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Vision Travel Combat

Light Sources Pace Minute Hour Day Effect Move


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.

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