examples
Lightly Creatures have disadvantage Dim light, patchy
MOUNTS AND OTHER ANIMALS
on Wisdom (Perception) checks fog, moderate
Item Speed Capacity that rely on sight foliage
Camel 50’ 480 lb Heavy Vision is blocked; creatures are Darkness, opaque
Donkey or mule 40’ 420 lb effectively blinded fog, dense foliage
Elephant 40’ 1320 lb
Horse, draft 40’ 540 lb
WATERBORNE VEHICLES
Horse, riding 60’ 480 lb
Item Speed Crew Passengers Cargo
Mastiff 40’ 195 lb
Galley 4 mph 80 - 150 t
Pony 40’ 225 lb
Keelboat 1 mph 1 6 1/2 t
Warhorse 60’ 540 lb
Longship 3 mph 40 150 10 t
SPECIAL TYPES OF MOVEMENT Rowboat 1 1/2 mph 1 3 -
CLIMBING, SWIMMING AND CRAWLING Sailing ship 2 mph 20 20 100 t
Whilst climbing or swimming - each 1’ costs 1 extra foot Warship 2 1/2 mph 60 60 200 t
unless creature has Climbing or Swimming speed. Checks
may be required for difficult climbing or long swimming.
RESTING
JUMPING - LONG
SHORT REST
Long jump in feet equal to Strength score with 10’ run up,
1 hour. No strenuous activities. Can do: eating, resting, tending
otherwise only jump half that distace. Checks may be
wounds, repair gear, collect wood/herbs, reading, etc.
required for awkward conditions.
At end of short rest, gain:
JUMPING - HIGH
- Regain use of class/race abilities as defined
Leap up in feet equal to 3 + Strength modifier with 10’ run
- Can expend Hit Dice + Constitution Mod to regain Hit Points
up, otherwise only jump half that distance. Checks may be
LONG REST *
required to gain extra purchase.
8 hours but can only do once every 24 hours. Can do light
activities only. Can do: eating, watch, tending wounds, repair
ENCOUNTER DISTANCE
gear, collect wood/herbs, reading, etc upto 2 hours during.
Terrain Disatnce
Rest of the time must be spent resting / sleeping / meditating.
Arctic, desert, farmland or grassland 6d6 x 10’
At end of long rest, gain:
Forest, swamp or woodland 2d8 x 10’
- Regain use of class/race abilities as defined
Hills or wastelands 2d10 x 10’
- Regain ALL lost Hit Points
Jungle 2d6 x 10’
- Regain spent Hit Dice = to half your total level (minimum 1)
Mountains 4d10 x 10’
* Disturbed Rest. Sleeping in armor, in adverse weather conditions (eg rain with
no tent, cold without fire or cold-weather gear, etc), or having to perform strenous
Audible Distance activities during the period (eg combat) must make a Constitution Check DC 10 at
Tyring to be quiet 2d6 x 5’ end of rest. If failed only receive half of all lost Hit Points, Regain 1 Hit Dice, still
Regain all class/race abilities. If this occurs two consequetive days in a row, then
Normal noise level 2d6 x 10’
gain 1 + Constitution Mod Hit Points only (min 1) & nothing else. (Note: roll is at
Very loud 2d6 x 50’ Advantage if sleeping in Light armor or weather conditions are light, etc. Roll is at
Disadvantage if sleeping in Heavy armor or weather conditions are extreme, etc.)
Visibility Outdoors
Clear day, no obstructions 2 miles Underwater Distance
Rain 1 mile Clear water, bright light 60’
Fog 1d3 x 100 ‘ Clear water, dim light 30’
From a height x 20 Murky water or no light 10’
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
ADVENTURING COMBAT
ATTACKS
Name Damage Properties
MODIFIERS
Simple Melee Weapons
Weapon Effect
Club 1d4 B Light
Masterwork +1 to attack *
Dagger 1d4 P Finesse, light, thrown (20/60)
Enchanted + to attack/damage
Greatclub 1d8 B Two-handed
Ability Mod +/- to attack/damage
Handaxe 1d6 S Light, thrown (20/60)
Proficiency + to attack **
Javelin 1d6 P Thrown (range 30/120)
* Is not considered an enchanted weapon
Light Hammer 1d4 B Light, thrown (20/60) for consideration of creatures that require
Mace 1d6 B - to be hit by enchanted weapons only.
Quarterstaff 1d6 B Versatile (1d8) ** If using weapon you are proficient with
Sickle 1d4 S Light OR Spell Attack Rolls
Spear 1d6 P Thrown (20/60), versatile (1d8)
Critical & Fumbles *
Unarmed Strike 1B -
Roll Effect
Simple Ranged Weapons
Critical
Always hits. Roll 1d20 and
Crossbow, light 1d8 P Ammunition (80/320), loading, two-handed
20 if “20” chance target’s
Dart 1d4 P Finesse, thrown (range 20/60)
armor# breaks ***
Shortbow 1d6 P Ammunition (30/320), two-handed
Otherwise on “1-19”,
Sling 1d4 B Ammunition (30/120)
either double damage dice
Martial Melee Weapons
(the original dice
Battleaxe 1d8 S Versatile (1d10)
automatically max and
Flail 1d8 B -
only the extra additional
Glaive 1d10 S Heavy, reach, two-handed
dice are rolled) OR
Greataxe 1d12 S Heavy, two-handed
draw a Critical Card **.
Greatsword 2d6 S Heavy, two-handed
Fumble Always misses. Roll 1d20
Halberd 1d10 S Heavy, reach, two-handed
1 and if “1” chance of your
Lance 1d12 P Reach, special
weapon breaking ***
Longsword 1d8 S Versatile (1d10)
Otherwise on “2-20” draw
Maul 2d6 B Heavy, two-handed
a Fumble Card **.
Morningstar 1d8 P - * Custom House Rule
Pike 1d10 P Heavy, reach, two-handed ** Paizo Card Decks
Rapier 1d8 P Finesse *** Consult Item Saving Throw Chart
(Lightning bolt)
Scimitar 1d6 S Finesse, light # If not wearing armor then item held or
Shortsword 1d6 P Finesse, light random item
Trident 1d6 P Thrown (20/60), versatile (1d8) EXOTIC MATERIALS
War pick 1d8 P -
Weapon Effect
Warhammer 1d8 B Versatile (1d10)
Adamantine * Criticals on 19 or 20
Whip 1d4 S Finesse, reach
Darkwood *# Weighs 1/2 as normal
Martial Ranged Weapons
Cold Iron Advantage vs Fey &
Blowgun 1P Ammunition (25/100), loading
Fiends
Crossbow, hand 1d6 P Ammunition (30/120), light, loading
Mithral * Weighs 1/2 as normal
Crossbow, heavy 1d10 P Ammunition (100/400), heavy,
Silver ** Needed for certain
loading, two-handed
creatures
Longbow 1d8 P Ammunition (150/600), two-handed * Always Masterwork or enchanted too
Net - Special, thrown (5/15) ** Coated or plated
# Always treat as enchanted for hitting
B - Bludgeoning P - Piercing S - Slashing certain creatures
Ammunition: You need access to ammunition to make a range attack. Expends one ammunition per attack. Need free hand to
reload.
Finesse: Choose either Strength OR Dexterity for the modifier to the Attack AND Damage rolls.
Heavy: Small creatures have Disadvantage on attack rolls using this weapon.
Light: Suitable for two weapon fighting.
Loading: Can only make ONE single attack when you use an Action, a Bonus Action or Reaction to fire it. No multiple attacks.
Range: First figure is normal range. Ranged attacks OVER the normal range are at Disadvantage. Can’t fire past second figure.
Reach: Adds 5’ to your normal melee range. Also determines range for Attacks of Opportunity
Special: check individual weapon for special rules.
Thrown: First figure is normal range. Ranged attacks OVER the normal range are at Disadvantage. Can’t fire past second figure.
Can use the same modifer as is allowed by that weapon in melee.
Two-Handed: Must use two hands to attack with this weapon. Can use one hand to simply hold / carry.
Versatile: Can use either one or two hands with this weapon. The damage in the brackets is to be used when two hands are used.
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ADVENTURING COMBAT
ARMOR
Armor AC Strength Stealth MODIFIERS
Light Armor
Armor Effect
Padded 11 + Dex modifer - Disadvantage
Masterwork Nil Effect *
Leather 11 + Dex modifer - -
Enchanted + to AC
Studded leather 12 + Dex modifer - - * Does not increase AC but does increase
Medium Armor the items resilience to damage. See Object
Damage.
Hide 12 + Dex modifer (max 2) - -
Chain shirt 13 + Dex modifer (max 2) - -
EXOTIC MATERIALS
Scale mail 14 + Dex modifer (max 2) - Disadvantage
Armor Effect
Breastplate 14 + Dex modifer (max 2) - -
Adamantine * Ignore Critical Hits #
Half plate 15 + Dex modifer (max 2) - Disadvantage
Darkwood * Weighs 1/2 as normal^
Heavy Armor
Cold Iron Attacks by Fey &
Ring mail 14 - Disadvantage
Fiends Disadvantage
Chain mail 16 Str 13 Disadvantage
Mithral * Weighs 1/2 as normal^
Splint 17 Str 15 Disadvantage
Silver ** Attacks by certain
Plate 18 Str 15 Disadvantage
creatures Disadvantage
Shield
* Always Masterwork or enchanted
Shield +2 - - ** Coated or plated
Strength: Must have Strength equal to or above listed Strength value or speed is reduced by 10’ # Critical Hits (20) still always hit against you
Cover gives bonus to AC and Dexterity saving throws from effects that originate from the opposite side: Half cover but you do not suffer any further
gives +2 and three quarters cover gives +5 additional effects, eg extra damage, etc
^ Remove any Disadvantage on Stealth and
CONDITIONS Strength requirements
Condition Condition
Blinded Exhaustion
- Can’t see. Fails any ability check that requires sight - Lvl 1: Disadvantage ability checks
- Attacks with Disadvantage - Lvl 2: Speed Halved
- Attack rolls against at Advantage - Lvl 3: Disadvanatge attack & saving throws
Charmed - Lvl 4: HP Maximum halved
- Can’t attack/harm the charmer in any manner - Lvl 5: Speed 0’
- Charmer has Advantage on social interactions - Lvl 6: Death
Deafened Prone
- Can’t hear. Fails any ability check requiring hearing - Crawl (costs 1’ exta) & getting up halves speed
Frightened - Disadvantage on attack rolls
- Disadvantage on ability checks & attack rolls (source visible) - Attacked within 5’ - attacker has Advantage otherwise
- Can’t willingly move closer to source of fear attacker has Disadvantage
Grappled Stunned
- Speed becomes 0’ (no speed benefits) - Incapacitated
Incapacitated - Automatically fails Strength & Dexterity save throws
- Can’t take actions or reactions - Attacks against stunned creature Advantage
Invisible Unconscious
- Impossible to see (Can still be heard or leave tracks) - Incapacitated & can’t move or speak
- Attacks with Advantage - Prone, drops carried items & unaware of surroundings
- Attack rolls against invisible creature at Disadvantage - Automatically fails Strength & Dexterity save throws
Paralyzed - Attack rolls against at Advantage & if within 5’ are Critical Hits
- Incapacitated & can‘t move or speak
- Fails Strength & Dexterity save throws
- Attack rolls against at Advantage & if within 5’ are Critical Hits
DAMAGE & DEATH
Petrified Critical Hit: double the dice rolled THEN add modifiers
- weight x10, unaware, Incapacitated & can’t move or speak Instant Death: Reduced to 0 HP and excess damage beyond 0
- Attack rolls against at Advantage is equals or exceeds maximum Hit Points
- Automatically fails Strength & Dexterity saving throws Falling Unconscious: HP reduced to 0
- Resistance to damage. Immune to poison/disease Death Saving Throws: Not tied to any ability. d20 with DC 10.
Poisoned (3) failures = death. (3) successes = become Stable.
- Disadvantage on attack & ability check rolls Fumble (1) = 2 failures & Critical (20) = Gain 1 HP.
Restrained Taking any damage during this equals a Death Failure
- Speed becomes 0’ (no speed benefits) roll and if it is Critical Damage equals 2 Death Failures
- Attack rolls against have Advantage Stablizing Dying Creature: Wisdom (Medicine) check DC = 10
- Disadvantage on attack & Dexterity save rolls or use Healers Kit (expends one use of the kit)
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ADVENTURING COMBAT
ATTACKS - GEAR
Name Damage Properties
Acid (vial) 2d6 Acid Throw: Splash liquid within 5’ or throw vial up to 20’. Improvised attack.
Alchemist’s Fire (flask) 1d4 Fire / Turn Throw: flask up to 20’. Improvised attack. Target on fire: each turn make
DC 10 Dexterity check to extinguish flames (rolling on floor).
Ball bearings (Bag of ) - Covers: 10’. Crossing at full speed: DC 10 Dexterity check or fall prone.
Caltrops (Bag of ) 1 Piercing * Covers: 5’. Crossing at full speed: DC 15 Dexterity or take damage and
reduced target speed by 10’ until receives healing.
Holy Water (flask) 2d6 Radiant * Throw: Splash liquid within 5’ or throw vial up to 20’. Improvised attack.
Fiend or Undead take damage.
Oil (flask) * Throw: Splash liquid within 5’ or throw vial up to 20’. Improvised attack. If
target takes any Fire damage before oil drys (1 minute) then takes additional
5 Fire damage. Pour on ground - covers: 5’. If lit burns for two rounds dealing
5 Fire damage to any within or passing through.
Poison, Basic (vial) 1d4 Poison Coat 1 Slashing or Piercing weapon OR upto 3 pieces of ammunition -
poison remains active for 1 minute. Target hit: DC 10 Consitution of take
damage.
Torch 1d4 Bludgeoning Improvised attack. Swing it for normal damage OR thrust it for only Fire
OR 1 Fire damage.
Improvised Weapon 1d4 Melee: Object held or using a Ranged weapon. Ranged: (20’/60’)

