Reference

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Table of Contents

  1. Character

  2. Checks

  3. Combat

  4. Economy

  5. Environment

  • Character

    •  

      Concentration

      If a spell must be maintained with concentration, its description specifies how long you can concentrate on it. You can end concentration at any time (no action required). The following factors can break your concentration:

      • You cast another spell that requires concentration.
      • You take damage. Succeed on a Constitution Saving Throw to maintain your contration, with a DC equal to 10 or half the damage you take, whichever is higher.
      • You're incapacitated or killed.
      • You're overwhelmed by an encounter by an enormous distraction, such as a wave crashing into you. Succeed on a DC 10 Constitution Saving Throw to maintain your concentration.
    •  

      Conditions

      • Blinded

        You can't see

        PHB, pg. 290

        You automatically fail any ability check which requires sight.

        You have disadvantage on attack rolls.

        Attack rolls against you have advantage.

      • Charmed

        PHB, pg. 290

        You can't attack your charmer or target them with harmful abilities or magical effects.

        Your charmer has advantage on ability checks to interact socially with you.

      • Deafened

        You can't hear.

        PHB, pg. 290

        You automatically fail any ability check which requires hearing.

      • Dying

        PHB, pg. 197

        If you are reduced to 0 hit points by damage that fails to kill you, you fall unconscious and are dying.

        Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

        If you receive any healing you immediately regain consciousness again and no longer dying.

        When dying, at the start of each of your turns you make a death saving throw. Roll a d20 and do not add any modifiers.

        A 10 or higher is a success, 9 or lower is a failure.

        On your third success, you become stable.

        On your third failure, you die.

        Rolling a 1 counts as two failures.

        Rolling a 20 immediately causes you to regain 1 hit point.

        You can also be stabilized by an ally taking the Stabilize action and succeeding on a DC 10 Wisdom (Medicine) check.

        Once stable, you regain 1 hit point after 1d4 hours.

      • Exhaustion

        PHB, pg. 291

        LevelEffect
        1Disadvantage on ability checks
        2Speed halved
        3Disadvantage on attack rolls and saving throws
        4Hit point maximum halved
        5Speed reduced to 0
        6Death

        You suffer the effect of your current level of exhaustion as well as all lower levels.

        Finishing a long rest reduces your exhaustion level by 1, provided that you have also had some food and drink.

        Also, being raised from the dead reduces a creature’s exhaustion level by 1.

      • Frightened

        PHB, pg. 290

        You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.

        You can't willingly move closer to the source of your fear.

      • Grappled

        You are being held.

        PHB, pg. 290.

        Your speed becomes 0, and you can't benefit from any bonus to your speed.

        The condition ends if your grappler is incapacitated.

        The condition also ends if you are removed from the reach of your grappler.

      • Incapacitated

        PHB, pg. 290

        You can't take actions or reactions.

      • Invisible

        You can't be seen without the aid of magic or a special sense.

        PHB, pg. 291

        For the purpose of hiding, you are heavily obscured.

        You can still be detected by any noise you make or tracks you leave.

        You have advantage on attack rolls.

        Attack rolls against you have disadvantage.

      • Paralyzed

        PHB, pg. 291

        You are incapacitated and can't move or speak.

        Attack rolls against you have advantage.

        Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

        You automatically fail Strength and Dexterity saving throws.

      • Petrified

        You are transformed into stone.

        PHB, pg. 291

        Your weight increases by a factor of ten, and you cease aging.

        You are incapacitated, can't move or speak, and are unaware of your surroundings.

        Attack rolls against you have advantage.

        You automatically fail Strength and Dexterity saving throws.

        You have resistance to all damage.

        You are immune to poison and disease, though a poison or disease already in your system is only suspended, not neutralized.

      • Poisoned

        PHB, pg. 292

        You have disadvantage on attack rolls and ability checks.

      • Prone

        You are laying on the ground.

        PHB, pg. 292

        Your only movement option is to crawl, unless you stand up.

        You have disadvantage on attack rolls.

        Attack rolls against you have advantage if the attacker is within 5 feet of you, otherwise the attack roll has disadvantage.

      • Restrained

        PHB, pg. 292

        Your speed becomes 0, and you can't benefit from any bonus to your speed.

        You have disadvantage on attack rolls.

        Attack rolls against you have advantage.

        You have disadvantage on Dexterity saving throws.

      • Stunned

        PHB, pg. 292

        You are incapacitated, can't move, and can speak only falteringly.

        Attack rolls against you have advantage.

        You automatically fail Strength and Dexterity saving throws.

      • Unconscious

        PHB, pg. 292

        You are incapacitated, can't move or speak, and are unaware of your surroundings.

        You drop whatever you're holding and fall prone.

        Attack rolls against you have advantage.

        Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

        You automatically fail Strength and Dexterity saving throws.

    •  

      Level Advancement

      LevelXPProficiency

      1

      0

      +2

      2

      300

      +2

      3

      900

      +2

      4

      2,700

      +2

      5

      6,500

      +3

      6

      14,000

      +3

      7

      23,000

      +3

      8

      34,000

      +3

      9

      48,000

      +4

      10

      64,000

      +4

      11

      85,000

      +4

      12

      100,000

      +4

      13

      120,000

      +5

      14

      140,000

      +5

      15

      165,000

      +5

      16

      195,000

      +5

      17

      225,000

      +6

      18

      265,000

      +6

      19

      305,000

      +6

      20

      355,000

      +6

    •  

      Skills and Associated Abilities

      SkillAbility

      Acrobatics

      Ability

      Animal Handling

      Wisdom

      Arcana

      Intelligence

      Athletics

      Strength

      Deception

      Charisma

      History

      Intelligence

      Insight

      Wisdom

      Intimidation

      Charisma

      Investigation

      Intelligence

      Medicine

      Wisdom

      Nature

      Intelligence

      Perception

      Wisdom

      Performance

      Charisma

      Persuasion

      Charisma

      Religion

      Intelligence

      Sleight of Hand

      Dexterity

      Stealth

      Dexterity

      Survival

      Wisdom

    •  

      Suffocation

      1. Creature can hold breath for 1 minute + CON modifier (min of 30 seconds).
      2. Creature out of breath or choking survive for a number of rounds equal to its CON modifier (min of 1 round).
      3. At start of next turn, creature drops to 0 hp and is dying. Cannot regain hp or be stabilized until it can breath again.
    •  

      Vision

      • Blindsight

        Perceive your surroundings without relying on sight, within a certain radius.

        PHB, pg. 183

        Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

      • Darkvision

        A creature with Darkvision can see better in the dark or low light conditions, within a certain radius.

        PHB, pgs. 183-184

        Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned.

        However, the creature can’t discern color in darkness, only shades of gray.

