Advantage & Disadvantage

Advantage:

When attacking a target who is...

  • Blinded
  • Paralyzed
  • Prone
  • Restrained
  • Stunned
  • Unconscious

When being attacked by a target who is...

  • Hidden
  • Invisible
  • Helped

Disadvantage:

If attacking while...

  • Blinded
  • Frightened
  • Poisoned
  • Stunned
  • Far away (long shot)
  • Squeezing

Ability checks...

  • Frightened
  • Poisoned

Dex saves...

  • Squeezing

Armor Proficiency

Wearing armor you're not proficient in means you have disadvantage on everything that rolls a d20 + Strength or Dexterity (including attack rolls and saving throws) and you can't cast magic.

Called Shots

Optional Homebrew Rule:

  • Call the shot before rolling for attack.
  • Depending on the size of the targeted shot, they receive a penalty to their attack roll.

Notes:

  • Called shots never deal more damage than normal, but may result in unique effects.
  • Called shots to the head DO NOT insta-kill the monster.

Example Successes:

  • Arrow to the head: the arrow may hit the goblin in the jaw and now he slurs when he speaks.
  • Dagger to the eye: The dagger slashes across the goblin's eyebrow dripping blood into his eyes, and now he's blinded for one round.
  • Sword to the arm: The sword jabs into the goblin's bicep and he has disadvantage on his next attack.
Difficulty Examples Penalty
Easy Chest -2
Tricky Leg, Arm -5
Challenging Eye, Ear -10
Nearly Impossible Shooting a coin out of the air -15

Conditions

Blinded: Fail checks requiring sight. Attack rolls against have advantage. Disadvantage on attack rolls.

Charmed: Can't harm their charmer. Charmer has advantage on social interactions with their charmed subject.

Deafened: Fail checks requiring hearing.

Exhaustion: 6 levels that stack: 1) disadvantage on ability checks. 2) speed halved. 3) disadvantage on attack/saving rolls. 4) hit point max halved. 5) can't move. 6) death.

Frightened: Disadvantage on ability checks and attack rolls if the source of fear is within sight. Can't willingly move toward the source of fear.

Grappled: Speed becomes 0.

Incapacitated: Can't take actions or reactions.

Invisible: Advantage on attack rolls. Attacks against have disadvantage. Can't be seen without magical aid. Can be detected by noises made or tracks left.

Paralyzed: Can't move, speak, act, react. Fail STR and DEX throws. Attacks against have advantage. Any attack within 5ft is a critical hit.

Petrified: Turned into a solid material along with any magical items. Can't take actions, reactions, speak, or move. Unaware of surroundings. Attack rolls against have advantage. Fails STR and DEX saving throws. Has resistance to all damage (half damage). Immune to poison and disease (existing disease/poison suspended while petrified.)

Poisoned: Disadvantage to attack rolls and ability checks.

Prone: Can only move by crawling. Disadvantage on attack rolls. Attack rolls against within 5ft have advantage, otherwise they have disadvantage.

Restrained: Speed becomes 0. Attack rolls have disadvantage, attack rolls against have advantage. Disadvantage on DEX saving throws.

Stunned: Can't take actions, reactions, or move. Can only speak falteringly. Fails STR and DEX saving throws. Attack rolls against have advantage.

Unconscious: Can't take actions, reactions, move, or speak. Unaware of surroundings. Drops what it's holding and falls prone. Fails STR and DEX saving throws. Attack rolls against have advantage. Attacks within 5ft are automatically critical hits.

Create a Monster

Stats CR 1/8 CR 1/4 CR 1/2 CR 1 CR 2 CR 3
AC 11 12 12 13 14 14
HP 9 15 22 30 45 60
DC 10 11 11 12 12 13
Proficiency + +2 +2 +2 +2 +2 +2
To Hit + +3 +4 +4 +5 +5 +5
Weak ATK DMG 1d4+1 (3.5) 1d6+2 (5.5) 1d6+3 (6.5) 1d10+2 (7.5) 2d6+3 (10) 2d8+3 (12)
Strong ATK DMG 1d6+1 (4) 1d10+1 (7.5) 1d10+3 (8.5) 2d8+2 (11) 2d8+4 (13) 2d12+4 (17)
Multi. ATK DMG 1d4+1 (3.5) 1d4+2 (4.5) 1d6+2 (5.5) 1d6+3 (6.5) 1d10+2 (7.5) 1d10+3 (8.5)
Spell Level C C C 1 2 2

Critical Attack Rolls

Critical Hit (Nat. 20): The attack automatically hits. Roll damage twice, add together.