SPECIAL DAMAGE
Falling Take 1d6 bluderoning damage for every 10’ fell (max 20d6). Victim lands prone unless no damage taken
Suffocating Can hold breath in minutes equal to 1 + Constitution mod (min 30 seconds). When run out of breath, can
survive for number of rounds equal to Constitution mod (1 round). At start of next round, drops to 0 HP.

DAMAGE BY LEVEL AND SEVERITY TARGETS IN AREAS OF EFFECT


Level Setback Dangerous Deadly
Area Targets Area Targets
1-4 1d10 2d10 4d10
Cone Size / 10 Line Length / 30
5 - 10 2d10 4d10 10d10
Cube/Square Size / 5 Sphere/Circle Radius / 5
11 - 16 4d10 10d10 18d10
Cylinder Radius / 5
17 - 20 10d10 18d10 24d10
DAMAGE MODIFIERS SPECIAL ATTACKS
Resistance = Half damage Attack of Opportunity (AoO)
Vulnerability = Double damage When target moves out of reach
Immunity = No damage Two-Weapon Fighting
COMBAT Light weapon in both hands. Bonus Action second hand with
Your Turn no ability modifier to damage (unless negative).
Action + Move + Minor Interaction + Possible Bonus Action Grappling
Out of Turn Replaces 1 attack. Target no more than 1 size larger. Must have
Reaction: e.g. Attack of Opportunity (AoO) 1 free hand. Strength (Athletics) vs target’s Strength (Athletics)
Note: Surprised players/creatures can do nothing on that turn and get no Reaction or Dexterity (Acrobatics) - target choice.
Shove a Creature
COMBAT ACTIONS
Push 5’ away or knock prone target. Replaces 1 attack. Target
Action Note no more than 1 size larger. Strength (Athletics) vs target’s
Attack Attack (melee or ranged) Strength (Athletics) or Dexterity (Acrobatics) - target choice.
Spell Cast Spell Disarm
Ready Specific Trigger: Action or Move Use weapon to knock a weapon/item out of grasp. Attack roll
Dash Double Move - No other action vs target’s Strength (Athletics) or Dexterity (Acrobatics) - target
Disengage Move without provoking AoO choice. Attacker at Disadvanatge if target using 2 hands. Target
Dodge Attacks against you at Disadvantage skill checks at Advantage if larger OR at Disadvantage if smaller.
Help Alley gains Advantage on roll Overrun
Hide Only is started Unobserved Try to force way through - action or bonus action. Strength
Search Search an area or object (Athletics) vs Strength (Athletics). Forcer at Advantage if larger
Use Object Complex or Long or Disadvanatge if smaller.
Special: Tumble
Getting up from Prone Half Movement Pass through - action or bonus action. Dexterity (Acrobatics) vs
Moving whilst Pront Cost 1’ extra per 1’ moved Dexterity (Acrobatics).
Special Attack eg. Grapple, Disarm, etc
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ADVENTURING COMBAT & ENCOUNTERS