        Many creatures in the worlds of D&D, especially those that dwell underground, have darkvision.

      • Truesight

        A creature with truesight can see everything in its true form, independent of the environment.

        PHB, pg. 184

        A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic.

        Furthermore, the creature can see into the Ethereal Plane.

  • Checks

    •  

      Advantage / Disadvantage

      Advantage:

      • Attacking an unaware target.
      • Attacking a blinded, paralyzed, restrained, petrified, stunned, or unconscious target.
      • Attacking a prone target in melee.
      • Flanking.

      Disadvantage:

      • Attacking while blinded, frightened, poisoned, prone, or restrained
      • Attacking a prone target at range
      • Attacking a dodging target
      • Perception checks in lightly obscured environment
      • Ranged weapon attacks while engaged in melee
      • Ranged weapon attacks at long range
    •  

      Setting a DC

      DifficultyDC

      Very Easy

      5

      Easy

      10

      Moderate

      15

      Hard

      20

      Very Hard

      25

      Nearly Impossible

      30

    •  

      Skill Challenges

      1. Players roll initiative.
      2. On their turn, a player looks at the list of skills on their character sheet and picks one to use in a way that drives the plot forward. (eg; "I use Acrobatics and leap from the table to try tackling the creature")
      3. That player then rolls a d20 and adds the relevant skill modifier to the result.
      4. If that succeeds the DC check, it counts as a success. Players must achieve five successes before they get three failures.
      5. The next player does the same but cannot use a previously selected skill (Acrobatics would no longer be an available option for anyone chasing in the above example.)
  • Combat

    •  

      Actions

      • Attack

        Perform a melee or ranged attack with your weapon.

        PHB, pgs. 192,194-195

        Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. Each of these attacks is a separate roll and may target different creatures. You may move in between these attacks.

        When you attack with a light melee weapon, you can use a bonus action to attack with your other hand (see the Offhand attack bonus action).

        You may replace one of your melee attacks with a Grapple or a Shove.

        Some conditions give advantage on the attack: attacks against blinded, paralyzed, petrified, restrained, stunned, or unconscious targets; melee attacks against prone targets; attacks by invisible or hidden attackers.

        Some conditions give disadvantage on the attack: attacks against invisible or hidden targets; ranged attacks against prone targets; attacks by blinded, frightened, poisoned, or restrained attackers.

      • Cast a Spell

        Cast time of one action.

        PHB, pg. 192

        You can't cast a spell with you action and a different spell with your bonus action in the same turn, except if the action is used to cast a cantrip.

        The target of a spell must be within the spell's range. To target something, you must have a clear path to it, so it can't be behind total cover.

        Spells with material components do not consume the material unless explicitly stated. Unless the cost of a material is given, you can assume that the cost is negligible and the material is simply available in a component pouch.

        Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. You lose concentration on a spell if you cast another spell that requires concentration or when you are incapacitated. Each time you take damage, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher.

      • Dash

        Double movement speed.

        PHB, pg. 192

        The increase equals your speed, after applying any modifiers.

      • Disarm

        Knock target's weapon to the ground.

        Improvised.

        Attack roll vs. target’s Athletics or Acrobatics. No damage on success, but target drops held item. Attack has disadvantage if target item is being held in both hands. Use of your free item interaction can be used to pick target's weapon up or you can just kick it across the floor.

      • Disengage

        Prevent opportunity attacks.

        PHB, pg. 192

        Your movement doesn't provoke opportunity attacks for the rest of the turn.

      • Dodge

        Increase defenses.

        PHB, pg. 192

        Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.

        You lose this benefit if you are incapacitated or if your speed drops to 0.

      • Escape

        Break a grapple.

        PHB, pg. 195

        To escape a grapple, you must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the grappler's Strength (Athletics) check.

        Escaping other conditions that restrain you (such as manacles) may require a Dexterity or Strength check, as specified by the condition.

      • Grapple

        Grab a target.

        PHB, pg. 195

        You can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

        The target of your grapple must be no more than one size larger than you, and it must be within your reach.

        Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).

        If you succeed, you subject the target to the grappled condition (its speed is set to 0).

      • Help

        Grant an ally advantage.

        PHB, pg. 192

        The target gains advantage on the next ability check it makes to perform the task you are helping with.

        Alternatively, the target gains advantage on the next attack roll against against a creature within 5 feet of you.

        The advantage lasts until the start of your next turn.

      • Hide

        Keep out of sight.

        PHB, pg. 192

        You can't hide from a creature that can see you. You must have total cover, be in a heavily obscured area, be invisible, or otherwise block the enemy's vision.

        If you make noise (such as shouting a warning or knocking over a vase), you give away your position.

        When you try to hide, make a Dexterity (Stealth) check and note the result. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

        A creature notices you even if it isn't searching unless your Stealth check is higher than its Passive Perception.

        Out of combat, you may also use a Dexterity (Stealth) check for acts like concealing yourself from enemies, slinking past guards, slipping away without being noticed, or sneaking up on someone without being seen or heard.

      • Improvise

        Any action not on this list.

        PHB, pg. 193

        When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

      • Overrun

        Move through an enemy's space.

        Improvised.

        Athletics vs. Athletics to move through an opponent’s space. Advantage if larger than target, disadvantage if smaller.

      • Ready

        Choose a trigger and an action.

        PHB, pg. 193

        First, you decide what perceivable circumstance will trigger your reaction.

        Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.

        When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.

        When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration.

      • Search

        Look for something.

        PHB, pg. 193

        Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

      • Shove

        Knock over or move target.

        PHB, pg. 195

        Using the Attack action, you can make a special melee attack to shove a creature. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

        The target of your shove must be no more than one size larger than you, and it must be within your reach.

        You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).

        If you win the contest, you either knock the target prone or push it 5 feet away from you.

      • Stabilize

        Prevent a creature's death.

        PHB, pg. 197

        Make a Wisdom (Medicine) check with DC 10.

        On a success, the creature is stable and no longer needs to make death saving throws.

        A stable creature regains 1 hit point after hours.

      • Use Class Feature

        Some features use actions.

        See class page for more information.

      • Use Object

        Interact, use special abilities.

        PHB, pg. 193

        You can interact with one object for free during your turn (such as drawing a weapon or opening a door). If you want to interact with a second object, use this action.

        When an object requires your action for its use, you also take this action.

      • Use Shield

        Equip or unequip a shield.

        PHB, pgs. 144-146

        A shield always takes an action to equip or unequip.

        Armor takes several minutes to equip or unequip.

    •  

      Bonus Actions

      • Cast a Spell

        Cast time of 1 Bonus Action

        PHB, pg. 192

        You can't cast a spell with you action and a different spell with your bonus action in the same turn, except if the action is used to cast a cantrip.

