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.
When attacking a target who is...
When being attacked by a target who is...
If attacking while...
Ability checks...
Dex saves...
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.
Difficulty | Examples | Penalty |
Easy | Chest | -2 |
Tricky | Leg, Arm | -5 |
Challenging | Eye, Ear | -10 |
Nearly Impossible | Shooting a coin out of the air | -15 |
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.
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 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 | 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 |
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) |
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.
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. |
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.
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.
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).
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.
1d20 + 2(STR) + 2(Prof. Bonus)
Improvised Ranged Attack: Range of 20/60 feet. Roll Dexterity to Hit. Unless otherwise specified, deals 1d4 damage.
1d20 + 2(DEX)
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 |
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 |
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 |
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 |
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.
DC 10-15
DC 15-20
DC 20-25
DC 25-30
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.
DC 10-15
DC 15-20
DC 20-25
DC 25-30
Two players decide who is heads and who is tails. Roll a d20. 1-10 is tails, 11-20 is heads.
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.
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:
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.
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.
Very easy | 5 |
Easy | 10 |
Medium | 15 |
Hard | 20 |
Very hard | 25 |
Nearly impossible | 30 |
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.
Mechanical Tripwire that Shoots Fire from the Wall:
Magical Area that Shoots Paralyzing Darts:
Pit in the Woods Covered by Leaves:
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