SPECIAL COMBAT & ENCOUNTER SITUATIONS


MOUNTED COMBAT
Mounting Cost half your max speed.
Mount (Forced to move) Dexterity DC 10 - to avoid falling off (prone) onto ground
Mount (knocked prone) Can use Reaction to get off off - otherwise you are thrown off onto ground (prone)
Direct Mount Dash, Disengage and Dodge (can act on the turn mounted)
Difficult Maneuver If trying to make the mount perform a difficult or dangerous maneuver (leaping over a small
chasm) make a Wisdom (Animal Handling) check DC 10 with a failure resulting in the mount
refusing to do the act and stopping all movement instead
UNDERWATER COMBAT
Melee Attacks If creature/character does not have a simming speed (natural or magic) then Disadvantage on
attack roll unless the weapon is a dagger, javelin, shortsword, spear or trident
Ranged Attacks Attack automatically misses if target beyond normal range. All ranged attacks are at Disadvantage
unless weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear,
trident, or dart)
Fire Damage All creatures within water have reistance to fire damage
CHASES
Dashing Freely use Dash 3 + Constitution Modifier. Each additional Dash requires a Constitution check DC
10 at end of turn with a failure gaining 1 Level of Exhaustion
Attacks Can attack and cast spells as normal
Attacks of Opportunity People involved in a chase situation, both the quarry and chaser, can not make Attacks of
Opportunity, however those not involved in the chase can attack those in it e.g. being attacked
by stationary foes as the chasing party run past.
Ending Chase Ends when one side gives up or when the quarry gets away (see below)
Eludes (Quarry) At the end of each turn, if the quarry is not in direct line of sight of the chasers, the quarry makes
a Dexterity (Stealth) check versus the passive Wisdom (Perception) of the chasers. If the quarry’s
check is greater than the chaser’s check then the quarry gets away. The quarry’s roll affected by:
- The area has many places/things to hide behind Advantage
- The area is very crowded/busy or noisy Advantage
- The area is very sparse and has few places to hide Disadvantage
- The area is very uncrowded or quite Disadvantage
- The lead pursuer is a Ranger or has proficiency in Survival Disadvanatge
MOBS
Attacks Rather than making individual attack rolls for large groups, work out what d20 roll is needed
for the attackersto hit (creatures attack bonus versus characters AC) and refer to below chart,
which shows how many hits the character will receive by the number of attackers present:
d20 Roll Needed Number of Attackers Needed for ONE hit
1-5 1
6-12 2
13-14 3
15-16 4
17-18 5
19 10
20 20
OPTIONAL COMBAT RULES (DMG)
Flanking When a creature and at least one ally are adjacent to an enemy and roughly on opposite sides
of the enemy, both are said to be flanking; gain Advantage on attack rolls
Climb Onto Large Creature If the creature is large enough to be climbed onto only. Smaller creature makes a Strength
(Athletics) or Dexterity (Acrobatics) versus the larger creature’s Dexterity (Acrobatics). Success
means the smaller creature is clinging to the larger creature. Smaller creature now attacks with
Advanatge against the larger creature. Smaller creature can move about (difficult terrain). Larger
creature can attempt to dislodge smaller creature, Strength (Athletics) versus the smaller
creature’s Strength (Athletics) or Dexterity (Acrobatics).
Cleaving When a melee attack reduces a target to 0 HP, any excess damage from that attack might carry
through to an adjacent enemy target that is also within reach. If the original combat attack roll
would also have hit the adjacent target then the excess damage would carry onto that creature.

Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com


ADVENTURING SKILLS
STRENGTH
Skills: Athletics. Climbing, LIFTING & CARRYING TYPICAL DIFFICULTY CLASSES
jumping, swimming Action Capacity * Task Difficulty DC
Carry Str x 15 Very Easy 5
Checks: Lift, push or pull heavy
Push, Drag or Lift Str x 30 ** Easy 10
objects * In pounds. Medium 15
Break or bend hard ** If weight is more than Str x 15 then
Hard 20
speed reduced to 5’
objects Very Hard 25
Force through a space confined space Nearly Impossible 30

DEXTERITY
Skills: Acrobatics. Stay on your feet. Perform “stunts” like dives, rolls, somersaults, flips
Sleight of Hand. Manual trickery, conceal/plant/pick pocket objects
Stealth. Conceal yourself from enemies, slip past MONSTER LORE Pathfinder - modified
enemies, or sneak up behind enemies Skill Creatures
Checks: Control vehicle in hard situation Arcana Aberrations, Constructs, Dragons,
Pick a lock or disable a trap Elementals
Tie rope or wriggle free of bonds History Giants, Humanoids
Play instrument or craft a small/detailed object Nature Beasts, Fey, Monstosities, Oozes,
Plants
Religion Celestials, Fiends, Undead
CONSTITUTION
Skills: None MONSTER LORE CHECK Custom
DC Know (If Common roll with Advantage, if Very Rare roll with Disadvantage)
Checks: Hold your breath 10 Name & type
* 15 Basic Details: Senses, Languages, Challenge Rating,
Forced march or labor for hours
Alignment, Ecology, Rarity, Organization, Diet (From AD&D)
Go without sleep 20 Great Details: All listed Bold Abilities (in Stat Block) & first
Survive without food or water paragraph of description text
Quaff an entire stein of ale in one 25 Eveything: All listed Bold features (in text) & all available
actions / attacks. Highest & lowest Ability Score. HD & HP.
INTELLIGENCE * Minimum Knowledge for Ranger on Favoured Enemy
Skills: Arcana. Recall lore about spells, magic items, eldritch symbols, magic traditions and planes
History. Recall historical events, legendary people, ancient kingdoms, past wars & disputes
Investigation. From known and observed facts deduce hidden items, functions or locations
Nature. Recall lore about plants, animals, weather and natural cycles
Religion. Recall lore about deities, rites, prayers, holy symbols, churches and cults
Checks: Communicate without words or win a game of skill
Assess value of precious item or recall lore about a craft or trade
Put together a disguise or forge a document
WISDOM
Skills: Animal Handling. Calm, control or know intentions of animal or mount
Insight. Know another’s intentions - truthful or intended acts
Medicine. Stabilize a dying person or diagnose an illness
Perception. Spot, hear or detect things.
Survival. Follow tracks, hunt, guide through wilderness, identify animals present & hazards
Checks: Gut feeling as to correct course
Discern whether something is dead or undead

CHARISMA
Skills: Deception. Convincingly lie, con merchants, gambling, successfully use a disguise
Intimidation. Use of threats to influence someone for gain, control or compliance
Performance. How well you can delight an audience with music, dance, acting, story telling
Persuasion. Use of tact, social graces to influence someone for gain or compliance
Checks: Find the best person to obtain news, rumors and gossip
Blend into crowd and not stand out to overhear conversations
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
ADVENTURING OBJECT & SEVERE DAMAGE

OBJECT ARMOR CLASS LINGERING INJURIES(DM OPTIONAL)


These rules are Optional and are applied at DM discretion
Substance AC Substance AC d20 Injury
Cloth, paper, rope 11 Iron, steel * 19 1 Lose an Eye. Disadvantage Wisdom (Perception) vision &
Crystal, glass, ice 13 Mithral 21 ranged attacks. Blinded if both lost. *
Wood, bone 15 Adamantine 23 2 Lose an Arm or Hand. Can’t hold two-handed items. *
Stone 17 * Also Cold Iron & Darkwood
3 Lose a Foot or Leg. Speed halved. Must use crutch, cane
OBJECT HIT POINTS or peg leg to walk. Fall Prone if Dashed used.
Size Fragile Resilient Disadvantage Dexerity checks for balance. *
Tiny (bottle, lock) 2 (1d4) 5 (2d4) 4 Limp. Speed reduced by 5’. If using Dash must make
Small (chest, lute) 3 (1d6) 10 (3d6) DC 10 Dexterity check or fall Prone. *
Medium (barrel, chandelier) 4 (1d8) 18 (4d8) 5-7 Internal Injury. Any Action is combat must make DC 15
Large (cart, 10’ x 10’ window) 5 (1d10) 27 (5d10) Constitution or lose action and no Re-actions. **
8-10 Broken Ribs. Same as above (5-7) but DC is 10 instead. **
11-13 Horrible Scar. Disfigured. Disadvantage Charisma
Pathfinder (Modified)
OBJECT HARDNESS (Persuassion) & Advantage Charisma (Intimidation). ***
Weapon or Shield Hardness 1 HP 2,3 14-16 Festering Wound. Max HP reduced by 1 per day wound
Light blade 10 2 persists. If Max HP reduced to 0 then death. ****
One-handed blade 10 5 17-20 Minor Scar. No actual game effect. ***
Two-handed blade 10 10 * Spell Regeneration can restore missing / injured part and/or remove
condition.
Light metal-hafted weapon 10 10
** Magical Healing or 10 days of rest removes condition
One-handed metal-hafted weapon 10 20 *** Magical Healing of 6th level or above removes injury
Light hafted weapon 5 2 **** Magical Healing OR tending to wound Wisdom (Medicine) DC 15 check
One-handed hafted weapon 5 5 once a day for 10 days removes injury
Two-handed hafted weapon 5 10
SUBSTANCE HARDNESS & HIT POINTS
Projectile weapon 5 5
Substance Hardness Hit Points
Armor * 4 AC bonus x 5
Glass 1 1 / inch of thickness
Buckler 10 5
Paper, cloth 0 2 / inch of thickness
Light wooden shield 5 7
Rope 0 2 / inch of thickness
Heavy wooden shield 5 15
Ice 0 3 / inch of thickness
Light steel shield 10 10
Leather, hide 2 5 / inch of thickness
Heavy steel shield 10 20
Wood * 5 10 / inch of thickness
Tower shield 5 20
Stone 8 15 / inch of thickness
1 Add +4 if Magic or Masterwork. Add +2 for each +1 enhancement bonus.
2 The hp value given is for Medium size. Divide by 2 for each size smaller Iron, steel ** 10 30 / inch of thickness
than Medium, or multiply by 2 for each size greater than Medium Mithral 15 30 / inch of thickness
3 Add +15 if Masterwork. Add +20 hp for each +1 enhancement bonus. Adamantine 20 40 / inch of thickness
4 Varies by materials - See Substance Hardness & Hit Points above * Includes Darkwood ** Includes Cold Iron

AD&D 1st Ed (Modified)


Acid: assumes a considerable amount of acid (Black Dragon breath) or a long
blow

bolt
l
ow

gica
te

ITEM SAVING THROWS period of immersion.


fire
fire
a

ty
l

g
r
b
hing

Crushing blow: assumes struck by weighty falling object or blow from a large
t ma
tnin
nteg

Difficulty Check
trici
ical
ball
mal

mal

creature’s bludgeoning weapon.