        For further details, see the Cast a spell action.

      • Offhand Attack

        Use with the Attack action.

        PHB, pgs. 192,194-195.

        Only usable if you take the Attack action and attack with a light melee weapon that you're holding in one hand.

        Perform a single attack with a different light melee weapon that you're holding in the other hand.

        You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

        If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

      • Use Class Feature

        Some features use Bonus Actions.

        Various.

        See class pages in source materials for more information.

    •  

      Cover

      • Half-Cover

        If an obstacle blocks at least half of target's body.

        PHB, pg. 196

        The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

        A target with half cover has a +2 bonus to AC and Dexterity saving throws.

        If a target is behind multiple sources of cover, only the most protective degree of cover applies.

      • Three-Quarters Cover

        If about three-quarters of target is covered by an obstacle.

        PHB, pg. 196

        The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

        A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws.

        If a target is behind multiple sources of cover, only the most protective degree of cover applies.

      • Full Cover

        If target is completely concealed by an obstacle.

        PHB, pg. 196

        A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect.

        If a target is behind multiple sources of cover, only the most protective degree of cover applies.

    •  

      Damage Descriptions

      • Acid

        HealthyWoundedNear Death
        • Equipment/exterior sizzles and smokes
        • Steam curls upward from wound
        • Wound sizzles and turns yellow, target screams out
        • Blocks with equipment, sizzing and melting
        • Extremity starts melting, showing bone
        • Equipment melts, showing holes
        • Stygian, putrid smoke curls upward from wound
        • Melting extremity, fetid smoke triggers coughing fit
        • Face melts, horrified expression, skull showing
        • Unimportant extremity dissolves completely
        • Unimportant equipment melts away
        • Body reduced to a melted, smoking puddle
      • Bludgeoning & Force

        HealthyWoundedNear Death
        • Defender parries, weapons lock, pushes attacker back
        • Last-second dodge
        • Armor/shield takes the hit, vibrates violently
        • Parry slides to strike weapon-holding hand
        • Immediate bruising on minor extremity
        • Immediate bruising on weapon-holding hand
        • Breath taken away
        • Bone cracking thud
        • Bone broken on weapon hand
        • Armor dents in
        • Body caves due to impact
        • Head hit, blackout for a second, visibly dazed
      • Cold

        HealthyWoundedNear Death
        • Extremities go pale with cold, shivers
        • Layer of ice covers body/equipment
        • Skin pales, can see breath when exhales
        • Ice forms in hair, shakes it away
        • Frostbite on extremity skin
        • Extremity frozen solid, shakes blood back into it
        • Shivers violently before regaining composure
        • Finger freezes solid and shatters
        • Chest frozen solid
        • Mouth agape, head freezes solid
        • Comment on not feeling appendage
        • Appendage freezes and shatters
      • Fire

        HealthyWoundedNear Death
        • Clothes/etc. catch fire, extinguished quickly
        • Last-second dodge
        • Slight singes to extremities
        • Blocks with shield but skin visibly singed
        • Heavy burns on extemity
        • Burns to chest, skin reddens
        • Burns to head, skin reddens
        • Clothes/etc. visibly burnt, rapidly turning to ash
        • Heavy burns to chest
        • Severe burn blisters on skin
        • Extremity scorched black, sizzling sound
        • Head immolated to the bone
      • Lightning

        HealthyWoundedNear Death
        • A shower of sparks flies from target
        • Jolt causes body to spasm grotesquely
        • Mometary paralysis due to muscles locking
        • Lets out a garbled cry from shock
        • Extremity hit looks charred black
        • Extremity hit has scorched veins running along it
        • Piece of extremity blown off, inside is charred
        • Muscles lock, bites tongue, blood oozes out
        • Chest is partially charred at impact point
        • Head is partially charred at impact point
        • Part of body blown off by electric shock
        • Scars spread out over body from path of lightning
      • Necrotic

        HealthyWoundedNear Death
        • Slight blackening of skin at wound
        • Swirling black smoke rises from wound
        • Skin loses color and is wrinkled momentarily
        • Wound site dries out and flakes
        • Wound site dries out permanently, desiccated
        • Wound and veins nearby turn black
        • Visibly thins, eyes roll back, shakes it off
        • Patches of hair turn gray
        • Extremity shrivels up, becomes useless
        • Face ages, withers, hair goes white
        • Wound shrivels and blackens, target visibly weaker
        • Life energy sucked from face, eyes dark and hollow
      • Piercing

        HealthyWoundedNear Death
        • Defender parries, weapons lock, pushes attacker back
        • Last-second dodge
        • Scratch on weapon-holding hand
        • Attack on vital organ parried to hurt extremity
        • Pierces armor on chest
        • Glancing blow on neck or vital area
        • Goes clean through extremity
        • Blood gushes out of wound
        • Hits near eye, blood clouds vision
        • Pierces armor and strikes chest
        • Goes through neck or vital area
        • Goes through heart or head
      • Poison

        HealthyWoundedNear Death
        • Eyes roll in head, sways slightly
        • Delirious mumbling speech, sways slightly
        • Eyes barely open, deep sigh, regains composure
        • Grabs at wound, shakes head, sways slightly
        • Sweating profusely, swaying badly
        • Vomits, swaying badly
        • Veins at wound site turn black
        • Nearly collapses but keeps footing
        • Skin near wound turns purple-green
        • Drooling uncontrollably, swaying dangerously
        • Eyes barely open, vomiting violently
        • Delirious mumbling, foaming from mouth
      • Psychic

        HealthyWoundedNear Death
        • Face twitches with unseen pain
        • Eyes go wide, mentally shaken
        • Body tremors momentarily
        • Winces with pain
        • Cries out in agony
        • Crazes expression, laughs, regains composure
        • Face twitches violently, blood leaks from nose
        • Body shudders, can't control muscles
        • Arms go limp, blank expression momentarily
        • Delirious, cries out for help, "it's in my head!"
        • Body twitches violently, nearly falls
        • Blood gushes from eyes and ears, grabs at head
      • Radiant

        HealthyWoundedNear Death
        • White scorching on equipment and skin
        • A shower of white sparks flies from target upward
        • Equipment/clothing is scorched with white marks
        • Wound sparkles even in darkness
        • Flesh seared white at impact point
        • Dazzled by the bright light, shakes head
        • Equipment seared white
        • Wound sheds 1' of dim light
        • Flesh seared white, veins turn white under skin
        • Dazzled by white light, visibly dazed
        • Engulfed by white flames
        • All wounds shine outward like light source is inside
      • Slashing

