This document provides information on light sources, travel pace, combat actions, conditions, survival, and money. It details the range and duration of various light sources from mundane candles to magical dancing lights. Travel sections outline movement rates over different time periods and the effects of difficult terrain. Combat lists possible actions like attacking, casting spells, and hiding. Conditions such as blinded, charmed and invisible are explained. Survival covers exhaustion and tracking DCs. Finally, the document establishes common coin values and lifestyle expenses.
This document provides information on light sources, travel pace, combat actions, conditions, survival, and money. It details the range and duration of various light sources from mundane candles to magical dancing lights. Travel sections outline movement rates over different time periods and the effects of difficult terrain. Combat lists possible actions like attacking, casting spells, and hiding. Conditions such as blinded, charmed and invisible are explained. Survival covers exhaustion and tracking DCs. Finally, the document establishes common coin values and lifestyle expenses.
This document provides information on light sources, travel pace, combat actions, conditions, survival, and money. It details the range and duration of various light sources from mundane candles to magical dancing lights. Travel sections outline movement rates over different time periods and the effects of difficult terrain. Combat lists possible actions like attacking, casting spells, and hiding. Conditions such as blinded, charmed and invisible are explained. Survival covers exhaustion and tracking DCs. Finally, the document establishes common coin values and lifestyle expenses.
Source Bright Dim Duration Walk Move up to your speed. Mundane Fast 400 ft 4mi 30 –5 to Climb, Adds 1' cost per 1' moved Candle 5’ r + 5’ r 1 hour mi Pas. Crawl, Lamp 15' r + 30' r 6 hours Per- Swim ception Interact with one item Lantern, 60’ c + 60' c 6 hours Bullseye Normal 300 ft 3 mi 24 - mi Draw or sheath a weapon Lantern, 30' r + 30' r 6 hours Transfer an item from one hand to the Hooded Slow 200 ft 2 mi 18 Can Torch 20' r + 20' r 1 hour mi use Load a crossbow stealth Retrieve or put away a stored item Magic Difficult terrain is half speed. Pick up an item Continual 20' r + 20' r Until Move an object Flame Disp. A day of travel assumes 8 hours walking. Dancing - 10' r Up to Each hour above that requires a Con save Open a chest Lights 1 min at DC 10 + 1 for each extra hour, failure Open a door Faerie Fire - 10' r Up to adds one level of exhaustion. Combat Actions 1 min Mounts can gallop at twice their usual (1 per round) Flame 10' r +10' r Up to Move, but only for an hour. Attack Make a melee or ranged Blade 10 min Climbing, Swimming and Crawling are at attack Flaming 20' r + 20' r Up to half speed (quarter for difficult terrain). Cast Spell With 1 action casting time Sphere 1 min Might require Str (Athletics) or Dex Dash Double movement Holy Aura - 5' r Up to (Acrobatics) checks. Disengage Moving does not provoke 1 min Opportunity Attacks. Light 20' r + 20' r 1 hour Dropping prone is a free movement. Stand- ing up costs half your Move. Dodge Adv on Dex saves. Attacks MoonBeam - 5' r cyl Up to Jumping Running long jump is Str ft. against you have Disad. 