Critical Miss (Nat. 1): The attack automatically misses. DM may decide that the attack has an adverse effects (ie. the attacker fumbles and hurts themself, etc.)

Currency

Currency USD Equivalent Fraction of Gold Coin Breakdown
Copper $1 1/100 1/10 Silver
Silver $10 1/10 1/5 Electrum
Electrum $50 1/2 1/2 Gold
Gold $100 1 1/10 Platinum
Platinum $1,000 10 N/A

Damage Severity by Level

Level Setback Dangerous Deadly
d10s
1-4 1d10 (5.5) 2d10 (11) 4d10 (22)
5-10 2d10 (11) 4d10 (22) 10d10 (55)
d8s
1-4 1d8 (4.5) 2d8 (9) 5d8 (22.5)
5-10 2d8 (9) 5d8 (22.5) 12d8 (54)
d6s
1-4 2d6 (7) 3d6 (10.5) 6d6 (21)
5-10 3d6 (10.5) 6d6 (21) 16d6 (56)

Damage Types

Acid: Corrosive substances, magical or alchemical.

Bludgeoning: Blunt force hits (hammer, falling, etc.)

Cold: Extreme low temperatures and magical attacks.

Fire: Fire breaths, fire-based spells and magic.

Force: Pure magical energy focused in damaging form.

Lightning: Lightning bolt or electricity spells.

Necrotic: Dealt by certain undead and corrupted magic.

Piercing: Puncturing and impaling attacks and weapons.

Poison: Venomous stings, spores, substances and gases.

Psychic: Mental attacks and damage like psionic abilities.

Radiant: Holy damage like divine spells or creatures.

Slashing: Swords, axes, and monster claws.

Thunder: Concussive burst of sound or shock wave.


Damage Resistance: Take half damage.

Damage Vulnerability: Take double damage.

Death & Dying

Instant Death: If remaining damage past 0 meets or exceeds max HP of creature.

Bleeding Out: 0 HP and unconscious, must make death saving throws.

Take Damage While Bleeding Out: Counts as one failed death saving throw.

Healing: If creature is healed they become conscious.

First Aid: DC 10 Medicine check OR use of Healer's Kit stabilizes the creature.

Stable: 0 HP, unconscious, no death saving throws, wake up with 1 HP in 1d4 hours. If damage is taken, death saving throws start over.

Death Saving Throws: At the start of a creature's turn, roll 1d20. On 3 successes, the creature becomes stable. On 3 failures, the creature dies.

20 Regains 1 HP, becomes conscious.
10-19 Success.
2-9 Failure.
1 Two failures.

Grappling & Shoving

To Attempt: Attacker's Athletics vs. Defender's Athletics or Acrobatics. Max one size larger and within reach.

Grappled Success: Target's speed is 0. Attacker's speed is halved unless held size is 2 sizes smaller.

Shoved Success: Target is prone or moved 5ft.

To Escape: Attacker's Athletics vs. Defender's Athletics or Acrobatics.

Healing

Short Rest: You can spend "hit point dice" or "HD" (PHB pg.12) and get back HP.

Long Rest: Restores all your HP and half your level in HD.

Magical Healing: Potions, spells, etc.

Non-Magical Healing: Can only be accessed by a character with the Healer feat. If you use this you gain a small amount of HP back when you are treated with a Healer's Kit, and it expends a use of the kit.

Hiding & Cover

To Hide: Make a Stealth check vs. the Perception check of the opponent. If they can see you, you can't attempt to hide.

In Lightly Obscured Area: Disadvantage on Perception check that rely on sight.

In Heavily Obscured Area: Essentially suffer from blindness.

Half Cover: +2 (AC or DEX save).

Three Quarter Cover: +5 (AC or DEX save).

Improvised Weapons

Adding Weapon Proficiency: DM decides, if the weapon resembles a weapon that the player is proficient with they can add their proficiency bonus to the attack roll.

Improvised Melee Attack: Roll Strength to Hit. Unless otherwise specified, deals 1d4 damage.

  • Example (melee): Player makes an improvised melee attack with a table leg. They have +2 to Strength and the table leg resembles a club, which the player has proficiency with. To attack = 1d20 + 2(STR) + 2(Prof. Bonus)

Improvised Ranged Attack: Range of 20/60 feet. Roll Dexterity to Hit. Unless otherwise specified, deals 1d4 damage.