        HealthyWoundedNear Death
        • Defender parries, weapons lock, pushes attacker back
        • Last-second dodge
        • Scratch on weapon-holding hand
        • Deadly slash parried to wound extremity instead
        • Slash on minor extremity
        • Slash on weapon-holding hand
        • Light slash on head
        • Light slash on chest
        • Blood gushing from slash wound
        • Unimportant limb severed
        • Organ spills out from wound
        • Vital organ slashed apart
      • Thunder

        HealthyWoundedNear Death
        • Ringing in ears for everyone who hears
        • Blocks with shield/arms, pushed back a little
        • Covers ears with hands, hair blown wildly
        • Recoils from blast, opens mouth, pops ears
        • Looks disoriented from sheer force of blast
        • Blood leaks from nose
        • Blood leaks from ears
        • Blood leaks from eyes
        • Extensive bruising on face from blast
        • Blows body apart into pieces
        • Blows clothing/equipment off
        • Explodes head, turns to red soup
    •  

      Movement

      • Climb

        Cost: 10ft per 5ft

        PHB, pg. 182

        May involve a Strength (Athletics) check if the climb is difficult.

      • Crawl

        Cost: 10ft per 5ft

        PHB, pg. 182

      • Difficult Terrain

        Cost modifier: +5ft per 5ft

        PHB, pg. 182

      • Drop Prone

        Cost: 0ft

        PHB, pgs. 190-191,292

        You can drop prone without using any of your speed

        To move while prone, you must crawl or use magic such as teleportation

        Dropping prone adds the Prone condition (melee attacks against you have advantage, ranged attacks against you have disadvantage, your own attacks have disadvantage)

      • Flight

        Cost: 5ft per 5ft of flight speed

        PHB, pg. 191

        If a PC is able to fly, it moves like ground movement per its flight speed.

        If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise prevented from moving, it falls and takes 1d10 damage for every 10 feet it plummets. The ability to hover or magical means of flight negate this.

      • Grapple Move

        Modifier: speed halved

        PHB, pg. 195

        If you move while grappling another creature, your speed is halved, unless the creature is two or more sizes smaller than you.

        See the attack action for how to grapple a creature.

      • High Jump

        Cost: 5ft per 5ft

        PHB, pg. 182

        You leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump.

        When you make a standing high jump, you can jump only half that distance.

        You can extend your arms half your height above yourself during the jump.

        In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

      • Improvise

        Any stunt not on this list

        When you describe a kind of movement not detailed elsewhere in the rules, the DM tells you whether it is possible and what kind of roll you need to make, if any, to determine success or failure.

      • Long Jump

        Cost: 5ft per 5ft

        PHB, pg. 182

        You cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump.

        When you make a standing long jump, you can leap only half that distance

        May involve a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance). You hit the obstacle on a failed check.

        May involve a DC 10 Dexterity (Acrobatics) check to land on your feet in difficult terrain. You land prone on a failed check.

      • Mounted Combat

        Moving on a mount

        PHB, pg. 198

        A willing creature that is one size larger than you and physically capable of carrying you can serve as a mount. You can mount or dismount a creature within 5 feet of you once during your move, though this costs half your movement speed.

        If an effect moves your mount against its will or you are knocked prone while you are mounted, make a DC 10 Dexterity save or be thrown off. You have advantage on this check if using a saddle. If your mount is knocked prone, you may take a reaction to land on your feet; otherwise, you fall prone within 5 feet of your mount.

        A mount that is not acting independently moves as you direct it, and may take the Dash, Disengage, and Dodge actions. A controlled mount can act on the turn you mount it. If the mount provokes an opportunity attack while you’re on it, the attacker can choose to either target you or the mount.

      • Move

        Cost: 5ft per 5ft

        PHB, pg. 190

        If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed.

        You can move through a nonhostile creature's space.

        You can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you.

        Another creature's space is difficult terrain for you.

        Whether a creature is a friend or an enemy, you can't willingly end your move in its space.

      • Stand Up

        Cost: half movement speed

        PHB, pg. 190-191

        You can't stand up if you don't have enough movement left or if your speed is 0.

      • Swim

        Cost: 10ft per 5ft

        PHB, pg. 182

        May involve a Strength (Athletics) check if the swim is difficult.

      • Underwater Combat

        Swimming speed

        PHB, pg. 198

        Creatures that do not have a swim speed have disadvantage on melee attacks not made with a dagger, shortsword, spear, or trident. Ranged weapons cannot hit beyond their normal range, and have disadvantage unless they are crossbows, nets, or javelin-type throwing weapons.

        Creatures immersed in water have resistance to fire damage.

    •  

      Reaction

      • Cast a Spell

        Cast time of 1 reaction

        PHB, pg. 192

        Trigger: specified by the spell.

        For further details, see the Cast a spell action.

      • Opportunity Attack

        An enemy leaves your reach.

        PHB, pg. 195

        Trigger: enemy creature you can see leaves your reach.

        Make one melee attack against the provoking creature.

        The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.

        Creatures don't provoke an opportunity attack when they teleport or when someone or something moves them without using their movement, action, or reaction.

      • Readied Action

        Part of your Ready action.

        PHB, pg. 193

        Trigger: specified by your Ready action.

    •  

      Stealth

      • Lightly Obscured

        Dim light, patchy fog, moderate foliage.

        PHB, pg. 183.

        Creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

      • Heavily Obscured

        Darkness, opaque fog, dense foliage.

        PHB, pg. 183.

        A creature in a heavily obscured area effectively suffers from the blinded condition.

  • Economy

    •  

      All Shops & Items

      • Blacksmith/Armory

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Ball Bearings1gp5spxxx
        Bell1gp5spxxx
        Block and Tackle1gp5spxx
        Chain (10feet)5gp25spxxx
        Crowbar2gp1gpxxx
        Grappling Hook2gp1gpxxx
        Hammer1gp5spxxx
        Sledge Hammer2gp1gpxxx
        Hunting Trap5gp25spxxx
        Lamp5sp25cpxxx
        Lantern5gp25spxx
        Lock10gp5gpxxx
        Manacles2gp1gpxx
        Mirror5gp25spxx
        Miner's Pick2gp1gpxxx
        Piton5cp2cpxxx
        Iron Pot2gp1gpxx
        Iron Spikes1gp5spxx
        Whetstone1cp1cpxxx

        Trade Goods

        Item NameBuySellVillageTownCity
        Iron (1lb.)1sp1spxxx
        Copper (1lb.)5sp5spxxx
        Silver (1lb.)5gp5gpxx
        Gold (1lb.)50gp50gpxx
        Platinum (1lb.)500gp500gpx

        Tools

        Item NameBuySellVillageTownCity
        Artisan's Tools
         Carpenter's Tools8gp4gpxxx
         Mason's Tools10gp5gpxx
         Smith's Tools20gp10gpxxx
         Tinker's Tools50gp25gpx
        Musical Instrument
         Horn3gp15spx