Crus
Acid

Mag

Ligh
Fros

Elec
Disi

Fire
Nor

Nor
Fall

Item Normal blow: assumes struck by normal size normal weapons.


Bone or Ivory 11 16 10 20 6 17 9 3 2 8 1 Disintegrate: Spell effect.
Fall: assumes fall at least 5’ and hits a hard surface. Soft surface gives +1 and
Ceramic 4 18 12 19 11 5 3 2 4 2 1 fleshy surfaces gives +5 to roll. Each extra 5’ fallen gives -1 to roll.
Cloth 12 6 3 20 2 20 16 13 1 18 1 Fireball: Spell effect (Fireball, Meteor Swarm, etc) or Red Dragon breath.
Crystal or Vial 6 19 14 20 13 10 6 3 7 15 5 Magical fire: Spell effect (Wall of Fire, Fire Storm, Flame Strike, etc)
Glass 5 20 15 20 14 11 7 4 6 17 1 Normal fire: Assumes a normal but very hot fire, eg blazing wood fire, flaming
oil AND the item would need to be exposed for a length of time.
Leather or Book 10 4 2 20 1 13 6 4 3 13 1
Frost magical: Spell effect (Cone of Cold, Ice Storm, etc) or White Dragon breath.
Liquid * 15 0 0 20 0 15 14 13 12 18 15 Lightning bolt: Spell effect (Call Lightning, Lightning Bolt, etc) or Blue Dragon
Metal, hard **** 7 6 2 17 2 6 2 1 1^ 11 1 breath.
Metal, soft or jewelry ** 13 14 9 19 4 18 13 5 1 16 1 Electrical: discharge or current, eg shock of electric eel, magical items, traps, etc.
* Potions, magical oils, poisons, acids while container remains intact.
Mirror *** 12 20 15 20 13 14 9 5 6 18 1
** Includes pearls of any sort.
Parchment or Paper 16 11 6 20 0 25 21 18 2 20 1 *** Silvered glass. Treat silver mirror as Metal, Soft or steel mirror as Metal, Hard
Stone (small) or Gem 3 17 7 18 4 7 3 2 1 14 12 **** Treat Darkwood as Hard Metal & Magical.
Thin Wood or Rope 9 13 6 20 2 15 11 9 1 10 1 Other metals Mod DC: Mithral -5. Adamantine -10
Thick Wood or Rope 8 10 3 19 1 11 7 5 1 12 1 ^ If exposed to extreme cold then struck very hard surface save roll is -10.
NOTE: For 5th Ed Magical or Masterwork items get Advantage on Saving Throw.
Subtract -4 to the DC for each +1 enhancement.
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ADVENTURING WILDERNESS SURVIVAL

ENVIRONMENT WEATHER
d20 Temperature
Extreme Cold: At or below 0 degrees*, each hour DC 10
1-14 Normal for the season
Constitution saving throw, failure gains 1 level of exhaustion.
15-17 1d4 x 10 degrees* colder than normal
Resistance or Immunity to cold, wearing cold weather gear or
18-20 1d4 x 10 degrees* hotter than normal
creatures naturally adapted to cold need not roll.
Extreme Heat: At or above 100 degrees*, and with no access to
d20 Wind
drinking water, each hour DC 5 Constitution saving throw,
1-12 None
failure gains 1 level of exhaustion. The DC goes up by 1 for each
13-17 Light
additional hour. Wearing medium or heavy armor or clad in
18-20 Strong
heavy clothing roll at Disadvantage. Resistance or Immunity
to fire or creatures naturally adapted to heat need not roll.
d20 Precipitation
Strong Wind: Disadvantage on ranged attack rolls and Wisdom
1-12 None
(Perception) checks that rely on hearing. Distinguishes open
13-17 Light rain or light snowfall
flames, disperses fog, and flying by non-magical means is
18-20 heavy rain or heavy snowfall
impossible. Flying creatures must land or will fall. If in a desert
can create a sand storm that imposses Disadvantage on
Wisdom (Perception) checks that rely on sight.
High Altitude: At 10,000’ or higher, for air breathing creatures,
each hour of travel counts as 2 hours. Spending 30 days at
FORAGING FOR FOOD
this height can be become accustomed but not above 20,000’ Food and Water Availability DC
Desecrated Ground *3: Evil presence. Detect Evil and Good Abundant food and water sources 10
spell identifies presence. Undead have Advantage on saving Limited food and water sources 15
throws. Hallow spell purifies area within spell effect. Holy water Very little, if any, food and water sources 20
purifies 10’ area.
Frigid Water *1: can be immersed for number of minutes equal
to Constitution safely. Beyond that, each minute DC 10
Consitution saving throw, failure gains 1 level of exhaustion.
FOOD & WATER NEEDS
Resistance or Immunity to cold, or creatures naturally adapted Creature Food per Day Water per Day*
to cold need not roll. Tiny 1/4 pound 1/4 gallon
Quicksand *1: Sink 1d4+1’ and become restrained. Each turn, Small 1 pound 1 gallon
sinks 1d4’. If not completely submerged, Strength check of Medium 1 pound 1 gallon
DC 10 + number of feet sunk, creature can pull itself out. Can Large 4 pounds 4 gallons
be pulled out by another by Strength check of DC 5 + number Huge 16 pounds 16 gallons
of feet sunk. Once fully submerged - can not breath. Gargantuan 64 pounds 64 pounds
Razorvine *2: 10’ x 10’ x 5’ area or hedge has AC 11, HP 25, with * Double water requirements if weather is hot
immunity to bludgeoning, piercing and psychic damage. When
in contact, DC 10 Dexterity saving throw, failure 1d10 slashing
damage.
Slippery Ice *2: Entering, DC 10 Dexterity (Acrobatics), failure WILDERNESS NAVIGATION
fall prone. Terrain DC*
Thin Ice *1: weight tolerance of 3d10 x 10 per 10’ square. If Forest, jungle, swamp, mountains, or open sea 15
total weight exceeds that limit the ice breaks and all items / with overcast skies and no land in sight
creatures fall through. Artic, desert, hills, or open sea with clear skies 10
* All degrees are in Fahrenheit and no land in sight
*1 Intelligence (Nature) check to identify threat Grasslands, meadow, farmland 5
*2 Can be easily spotted - no roll
* If moving at slow pace +5 bonus to roll, or if moving at fast pace -5 penalty
*3 Can not be spotted
* If have access to a map or can see the sun or stars roll at Advantage
If party does become lost, can try check again after wandering around in
wrong direction for 1d6 hours.

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ADVENTURING COMMON ACTIVITIES
DOORS
Stuck Door: Requires a successful Strength check*.
Locked Door: Requires a successful Dexterity (Thieves Tools**) check*
or Requires a successful Strength check* to force
or smash it (weapon attacks)
or Spell (Knock)
Barred Door: Similar to locked aboved except no lock to pick and if on barred side can simple lift bar to open it
Secret Door (Find): Passive Wisdom (Perception) check* if walking past
or roll a successful Wisdom (Perception) check* if actively looking in area
Secret Door (Open): Once located, a successful Intelligence (Investigation) check* to determine how to open it
or smash it (weapon attacks)
Concealed Door: actively looking in area automatically finds door
or a Passive Wisdom (Perception) check* if just walking past
Portcullis: to lift use lever
or force it up or bend bars with a successful Strength check*
or smash it (weapon attacks)
TRAPS
Detect Normal Trap: Passive Wisdom (Perception) check* if walking past/around
or roll a successful Wisdom (Perception) check* if actively looking in area
Determine How to Disable Normal Trap: Requires a successful Intelligence (Investigation) check* to determine nature of trap
and how to bypass it or disable it
Disable Normal Trap: Requires a successful Dexterity (Thieves tools**) check*
Detect Magic Trap and Determine How to Disable: Passive Intelligence (Arcana) check* if walking past/around
or roll a successful Intelligence (Arcana) check* if actively looking in area, to determine the presence and the nature
of the nature; which includes knowing how to bypass it or how to disable it
Disable Magic Trap: Requires a successful Intelligence (Arcana) check*
or Spell (Dispel Magic)
TURN UNDEAD
Channel Divinity (Turn Undead): Present Holy Symbol and speak Prayer. All undead with 30’ that can see or hear this must
make a successful Wisdom save*** or else is turned for 1 minute (must move away, no reactions and only actions
allowed are Dash or Dodge)
Destroy Undead (5th Level): Creatures equal to or under a CR level are automatically destroyed, as per Cleric Level, as below:
5th Level (CR 1/2) 8th Level (CR 1) 11th Level (CR 2) 14th Level (CR 3) 17th Level (CR 4)
SPELLS
Rituals: Take 10 minutes and do not expends a spell slot (can not be cast at a higher level). Must have it own their prepared
spell list unless the class features state otherwise e.g. Wizards
Components: (V)erbal. Must be able to speak
(S)omatic. Must have a free hand
(M)aterial. Must have the specified materials or access to component pouch or spellcasting focus. Material components
with a cost and/or are consumed must be on hand and used up for the casting to work
Concentration: only one Concentration Spell can be maintained. Can perform other tasks, eg moving, attacking, casting spells
Taking damage requires a successful Constitution check DC 10 or half damage taken**** to keep Concentration
Being incapacitated or killed loses Concentration
Saving Throw: To resist spell the DC = 8 + Spell Caster’s Ability Score Modifer (for spells) + Proficiency Bonus + any modifiers
Attack Roll: attack bonus = Spell Caster’s Ability Score Modifier (for spells) + Proficiency Bonus. Treat as a ranged attack.
SCROLLS
Use: Any person that can read, can read a (general) scroll to use, ie Scroll of Protection. A Spell Scroll - that is a scroll that
contains a Spell (of a given Level) can only be read and used by someone who has that Spell on their class spell list.
If the spell is of a higher level than than what they can cast, an ability check (using their Spell casting Ability Score) of
DC 10 + Spell Level is required, else the spell fails and the scroll if used up (make a Scroll Mishap Roll p140 DMG)
MAGIC ITEMS Modified - House Rule
Identifying: Requires use of the spell Identify or bring item to a Wizard NPC and pay for services. Does not reveal Cursed Items.
Attunement: Requires handling and bonding with item during a Short Rest period. Until then do not gain any magical benefits.
Limit of THREE attuned items per person. Item can be attuned to only one person. Attunement breaks if item more
than 100’ away for 24 hours or person dies or another person attunes the item or any pre-requistes are no longer meet.
Requires a Short Rest handling to de-attune. Can not de-attune Cursed Items (requires Remove Curse Spell)