1 min Standing long jump is half that distance. Help Give Adv to another's next Prismatic 100' + 100' 10 mins Running high jump is 3 + Str Mod ft. Stand- relevant ability check or Wall ing high jump is half that. Max reach is jump attack Wall of Fire 60' Up to + 60' height + 1½ character’s height. Attempting Hide Dex (Stealth) while un- 1 min to jump further/higher might require Str Ready Trigger action as a reac- Cover and Concealment (Athletics) check. Landing in difficult terrain Cover PHB p196 requires a Dex (Acrobatics) check to avoid Search DM will ask for a check. Half +2 AC and DEX saves landing prone. Use Object Activate an item. Three- +5 AC and DEX saves Activities while travelling Improvised Anything not in the rules. Quarters Navigate, Draw A Map, Track, or Forage. Bonus action (1 per round) Total Cover Can’t be targeted Characters performing these do not get a Two- When you attack while Passive Perception check. Weapon using 2 light melee weap- Concealment PHB p183 Tracking Lightly Disad on WIS (Perception). Fighting ons, you can use a Bonus Obscured Ground Surface DC Action to attack with the Soft surface such as snow or 10 offhand. Offhand gets no Heavily Blocks vision entirely ability mod to damage Obscured sand Vision Abilities Dirt or grass 15 Reaction (1 per round) Blindsight Perceive surroundings with- Bare stone 20 Opportunity Provoked when a hostile PHB p183 out relying on sight. Each day since the creature +5 Attack creature moves out of your Darkvision See in darkness as if in dim passed reach. OA resolves before PHB p183 light, cannot see colors. Creature left a trail such as –5 movement. blood Truesight See in darkness, invisible, PHB p185 visual illusions, original form of creatures, and into the Ethereal Plane. Survival Conditions Money Exhaustion Blinded Fail checks requiring sight. Exchange Rates Level Effect Disad on attacks. Attacks Coin cp sp ep gp pp against you have Adv. Copper 1 1/10 1/50 1/100 1/1000 1 Disadvantage on ability checks 2 Speed halved (cp) Charmed Cannot harm charmer. 3 Disad on attack rolls and saving Charmer has Adv on social Silver 10 1 1/5 1/10 1/100 ability checks. (sp) 4 Hit point maximum halved 5 Speed reduced to 0 Electrum 50 5 1 1/2 1/20 Deafened Fail checks involving hearing (ep) 6 Death Frightened Disad on ability checks and Gold 100 10 2 1 1/10 Finishing a long rest reduces a creature's (gp) exhaustion level by 1, provided that the attacks while fear source is in line of sight, can't move Platinum 1,000 100 20 10 1 creature has also ingested some food and closer to fear source. (pp) drink. Lifestyle Expenses Death, Dying and Recovery Grappled Speed becomes 0 Lifestyle Price/Day Lifestyle Price/Day Instant If damage remaining after Incapaci- No actions or reactions. Wretched - Comfortable 2 gp Death 0 HP is >= your HP maxi- tated mum, you die Invisible Adv on your attacks. Squalid 1 sp Wealthy 4 gp Death (DC 10) Stabilize on 3 suc- Saves cesses. Attacks against you have Poor 2 sp Aristocratic 10 gp + At 0 HP Die on 3 failures. Disad Stabilize when you regain Modest 1 gp Paralyzed Incapacitated, can't move or any HP Services speak. Fail Str and Dex Damage Automatic death save fail- saves. Attacks against you Service Pay At 0 HP ure. have Adv and crit if within 5 Coach cap - between 3 cp/mile Crits count as 2 failures. feet. towns Crit damage >=HP max. kills Coach cab - within a city 1 cp Subdual When you reduce creature Petrified Incapacitated, can't move or speak, unaware. Fail Str and Hireling - Skilled 2 gp/day to 0 HP you can choose to knock it unconscious instead Dex saves. Attacks against Hireling - Unskilled 2 sp/day of killing it. you have Adv. Resist all Messenger 2 cp/mile Short Rest 1 hour. Can spend Hit dice. damage. Immune to poison Road or gate toll 1 cp Long Rest 8 hours. Restores all HP, all and disease. Ship’s passage 1 sp/mile spell slots and half total Hit Poisoned Disad on attacks and ability Food Drink & Lodging Dice (min. 1 HD). checks. Item Cost Item Cost Food and Water Prone May crawl or stand. Disad Food 1 lb of food per day. Half that on your attack rolls. Ale - Gallon 2 sp Banquet / person 10 counts as half a day of starvation. Attacks against you outside gp Can go 3 + Con mod days without of 5' have Disad, within 5' Ale - Mug 4 cp Cheese, hunk 1 sp food. Each extra day is +1 ex- have Adv. Meat, chunk 3 sp haustion. Restrained Speed is 0. Attacks and