STANDARD LANGUAGES Language Common Dwarvish Elvish Giant Gnomish Goblin Halfling Orc
Typical Speakers Humans Dwarves Elves Ogres, giants Gnomes Goblinoids Halflings Orcs
TRAVEL PACE Script Common Dwarvish Elvish Dwarvish Dwarvish Dwarvish Common Dwarvish
Pace Fast Normal Slow
Item Ale Gallon Mug Banquet (per person) Bread, loaf Cheese, hunk Inn stay (per day) Squalid Poor Modest Comfortable Wealthy Aristocratic
Script Infernal Celestial Draconic — Infernal Dwarvish Elvish Elvish
2 sp 4 cp 10 gp 2 cp 1 sp 7 cp 1 sp 5 sp 8 sp 2 gp 4 gp
Item Meals (per day) Squalid Poor Modest Comfortable Wealthy Aristocratic Meat, chunk Wine Common (pitcher) Fine (bottle)
2 sp 10 gp
Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don’t contribute their passive Wisdom (Perception) scores to the group’s chance of noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM’s permission. Navigate. The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. Draw a Map. The character can draw a map that records the group’s progress and helps the characters get back on course if they get lost. No ability check is r equired. Track. A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it. Forage. The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the DM calls for it.
DIFFICULT TERRAIN, CLIMBING, SWIMMING, Pay 3 cp per mile 1 cp 2 gp per day 2 sp per day 2 cp per mile 1 cp 1 sp per mile
DC 20 25 30
1.Determine surprise. The DM determines whether anyone involved in the combat encounter is surpr ised. 2.Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the adversaries are—how far away and in what direction. 3.Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of the combatants’ turns. 4.Take turns. Each participant in the battle takes a turn in initiative order. 5.Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
MOVEMENT
SERVICES Service Coach cab Between towns Within a city Hireling Skilled Untrained Messenger Road or gate toll Ship’s passage
3 cp 6 cp 3 sp 5 sp 8 sp 2 gp 3 sp
Task Difficulty Hard Very hard Nearly impossible
COMBAT STEP
OTHER ACTIVITIES
Cost
DC 5 10 15
STEALTH
Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can be noticed only by characters in a p articular rank (front, middle, or back). While traveling at a fast pace, characters characters take a –5 penalty to their passive Wisdom (Perception) scores to notice hidden threats.
AND LODGING
Cost
Task Difficulty Very easy Easy Medium
ACTIVITIES WHILE TRAVELING
NOTICING THREATS
Typical Speakers Demons Celestials Dragons, dragonborn Mind flayers, Beholders Devils Elementals Fey creatures Underdark traders
FOOD, DRINK,
TYPICAL DIFFICULTY CLASSES Effect –5 to pas passiv sive e Wisdo Wisdom m (Percep Perceptio tion) n) sco scores res — Able to use stealth
While traveling at a slow pace, and not in the open, characters can try to surprise or sneak by other creatures they encounter. See the rules for hiding in chapter 7.
EXOTIC LANGUAGES Language Abyssal Celestial Draconic Deep Speech Infernal Primordial Sylvan Undercommon
Minute Hour Day 400 feet 4 miles 30 miles 300 feet 3 miles 24 miles 200 feet 2 miles 18 miles
AND CRAWLING
When moving through difficult terrain—dense forest, deep swamps, rubble-filled ruins, steep mountains, ice-covered ground—or when climbing, swimming, or crawling, moving 1 foot costs 2 feet of speed.
JUMPING Your Strength determines how far you can jump, as follows: Your Long Jump. If you move at least 10 feet on foot immediately before the jump, you cover a number of feet equal to your Strength score. High Jump. If you move at least 10 feet on foot immediately before the jump, you leap into the air a number of feet equal to 3 + your Strength m odifier. Standing Jumps. Whether going for distance or height, making a jump without moving beforehand results in jumping half your normal distance. Reaching. You can reach above you a distance equal to the height of your jump plus 1½ times your height.