  • Example (ranged): Player makes an improvised ranged attack with a stone. They have +2 to Dexterity. To attack = 1d20 + 2(DEX)

Item Prices

Light Armor 5-45 gp
Medium Armor 10-400 gp
Heavy Armor 30-1,500 gp
Simple Martial Weapons 2-50 gp
Arrows (20x) 1 gp
Healer's Kit 5 gp
Hunting Trap 5 gp
Rations (1 day) 5 sp
Rope (5ft) 1gp
Block & Tackle (Pulley System) 1 gp
Grappling Hook 2 gp
Lock 10 gp
Acid (Vial) 25 gp
Alchemist's Fire 50 gp
Oil (Flask) 1 sp
Perfume (Vial) 5 gp
Potion of Healing (2d4+2) 50 gp
Poison (DC 10 CON, 1d4, 1min) 100 gp
Potions (Common) 50 gp
Magic Items (Common) 25-200 gp
Disguise Kit 25 gp
Musical Instruments 2-30 gp
Pen & Ink 10 gp
Robes 1 gp
Spellbook 50 gp
Case, Map, Scroll 1 gp

Artisan's Tools

Proficiency with a tool = add proficiency bonus to ability check to use tool.
Alchemist's 50 gp
Brewer's 20 gp
Calligrapher's 10 gp
Carpenter's 8 gp
Cartographer's 15 gp
Cobbler's 5 gp
Cook's 1 gp
Glassblower's 30 gp
Jeweler's 25 gp
Leatherworker's 5 gp
Mason's 10 gp
Painter's 10 gp
Potter's 10 gp
Smith's 20 gp
Tinker's 50 gp
Weaver's 1 gp
Woodcarver's 1 gp

Languages

Standard Languages

Language Typical Speakers Script
Common Humans Common
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Giant Giants, Ogres Dwarvish
Gnomish Gnomes Dwarvish
Goblin Goblinoids Dwarvish
Halfling Halflings Common
Orc Orcs Dwarvish

Exotic Languages

Language Typical Speakers Script
Abyssal Demons Infernal
Celestial Celestials Celestial
Draconic Dragons, Dragonborn Draconic
Deep Speech Aboleths, Cloakers -
Infernal Devils Infernal
Primordial Elementals Dwarvish
Sylvan Fey Creatures Elvish
Undercommon Underworld Traders Elvish

Lock Picking

Picking a Lock

Skill Used: Dexterity

Proficient with Thieve's Tools: + Prof. Bonus

Improvised Tool: Disadvantage

How it Works: Allow 3x chances between all players to pick the lock. If they don't succeed within three tries, the lock breaks in some way and can't be picked with normal tools. The lock also breaks if they roll a Natural 1 at any point.

  • Easy: DC 10-15
  • Standard: DC 15-20
  • Difficult: DC 20-25
  • Nearly Unbreakable: DC 25-30

Breaking a Lock

Require a STR check to break the lock. A very strong character has roughly +3 to STR, so setting a DC 20 means they would need to roll a 17 in order to succeed.

  • Simple Wooden Door: DC 10-15
  • Simple Iron Door: DC 15-20
  • Reinforced Iron Door: DC 20-25
  • Magically Enhanced Door: DC 25-30

Mini Games

Coin Flip (2 players)

Two players decide who is heads and who is tails. Roll a d20. 1-10 is tails, 11-20 is heads.

Dice Guessing (2+ players & dealer)

Dealer rolls 3d6 and players all guess the resulting number. Player who gets closest wins. If there's a tie, the players who tied play again until there's one winner.

Old Timey Blackjack (2+ players)

Players roll 2d12, then optionally roll 1d12 as many times as they want. At end of round, players reveal their total. Player who gets closest to 21 without going over wins.

If playing multiple rounds, the first player to 10 points wins:

  • 0pt: Over 21
  • 1pt: Closest to 21 without going over
  • 2pts: Exactly 21

Movement

Climbing, Swimming, Crawling: Movement cost doubled (triples if difficult terrain). Strength (Athletics) check may be required if Swimming or Climbing.

Jumping: With ten foot run, long jump = Strength score, high jump = 3 + Strength modifier. Standing jump is 1/2 that. Each foot costs movement as usual. With high jump, add 1.5 your height for reaching. Jump higher or farther with Strength (Athletics) check.

