DM Screen Landscape Ver
DM Screen Landscape Ver
Exotic (req. for 5 25 days 1500 GP Container Capacity Cost Weight Smith’s Tools 20 GP STR Pry open a door or container (DC 20)
40 lb. 60 GP
aquatic/flying) 17 +9
6 40 days 10000 GP Backpack 1 ft3/ 30 lbs 2 GP 5 lb. Tinker’s Tools 50 GP DEX Assemble Tiny item made of scrap, that falls apart in 1 minute (DC 20)
Military (adv. to
30 lb. 20 GP Barrel 40 gallons / 4 ft3 2 GP 70 lb. Weaver’s Tools 1 GP DEX Mend a tear in clothing (DC 10) or sew a Tiny design (DC 10)
stay mounted) 7 50 days 12500 GP
18 +10 Woodcarver’s Tools 1 GP DEX Carve a pattern in wood (DC 10)
Riding 25 lb. 10 GP 8 60 days 15000 GP Basket 2 ft3 / 40 lbs 4 SP 2 lb.
Other tools
Sled 300 lb. 20 GP 9 120 days 50000 GP 19 +11 Bottle 1½ pints 2 GP 2 lb.
Disguise Kit 25 GP CHA Apply makeup (DC 10)
Stabling / day - 5 SP Bucket 3 gallons / ½ ft3 5 CP 2 lb.
Food / Water Needs per day Forgery Kit 15 GP DEX
Mimic 10 or fewer words of someone else’s handwriting (DC 15), or
Wagon 400 lb. 35 GP Chest 12 ft3 / 300 lbs 5 GP 25 lb. duplicate a wax seal (DC 20)
<½ food reqs: DC 10 CON save or +1 lv. Exh.
5+ days w/o food: +1 lv. Exh. at end of a day. Flask / tankard 1 pint 2 CP 1 lb. Gaming Set Varies WIS Discern if someone is cheating (DC 10) or win the game (DC 20)
Targets in Area of Effect
Identify a plant (DC 10).
<½ water reqs: +1 lv. Exh. at end of each day. Jug / Pitcher 1 gallon 2 CP 4 lb. Herbalism Kit 5 GP INT
Craft: Healing Potion. 25 GP of materials and 1 day (8 hours) of work.
Area Number of targets Can’t be removed until creature drinks full
amount of water required. (gall = gallons). Pot, Iron 1 gallon 2 GP 10 lb. Musical Instruments Varies CHA Play a known tune (DC 10), or improvise a song (DC 15)
Cone Size / 10 (round up)
Food / Food / Pouch 1/5 ft3 / 6 lbs 5 SP 1 lb. Navigator’s Tools 25 GP WIS Plot a course (DC 10), or determine your position by stargazing (DC 15)
Cube / Square Size / 5 (round up) Size Size
Water Water
Sack 1 ft3/ 30 lbs 1 CP ½ lb. Poisoner’s Kit 50 GP INT Detect a poisoned object (DC 10)
Cylinder Radius / 5 (round up)
Tiny ¼ lbs / gall Large 4 lbs / gall Thieves’ Tools 25 GP DEX Pick a lock (DC 15) or disarm a trap (DC 10)
Vial 4 oz liquid 1 GP -
Line Length / 30 (round up)
Small Huge 16 lbs / gall
1 lb. / gall Waterskin 4 pints 2 SP 5 lb. Improvised Damage Object Hit Points
Sphere /
Radius / 5 (round up) Medium Gargantuan 64 lbs / gall
Circle Concentration Example Damage Size Fragile Resilient
• Must take Magic action to maintain concentration for
Overland Travel Pace (if mounted, 2x speed for 1 hour , 1/rest) spells with 1 min + cast times (including rituals). Burning coals, falling bookshelf 5 (1d10) Tiny (bottle, lock) 2 (1d4) 5 (2d4)
• If broken, spell fails but slot is not lost.