BY STEP
ABILITY SCORES, MODIFIERS, AND COST Score 1 2–3 4–5 6–7 8 9 10 11 12 13 14
Modifier –5 –4 –3 –2 –1 –1 +0 +0 +1 +1 +2
Point Cost — — — — 0 1 2 3 4 5 7
Score 15 16 17 18 19 20–21 22–23 24–25 26–27 28–29 30
Modifier +2 +3 +3 +4 +4 +5 +6 +7 +8 +9 +10
Point Cost 9 — — — — — — — — — —
STANDARD EXCHANGE RATES Coin Copper (cp) Silver (sp) Electrum (ep) Gold (gp) Platinum (pp)
cp 1 10 50 100 1,000
sp 1/10 1 5 10 100
ep 1/50 1/5 1 2 20
gp 1/100 1/10 1/2 1 10
pp 1/1,000 1/100 1/20 1/10 1
LIFESTYLE EXPENSES Lifestyle Wretched Squalid Poor Modest
DONNING
Price/Day — 1 sp 2 sp 1 gp
Lifestyle Comfortable Wealthy Aristocratic
Price/Day 2 gp 4 gp 10 gp minimum
AND DOFFING ARMOR
Category Light Armor Medium Armor Heavy Armor Shield
Don 1 minute 5 minutes 10 minutes 1 action
Doff 1 minute 1 minute 5 minutes 1 action
ACTIONS
IN COMBAT
USING EACH ABILITY
ATTACK
DODGE
With this action, you make one melee attack or ranged attack. Certain features, such as the Extra Attack feature, allow you to make more than one attack with this action. Reach. Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Ranged attacks in close combat. When you make a ranged attack with a weapon, spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated. Opportunity attacks. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction and make one melee attack against the provoking creature. Two-weapon fighti ng. When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to 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. Grappling. When you want to grab a creature or wrestle with it, you can replace on of the attacks you are entitled to from an Attack action with a grapple. See chapter 10 for more details. Shoving a creature. When you want to knock prone or push a creature away from you, you can replace one of the attacks you are entitled to from an Attack action with a shove. See chapter 1 0 for more details. Cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies. See chapter 10 for more details.
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.
Half cover Three-quarters cover Total cover
+2 bonus to AC and Dexterity saving throws +5 bonus to AC and dexterity saving throws Can’t be directly targeted by an attack or spell, but can be reached with an area of effect
CAST A SPELL
STRENGTH (ATHLETICS) CHECKS
When you take the Help action, you aid a creature in a task and they gain advantage on the next ability check made to perform the task you are helping with, provided that it makes the check before the start of your next turn. Alternative ly, you can aid a friendly creature in attacking a creature within 5 feet of you, granting your ally advantage on the first attack roll against that creature, provided that attack is made before the start of your next turn. When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed you follow the “unseen attackers and targets” rules in chapter 9.
READY You can take the Ready action on your turn so that you can act later in the round using your reaction. 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 s peed in response. When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. When you read 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 (explained in chapter 10). If your concentration is broken, the spell dissipates without taking effect.
SEARCH
USE
When you take the Dash action, you gain extra movement equal to your speed, after applying any modifiers.
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This is action also useful when you want to interact with more than one object on your turn.
• • • •
Force open a stuck, locked, or barr ed door Break free of bonds Push through a tunnel that is too small Hang on to a wagon while being dragged behind it Tip over a statue, or keep a boulder from rolling
DEXTERITY (ACROBATICS ) CHECKS •
Stay on your feet in a tricky situation, balance on a tightrope, or stay upright on a rocking ship’s deck Perform acrobatic stunts including dives, rolls, somersaults, flips
DEXTERITY (SLEIGHT OF HAND) CHECKS •
•
Planting something on someone else Concealing an object on your person Lift a coin purse off another p erson, or slip something out of another person’s pocket
DEXTERITY (STEALTH) CHECKS •
Conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard
OTHER DEXTERITY CHECKS •
• • • • •
Control a heavily laden cart on a steep descent, or steer a chariot around a tight turn Pick a lock, or disable a trap Securely tie up a prisoner Wriggle free of bonds Play a stringed instrument Craft a small or detailed object
CONSTITUTION CHECKS • • • •
Hold your breath March or labor for hours without rest Go without sleep Survive without food or water Quaff an entire stein of ale in one go
INTELLIGENCE (ARCANA) CHECKS •
Recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes
INTELLIGENCE (HISTORY ) CHECKS •
Recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
INTELLIGENCE (INVESTIGATION ) CHECKS
CHARACTER ADVANCEMENT Experience Proficiency Points Level Bonus 14,000 6 +3 23,000 7 +3 34,000 8 +3 48,000 9 +4 64,000 10 +4
•
•
AN OBJECT
Climb a sheer or slippery surface, avoid hazards while scaling a wall, or cling to sur face while something is trying to knock you off Jump an unusually long distance or pull off a stunt midjump Swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed, or another creature tries to push or pull you underwater or otherwise interfere with your swimming
OTHER STRENGTH CHECKS
•
DASH
Experience Proficiency Points Level Bonus 0 1 +2 300 2 +2 900 3 +2 2,700 4 +2 6,500 5 +3
•
•
HIDE
Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action.