* DC determined by Dungeon Master ** Must be proficient with Thieves Tools to make this check
*** DC is the same as the Spell Caster DC for Spells. **** Which ever value is higher
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USING EARLIER Modules designed for eariler editions for

ADVENTURING
certain Levels equate to 5th Ed Levels + 3.

EDITION MODULES So an AD&D Module for Levels 1 to 3 would


equate for 5th Edition for Levels 4 to 6.

CONVERT SKILLS, ABILITY CHECKS AC & To Hit


DC* = Old DC** % Mod NWP (d20) Secret (d6) 1st# 5th AC** 5th Hit 5th Dmg 5th HP
3 = 5 +95% +10 or more +5 or more 1HD =20 - Old AC =+3 =Old Dmg +2 =Old HP +6
2HD =19 - Old AC =+4 =Old Dmg +3 =Old HP +12
3 = 6 +95% ” “ 3HD =18 - Old AC =+5 =Old Dmg +4 =Old HP +16
4 = 7 +90% +9 ” 4HD =18 - Old AC =+6 =Old Dmg +5 =Old HP + 26
4 = 8 +85% “ ” 5-8HD =17 - Old AC =+7 =Old Dmg +6 =Old HP + 32/39/46/52
5 = 9 +80% +8 +4 9-12HD =15 - Old AC =+8 =Old Dmg +7 =Old HP + 58/62/66/70
13-16HD =13 - Old AC =+9 =Old Dmg +8 =Old HP + 74/78/82/86
5 = 10 +75% “ “
17+HD =12 - Old AC =+10 =Old Dmg +9 =Old HP +90
6 = 11 +70% +7 ”
AC (From 3rd* and 4th Edition Module)
7 = 12 +65% “ “
5th AC = Old AC - Old CR
8 = 13 +60% +6 +3
To Hit: (From 3rd* or 4th)
9 = 14 +55% “ ” Round down unless creature’s
5th Proficiency = (Old CR / 2 ) + 3 Strength > 16 then round up
10 = 15 +50% +5 “
# Includes 2nd Ed too
11 = 16 +45% “ “ * Includes Pathfinder too
12 = 17 +40% +4 +2 ** Remember subtracting a negative number is actually adding the
number, eg. 20 - (-2) is actually 20 +2, which equals 22
13 = 18 +35% “ “
14 = 19 +30% +3 ” Saving Throws and Checks
15 = 20 +25% “ “ Save Throw (From 1st and 2nd)
16 = 21 +20 +2 +1 New Ability Save Bonus = ( Old Save - 10 ) / 2 (round down)
17 = 22 +15% “ “ New DC = Refer Convert Skills Chart (NWP)
18 = 23 +10% +1 ” Paralyzation, Poison Equates to Constitution Save
19 = 24 +5% “ ” or Death Magic
20 = 25 No Mod No Mod No Mod Rod, Staff or Wand Equates to Wisdom Save
21 = 26 -10% -1 -1 Petrification or Polymorph Equates to Constitution Save
22 = 27 -20% -2 “ Breath Weapon Equates to Dexterity Save
23 = 28 -30% -3 -2 Spell Equates to Wisdom Save ***
24 = 29 -40% -4 ”
25 = 30 -50% -5 -3 Save Throw or Ability Check or Skill** (From 3rd* or 4th)
26 = 31 -60% -6 “ For 3rd*: New DC = Refer Convert Skills Chart (Old DC)
27 = 32 -70% -7 -4 New Bonus = Old Bonus / 2 (round down)
28 = 33 -80% -8 ” For 4th: New DC = Refer Convert Skills Chart (Old DC)
29 = 34 -90% -9 -5 or less New DC = (Attack vs Defence) + 10
30 = 35 -95% -10 or less “ New Bonus = ( Old Defence - 10 ) / 2 (round down)
* Difficulty Check (for 5th) Fortitude Equates to Constitution Save
** Difficulty Check (for 3rd, 4th or Pathfinder) Reflex Equates to Dexterity Save
% Mod Modifier to Percentage check needed to succeed (1st, 2nd),
eg Find Traps. Negative modifers make it harder. Will Equates to Wisdom Save
Pick closest one, if even pick the Highest DC. * Includes Pathfinder too
NWP Modifier to Non-Weapon Proficiency check needed to succeed ** For Skills use Fortitude for any Strength or Constitution skills,
(2nd) or to Saving Throws modifiers (1st or 2nd). use Reflex for any Dexterity skills, use Will for any Wisdom, Intelligence
Negative modfiers make it harder. or Charisma skills. Remember to half the old Bonus.
d6 Mod Modifier to d6 check needed to find a Secret Door (1st, 2nd) If trained Skill (listed in Stat Block) add +5
Negative modifiers make it harder. *** Use common sense: eg Charm use Charisma, Burning Hands use Dexterity

MAGIC ITEMS - BONUS* * Remember that there needs to be a lot less Magic Items handed out MAGIC ITEMS - MODULE
in 5th Edition than in previous editions, especially 3rd, 4th or Pathfinder. d% Magic Weapon/Armor
5th Edition Older Editions Consider replacing most magic items with expensive equivalents. eg. a
Ring Of Protection +1 becomes a gold ring + gem worth gp. A Helm of 1-20 Jewelled Version
+3 +5 or more Teleportation becomes a gold and jeweled crown worth gp. For weapons 21-40 Masterwork
+2 +3 or +4 and armour, consider replacing a lot of these with either Masterwork items
or non-magical jewelled versions worth extra gp or made of exotic materials 41-60 Exotic Material
+1 +1 or +2 (Adamantine 10%, Mithral 10%, Cold Iron 20%, Darkwood 20%, Silver 40%).
For Magic Items 30% chance it is magical otherwise it’s just expensive
61-70 Masterwork + Exotic
jewellery. For Magic Weapons/Armor use the table to the right. 71-100 Magic Item
Older Edition Module D&D 5th Edition Usage
AD&D 1st ed - Pick Lock, with a modifier of -5% (% roll) Dexterity (Thieve’s Tools) check DC 21 (closest highest DC)
AD&D 2nd ed - Survival check, with a modifier of +2 (d20 roll) Wisdom (Survival) check DC 16
AD&D 2nd ed - find Secret Door, with +1 modifer (d6 roll) Wisdom (Perception) check DC 16
AD&D 2nd ed - NPC has a Save vs Spell of 15 Wisdom Save bonus +2 (2.5 rounded down)
AD&D 2nd ed - Save versus Poison check, with a modifer of -4 (d20 roll) Constitution Save DC 24
D&D 3.5th ed - Spot check DC 25 (d20 roll) Wisdom (Perception) check DC 20
D&D 3.5th ed - Fortitude Save DC 15 (d20 roll) Constitution Save DC 10
D&D 3.5th ed - NPC has Reflex Save +8 Dexterity Save bonus +4
D&D 4th ed - Make a +7 Attack vs target’s Will Defence Target makes a Wisdom Save DC 17
D&D 4th ed - creature Will Defence 17 Wisdom Save bonus +3 (3.5 rounded down)
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URBAN PRICES
STANDARD EXCHANGE RATE WATERBORNE VEHICLES
Coin cp sp ep gp pp Item Cost Speed
Copper (cp) 1 1/10 1/50 1/100 1/1000 Galley 30,000 gp 4 mph
Silver (sp) 10 1 1/5 1/10 1/100 Keelboat 3,000 gp 1 mph
Electrum (ep) 50 5 1 1/2 1/20 Longship 10,000 gp 3 mph
Gold (gp) 100 10 2 1 1/10 Rowboat 50 gp 1 1/2 mph
Platinum (pp) 1000 100 20 10 1 Sailing ship 10,000 gp 2 mph
Warship 25,000 gp 2 1/2 mph
FOOD, DRINK AND LODGING
Item Cost Example MOUNTS AND OTHER ANIMALS
Ale Item Cost Speed Capacity
Gallon 2 sp Camel 50 gp 50’ 480 lb
Mug 4 cp Donkey or mule 8 gp 40’ 420 lb
Banquet (per person) 10 gp Elephant 200 gp 40’ 1320 lb
Bread, loaf 2 cp Horse, draft 50 gp 40’ 540 lb
Cheese, hunk 1 sp Horse, riding 75 gp 60’ 480 lb
Inn stay (per day) Mastiff 25 gp 40’ 195 lb
Squalid 7 cp External (Barn/Shed) Pony 30 gp 40’ 225 lb
Poor 1 sp Main room on Floor (near hearth) Warhorse 400 gp 60’ 540 lb
Modest 5 sp Common room (bed/planket) TACK, HARNESS AND DRAW VEHICLES
Comfortable 8 sp Single Room (Bed & chamber pot)
Item Cost Weight
Wealthy 2 gp Bedroom & Living Room
Barding x4 x2
Aristocratic 4 gp Bedroom, Living and Bath Room
Bit and bridle 2 gp 1 lb
Meals (per day)
Carriage 100 gp 600 lb
Squalid 3 cp Low Market *
Cart 15 gp 200 lb
Poor 6 cp Low Market *
Chariot 250 gp 100 lb
Modest 3 sp Average *
Feed (per day) 5 cp 10 lb
Comfortable 5 sp Average *
Saddle
Wealthy 8 sp High Market *
Exotic 60 gp 40 lb
Aristocratic 2 gp High Market *
Military 20 gp 30 lb
Meat, chunk 3sp
Pack 5 gp 15 lb
Wine
Riding 10 gp 25 lb
Common (pitcher) 2 sp
Saddlebags 4 gp 8 lb
Fine (bottle) 10gp
Sled 20 gp 300 lb
* Refer Seperate Menu Example Supplement (roll 1d8 and use appropiate prices)
Stabling (per day) 5 sp -
Wagon 35 gp 400 lb
LIFESTYLE EXPENSES
Lifestyle Price/Day Lifestyle Price/Day
Wretched - Comfortable 2 gp
Squalid 1 sp Wealthy 4 gp
Poor 2 sp Aristocratic 10 gp minimum
Modest 1 gp

EQUIPMENT PACKS
Pack Cost Pack Cost
Burglar’s Pack 16 gp Entertainer’s Pack 40 gp
Backpack, Bag of ball bearings (1000), 10’ string, backpack, bedroll, 2 costumes, 5 candles, 5 days
bell, 5 candles, crowbar, hammer, 10 pitons, hooded rations, waterskin, disguise kit
lantern, 2 flasks oil, 5 days rations, tinderbox, water- Explorer’s Pack 10 gp
skin, 50’ hemp rope backpack, bedroll, mess kit, tinderbox, 10 torches,
Diplomat’s Pack 39 gp 10 days rations, waterskin, 50’ hemp rope
chest, 2 scroll cases, fine clothes, ink bottle, ink pen, Priest’s Pack 19 gp
lamp, 2 flasks oil, 5 sheets paper, perfume vial, backpack, blanket, 10 candles, tinderbox, alms box,
sealing wax, soap 2 blocks incense, censer, vestments, 2 days rations,
Dungeoneer’s Pack 12gp waterskin
backpack, crowbar, hammer, 10 pitons, 10 torches, Scholar’s Pack 40 gp
tinderbox, 10 days rations, waterskin, 50’ hemp rope backpack, book of lore, ink bottle, ink pen, 10 sheets
parchment, little bag sand, small knife
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URBAN PRICES
ADVENTURING GEAR PRICING Item Cost Weight
Item Cost Weight Holy symbol
Abacus 2 gp 2 lb Amulet 5 gp 1 lb
Acid (vial) 25 gp 1 lb Emblem 5 gp -
Alchemist’s fire (flask) 50 gp 1 lb Reliquary 5 gp 2 lb
Ammunition Holy water (flask) 25 gp 1 lb
Arrows (20) 1 gp 1 lb Hourglass 25 gp 1 lb
Blowgun needles (50) 1 gp 1 lb Hunting trap 5 gp 25 lb
Crossbow bolts (20) 1 gp 1 1/2 lb Ink (1 ounce bottle) 10 gp -
Sling bullets (20) 4 cp 1 1/2 lb Ink pen 2 cp -
Antitoxin (vial) 50 gp - Jug or pitcher 2 cp 4 lb
Arcane focus Ladder (10 foot) 1 sp 25 lb
Crystal 10 gp 1 lb Lamp 5 sp 1 lb
Orb 20 gp 3 lb Lantern, bullseye 10 gp 2 lb
Rod 10 gp 2 lb Lantern, hooded 5 gp 2 lb
Staff 5 gp 4 lb Lock 10 gp 1 lb
Wand 10 gp 1 lb Magnifying glass 100 gp -
Backpack 2 gp 5 lb Manacles 2 gp 6 lb
Ball bearings (bag of 1000) 1 gp 2 lb Mess kit 2 sp 1 lb
Barrel 2 gp 70 lb Mirror, steel 5 gp 1/2 lb
Basket 4 sp 2 lb Oil (flask) 1 sp 1 lb
Bedroll 1 gp 7 lb Paper (one sheet) 2 sp -
Bell 1 gp - Parchment (one sheet) 1 sp -
Blanket 5 sp 3 lb Perfume (vial) 5 gp -
Block and tackle 1 gp 5 lb Pick, miner’s 2 gp 10 lb
Book 25 gp 5 lb Piton 5 cp 1/4 lb
Bottle, glass 2 gp 2 lb Poison, basic (vial) 100 gp -
Bucket 5 cp 2 lb Pole (10 foot) 5 cp 7 lb
Caltrops (bag of 20) 1 gp 2 lb Pot, iron 2 gp 10 lb
Candle 1 cp - Potion of healing 50 gp 1/2 lb
Case, crossbow bolt 1 gp 1 lb Pouch 5 sp 1 lb
Case, map or scroll 1 gp 1 lb Quiver 1 gp 1 lb
Chain (10 feet) 5 gp 10 lb Ram, portable 4 gp 35 lb
Chalk (1 piece) 1 cp - Rations (1 day) 5 sp 2 lb
Chest 5 gp 25 lb Robes 1 gp 4 lb
Climber’s Kit 25 gp 12 lb Rope, hempen (50 feet) 1 gp 10 lb
Clothes, common * 5 sp 3 lb Rope, silk (50 feet) 10 gp 5 lb
Clothes, costume * 5 gp 4 lb Sack 1 cp 1/2 lb
Clothes, fine * 15 gp 6 lb Scale, merchant’s 5 gp 3 lb
Clothes, traveler’s 2 gp 4 lb Sealing wax 5 sp -
Clothes, cold-weather 8gp 7 lb Shovel 2 gp 5 lb
Component pouch 25 gp 2 lb Signal whistle 5 cp -
Crowbar 2 gp 5 lb Signet ring 5 gp -
Druidic focus Soap 2 cp -
Sprig of mistletoe 1 gp - Spellbook 50 gp 3 lb
Totem 1 gp - Spikes, iron (10) 1 gp 5 lb
Wooden staff 5 gp 4 lb Spyglass 1000 gp 1 lb
Yew wand 10 gp 1 lb Tent, two-person 2 gp 20 lb
Fishing tackle 1 gp 4 lb Tent, eight-person 10gp 50 lb
Flask or tankard 2 cp 1 lb Tinderbox 5 sp 1 lb
Grappling hook 2 gp 4 lb Torch 1 cp 1 lb
Hammer 1 gp 3 lb Vial 1 gp -
Hammer, sledge 2 gp 10 lb Waterskin 2 sp 5 lb (full)
Healer’s kit 5 gp 3 lb Whetstone 1 cp 1 lb
* Clothes can be varied styles (your choice): artisan, clerical, courtier, entertainer, monk, scholar, etc.

