0% found this document useful (0 votes)
68 views3 pages

DM Screen Landscape Ver

Uploaded by

fivat31186
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
68 views3 pages

DM Screen Landscape Ver

Uploaded by

fivat31186
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Except for Exhaustion, a condition doesn’t stack with itself; a Food, Drink and Lodging

Conditions recipient either has a condition or doesn’t.


Actions in Combat Hide Character Advancement
• Make a DC 15 Dexterity (Stealth) check while
Attack (Weapon) Heavily Obscured or behind ¾ / Total Cover, Proficiency Item Cost
Blinded Paralyzed EXP Level
• Creature is Incapacitated. • Make 1 attack roll. May equip (draw/pick up) / and out of any enemy’s line of sight. Bonus (PB)
• Creature can’t see and automatically fails any unequip (sheathe/drop) 1 weapon before / after • On a success, gain the Invisible condition, and Ale
ability check that requires sight. • Creature’s Speed is 0 and cannot increase.
attack, as part of this action. the check’s total is the DC for a creature to find 0 1
• Disadv. on attacks, adv. on attacks vs creature. • Always fails STR and DEX saving throws. Gallon 2 SP
Attack (Unarmed Strike) you with a Wisdom (Perception) check.
Bloodied • Adv. on attacks vs creature. Attacks are always
• Choose 1 of the following: • Condition ends on you immediately after: you 300 2
• When a creature has ≤ ½ its HP remaining. critical hits if attacker is within 5 ft. of creature. Mug 4 CP
• Damage: Make 1 attack roll. (By default: Hit: make a sound louder than a whisper, an enemy +2
Charmed Petrified
+(STR+PB), deals (1+STR) B damage) finds you, you make an attack roll, or you cast a 900 3
• Can’t attack or target the charmer with • Creature is transformed, along with any non- Banquet (per person) 10 GP
• Grapple: STR / DEX saving throw or target is spell with a Verbal component.
damaging abilities or magical effects. magical objects worn or carried, into a solid 2700 4
Grappled (DC 8+PB+STR). Req: Target is at Influence
• Chamer has adv. on social checks vs creature. inanimate substance (stone). Weight increases Bread (loaf) 2 CP
most 1 size larger & grappler has a free hand. • Communicate with a creature, encouraging
Deafened by x10, and the creature ceases aging. 6500 5
• Shove: STR / DEX saving throw or target is them to do something (Default DC if Hesitant:
• Creature can’t hear, automatically fails any • Creature is Incapacitated. Cheese (wedge) 1 SP
pushed 5 ft. / falls Prone (DC 8+PB+STR). Req: DC 15 / Int Score, whichever is higher).
ability check that requires hearing. • Creature’s Speed is 0 and cannot increase. 1400 6
Target is at most 1 size larger. Magic
Exhaustion • Always fails STR and DEX saving throws. +3 Inn Stay per Day
Dash • Cast a spell or use a magical feature or item.
• Cumulative, +1 level every time it is received. • Adv. on attacks vs creature. 23000 7
• For the current turn, gain extra movement Ready
Creature dies if Exhaustion Level is 6. • Creature has Resistance to all damage and Squalid 7 CP
equal to your Speed. • Prepare to take an action or move up to your
• -2 to D20 Tests, -5 ft. to Speed per Level. immunity to the Poisoned condition 34000 8
Disengage Speed as a response to a defined trigger event 1 SP
• Finishing a Long rest: -1 Exhaustion Level. Poisoned Poor
• For the current turn, your movement does not (using your reaction), or cast a spell and ready
Frightened • Disadv. on all attacks and ability checks. 48000 9
provoke Opportunity Attacks. its energy (Concentration required). Modest 5 SP
• Disadv. on ability checks and attacks while Prone
Dodge • You may choose to ignore the trigger event.
source of fear is in line of sight. • The creature can only crawl unless it spends ½ 64000 10
• Until the start of your next turn, disadv. On Search Comfortable 8 SP
• Can’t willingly move closer to source of fear. its Speed to stand up, ending the condition. +4
attacks vs you if you can see the attacker, and • Make a WIS check to discern something.
Grappled • Can’t stand up if Speed is 0. 85000 11
adv. on Dexterity saving throws. Study Wealthy 2 GP
• Creature’s Speed is 0 and cannot increase. • Disadv. on attacks, adv. on attacks vs creature
• Ends if you’re Incapacitated or your Speed is 0. • Make an INT check to recall information.
• Disadv. on attacks vs targets except grappler. if attacker is within 5 ft.; otherwise disadv. on 100000 12
Help Utilize Aristocratic 4 GP
• Grappler can drag or carry target, but every attacks vs creature instead.
