Attackers Str (Athletics) vs Defenders Str (Athletics) TASK DC COVER (AC or Dex Save) 1 is always a miss
or Dex (Acrobatics)
Very Easy 5 Half Cover +2 VISION & LIGHT
Success - Grappled, Held Speed is 0 Easy 10 Three Quarter +5
Your Speed halved unless Held is 2 sizes smaller Medium 15 Lightly Obscured Dim light,
Hard 20 Prone - Ranged attacks against
Shoved Target prone or moved 5 feet Prone creatures have advantage Disadvantage on Wis (Perception)
Very Hard 25
Escape - Holder Str (Athletics) vs Str (Athletics) or Dex when attacker is adjacent, Heavily Obscured Darkness,
Nearly Impossible 30
(Acrobatics) otherwise have disadvantage creatures suffer Blinded condition.
TRAVEL & MOVEMENT LIVING EXPENSES EQUIPMENT COSTS
Pace Minute Hour Day Effect Lifestyle Price/Day
Wretched - Light Armor
Fast 400 feet 4 miles 30 miles -5 to passive Wis Adventuring Gear
Padded 5 gp Holy symbol
Normal 300 feet 3 miles 24 miles Squalid 1 sp Leather 10 gp
Abacus 2 gp
Poor 2 sp Acid (vial) 25 gp Amulet 5 gp
Slow 200 feet 2 miles 18 miles Stealth Possible Studded leather 45 gp Alch fire (flask) 50 gp Emblem 5 gp
Modest 1 gp Medium Armor Ammunition Reliquary 5 gp
Comfortable 2 gp Hide 10 gp
Forced March After 8 hours, DC10 + 1 (per hour) Con Chain shirt 50
20 Arrows 1 gp Holy water 25 gp
Wealthy 4 gp 50 Blowgun 1 gp Hourglass 25 gp
save or gain Exhaustion. Scale mail 50 Hunting trap 5 gp.
Aristocratic 10+ gp 20 xbow bolts 1 gp
Difficult Terrain Forest, Jungle, Mountains, Swamps Breastplate 400 gp 20 Sling bullets 4 cp Ink 10 gp
Half plate 750 gp Antitoxin (vial) 50 gp Ink pen 2 cp
cause party to move at speed. Heavy Armor Jug or pitcher 2 cp
FOOD & LODGING Ring mail 30 gp
Arcane focus
Crystal 10 gp
Ladder (10-foot) 1 sp
Food Character needs 1 lbs of food per day. 3+ Con Chain mail 75 gp Orb 20 gp
Lamp 5 sp
Lantern, bullseye 10 gp
modifer days without food adds 1 level Exhaustion. Item Cost Splint 200 gp Rod 10 gp
Lantern, hooded 5 gp
Plate 1,500 gp Staff 5 gp
Water Character needs 1 gallon of water per day, 2 if Ale Shield Wand 10 gp
Lock 10 gp
weather is hot. Drinking half required means DC 15 Con Gallon 2 sp Shield 10 gp Backpack 2 gp
Magnify glass 100 gp
Mug 4 cp Manacles 2 gp
save or gain Exhaustion. Drinking none means automatic Melee Weapons Ball bearings 1 gp
Mess kit 2 sp
Exhaustion. Banquet (per person) 10 gp Battleaxe 10 gp Barrel 2 gp
Mirror, steel 5 gp
Bread, loaf 2 cp Club 1 sp Basket 4 sp
Oil (flask) 1 sp
Dagger 2 gp Bedroll 1 gp
Foraging, Tracking Wisdom (Survival) check. Cheese, hunk 1 sp Bell 1 gp
Paper 2 sp
Flail 10 gp Parchment 1 sp
Inn stay (per day) Glaive 20 gp Blanket 5 sp
Perfume (vial) 5 gp
Squalid 7 cp Greataxe 30 Block and tackle 1 gp
Pick, miners 2 gp
Climbing, Swimming, Crawling movement cost Poor 1 sp Greatclub 2 sp Book 25 gp
Piton 5 cp
Greatsword 50 gp Bottle, glass 2 gp
doubles (triples if difficult terrain). Strength (Athletics) Modest 5 sp Bucket 5 cp
Poison, basic 100 gp
Halberd 20 gp Pole (10-foot) 5 cp
check may be required if Swimming or Climbing. Comfortable 8 sp Handaxe 5 gp Caltrops 1 gp
Pot, iron 2 gp
Jumping With ten foot run, long jump = Strength score, Wealthy 2 gp Javelin 5 sp Candle 1 cp
Potion of healing 50 gp
high jump = 3 + Str modifier. Standing jump is that. Aristocratic 4 gp Lance 10 gp Case, xbow bolt 1 gp
Pouch 5 sp
Meals (per day) Light hammer 2 gp Case, map/scroll 1 gp
Each foot costs movement as usual. With high jump, add Quiver 1 gp
Longsword 15 gp Chain (10 feet) 5 gp
1 your height for reaching. Jump higher or farther with Squalid 3 cp Mace 5 gp Chalk (1 piece) 1 cp
Ram, portable 4 gp
Poor 6 cp Rations (1 day) 5 sp
Strength (Athletics) check. Maul 10 gp Chest 5 gp
Robes 1 gp
Modest 3 sp Morningstar 15 gp Climber's kit 25 gp
Rope (50 ft) 1 gp
Comfortable 5 sp Pike 5 gp Clothes Rope, silk (50 ft) 10 gp
Quarterstaff 2 sp Common 5 sp
Wealthy 8 sp Rapier 25 gp
Sack 1 cp
Costume 5 gp Scale, merchants 5 gp
Aristocratic 2 gp Scimitar 25 gp Fine 15 gp Sealing wax 5 sp
Meat, chunk 3 sp Shortsword 10 gp Travelers 2 gp Shovel 2 gp
Wine Sickle 1 gp Comp pouch 25 gp Signal whistle 5 cp
Spear 1 gp Crowbar 2 gp
Common (pitcher) 2 sp Trident 5 gp
Signet ring 5 gp
Fine (bottle) 10 gp Druidic focus Soap 2 cp
War pick 5 gp Mistletoe 1 gp Spellbook 50 gp
Warhammer 15 gp Spikes, iron (10) 1 gp