SPECIAL WEAPON MODIFICATION PRICING


Process Cost Note
Silvered Weapon 100 gp Single weapon OR ten pieces of ammunition
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URBAN PRICES
WEAPON PRICING TOOLS PRICING
Name Cost Weight Item Cost Weight
Simple Melee Weapons Artisan’s tools
Club 1 sp 2 lb Alchemist’s supplies 50 gp 8 lb
Dagger 2 gp 1 lb Brewer’s supplies 20 gp 9 lb
Greatclub 2 sp 10 lb Calligrapher’s supplies 10 gp 5 lb
Handaxe 5 gp 2 lb Carpenter’s tools 8 gp 6 lb
Javelin 5 sp 2 lb Cobbler’s tools 5 gp 5 lb
Light Hammer 2 gp 2 lb Cook’s utensils 1 gp 8 lb
Mace 5 gp 4 lb Glassblower’s tools 30 gp 5 lb
Quarterstaff 2 sp 4 lb Jeweler’s tools 25 gp 2 lb
Sickle 1 gp 2 lb Leatherworker’s tools 5 gp 5 lb
Spear 1 gp 3 lb Mason’s tools 10 gp 8 lb
Simple Ranged Weapons Painter’s supplies 10 gp 5 lb
Crossbow, light 25 gp 5 lb Potter’s tools 10 gp 3 lb
Dart 5 cp 1/4 lb Smith’s tools 20 gp 8 lb
Shortbow 25 gp 2 lb Tinker’s tools 50 gp 10 lb
Sling 1 sp - Weaver’s tools 1 gp 5 lb
Martial Melee Weapons Woodcarver’s tools 1 gp 5 lb
Battleaxe 10 gp 4 lb Disguise kit 25 gp 3 lb
Flail 10 gp 2 lb Forgery kit 15 gp 5 lb
Glaive 20 gp 6 lb Gaming set
Greataxe 30 gp 7 lb Dice set 1 sp -
Greatsword 50 gp 6 lb Dragonchess set 1 gp 1/2 lb
Halberd 20 gp 6 lb Playing card set 5 sp -
Lance 10 gp 6 lb Three-Dragon Ante set 1 gp -
Longsword 15 gp 3 lb Herbalism kit 5 gp 3 lb
Maul 10 gp 10 lb Musical instrument
Morningstar 15 gp 4 lb Bagpipes 30 gp 6 lb
Pike 5 gp 18 lb Drum 6 gp 3 lb
Rapier 25 gp 2 lb Dulcimer 25 gp 10 lb
Scimitar 25gp 3 lb Flute 2 gp 1 lb
Shortsword 10 gp 2 lb Lute 35 gp 2 lb
Trident 5 gp 4 lb Lyre 30 gp 2 lb
War pick 5 gp 2 lb Horn 3 gp 2 lb
Warhammer 15 gp 2 lb Pan flute 12 gp 2 lb
Whip 2 gp 3 lb Shawm 2 gp 1 lb
Martial Ranged Weapons Viol 30 gp 1 lb
Blowgun 10 gp 1 lb Navigator’s tools 25 gp 2 lb
Crossbow, hand 75 gp 3 lb Poisoner’s kit 50 gp 2 lb
Crossbow, heavy 50 gp 18 lb Thieves’ tools 25 gp 1 lb
Longbow 50 gp 2 lb
Net 1 gp 3 lb

ARMOR PRICING Armor Cost Weight


Armor Cost Weight Heavy Armor
Light Armor Ring mail 30 gp 40 lb
Padded 5 gp 8 lb Chain mail 75 gp 55 lb
Leather 10 gp 10 lb Splint 200 gp 60 lb
Studded leather 45 gp 13 lb Plate 1500 gp 65 lb
Medium Armor Shield
Hide 10 gp 12 lb Shield 10 gp 6 lb
Chain shirt 50 gp 20 lb
Special Additional Costs *
Scale mail 50 gp 45 lb
Fitting / Resize Armor 1d4 x 10 % of cost of orginal armor
Breastplate 400 gp 20 lb
Masterwork Armor/Weapon (1d10 + 20) x cost of normal price
Half plate 750 gp 40 lb * Resizing can be done by any armorer and take 1d4 days. Masterwork items are
only available from Master Armorers, normally only in the larger cities. Can not pay
for items to be made in exotic materials; these items must be found, not made.
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URBAN SERVICES
SERVICES VS LOCATION Custom

Minor Hamlet Minor Small Major Small City Large


Outpost Village Village Village City City
DC Check - Investigation (Intelligence)
(Roll with Advantage for Essentials)

(or Town) (or Capital)


(or Keep)^7 (or Fort)^7
<5 20min 5 min 30 min 1 hr Can’t Find Can’t Find Can’t Find Can’t Find
(2 hr) (2.5 hr) (3 hr) (4 hr)
Find Service *

5 10 min 4 min 10 min 30 min 1 hr 1.5 hr 2 hr 3 hr

10 5 min 2 min 5 min 10 min 30 min 45 min 1 hr 2 hr

15 2 min 1 min 2 min 5 min 15 min 20 min 30 min 40 min

20 Immediate Immediate Immediate 2 min 5 min 10 min 15 min 20 min

* Is Service Availble? (If Service is illegal roll above check with Disadvantage)
Shops:
- Essential ^1 80% 85% 90% 95% 100% 100% 100% 100%
- Luxury ^2 30% 40% 45% 50% 70% 75% 80% 90%
Weapon Smith: #
- Simple 30% 20% 30% 60% 90% 95% 100% 100%
- Martial 20% - 20% 50% 80% 90% 100% 100%
Armorer: #
- Light ^3 20% - 20% 35% 90% 95% 100% 100%
- Medium 15% - 150% 30% 80% 90% 100% 100%
- Heavy 10% - 10% 25% 70% 85% 100% 100%
Magic Tower/Shop:
- Mundane * 15% - 30% 50% 90% 95% 100% 100%
- Low ^4 1% - 1% 5% 10% 12% 15% 20%
- Medium ^5 - - - - 1% 2% 3% 5%
- High ^6 - - - - - - 1% 2%
No. Of Premises 1 1 1d2 1d4 3d4 (+2 ^9) 5d6 8d6 10d6
(Each service) ^9 1 1 1 1 1d3 (+1 ^9) 3d3 4d3 4d4
1 1 1 1 1d2 1d2 1d3 1d3
If Item available - how many, price, manufacture?
Price +20% +15% +15% +10% +5% Normal Normal Normal
In stock? 40% 50% 55% 60% 80% 85% 90% 95%
No. In Stock 1 1d2 1d3 1d4 2d4 2d5 3d6 6d4
Time to Make ^8 2d3 days 1d6+1 days 1d5+1 days 1d4+1 days 1d4 days 1d3 days 1d3 days 1d2 days
Import Chance 20% 20% 25% 30% 50% 60% 70% 80%

^1 Includes: Smith (or Black Smith), Leather Worker, General Shop, Brewer, Inn, Carpenter, Cobbler, Mason, Potter, Weaver, Stables, Baker, Temple of Worship - General,
Constable of the Watch, Seamstress, Candle Maker, Miller
^2 Includes: Library, Alchemist, Cartographer, Calligrapher, Glass Blower, Cook, Jewellery, Painter, Tinker#, Woodcarver, Musical Instruments#, Druid, Healer, Book Binder,
Fine Clothes Taylor, Artist, Guilds, Weapon Trainer, Hotel, Bank, Temple of Worship - Specific God, University, Rental Properties,
Museum, Theater, Restaurant, Book Maker, Military Post, Toy Maker, Markets, Bed & Breakfast, Butcher, Cheesemaker, Fishmonger, Wagon Yard, Locksmith#
In stock -15% No. Stock -1 (min 1)
^3 Includes Shields
(For Magic Shops - start roll from High to Mundane to determine max level of Magic Items present)
* Mundane Magic Items: from Magic Item Table A (or 3d3 items x In Stock? Percentage) - Time Make: Can not make to demand
^4 Items from Magic Item Table B (or 2d3 items x In Stock? Percentage)
In stock -40% No. Stock -2 (min 1) Time Make: Can not make to demand
^5 Items from Magic Item Table C (or 1d4 items x In Stock? Percentage)
In stock -60% No. Stock -4 (min 1) Time Make: Can not make to demand
^6 Items from Magic Item Table F (or 1d3 items x In Stock? Percentage)
In stock -80% No. Stock -8 (min 1) Time Make: Can not make to demand
^7 Service Available -20% Prices +10% Items In stock -20% Number of Items -1 (min 1) Make +1 days
All Forts & Keeps MUST have a Weapon Smith, Armorer (or Armor Smith), Smith, Leather Worker, Carpenter, Mason, Stables.
^8 If can not make, then each week check to see if item has come in through trade goods. If so, then roll again on No. In Stock to see how many arrived.
For Magic Items the Import Chance is halved & only 1 item comes in at a time. Start rolling from High to Mundane, vs the Availability to see what type of item arrives
^9 For Essential services (Top Line), Luxury Services (Middle Line) and Magic Shops (Bottom Line). If Town add extra to roll as specified.

# If this service is not available then, as a fall back:


- Tinker: a Smith can provide a basic and very rough equivalent but IN STOCK - 20% and PRICE +20% and NUMBER IN STOCK -2
- Musical Instruments: a General Shop can have some but IN STOCK - 20% and PRICE +20% and NUMBER IN STOCK -2 and CAN NOT MAKE.
- Mage Tower or Shop: A General Shop can have access to Magic Items but only for Mundane items and stock is half of normal. CAN NOT MAKE.
- Locksmith: A General Shop can have some but IN STOCK - 10% and PRICE +10% and NUMBER IN STOCK -1 and CAN NOT MAKE.
- Weapon Smith: A Smith can make basic rough Simple weapons only but IN STOCK - 40% and PRICE +100% and NUMBER IN STOCK -2.
A General Shop can have Dagger, Handaxe, Sickle, Light Hammer, Quarterstaff. IN STOCK - 10% and PRICE +10% and NUMBER IN STOCK -1
- Armouror: A Smith can make a Shield. IN STOCK - 50% and PRICE +50% and NUMBER IN STOCK -2.
A Seamstress can make Padded Armour. IN STOCK (NA) and PRICE +100%.
A Leather Worker can make Leather Armour. IN STOCK (NA) and PRICE +100%.