Dex Wine, 2 sp Wine, bottle 10 Water 1 gal of water a day (2 if in a hot pitcher gp saves have Disad. Attacks environment). Half that, make a against you have Adv. Quality Inn stay (day) Meals (day) DC 15 Con save at the end of the day or suffer +1 exhaustion. Less Stunned No actions or moves. Fail Str Squalid 7 cp 3 cp than half water rations, automatic and Dex saves. Attacks Poor 1 sp 6 cp +1 exhaustion. If you are already against you have Adv. Modest 5 sp 3 sp exhausted then exhaustion gain due to thirst is doubled. Uncon- Incapacitated, can't move or Comfortable 8 sp 5 sp scious speak, unaware. Drop any- Wealthy 2 gp 8 sp thing held. Fall Prone. Fail Aristocratic 4 gp 2 gp Str and Dex saves. Attacks against you have Adv and crit if within 5 feet. Encounters Objects Abilities Difficulty Class Objects always fail STR and DEX saving Skills D throws and are immune to effects that call Task Difficulty Task Difficulty DC Strength Athletics C for other saves. Very easy 5 Hard 20 Armor Class Acrobatics, Sleight of Dexterity Easy 10 Very hard 25 Material AC Material AC Hand, Stealth Nearly impossi- Cloth, Paper, Constitu- Medium 15 30 11 Iron, steel 19 - ble rope tion Creature Size Crystal, glass, Intelli- Arcana, History, Investiga- 13 Mithral 21 Size Space Hit Die ice gence tion, Nature, Religion Wood, bone 15 Adamantine 23 Animal Handling, Insight, Tiny 2½ by 2½ ft d4 Small 5 by 5 ft d6 Stone 17 Wisdom Medicine, Perception, Hit Points Survival Medium 5 by 5 ft d10 Resilient Deception, Intimidation, Large 10 by 10 ft d12 Size Fragile HP Charisma HP Performance, Persuasion Huge 15 by 15 ft d12 Tiny (bottle, lock) 2 (1d4) 5 (2d4) Carrying Capacity Gargantuan 20 x 20 ft or larger d20 Small (chest, Improvising Damage 3(1d6) 10(3d6) Carry 15×STR lb. lute) Example Dice Medium (barrel, Push, 30×STR lb. 4 (1d8) 18 (4d8) Burned by coals, hit by falling chandelier) drag or lift This drops speed by 5. 1d10 Large (cart, Tiny creatures half; Large creatures book-case Struck by lightning, stumbling into a 10-ft.·by-10-ft. 5 (1d10) 27 (5d10) double; Huge creatures triple; 2d10 window) fire-pit Gargantuan creatures quadruple. Hit by falling rubble, collapsing Donning Armor Ability Scores & Modifiers 4d10 tunnel Category Don Doff Crushed by compacting walls, Score Modifier Score Modifier 10d10 Light Armor 1 min 1 min wading through lava stream Medium 1 -5 16-17 +3 Submerged in lava, hit by crashing 5 min 1 min 18d10 Armor 2-1 -4 18-19 +4 flying fortress Heavy Tumble into vortex of Elemental 10 min 5 min 4-5 -3 20-21 +5 Armor Fire, crushed in jaws of god-like or 24d10 Shield 1 action 1 action 6-7 -2 22-23 +6 moon-sized monster Useful Objects 8-9 -1 24-25 +7 Damage Severity by Level Character Acid Vial: Ranged attack, 2d6 acid 10-11 0 26-27 +8 level Setback Dangerous Deadly damage. 12-13 +1 28-29 +9 1-4 1d10 2d10 4d10 Antitoxin: Adv on poison saves for 1 hour. 14-15 2 30 +10 5-10 2d10 4d10 10d10 Ball Bearings: DC10 Dex save or fall prone. Grappling 11-16 4d10 10d10 18d10 Requires one free hand. Target must be Caltrops: DC15 Dex save or stop, take 17-20 10d10 18d10 24d10 1 damage and speed reduced by 10' no more than one size larger. Opposed Trap Save DC and Attack Bo- Healer's Kit: 10 uses. 1 use as action to Str (Athletics) vs Str (Athletics) or Dex nus stabilize the dying without a check. (Acrobatics). Success means target Trap Holy Water: 2d6 radiant to fiends, undead gains grappled condition. Your move Save DC Attack Bonus Danger speed is halved, unless the creature is Oil: +5 fire damage if splashed target takes Setback 10–11 + 3 to + 5 two or more sizes smaller than you. any fire damage. Or burn on ground, 5' Dangerous 12–15 + 6 to + 8 area, 2 rounds, 5 fire damage per round. Deadly 16–20 + 9 to + 12 Potion of Healing: Action to heal 2d4+2. Torch: Burns for 1 hour. Provides 20' bright light, 40' dim light. Hits for 1 fire damage.