Totem 1 gp
DONNING ARMOR EXCHANGE RATES Whip 2 gp
Ranged Weapons
Wooden staff 5 gp Spyglass 1,000 gp
Coin cp sp ep gp pp Yew wand 10 gp Tent, two-person 2 gp
Category Don Doff Copper (cp) 1 1/10 1/50 1/100 1/1,000
Blowgun 10 gp Shortbow 25 Fishing tackle 1 gp Tinderbox 5 sp
xbow, hand 75 gp gp Flask or tankard 2 cp Torch 1 cp
Light Armor 1 min 1 min Silver (sp) 10 1 1/5 1/10 1/100 xbow, heavy 50 gp Sling 1 sp Grappling hook 2 gp 4 Vial 1 gp
Medium Armor 5 min 1 min Electrum (ep) 50 5 1 1/2 1/20 xbow, light 25 gp Hammer 1 gp Waterskin 2 sp
Heavy Armor 10 min 5 min Gold (gp) 100 10 2 1 1/10 Dart 5 cp Hammer, sledge 2 gp Whetstone 1 cp
Shield 1 action 1 action Longbow 50 gp Healers kit 5 gp
Platinum (pp) 1,000 100 20 10 1 Net 1 gp
CONDITIONS EXHAUSTION
Blinded - Creature cant see and automatically fails any ability check that requires sight. Level Effect
Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage. 1 Disadvantage on ability checks
2 Speed halved
Charmed - Creature can't attack the charmer or target the charmer with harmful abilities or spells. 3 Disadvantage on attack rolls and saving throws
The charmer has advantage on any ability check to interact socially with the creature. 4 Hit point maximum halved
Deafened - Creature cant hear and automatically fails any ability check that requires hearing. 5 Speed reduced to 0
Frightened - Creature has disadvantage on ability checks and attacks while the source is visible 6 Death
The creature cant willingly move closer to the source of its fear.
Grappled - Creatures speed becomes 0, and it can't benefit from any bonus to its speed. Level increases as specified in the causing effect.
The condition ends if the grappler is incapacitated. Creature suffers the effects of all lower levels
The condition also ends if an effect removes the grappled creature from the reach of the grappler.
Finishing a long rest reduces a creature's exhaustion level
Incapacitated - Creature cant take actions or reactions. by 1, provided that the creature has also ingested some
Invisible - Creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, food and drink.
the creature is heavily obscured. The creatures location can be detected by any noise it makes or any tracks.
Attack rolls against the creature have disadvantage, and the creatures attack rolls have advantage. ABILITY SCORES D&D 5e
Paralyzed - Creature is incapacitated and cant move or speak.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Score Modifier DM Screen
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. 1 -5
2-3 -4
Petrified - Creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid 4-5 -3
inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. 6-7 -2
The creature is incapacitated, cant move or speak, and is unaware of its surroundings. 8-9 -1
Attack rolls against the creature have advantage. 10-11 +0
The creature automatically fails Strength and Dexterity saving throws. 12-13 +1
The creature has resistance to all damage. 14-15 +2
The creature is immune to poison and disease, but a poison or disease already in its system is suspended, not 16-17 +3
neutralized. 18-19 +4
Poisoned - Creature has disadvantage on attack rolls and ability checks. 20-21 +5
Prone - Creatures only movement option is to crawl, unless it stands up (no longer Prone). 22-23 +6
The creature has disadvantage on attack rolls. 24-25 +7
Attack rolls have advantage if the attacker is within 5ft. Otherwise, attack roll has disadvantage. 26-27 +8
Restrained - Creatures speed becomes 0, and it cant benefit from any bonus to its speed. 28-29 +9
30 +10
Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws.
Stunned - Creature is incapacitated, cant move, and can speak only falteringly.
CREATURE SIZE
The creature automatically fails Strength and Dexterity saving throws. Size Space
Attack rolls against the creature have advantage.
Tiny 2 by 2 ft
Unconscious - Creature is incapacitated, cant move or speak, and is unaware of its surroundings. Small, Medium 5 by 5 ft
The creature drops whatever its holding and falls prone. Large 10 by 10 ft
The creature automatically fails Strength and Dexterity saving throws. Huge 15 by 15 ft
Attack rolls against the creature have advantage. Gargantuan 20 by 20 ft & up
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.