If there is NO Service and NO backup Service then the General Shop can try to arrange import of any Goods. PRICE +100%.

Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com


URBAN MAKEUP, POPULATION
LOCATION SIZING, SECURITY AND POLICING Custom

Minor Hamlet Minor Small Major Small City Large


Outpost Village Village Village City City
(or Town) (or Capital)
Size .04 mile .05 mile .1 mile .2 mile .5 mile .75 mile 1 mile 1.5 miles
~(200’) ~(250’) ~(500’) ~(1000’) ~(3000’) ~(4000’) ~(5000’) ~(8000’)

Structures (+/- 15%)


Major 5 8 20 50 300 1000 2000 3000
Minor 2 4 10 25 150 500 1000 1500

Population 50 75 200 500 2000 (or 4000 if town) 10,000 20,000 30,000
+/- 20 +/- 12 +/- 3d20 +/- d100 +/- d100 * 10 +/- d100 * 20 +/- d100 * 30 +/1 d100 * 50

In Charge Warden Elder Elder Mayor Major OR Noble *2 Noble *2 Noble *2 Noble *2
(If Town Noble Rank 8 to 10) Rank 6 to 7 Rank 3 to 5 Rank 1 to 2
GP Limit *1 200gp 200gp 300gp 400gp 1,000gp 3,000gp 6,000gp 12,000gp

Law & Order:


- Number 1 guard None 2 guards 8 guards 20 guards (30 if Town) 50 guards 100 guards 300 guards
+/- 1d2 +/- 1d2 +/- 1d3 +/- 3d4 +/- 3d6 +/- 2d20 +/- d100
- Title In Charge Sherriff NA Baliff Sherriff Constable Captain of the Watch Captain of the Watch Commander of the Watch
- In Charge Level Guard NA Guard 1st Fighter 5th Fighter 10th Fighter 15th Fighter 20th Fighter
- No. Buildings 1 None 1 1 1 and 1d2 minor 2 and 3d2 minor 4 and 4d3 minor 6 and 6d4 minor
- Present For Crime 10% NA 10% 9% 8% 7% 6% 5%
- Time to Respond 1d3 minutes NA 1d4 minutes 3d2 minutes 4d3 minutes 5d6 minutes 6d8 minutes 7d10 minutes

Security / Military:
- Number Maybe? (10% chance) - - - Maybe? (20% chance) 250 soldiers 500 soldiers 1000 soldiers
If any: 6 soldiers unless Town (100%) +1d100 +2d100 +4d100
+1d6 If any: 10 soldiers 60% Foot 70% Foot 80% Foot
100% Mounted +2d6 (if Town * 10) 40% Mounted 30% Mounted 20% Mounted
100% Mounted
Title In Charge Captain Commnder Lord Protector Lord Protector Lord Protector
In Charge Level 5th Fighter 5th Fighter 10th Fighter 15th Fighter 20 Fighter
Keep Fort
*1 Refers to the maximum amount of gold a Service will give out or has access to on a weekly basis. Double
this for luxury services.
Size .05 mile .1 mile *2 Can vary the royal rank / position / title as approriate and as needed (ie Baron, Duke, etc - See below)
~(200’) ~(500’) *3 Population refers to non-milatary personal. Keeps & Forts have staff / servants that take care of cleaning,
cooking, farming, repairs, etc.
Population *3 200 500 Note: For Small Castles can use Keeps and for Large Castles can use Forts as equivalents.
+/- 20 +/- 3d20 A Town is the same as a Major Village except slightly larger, has a Noble in charge & always has the
presence of a larger Military Force
GP Limit *1 100gp 200gp

Security / Military:
- Number 500 soldiers 1000 soldiers HIERARCHY OF NOBLE TITLES
+ 5d20 + 3d100
30% Foot 50% Foot Rank Title Rank Title
- Title In Charge
70% Mount 50% Mount 1st Emporer/Empress 7th Viscount/
Lord Protector Lord Protector
- In Charge Level 10th Fighter 15th Fighter 2nd King/Queen Viscountess
3rd Duke/Duchess 8th Baron/Baroness
4th Prince/Princess 9th Baronet
5th Marquess/Marquise 10th Knight
6th Earl or Count/
Countess

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URBAN SPECIAL SERVICES & UNDERWORLD
SPELL SERVICES - TYPICAL
Spell* Cost From** Spell Cost From**
Cure Wounds (1) 10gp Hamlet Identify 20gp Major Village
Lesser Restoration 40gp Minor Village Prayer of Healing (2) 40gp Small Village
Remove Curse 90gp Small Village Speak With Dead 90gp Major Village
Divination 210gp Major Village Greater Restoration 450gp Major Village
Raise Dead 1,250gp Town
* Number in brackets is cast at Spell Slot Level ** Suggestion only. Unique settlements can vary

SERVICES POISONS *
Service Pay Item Type Price/Dose
Coach cab Assassin’s blood Ingested 150 gp
Between towns 3 cp per mile Burnt othur fumes Inhaled 500 gp
Within a city 1 cp Carrion crawler mucus Contact 200 gp
Hireling Drow poison Injury 200 gp
Skilled 2 gp per day Essence of ether Inhaled 300 gp
Untrained 2 sp per day Malice Inhaled 250 gp
Messenger 2 cp per mile Midnight tears Ingested 1,500 gp
Road or gate toll 1 cp Oil of taggit Contact 400 gp
Ship’s passage 1 sp per mile Pale tincture Ingested 250 gp
Other Services Pathfinder Purple worm poison Injury 2,000 gp
Bath (cold / hot / public) 2 cp / 6 cp / 2 sp to 1 gp Serpent venom Injury 200 gp
Companion (lady of the night) 5 cp to 10 gp (plus room) Torpor Ingested 600 gp
Healer 1 gp (per day) + expensives Truth serum Ingested 150 gp
Laundry (normal / magic gear) 1 sp / 1 gp Wyvern poison Injury 1,200 gp
Valet 1 gp * Laws prohibited sale, possession and use of these poisons. Only obtainable
from black market, unscrupulous sellers. Criminal contacts may assist.
AD&D
BLACK MARKET
Name Cost Weight Legality* Notes
Black Bodysuit 10 gp 1 lb Shady AC 10 + Dex Mod; Advantage Stealth
Nightsuit (Armor) 35 gp 10 lb Shady AC 12 + Dex Mod; Advantage Stealth
Silenced Leather 25 gp 20 lb Shady AC 11 + Dex Mod; Advantage Stealth
Brass Knuckles 1 gp 2 lb Illegal Unarmed Strikes become 1d4 B
Climbing Dagger (Dagger) 5 gp 1 lb Shady 1d4 P; Finesse; light; Advantage Strength (Athletics) for climbing
Folding Bow (Shortbow) 45 gp 2 lb Shady 1d6 P; Ammunition; Range (30/200); Able to fit through small spaces
Garrote (Cord/Wire) 3 sp 1 lb Illegal Special Attack (Grapple) then subsequent turns Death Save Throws
until garrote removed. Do not stop when three successes achieved
Needle (Syringe) 5 gp - Shady Special Attack (Grapple) then subsequent adminster poison with
target getting Disadvantage on any saving throw due to poison
Sap 1 gp - Shady Special Attack (normal attack only if target unaware of attacker) then
target Constitution Save DC 10, failure Incapacitated (1d4 minutes)
Slagknuckle Gloves 7 gp 2 lb Shady Unarmed Strikes become 1d3 B; Gloves look normal - must be closely
examined to reveal nature
Sword Stick / Cane 15 gp 4 lb Shady 1d6 P; Finesse; light; (Proficiency as Rapier); Sword is hidden - must
be closely examined to reveal presence
Glass Cutter 120 gp 1 lb Illegal Cut small hole (variable 1 to 2 foot in size) in glass with no noise
Grappling Ladder 40 gp 8 lb Shady Advantage on Strength (Athletics) for climbing
Housebreaker’s Harness 25 gp 2 lb Illegal Allows checks made on Dexterity (Thieve’s Tools) to be made whilst
climbing / hanging with no Disadvantage
Keymaking Tools 60 gp 6 lb Illegal Copies keys. Requires a Detexerity (Keymaking Tools) check
Loaded Dice 5 sp - Illegal Advantage on checks whilst using
Marked Cards 3 cp - Illegal Advantage on checks whilst using
Skeleton Key 175 gp - Shady Advantage on Dexterity (Thieve’s Tools) check whilst using
Belt (Hidden pouch) 10 gp 1 lb Shady Can hide a very small item
Hollow Boots 15 gp 3 lb Shady Can hide a small item
Hollow Ring 3 gp - Shady Can contain and hide a small portion of liquid or item (eg poison, pill)
* Shady - not against the law. May be carried / worn freely in public. NPCs seeing characters with this item gain Distrust Attitude Modifier to PC
Illegal - items which are obviously used for criminal activities, thus against most laws. NPCs seeing characters with this item gain Distrust and Fear Attitude Modifier to
PC. Characters seen with this item by City Watch / Guards etc will be immediately stopped and dealt with
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