Falling: Take 1d6 bludgeoning damage for every 10ft fell. Max 20d6. Creature lands prone unless it avoids taking damage from the fall.

Ready Action

Readying an Action: Use your turn's action to ready an action. You must define the triggering event and the action they will take if the trigger happens.

Readying a Spell: Use your turn's action to ready a spell. The spell must have cast time of 1 action. Holding the spell's energy requires concentration. You must define the triggering event, which will release the spell.

APPLIES TO BOTH: If the triggering event doesn't occur before your next turn and you want to keep the action/spell readied, you must use your turn's action again to keep the action/spell ready.

Skills

Strength

  • Athletics

Dexterity

  • Acrobatics
  • Slight of Hand
  • Stealth

Constitution

Intelligence

  • Arcana
  • History
  • Investigation
  • Nature
  • Religion

Wisdom

  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival

Charisma

  • Deception
  • Intimidation
  • Performance
  • Persuasion

Task Difficulty

Very easy 5
Easy 10
Medium 15
Hard 20
Very hard 25
Nearly impossible 30

Traps

Trap Mechanics:

What skill & DC is required to notice the trap? A trap in the woods might require Nature/Survival checks, a trap in a dungeon might require Investigation/Perception, a magical trap might require Arcana/Religion/History.

What skill & DC is required to disarm the trap? Typically, a mechanical trap would require a Dexterity check using Thieve's Tools (add Proficiency Bonus IF proficient with Thieve's Tools). A magical trap might require an Arcana check or a certain spell (Dispell Magic, Counterspell, etc.) Player's might also try to trigger the trap from a distance, destroy the trap in some way.

What skill & DC is required to avoid the trap? Players might want to sneak past the trap, hoping not to trigger it using Stealth or Dexterity.

What skill & DC is required to save against the trap? This might require Dexterity to dodge, Constitution to save against poison damage, Strength to catch a falling boulder, etc.

Quick Trap Examples:

Mechanical Tripwire that Shoots Fire from the Wall:

  • Area Affected: Affects all targets within a 20ft. cone
  • To Notice: Investigation, Perception (DC 13)
  • To Disarm: Thieve's Tools (Dexterity +Prof bonus if proficient) (DC 10)
  • To Save Against: Dexterity (DC 14) or take 1d10 fire damage

Magical Area that Shoots Paralyzing Darts:

  • Area Affected: Affects first person to step into the area
  • To Notice: Investigation, Perception, Arcana, Medicine, Survival (DC 13)
  • To Disarm: Arcana, Spells (Counterspell, Dispell Magic, etc.) (DC 10)
  • To Save Against: +9 to Hit against one target or take 1d4 damage, and DC 20 Constitution or become paralyzed

Pit in the Woods Covered by Leaves:

  • Area Affected: Affects all targets entering a 10 ft. square area
  • To Notice: Investigation, Perception, Nature, Survival (DC 10)
  • To Disable: Nature, Survival (DC 15)
  • To Save Against: Dexterity (DC 14) or take 1d6+1 bludgeoning damage

Turns in Combat

On Your Turn:

  • Movement: Move up to your speed.
  • Interaction: Communicate with someone, interact with an object, draw a weapon, give an item to another player, open a door, etc.
  • Action: See below.
  • Bonus Action: You can only perform one bonus action per turn. Bonus actions are specified by spells, class features, etc.
  • Reaction: Made in response to a trigger of some kind. Opportunity attacks are the most common type. Reactions are specified by spells, class features, etc.

Actions:

  • Attack: Make a melee or ranged attack.
  • Cast Spell: Cast a spell with 1 action casting time.
  • Dash: Double movement of your current speed.
  • Disengage: Your movement does not provoke opportunity attacks for the rest of your turn.
  • Dodge: Creatures attacks against you are at a disadvantage until your next turn. You get advantage on DEX saving throws. Ends if incapacitated.
  • Help: Creature you aid gets advantage on ability checks or attacks against a creature within 5ft of you.
  • Hide: Make a Stealth check against Perception of creature. On success, you are an unseen attacker and have advantage on attacks.
  • Ready: Prepare a Reaction for a particular circumstance, which you can take later in the round.
  • Search: Perception or Investigation check to find something.
  • Use an Object: Use an object that requires an action for its use.

Unarmed Strike

All creatures are proficient in unarmed strikes, so always add your prof. bonus to the attack roll.

To attack: 1d20 + STR modifier + Prof. bonus

Damage: STR modifier + 1

Unarmed strikes are not considered weapon damage