Pace per min per hour per day Effects Lightning strike, stumbling into fire 11 (2d10) Small (chest, lute) 3 (1d6) 10 (3d6)
• Concentration is broken when:
• Casting another spell that requires Hit by falling rubble, vat of acid 22 (4d10) Medium (barrel,
Disadv. on WIS (Perception, Survival) 4 (1d8) 18 (4d8)
Fast 400 ft. 4 miles 30 miles Concentration. chandelier)
and DEX (Stealth) • Taking damage. CON save (DC equals 10 or ½ the Wading thru lava, crushed by rocks 55 (10d10)
damage taken, whichever is higher) (Max DC 30). Large (cart, 10’ sq. 27
Normal 300 ft. 3 miles 24 miles Disadv. on DEX (Stealth). Submerged in lava 99 (18d10) 5 (1d10)
• Being Incapacitated or killed. window) (5d10)
Slow 200 ft. 2 miles 18 miles Adv on WIS (Perception, Survival) • (DM discretion, 2014 PHB) Environmental Fall into Elemental Plane of Fire 132 (24d10) Huge, Gargantuan DM’s option
Phenomena: DC 10 CON save. E.g. Loud Sound
Weapons Armour Language Script Arcane Common Spell Slot Progression
Name Name
Name Damage Properties Mastery Weight Cost Type Armour Class (AC) STR Stealth Weight Cost Common Common Full 1/2 1/3 1 2 3 4 5 6 7 8 9
Light Armor (1 Minute to Don or Doff) Hammer Deepwinter
Simple Melee Weapons (Improvised : 1d4 damage, do not add PB) Dwarvish Dwarvish 1 1 3 2
Club 1d4 B Light Slow 2 lb. 1 SP Padded 11 + DEX — Disadv. 8 lb. 5 GP Midwinter
Elvish Elvish 2 3 4 3
Dagger 1d4 P Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP Leather 11 + DEX — — 10 lb. 10 GP Alturisk Claw of Winter
Giant Dwarvish 3 5 7 4 2
Greatclub 1d8 B 2-handed Push 10 lb. 2 SP Studded Ches Sunsets
12 + DEX — — 13 lb. 45 GP 4 7 10 4 3
Leather Gnomish Dwarvish
Handaxe 1d6 S Light, Thrown (Range 20/60) Vex 2 lb. 5 GP Tarsahk Claw of Storms
Medium Armor (5 Minutes to Don and 1 Minute to Doff) 5 9 13 4 3 2
Goblin Dwarvish
Javelin 1d6 P Thrown (Range 30/120) Slow 2 lb. 5 SP Greengrass
Hide 12 + DEX (max 2) — — 12 lb. 10 GP 6 11 16 4 3 3
Halfling Common
Light Hammer 1d4 B Light, Thrown (Range 20/60) Nick 2 lb. 2 GP
Chain Shirt 13 + DEX (max 2) — — 20 lb. 50 GP Mirtul The Melting 7 13 19 4 3 3 1
Mace 1d6 B — Sap 4 lb. 5 GP Orc Dwarvish
Scale Mail 14 + DEX (max 2) — Disadv. 45 lb. 50 GP Kythorn Time of Flowers 8 15 4 3 3 2
Quarterstaff 1d6 B Versatile (1d8) Topple 4 lb. 2 SP Abyssal Infernal
Breastplate 14 + DEX (max 2) — — 20 lb. 400 GP 9 17 4 3 3 3 1
Flamerule Summertide
Sickle 1d4 S Light Nick 2 lb. 1 GP Celestial Celestial
Half Plate 15 + DEX (max 2) — Disadv. 40 lb. 750 GP 10 19 4 3 3 3 2
Midsummer
Spear 1d6 P Thrown (Range 20/60), Versatile (1d8) Sap 3 lb. 1 GP Draconic Draconic
Heavy Armor (10 Minutes to Don and 5 Minutes to Doff) 11 4 3 3 3 2 1
Simple Ranged Weapons (Improvised Thrown Range: 20/60 ft.) Quadrennial: Shieldmeet
Ring Mail 14 — Disadv. 40 lb. 30 GP Deep 12 4 3 3 3 2 1
-
Dart 1d4 P Finesse, Thrown (Range 20/60) Vex 1/4 lb. 5 CP Speech Eleasis Highsun
Chain Mail 16 Str 13 Disadv. 55 lb. 75 GP 13 4 3 3 3 2 1 1
Light Crossbow 1d8 P Ammunition (Range 80/320; Bolt), Loading, 2-handed Slow 5 lb. 25 GP Infernal Infernal Elient The Fading
Splint 17 Str 15 Disadv. 60 lb. 200 GP 14 4 3 3 3 2 1 1
Shortbow 1d6 P Ammunition (Range 80/320; Arrow), 2-handed Vex 2 lb. 25 GP Primordial Dwarvish Harvestide
Plate 18 Str 15 Disadv. 65 lb. 1500 GP 15 4 3 3 3 2 1 1 1
Sling 1d4 B Ammunition (Range 30/120; Bullet) Slow — 1 SP Sylvan Elvish Marpenoth Leaffall
Shield (Utilize Action to Don or Doff) 16 4 3 3 3 2 1 1 1
Martial Melee Weapons
Shield +2 — — 6 lb. 10 GP Under- Uktar The Rotting 17 4 3 3 3 2 1 1 1 1
Elvish
Battleaxe 1d8 S Versatile (1d10) Topple 4 lb. 10 GP common
The Feast of the Moon 18 4 3 3 3 3 1 1 1 1
Flail 1d8 B — Sap 2 lb. 10 GP Light Sources Multiverse – PHB p. 346
Gods – DMG p. 10 Nightal Drawing Down 19 4 3 3 3 3 2 1 1 1
Glaive 1d10 S Heavy, Reach, 2-handed Graze 6 lb. 20 GP Source Bright (Dim) Duration Madness - DMG p. 259
Weapon Properties – PHB p. 213 20 4 3 3 3 3 2 2 1 1
Greataxe 1d12 S Heavy, 2-handed Cleave 7 lb. 30 GP Mounted Combat – PHB p. 26 Beasts – PHB p. 346
Mundane Aasimar: Necrotic, Radiant RES, 60’ Darkvision,
Underwater Combat – PHB p. 27 Feats – PHB p. 198
Greatsword 2d6 S Heavy, 2-handed Graze 6 lb. 50 GP Lingering Injuries - DMG p. 272 Healing Hands 1/LR: PBd4 touch healing, innate Light.
Candle 5’ r (5’ r) 1 hour
Halberd 1d10 S Heavy, Reach, 2-handed Cleave 6 lb. 20 GP Dragonborn: Breath Weapon PB/LR (DEX save (DC
Lamp 15’ r (15’ r) 6 hours
Mastery Properties 8+PB+CON), 1/2/3/4d10 damage in 15’ cone or 30’
Lance 1d10 P Heavy, Reach, 2-handed (unless mounted) Topple 6 lb. 10 GP line. BW Dmg Type RES, 60’ Darkvision. Lv5 – 1/LR
Effect (MOD = the Ability Modifier of your Bonus Action: 10 min flight (Fly Speed = Speed).
Longsword 1d8 S Versatile (1d10) Sap 3 lb. 15 GP Lantern, bullseye 60’ cone (60’ cone) 6 hours Mastery
Attack)
Gnome: 60’ Darkvision, adv. on INT/WIS/CHA saves.
Maul 2d6 B Heavy, 2-handed Topple 10 lb. 10 GP Lantern, hooded 30’ r (30’ r) 6 hours On hit with a melee attack roll: 1/turn, - Forest: Minor Illusion + PB/LR Speak with Animals.
make 2nd attack against creature in reach & - Rock: Mending + Prestidigitation
Morningstar 1d8 P — Sap 4 lb. 15 GP Torch 20’ r (20’ r) 1 hour Cleave Goliath: 35 ft. Speed, adv. to end Grappled, +1 size
within 5 ft. of the first. Don’t add MOD to
Pike 1d10 P Heavy, Reach, 2-handed Push 18 lb. 5 GP damage of this attack unless negative. carrying capacity. Lv5 – 1/LR Bonus Action: become
Magic Large, adv. on STR checks,+10 ft. Speed for 10 min.
Rapier 1d8 P Finesse Vex 2 lb. 25 GP On miss: May deal MOD damage of the Giant Ancestry trait PB/LR.
Continual Flame 20’ r (20’ r) Until dispelled Graze weapon’s damage type. This damage can Orc: PB/Rest Bonus Action dash & gain PB THP, 120’
Scimitar 1d6 S Finesse, Light Nick 3 lb. 25 GP only be increased by increasing MOD. Darkvision, Relentless Endurance (1/LR: drop to 1hp
Dancing Lights 0 (10’ r) Up to 1 min
Shortsword 1d6 P Finesse, Light Vex 2 lb. 10 GP instead of 0)
The extra attack of Light can be made as
Nick Tiefling: 60’ Darkvision, Fiendish Legacy spellcasting.
Trident 1d8 P Thrown (Range 20/60), Versatile (1d10) Topple 4 lb. 5 GP 60’ r (60’ r) part of attack action 1/turn.
Daylight 1 hour Innate Thaumaturgy.
Sunlight
Warhammer 1d8 B Versatile (1d10) Push 5 lb. 15 GP On hit: Creature is pushed 10 ft. straight Dwarf: 120’ Darkvision, Poison RES, adv. vs poisoned,
Push
Faerie Fire 0 (10’ r) Up to 1 min away if Large or smaller. Dwarven Toughness (Extra HP equal to level). PB/LR
War Pick 1d8 P Versatile (1d10) Sap 2 lb. 5 GP BA: 60’ Tremorsense for 10 min on stone.
On hit: Disadv. on the creature’s next attack Elf: 60’ Darkvision, adv. vs Charmed, Elven Lineage.
Whip 1d4 S Finesse, Reach Slow 3 lb. 2 GP Flame Blade 10’ r (10’ r) Up to 10 mins Sap
before your next turn. Halfling: Small, adv. vs frightened, move thru space
Martial Ranged Weapons Flaming Sphere 20’ r (20’ r) Up to 1 min On hit: -10 ft. Speed until start of your next
of & hide behind creatures 1 size larger. Reroll 1s.
Slow Human: Gain Heroic Inspiration after a Long Rest.
Blowgun 1P Ammunition (Range 25/100; Needle), Loading Vex 1 lb. 10 GP turn. Does not stack.
Fount of Moonlight 20’ r (20’ r) Up to 10 mins
Hand Crossbow 1d6 P Ammunition (Range 30/120; Bolt), Light, Loading Vex 3 lb. 75 GP On hit: May force CON save (DC Tracking Foraging
Light 20’ r (20’ r) 1 hour Topple
8+PB+MOD). On failure, creature falls Prone.
Heavy Crossbow 1d10 P Ammunition (Range 100/400; Bolt), Heavy, Loading, 2-handed Push 18 lb. 50 GP
Moonbeam 0 (5’ r cylinder) Up to 1 min On hit and damage dealt: Adv. on your next Ground Surface DC Food / Water Status
Longbow 1d8 P Ammunition (Range 150/600; Arrow), Heavy, 2-handed Slow 2 lb. 50 GP Vex attack against that creature before end of
Prismatic Wall 100’ (100’) 10 mins your next turn Soft surface (e.g.
Musket 1d12 P Ammunition (Range 40/120; Bullet), Loading, 2-handed Slow 10 lb. 500 GP 10 Abundant
snow or mud)
Pistol 1d10 P Ammunition (Range 30/90; Bullet), Loading Vex 3 lb. 250 GP Wall of Fire 60’ (60’) Up to 1 min Classes Races
Barbarian – 50 Aasimar – 186 Dirt or grass 15 Limited
Bard – 58 Dragonborn – 167
Vision and Obscurement Quick Random Weather Cleric – 68 Dwarf – 188 Bare Stone 20 Very scarce
Druid – 78 Elf – 189
Conditions Penalty Description d20 Temperature d20 Wind d20 Precipitation Fighter – 90 Gnome – 191
Each day since
Bright light None Daylight, torches, fires
Monk – 100 Goliath – 192 +5 Successful check:
1-14 Normal for the season 1-12 None (or lessening) 1-12 None
Paladin – 108 Halfling – 193 creature passed
Ranger – 118 Human – 194 1d6 + WIS mod lbs
Disadv. on WIS (Perception) checks Dim light that borders bright light and 15-17 1d4 x 10 degrees colder 13-17 Light (or stays the same) 13-17 Light rain or snow Creature left trail
Lightly Obscured
that require sight darkness, twilight, light fog or foliage Rogue – 128 Orc – 195 -5 of food & water.
18-20 1d4 x 10 degrees warmer 18-20 Strong (or strengthening) 18-20 Heavy rain or snow
Sorcerer – 138 Tiefling – 196 (e.g. blood)
Heavily Obscured As if Blinded when trying to see thru Night, dense fog or foliage, (magical) darkness Warlock – 152
Wizard – 164