If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the tur n.
•
HELP
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
DISENGAGE
•
Experience Proficiency Points Level Bonus 85,000 11 +4 100,000 12 +4 120,000 13 +5 140,000 14 +5 165,000 15 +5
Experience Proficiency Points Level Bonus 195,000 16 +5 225,000 17 +6 265,000 18 +6 305,000 19 +6 355,000 20 +6
• • • •
Deduce the location of a hidden object Discern from the app earance of a wound what kind of weapon dealt it Determine the weakest point in a tunnel that could cause it to collapse Pore through ancient scrolls in search of a hidden fragment of knowledge
INTELLIGENCE (NATURE) CHECKS •
Recall lore about terrain, plants and animals, the weather, and natural cycles.
CONDITIONS INTELLIGENCE (RELIGION) CHECKS •
Recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
OTHER INTELLIGENCE CHECKS • • • • • •
Communicate with a creature without using words Estimate the value of a precious item Pull together a disguise to pass as a city guard Forge a document Recall lore about a craft or trade Win a game of skill
WISDOM (ANIMAL HANDLING) CHECKS •
Calm down a domesticated animal, keep a mount from getting spooked, or control your mount when you attempt a risky maneuver, intuit an animal’s intentions
WISDOM (INSIGHT ) CHECKS •
Determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move
WISDOM (MEDICINE) CHECKS •
Stabilize a dying companion or diagnose an illness
WISDOM (PERCEPTION) CHECKS •
•
BLINDED •
•
•
•
•
•
OTHER WISDOM CHECKS • •
Get a gut feeling about what course of action to follow Discern whether a seemingly dead or living creature is undead
CHARISMA (DECEPTION) CHECKS •
Fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie
CHARISMA (INTIMIDATION ) CHECKS • • •
Pry information out of a prisoner Convince street thugs to back down from a confrontation Use the edge of a broken bottle to convince a sneering vizier to reconsider a decision
CHARISMA (PERFORMANCE) CHECKS •
Delight an audience with music, dance, acting, storytelling, or some other form of entertainment
CHARISMA (PERSUASION) CHECKS •
•
Acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette Convince a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk
OTHER CHARISMA CHECKS • •
Find the best person to talk to for news, rumors, and gossip Blend into a crowd to get the sense of key topics of conversation
Effect Disadvantage on ability checks Speed halved Disadvantage on attack rolls and saving throws Hit point maximum halved Speed reduced to 0 Death
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lowers levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature also ingested some food and drink.
FRIGHTENED •
•
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.
GRAPPLED •
• •
A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect r emoves the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
INCAPACITATED •
• •
•
A paralyzed creature is incapacitated and can’t move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that this the creature is a critical hit if the attacker is within 5 feet of the creature
PETRIFIED
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six leaves. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description. Level 1 2 3 4 5 6
An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the cr eature’s attack rolls have advantage.
PARALYZED •
A deafened creature can’t hear and automatically fails any ability check that requires hearing.
EXHAUSTION
Hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest Spot orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door Follow tracks, hunt wild game, or identify signs that owlbears live nearby Guide your group through the frozen wastelands, or avoid quicksand and other natural hazards, including predicting the weather Predict the weather
A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.
DEAFENED •
•
•
CHARMED
WISDOM (SURVIVAL) CHECKS •
INVISIBLE
A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage
An incapacitated creature can’t take actions or reactions.
•
•
• • • •
A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is incapacitated, can’t move or sp eak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has resistance to all damage. The creature is immune to p oison and disease, although a poison or disease already in its system is suspended, not neutralized.
POISONED •
A poisoned creature has disadvantage on attack rolls and ability checks.
PRONE •
• •
A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
RESTRAINED •
•
•
A restrained Creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.
STUNNED •
• •
A stunned creature is incapacitated, can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
UNCONSCIOUS •
• • • •
An unconscious creature is incapacitated, can’t move or speak, and is unaware of its surr oundings. The creature drops whatever it’s holding and falls prone. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have Advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.