        Service

        Item NameBuySellVillageTownCity
        Silvering 1weapon or 10pieces of ammo100gp-xx

        Armor

        Item NameBuySellVillageTownCity
        Light Armor
         Studded Leather45gp22gpx
        Medium Armor
         Chain Shirt50gp25gpxxx
         Scale Mail50gp25gpxx
         Breastplate400gp200gpxxx
         Half Plate750gp375gpx
        Heavy Armor
         Ring Mail30gp15gpxx
         Chain Mail75gp37gpxxx
         Splint200gp100gpxx
         Plate1500gp750gpx
        Shield
         Shield10gp5gpxxx
         Large Shield80gp40gpx

        Weapons

        Item NameBuySellVillageTownCity
        Simple Melee Weapons
         Dagger2gp1gpxxx
         Handaxe5gp25spxxx
         Javelin5sp25spxx
         Light Hammer2gp1gpxx
         Sickle1gp5spxx
         Spear1gp5spxxx
        Martial Melee Weapons
         Battleaxe10gp5gpxxx
         Flail10gp5gpxx
         Glaive20gp10gpxx
         Greataxe30gp15gpxxx
         Greatsword50gp25gpxxx
         Halberd20gp10gpxx
         Lance10gp5gpx
         Longsword15gp7gpxxx
         Maul10gp5gpxx
         Morningstar15gp7gpxx
         Pike5gp25spxxx
         Rapier25gp12gpx
         Scimitar25gp12gpxx
         Shortsword10gp5gpxxx
         Trident5gp25spx
         War Pick5gp25spxx
         Warhammer15gp7gpxxx
      • Adventuring Supplier

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Backpack2gp1gpxxx
        Bedroll1gp50spxxx
        Block and Tackle1gp50spxx
        Glass Bottle2gp1gpxxx
        Candle1cp1cpxxx
        Chain (10 feet)5gp25spxxx
        Chest5gp25spxxx
        Climber's Kit25gp12gpxx
        Traveler's Clothes2gp1gpxxx
        Crowbar2gp1gpxxx
        Flask or Tankard2cp1cpxxx
        Grappling Hook2gp1gpxx
        Hammer1gp5spxxx
        Healer's Kit5gp25spx
        Hourglass25gp12gpx
        Hunting Trap5gp25spxxx
        Ink & Pen10gp5gpx
        Jug or Pitcher2cp1cpxxx
        Ladder (10 ft)1sp5cpxxx
        Lantern5gp25spxxx
        Lock10gp5gpxxx
        Mess Kit2sp1spxx
        Mirror5gp25spxx
        Paper (1 sheet)2sp1spx
        Parchement (1 sheet)1sp5cpxx
        Miner's Pick2gp1gpxxx
        Piton5cp2cpxxx
        Pole (10 ft)5cp2cpxxx
        Iron Pot2gp1gpxxx
        Pouch5sp2spxxx
        Quiver1gp25spxx
        Hempen Rope (50 ft)1gp5spxxx
        Silk Rope (50 ft)10gp5gpx
        Sack1cp1cpxxx
        Shovel2gp1gpxxx
        Spyglass1000gp500gpxx
        Two-Person Tent2gp1gpxx
        Tinderbox5sp25cpxxx
        Torch1cp1cpxxx
        Vial1gp5spxx
        Waterskin2sp1spxxx

        Tools

        Item NameBuySellVillageTownCity
        Artisan's Tools
         Cartographer's Tools15gp7gpxx
         Jeweler's Tools25gp14gpx
         Tinker's Tools50gp25gpxx
        Herbalism Kit5gp25spxx
        Navigator's Tools25gp12gpxxx

        Armor

        Item NameBuySellVillageTownCity
        Light Armor
         Padded5gp25spxx
         Leather10gp5gpxx
         Studded Leather45gp22gpx
        Medium Armor
         Hide10gp5gpxxx

        Ammunition

        Item NameBuySellVillageTownCity
        Ammunition
        Arrows (20)1gp5spxxx
        Blowgun Needles (50)1gp5spx
        Crossbow Bolts (20)1gp5spxx
        Sling Bullets (20)1sp5cpxxx

        Weapons

        Item NameBuySellVillageTownCity
        Simple Melee Weapons
         Club1sp5cpx
         Dagger2gp1gpxxx
         Greatclub2sp1spxx
         Handaxe5gp25spxxx
         Light Hammer2gp1gpxxx
         Quarterstaff2sp1spxx
        Simple Ranged Weapons
         Light Crossbow25gp12gpxx
         Dart5cp2cpxxx
         Shortbow25gp12gpxxx
         Sling1sp5cpxx
        Martial Melee Weapons
         Whip2gp1gpxxx
        Martial Ranged Weapons
         Blowgun10gp5gpx
         Hand Crossbow75gp32gpxx
         Heavy Crossbow50gp25gpx
         Longbow50gp25gpxxx
      • General Store

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Abacus2gp1gpxx
        Barrel2gp1gpxxx
        Basket4sp2spxxx
        Blanket5sp25cpxxx
        Glass Bottle2gp1gpxxx
        Bucket5cp2cpxxx
        Candle1cp1cpxxx
        Chest5gp25spxx
        Common Clothes5sp25cpxxx
        Fine Clothes15gp7gpx
        Flask or Tankard2cp1cpxxx
        Hammer1gp5spxxx
        Ink & Pen10gp5gpxxx
        Jug or Pitcher2cp1cpxxx
        Ladder (10 ft)1sp5cpxxx
        Lantern5gp25spxxx
        Lock10gp5gpxxx
        Mess Kit2sp1spxx
        Mirror5gp25spxxx
        Paper (1 sheet)2sp1spxxx
        Parchment (1 sheet)1sp5cpxx
        Miner's Pick2gp1gpxxx
        Iron Pot2gp1gpxxx
        Pouch5sp25cpxxx
        Hempen Rope (50 ft)1gp5spxxx
        Silk Rope (50 ft)10gp5gpx
        Sack1cp1cpxxx
        Merchant's Scale5gp25spxx
        Shovel2gp1gpxxx
        Soap2cp1cpxx
        Vial1gp5spxx

        Tools

        Item NameBuySellVillageTownCity
        Artisan's Tools
         Carpenter's Tools15gp7gpxxx
         Cobbler's Tools25gp14gpxxx
         Cook's Utensils50gp25gpxxx
         Glassblower's Tools30gp15gpx
         Leatherworker's Tools5gp25spxxx
         Mason's Tools10gp5gpxxx
         Potter's Tools10gp5gpxxx
         Smith's Tools20gp10gpx
         Weaver's Tools1gp5spxxx
         Woodcarver's Tools1gp5spxxx
      • Jeweler/Stonecutter