• Give adv. to another creature on an ability • When an object requires an action for its use. 120000 13
foot of movement costs 1 additional foot unless • May choose to drop prone on player turn w/o
check using a skill /tool you are proficient with, • One free object interaction per turn, taken as Meal
the target is Tiny or is 2 sizes smaller. using actions or movement, unless Speed is 0.
or on the next attack vs. an enemy within 5 ft. part of your movement or action; further 140000 14
• Condition ends if grappler is Incapacitated, the Restrained
of you. Ends at the beginning of your next turn. interactions require the Utilize action. +5 Squalid 1 CP
distance between target and grappler exceeds • Creature’s Speed is 0 and cannot increase.
• Disadv. on attacks, adv. on attacks vs creature. • Stabilising creature at 0 HP: DC 10 WIS 165000 15
the grapple’s range, or creature uses action to Poor
• Disadv. on DEX saving throws. (Medicine). 2 CP
escape (Success on STR (Athletics) / DEX
(Acrobatics) vs the grapple’s Escape DC). Stunned 195000 16
Modest 1 SP
Incapacitated • Creature is Incapacitated. Optional Actions (DMG p.271) Spellcasting Services
• Always fails STR and DEX saving throws. 225000 17
• Creature can’t take any action, bonus action or Comfortable 2 SP
reaction, and cannot speak. • Adv. on attacks vs creature. Climb On (2+ sizes larger) – see DMG Not incl. cost of Material components.
Unconscious 265000 18
• Creature’s Concentration is broken. Disarm Wealthy 3 SP
• Creature is Incapacitated, drops Prone, and +6
• Surprised: Disadv. on initiative rolls. • Attack roll vs STR (Athletics) or DEX (Acrobatics). Spell Lv Availability Cost 305000 19
Invisible drops whatever it’s holding. The creature Aristocratic
• Disadv. To attack roll if weapon 2-handed.. 6 SP
• Surprise: Adv. on initiative rolls. remains Prone when this condition ends. Cantrip 30 GP
• Creature’s Speed is 0 and cannot increase. • Target has adv./disadv. on the check if they are 355000 20
• Creature is unaffected by effects that requires Meat, chunk 3 SP
• Adv. on attacks vs creature. Attacks are always larger/smaller than attacker. Village /
its target to be seen unless the effect’s creator 1 50 GP
can somehow see it. Any equipment it is critical hits if attacker is within 5 ft. of creature. Mark – see DMG Town / City Typical Difficulty Wine
wearing or carrying is also concealed. • Always fails STR and DEX saving throws. Overrun/Tumble 2 200 GP Classes
• Adv. on attacks, disadv. On attacks vs • Creature is unaware of its surroundings. • As action/bonus action, make a contested STR Common (pitcher) 2 SP
creature. Does not apply to other creatures • If creature has 0 HP and is stabilised, regains 1 (Athletics)/DEX (Acrobatics) check, success allows 3 300 GP Task Difficulty DC
that can somehow see it. HP after 1d4 hours. movement through target space once this turn. Town / City Fine (bottle) 10 GP
4-5 2000 GP Very Easy 5
Creature Size and Space Moving around other Creatures Mundane Services
6-8 20000 GP Easy 10
• During your move, you can pass through the
City only
Size Space (ft.) Space (Squares) Hit Die Examples space of: an ally, an Incapacitated creature, a 9 100000 GP Medium 15 Service Pay
Tiny creature, or a creature that is two sizes
Tiny 2.5 x 2.5 4 per square d4 Imp, Sprite larger or smaller than you. Hard 20 Coach Ride
• Another creature’s space is Difficult Terrain for Lifestyle Expenses
Small 5x5 1 square d6 Giant Rat, Goblin you unless that creature is Tiny or your ally. Very Hard 25 Between towns 3 CP/mile
• Unless you are Tiny, or larger than the other Daily
Medium 5x5 1 square d8 Bugbear, Orc Lifestyle Descriptor
creature, ending your turn in another Cost Nearly Impossible 30 Within settlement 1 CP/mile
Large 10 x 10 4 (2 x 2) d10 Owlbear, Ogre creature’s space causes you to fall prone.
Lives off chance Long Jump Road or gate toll 1 CP
Wretched Free
Huge 15 x 15 9 (3 x 3) d12 Adult Dragon, Treant and charity • 1 ft. / Strength score
Suffocation Ship’s passage 1 SP/mile
• Landing in Difficult
• A creature can hold its breath for 1 + CON
Gargantuan 20 x 20 + 16 (4 x 4) d20 Kraken, Purple Worm Squalid Bare minimum 1 SP Terrain: DC 10 DEX Hirelings
mod minutes (min. 30 seconds).
(Acrobatics) or fall Prone
• If out of breath/choking, +1 level temp.
Currency Conversion Poor Frugal 2 SP High Jump Skilled 2 GP/day
Exhaustion at the end of each of its turns,
Attitude • 3 + STR mod in feet
lasting until it can breathe again.
CP SP EP GP PP Modest Average 1 GP • Reach: Jump height + Untrained 2 SP/day