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Exquisite Necklace/Amulet5gp25spxx
        Mundane Necklace/Amulet5sp25cpxxx
        Arcane Focus
         Crystal10gp5gpxx
         Orb20gp10gpx
        Exquisite Earrings5gp25spxx
        Mundane Earrings4sp2spxxx
        JewelryGem Value + 50gp1spxxx
        Exquisite Ring3gp15spxx
        Mundane Ring3sp15cpxxx
        Signet Ring5gp25spxxx

        Tools

        Item NameBuySellVillageTownCity
        Artisan's Tools
         Jeweler's Tools25gp12spxx

        Services

        Item NameBuyVillageTownCity
        Gemstone Appraisal (3 gems)5gpxxx
        Resizing Jewelry10gpxxx
        StonecuttingGem Value * 0.25gpxx
      • Leatherworker

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Waterskin2sp1spxxx

        Tools

        Item NameBuySellVillageTownCity
        Artisan's Tools
         Cobbler's Tools5gp25spxxx
         Leatherworker's Tools5gp25spxxx
        Musical Instrument
         Bagpipes30gp15gpx
         Drums6gp3gpxx

        Armor

        Item NameBuySellVillageTownCity
        Light Armor
         Leather10gp5gpxxx
         Studded Leather45gp22gpxxx
        Medium Armor
         Hide10gp5gpxxx
        Shield
         Shield10gp5gpxx

        Weapons

        Item NameBuySellVillageTownCity
        Simple Ranged Weapons
        Sling1sp5cpxxx
      • Fletcher/Bowyer

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Ammunition
         Arrows (20)1gp5spxxx
         Crossbow Bolts (20)1gp5spxxx
        Crossbow Bolt Case1gp5spxxx
        Quiver1gp5spxxx

        Weapons

        Item NameBuySellVillageTownCity
        Simple Ranged Weapons
        Light Crossbow25gp14gpxxx
        Shortbow25gp14gpxxx
        Martial Ranged Weapons
        Hand Crossbow75gp37gpxx
        Heavy Crossbow50gp25gpxxx
        Longbow50gp25gpxxx
      • Shady Dealer

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Acid Vial25gp12gpxxx
        Antitoxin Vial50gp25gpxxx
        Caltrops (bag of 20)5sp25cpxx
        Costume Clothes5gp25spx
        Manacles2cp1cpx
        Flask Oil1sp5cpxxx
        Basic Poison Vial100gp50gpxxx
        Portable Ram4gp2gpx

        Tools

        Item NameBuySellVillageTownCity
        Disguise Kit25gp12gpxx
        Forgery Kit15gp7gpxxx
        Gaming Set
         Dice Set1sp5cpxxx
         Playing Card Set5sp25cpxxx
        Poisoner's Kit50gp25gpxxx
        Thieves' Tools25gp12gpxxx
      • Tailor/Textiles

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Backpack2gp1gpxxx
        Bedroll1gp5spxxx
        Blanket5sp25cpxxx
        Common Clothes5sp25cpxxx
        Costume Clothes5gp25spx
        Fine Clothes15gp7gpxxx
        Traveler's Clothes2gp1gpxxx
        Component Pouch25gp17gpx
        Pouch5sp25cpxxx
        Robes1gp25spxxx
        Sack1cp1cpxxx
        Two-person Tent2gp1gpxx

        Tools

        Item NameBuySellVillageTownCity
        Artisan's Tools
        Weaver's Tools1gp5spxxx
      • Potion Shop

        Consumables

        Item NameBuySellVillageTownCityRarity
        Potion of Healing50gp25gpxxxCommon
        Philter of Love90gp45gpxxUncommon
        Potion of Poison100gp50gpxxUncommon
        Elixir of Health120gp60gpxRare
        Potion of Fire Breath150gp75gpxxUncommon
        Potion of Greater Healing150gp75gpxxUncommon
        Potion of Climbing180gp90gpxxxCommon
        Potion of Heroism180gp90gpxRare
        Potion of Invisibility180gp90gpxVery Rare
        Potion of Mind Reading180gp90gpxRare
        Potion of Water Breathing180gp90gpxxUncommon
        Potion of Animal Friendship200gp100gpxxUncommon
        Potion of Diminution270gp135gpxRare
        Potion of Growth270gp135gpxxUncommon
        Potion of Gaseous Form300gp150gpxRare
        Potion of Resistance300gp150gpxxUncommon
        Potion of Speed400gp200gpxVery Rare
        Potion of Superior Healing450gp225gpxVery Rare
        Potion of Flying500gp250gpxVery Rare
        Potion of Clairvoyance960gp480gpxRare
        Potion of Vitality960gp480gpxVery Rare
        Potion of Supreme Healing1350gp675gpxVery Rare
        Potion of Invulnerability3840gp1920gpxRare

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Acid Vial25gp12gpxxx
        Alchemist Fire50gp25gpxxx
        Antitoxin50gp12gpxxx
        Glass Bottle2gp1gpxx
        Component Pouch25gp12gpx
        Flask2cp1cpxxx
        Healer's Kit5gp25spxxx
        Ink & Pen10gp5gpxxx
        Jug2cp1cpxxx
        Oil Flask1sp5cpxxx
        Perfume Vial5gp25spxxx
        Basic Poison100gp50gpxxx
        Vial1gp5spxxx

        Tools

        Item NameBuySellVillageTownCity
        Artisan's Tools
         Alchemist's Supplies50gp25gpxxx
         Brewer's Supplies20gp10gpxxx
         Cook's Untensils1gp5spxxx
        Poisoner's Kit50gp25gpxxx

        Miscellaneous

        Item NameBuyVillageTownCity
        Spell ComponentsSee Spellxxx
      • Temple/Faith Supplies

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Alms Box5gp25spxxx
        Bell1gp5spxx
        Blanket5sp25cpxxx
        Scripture Book25gp12gpxxx
        Candle1cp1cpxxx
        Censer5gp25spxxx
        Chalk (1 piece)1cp1cpxxx
        Flask2cp1cpxxx
        Healer's Kit5gp25spxx
        Holy Symbol
         Amulet5gp25spxxx
         Emblem5gp25spxxx
         Reliquary5gp25spxxx
        Flask of Holy Water25gp12gpxxx
        Incense (1 block)1cp1cpxxx
        Ink & Pen10gp5gpxx
        Lamp5sp25cpxxx
        Lantern5gp25spx
        Flask Oil1sp5cpxxx
        Paper (1 sheet)2sp1spx
        Parchment (1 sheet)1sp5cpx
        Perfume Vial5gp25spx
        Potion of Healing50gp25gpxx
        Rations (1 day)5sp25cpxxx
        Torch1cp1cpxxx
        Vial1gp5spxxx
        Waterskin2sp1spxxx

        Tools

        Item NameBuySellVillageTownCity
        Artisan's Tools
        Calligrapher's Tools10gp5gpxx
        Herbalist Kit5gp25spxx
        Musical Instrument
         Flute2gp1gpx
         Lyre30gp15gpx
         Horn3gp15spx

        Services

        Item NameBuyVillageTownCity
        Cure Wounds (Level 1)10gpxxx
        Gentle Repose (Level 2)50gpxxx
        Lesser Restoration (Level 2)50gpxxx
        Remove Curse (Level 3)100gpxx
        Revivify (Level 3)400gpx
        Raise Dead (Level 5)1000gpx
      • Arcane Shop

        Adventuring Gear

        Item NameBuySellVillageTownCity
        Abacus2gp1gpxx
        Arcane Focus
         Crystal10gp5gpxxx
         Orb20gp10gpxx
         Rod10gp5gpxxx
         Staff5gp25spxxx
         Wand10gp5gpxxx
        Glass Bottle2gp1gpxxx
        Candle1cp1cpx
        Component Pouch25gp12gpxxx
        Druidic Focus
         Sprig of Mistletoe1gp5spxxx
         Totem1gp5spxx
         Wooden Staff5gp25spxxx
         Yew Wand10gp5gpxx
        Hourglass25gp12gpx
        Ink & Pen10gp5gpxxx
        Paper (1 sheet)2sp1spxx
        Parchement (1 sheet)1sp5cpxxx
        Pouch5sp25cpxxx
        Robes1gp5spxx
        Spellbook50gp25gpxxx
        Vial1gp5spxxx

        Tools

        Item NameBuySellVillageTownCity
        Artisan's Tools
         Alchemist's Tools15gp7gpxxx
         Calligrapher's Tools25gp14gpxx
        Musical Instrument
         Lute15gp7gpxx
         Lyre25gp14gpx

        Magic Items

        Item NameBuySellVillageTownCity
        Spells Scrolls
         Common (Cantrip)10gp5gpxxx
         Common (Level 1)60gp30gpxxx
         Uncommon (Level 2)120gp60gpxx
         Uncommon (Level 3)200gp100gpxx
         Rare (Level 4)320gp160gpx
         Rare (Level 5)640gp320gpx
        Spell ComponentsSee Spellxxx

        Services

        Item NameBuyVillageTownCity
        Magic Appraisal (Identify)100gpxxx
      • Inn/Tavern

        Food

        Item NamePriceVillageTownCity
        Squalid
         Crisped Worm and Potatoes3cpxxx
         Frogs on Skewers3cpxxx
         Green Chili Stew3cpxxx
         Grilled Snake and Macadamia3cpxxx
         Humble Pie (tripe or cow heel)3cpxxx
         Lizard Gruel with Nutbread3cpxxx
        Poor
         Barbecued Gopher Legs6cpxxx
         Bog-beetle Dumplings6cpxxx
         Bread-bowl Stew6cpxxx
         Leg of Mutton and Goose Eggs6cpxxx
         Mushroom Stew with Bread6cpxxx
         Rabbit and Baked Pumpkin6cpxxx
         Squash and Fish Soup6cpxxx
        Modest
         Broiled Salmon and Potatoes3spxx
         Cheese Pie and Onion Soup3spxx
         Grilled Wild Boar Chops3spxx
         Rabbit Stew and Crackers3spxxx
         Roast Chicken and Potatoes3spxxx
        Comfortable
         Baked Loin of Pork with Gravy8spxxx
         Beef Steak and Kidney Pie8spxxx
         Buffaloaf and Honeyed Corn8spxxx
         Elven Bread8spxxx
         Honey Braised Boar Ribs8spxxx
         Pork Chop and Curds8spxxx
         Rack of Lamb Platter8spxxx
        Wealthy
         Barbecued Tiger Fish and Papaya2gpx
         Chocolate Covered Ants and Roast Pelican2gpx
         Smoked Salmon and Wild Berries2gpxx
         Stuffed Trout, Cabbage, Succotash and Plum Pudding2gpx
        Aristocratic
         Roast Stag in Antler Sauce4gpx
         Spiced Monkey Tail and Cashews4gpx

        Drink

        Item NamePriceVillageTownCity
        Cheap
         Goblin Spit Ale2cpxxx
         Grog2cpxxx
         Turnip Wine2cpxxx
        Ale
         Dwarven Ale4spxxx
         King’s Ale4spxxx
         Spiced Ale4spxxx
         Trollbane Ale4spxxx
        Wine
         Desert Star Wine2spxxx
         Wight Wine2spxxx
        Fine Wine
         Fey Wine10gpxx
         Lotus Leaf Wine10gpx
         Stonesulder Wine10gpx
         Wild Orchid Wine10gpxx
        Assorted Other Drinks
         Bacon Beer2spxxx
         Berry Brandy2gpxx
         Cactus Spirits4spxxx
         Honeysuckle Mead2gpxx
         Scorpionweed Reserve10gpx

        Lodging

        Item NamePriceVillageTownCity
        Inn Stay (per day)
         Squalid7cpx
         Poor1spxxx
         Modest5spxxx
         Comfortable8spxx
         Wealthy2gpx
         Aristocratic4gpx

        Services

        Item NamePriceVillageTownCity
        Hireling
         Skilled10gp (per day)x
         Untrained1gp (per day)xx
        Messenger2cp (per mile)xx
      • Stables

        Mounts & Other Animals

        Item NamePriceVillageTownCitySpeedCarry Weight
        Donkey or Mule8gpxxx40 ft420 lb
        Pony30gpxxx40 ft225 lb
        Horse, draft50gpxxx40 ft540 lb
        Horse, riding75gpxx60 ft480 lb
        Warhorse400gpx60 ft540 lb
        Mastiff25gpxx40 ft195 lb
        Camel50gpxxx50 ft480 lb
        Elephant200gpx40 ft1,320 lb

        Tack, Harness, & Drawn Vehicles

        Item NamePriceVillageTownCityWeight
        Bardingx4xxx2
        Bit & bridle2gpxxx1 lb
        Carriage100gpxx600 lb
        Cart15gpxxx200 lb
        Chariot250gpx100 lb
        Feed (per day)5cpxxx10 lb
        Saddle
         Pack5gpxxx15 lb
         Riding10gpxx25 lb
         Military20gpx30 lb
         Exotic60gpx40 lb
         Saddlebags4gpxxx8 lb
        Sled20gpxxx300 lb
        Stabling (per day)5spxxx
        Wagon35gpxxx400 lb

        Services

        Item NamePriceVillageTownCity
        Coach Cab
         Between towns3cp (per mile)xxx
         Within a city1cp (per mile)x
      • Shipyard

        Vessel

        Item NamePriceVillageTownCitySpeed
        Rowboat50gpxxx2mph
        Keelboat3,000gpxxx1mph
        Sailing Ship10,000gpxx2mph
        Longship12,000gpxx3mph
        Warship25,000gpx3mph
        Galley30,000gpx4mph
        Man-of-war50,000gpx4mph

        Services

        Item NamePriceVillageTownCity
        Ship's Passage1gp (per mile)xx
      • Trader

        Trade Goods

        Item NamePriceVillageTownCity
        Goods
         1 lb of wheat1cpxxx
         1 lb of flour2cpxxx
         1 lb of salt5cpxxx
         1 sq. yd. of canvas1spxxx
         1 sq. yd. of cotton cloth5spxxx
         1 lb of ginger1gpxxx
         1 lb of cinnamon2gpxxx
         1 lb of pepper2gpxxx
         1 lb of cloves3gpxxx
         1 sq. yd. of linen5gpxxx
         1 sq. yd. of silk10gpxxx
         1 lb of saffron15gpxxx
        Animals
         1 chicken2cpxxx
         1 goat1gpxxx
         1 sheep2gpxxx
         1 cow10gpxxx
         1 pig3gpxxx
         1 ox15gpxxx
      • Cartographer

        Maps

        Item NameScalePriceVillageTownCity
        Local10 miles10gpxxx
        Regional50 miles20gpxx
        Provincial100 miles50gpxx
        Country-wide100-500 miles100gpx
        Known World1000 miles500gpx

        Items

        Item NamePriceVillageTownCity
        Map Case1gpxxx
        Waterproof Map Case5gpxx
        Metal Waterproof Map Case20gpx
      • Seige Workshop

        Seige Weapons

        WeaponSizePriceVillageTownCity
        Ballista Light5ft400gpxxx
        Ballista Med5ft600gpxx
        Ballista Heavy10ft800gpx
        Mangonel Light10ft500gpx
        Mangonel Med10ft700gpxx
        Mangonel Heavy15ft1000gpx
        Trebuchet20ft1500gpx

        Special Ammunition

        Item NamePriceVillageTownCity
        Ammunition
         Alchemist Fire200gpxx
         Caltrop Bundle50gpxxx
         Chain Shot50gpxxx
         Empty Bundle25gpxxx
         Fire Barrel150gpxx
         Liquid Ice (rare)400gpx
         Plague Bundle (Evil)80gpx
         Smoke Shot250gpxx
         Empty Vial Shot (rare)65gpxx

        Special Ammunition

        Item NameSizePriceVillageTownCity
        Bolt Magazine (3)+5ft400gpxxx
        Bolt Magzine (special 3)+5ft600gpxx
        Bolt Magazine (5)+5ft800gpx
        High tension Rope500gpx
        Range Finder (rare)700gpxx
        Spyglass15ft1000gpx
        Auto Reloader (rare)20ft1500gpx
        Replacement Parts Set+5ft400gpxxx
        Special Replacement Parts+5ft600gpxx
        Rope Spool+5ft800gpx
        Rope Spool Heavy500gpx
        Rotating Base700gpxx
        Rotating Base Heavy15ft1000gpx
        Shielding20ft1500gpx
        Shielding Heavy+5ft400gpxxx
        Manual Wench+5ft600gpxx
        Automatic Wench+5ft800gpx
        Manual Wench Heavy500gpx
    •  

      Exchange Rates

      CoinCPSPEPGPPP

      Copper (cp)

      1

      10

      50

      100

      1,000

      Silver (sp)

      1/10

      1

      5

      10

      100

      Electrum (ep)

      1/50

      1/5

      1

      2

      20

      Gold (gp)

      1/100

      1/10

      1/2

      1

      10

      Platinum (pp)

      1/1,000

      1/100

      1/20

      1/10

      1

    •  

      Food, Drink, Lodging

      ItemCost

      Ale

       Gallon

      2 cp

       Mug

      4 cp

      Banquet (per person)

      10 gp

      Bread, loaf

      2 cp

      Cheese, hunk

      1 sp

      Inn stay (per day)

       Squalid

      7 cp

       Poor

      1 sp

       Modest

      5 sp

       Comfortable

      8 sp

       Wealthy

      2 gp

       Aristocratic

      4 gp

      Meals (per day)

       Squalid

      3 cp

       Poor

      6 cp

       Modest

      3 sp

       Comfortable

      5 sp

       Wealthy

      8 sp

       Aristocratic

      2 gp

      Meat, chunk

      3 sp

      Wine

       Common (pitcher)

      2 sp

       Fine (bottle)

      10 gp

    •  

      Services

      ServicePay

      Coach cab

       Between towns

      3 cp per mile

       Within a city

      1 cp

      Hireling

       Skilled

      2 gp per day

       Untrained

      2 sp per day

      Messenger

      2 cp per mile

      Road or gate toll

      1 cp

      Ship's passage

      1 sp per mile

  • Environment

    •  

      DCs for Tracking

      Ground SurfaceDC

      Soft surface such as snow

      10

      Dirt or grass

      15

      Bare stone

      20

      Each day since the target has passed

      +5

      Target left a trail such as blood

      -5

    •  

      Environmental Effects

      • Bright Light

        Most creatures see normally.

        PHB, pg. 183

        Gloomy days still provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

      • Dim Light

        AKA shadows.

        PHB, pg. 183

        Creates a lightly obscured area.

        An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness.

        The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

      • Darkness

        A heavily obscured area.

        PHB, pg. 183

        Creates a heavily obscured area.

        Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

    •  

      Object Armor Classes

      SubstanceAC

      Cloth, paper, rope

      11

      Crystal, glass, ice

      13

      Wood, bone

      15

      Stone

      17

      Iron, steel

      19

      Mithral

      21

      Adamantine

      23

    •  

      Object Hit Points

      SizeFragileResilient

      Tiny (bottle, lock)

      1d4

      2d4

      Small (chest, lute)

      1d6

      3d6

      Medium (barrel, chandelier)

      1d8

      4d8

      Large (cart, 10-ft-by-10-ft window)

      1d10

      5d10

    •  

      Travel Pace

      PaceMinuteHourDayEffect

      Fast

      400 feet

      4 miles

      30 miles

      -5 penalty to passive Wisdom (Perception) scores.

      Normal

      300 feet

      3 miles

      24 miles

      None

      Slow

      200 feet

      2 miles

      18 miles

      Able to use stealth

© 2022 J. Garrett Vorbeck