Burning
Advantage on checks to 1.5 x Character Height
Platinum 1k 100 20 10 1 • 1d4 fire at start of turn until doused.
Friendly Comfortable
Modest; some
2 GP Above distances are with Messenger 2 CP/mile
Influence • Action: fall prone and roll to douse)
luxuries 10 ft. running starts; Jumps
Gold 100 10 2 1 1/10 Falling
from standing are ½ above
Indifferent Default attitude • 1d6 B per 10 ft. (max 20d6). Heroic Inspiration: Reroll
Electrum 50 5 1 1/2 1/20 Fine; may have distances. Each foot you
• If damage was taken, fall prone. Wealthy 4 GP one die immediately after rolling.
servants jump costs a foot of
• As Reaction if falling into liquid: DC 15 STR Must use new roll.
Disadvantage on checks Silver 10 1 1/5 1/10 1/100 movement.
Hostile (Athletics) or DEX (Acrobatics). Success
Aristocratic Best of the best 10+ GP • 1 at a time. May be gifted to
to Influence halves fall damage.
Copper 1 1/10 1/50 1/100 1/1k others instead.
Mounts and Other Animals Ritual Casting Trade Goods Object Armour Crafting Nonmagical Items Tool Proficiency
• Spell must be Prepared Class • Raw Materials: ½ purchase cost. • Add Proficiency Bonus (PB) to
Animal Carrying Capacity Cost Goods Cost
• Takes 10 mins longer to cast Availability at DM discretion any checks made using the tool.
Substance AC
Camel 450 lb. 50 GP • Does not expend a spell slot, but 1 lb. of wheat 1 CP • Time: 1/10 GP cost of item in days • Also being proficient in the skill
therefore cannot be upcast Cloth, paper 11 (round up). (e.g. 50 GP = 5 days) used with that check grants
Elephant 1320 lb. 200 GP
Spell Scrolls 1 lb. of flour or 1 chicken 2 CP Divide by players working on it. advantage on the check.
• Casting a higher-level spell than your Ice, glass 13
Horse,
540 lb. 50 GP 1 lb. of salt 5 CP
Draft own ability, or copying into spellbook: Wood, bone 15 Tool Proficiency Table (See PHB p. 220 for Craftable Items and Variants)
DC 10 + Spell Level INT (Arcana).
Horse, 1 lb. of iron or 1 sq. yd. of Stone 17
480 lb. 75 GP • Copying: 2 hours & 50 GP / Spell Lv 1 SP Name Cost Ability Utilize
Riding canvas
Selling Magic Items - DMG p. 130
Iron, steel 19 Artisan’s Tools
Mastiff 195 lb. 25 GP 1 lb. of copper / 1 sq. yd. of
5 SP Alchemist’s Supplies 50 GP INT Identify a substance (DC 15) or start a fire (DC 15)
Scribing a Spell Scroll cotton cloth Mithril 21
Mule 420 lb. 8 GP
Brewer’s Supplies 20 GP INT Detect poisoned drink (DC 15) or identify alcohol (DC 10)
1 lb. of ginger or one goat 1 GP Adamantine 23
Pony 225 lb. 30 GP Req: Prof. in Calligrapher’s Supplies /
Calligraphers’ Supplies 10 GP DEX Write text with impressive flourishes to guard against forgery (DC 15)
Arcana. Spell and all Material components
Warhorse 540 lb. 400 GP 1 lb. of cinnamon or pepper, Cover
must be prepared (may be consumed). 2 GP Carpenter’s Tools 8 GP STR Seal or pry open a door or container (DC 20)
or 1 sheep
Scribed Scrolls use your Spell Save DC and
AC / Dex
Tacks, Horses and Drawn Vehicles Spell Attack bonus. However, also listed are Cartographer’s Tools 15 GP WIS Draft a map of a small area (DC 15)
1 lb. of cloves or 1 pig 3 GP Cover Save
default Save DCs and Attack bonuses for
Item Weight Cost Bonus Modify footwear to give Adv. on wearer’s next DEX (Acrobatics) check
generic scrolls. Cobbler’s Tools 5 GP DEX
1 lb. of silver or 1 sq. yd. of (DC 10)
5 GP ½ Cover +2
Carriage 600 lb. 100 GP linen
Spell Time Cost to Save Spell Cook’s Utensils 1 GP WIS Improve food’s flavor (DC 10), or detect spoiled/poisoned food (DC 15)
Lv (8h/day) Scribe DC Atk ¾ Cover +5
Cart 200 lb. 15 GP 1 sq. yd. of silk or 1 cow 10 GP Glassblower’s Tools 30 GP INT Discern what a glass object held in the past 24 hours (DC 15)
Cantrip 15 GP In Total Cover, cannot
Chariot 100 lb. 250 GP 1 day 1 lb. of saffron or 1 ox 15 GP Jeweller's Tools 25 GP INT Discern a gem’s value (DC 15)
be targeted directly,
1 25 GP 13 +5
Feed / day 10 lb. 5 CP 1 lb. of gold 50 GP but may still be Leatherworker’s Tools 5 GP DEX Add a design to a leather item (DC 10)

2 3 days 100 GP affected by AoE


2x 4x Mason’s Tools 10 GP STR Chisel a symbol/hole in stone (DC 10)
Barding 1 lb. of platinum 500 GP spells etc.
normal normal 3 5 days 150 GP Painter’s Supplies 10 GP WIS Paint a recognizable image of something you’ve seen (DC 10)
15 +7
Saddles 4 10 days 1000 GP
Container Capacity Potter’s Tools 10 GP INT Discern what a ceramic object held in the past 24 hours (DC 15)

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

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy