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STRENGTH CONSTITUTION WISDOM

Represents bodily power, athletic training Measures health, stamina, and vital force Reflects how attuned to the world one is,
Mods melee attack and damage rolls Added to Hit Die roll for hit points perceptiveness, and intuition
(also ranged attack of melee weapon with Spellcasters taking damage must succeed on Animal Handling calm domesticated
thrown property, ex. handaxe, spear, dagger) CON save DC10 or half damage (whichever is animal or mount, intuit their intentions and
Athletics - climb, jump, swim higher) to maintain concentration attempt risky maneuvers on mount

Push, Drag, Lift - 30 lbs x STR score Hold breathe for one minute + CON mod, Insight interpreting body language, speech,

Carry 60 lbs x STR score then a number of rounds equal to CON mod and mannerisms of creatures, sense motive
Medicine stabilize a dying companion or
Long Jump equal to STR score in feet from One gallon water per day (x2 in extreme diagnose an illness
10' running start, half from standing, landing heat), if only half-ration succeed on DC15
in difficult terrain DEX DC10 or fall prone CON save or suffer one level of exhaustion Perception search, spot, listen, detect
secret door, trap, passive 10+mod, +/-5 adv
High Jump equal to 3' + STR mod from 10' One pound of food per day, can go 3 days +
running start, half from standing, vertical CON mod before one level of exhaustion Survival forage, track, hunt, navigate
reach is jump height +1.5 character height Exhaustion L1: disadv on ability checks, terrain, avoid natural hazards
L2: speed halved, L3: disadv on attack and CHARISMA
DEXTERITY
saving throws, L4: hit point max halved,
Measures agility, reflexes, and balance Measures ability to interact with others,
L5: speed reduced to zero, L6: death
confidence, eloquence, and personality
Mods ranged attack and damage rolls INTELLIGENCE
(also melee attack of weapon with the Deception misleading others, wearing a
finesse property, ex. rapier, whip, dagger) Measures mental acuity, accuracy of lore disguise, cheating, bluffing
recall, and ability to reason Intimidation influencing someone with
Mods AC when wearing light armor and
medium armor (max 2), no armor 10+DEX Arcana spells, magic items, symbols, planes threats of a personal or physical nature to
obtain information or compliance
Acrobatics balance, stunts (dive, roll, flip) History events, people, kingdoms, wars
Performance entertaining others with
Sleight of Hand manual trickery, pickpocket Nature terrain, plants, animals, weather music, dance, acting, storytelling
Stealth hide, sneak vs. WIS (Perception) Religion deities, rites, prayers, cults
Persuasion influencing someone with tact,
Proficiency with thieves' tools added when Investigation search, look for clues and social graces, or good nature typically to
picking locks or disarming traps make deductions based on those clues foster friendship or make a cordial request
CONDITIONS Poisoned - disadvantage on attack rolls and TRAVEL
ability checks
Blinded - automatically fails any ability check Pace Minute Hour Day Effect
that requires sight, attacks vs creature have Prone - disadvantage on attacks, attacks vs Fast 400' 4 miles 30 miles -5 WIS(Per)
advantage, creatures attacks have creature have advantage if within 5, Normal 300' 3 miles 24 miles --
disadvantage otherwise, attack has disadvantage Slow 200' 2 miles 18 miles Stealth
Forced March, max 8 hours, succeed on CON save
Charmed - cant attack charmer, charmer has Restrained - speed becomes 0, attacks vs DC10 +1 for every hour past, or one level of exhausted
advantage on check to interact creature have advantage, and creatures
Difficult Terrain movement halved, ex.
attacks have disadvantage, and on DEX save
Deafened - auto-fails any check that requires dense forest, deep swamp, rubble-filled
hearing Stunned - incapacitated, cant move, and can ruins, steep mountain, ice-covered ground
speak barely, auto-fails STR and DEX save,
Frightened - disadvantage on ability checks Climbing, Swimming, Crawling movement
attack rolls against have advantage
and attack rolls while the source of its fear is halved, plus 1 extra foot in difficult terrain,
within line of sight, cant willingly move Unconscious incapacitated, cant may require STR (Athletics)
closer to the source of its fear move/speak, unaware of surroundings.
Falling 1d6 bludgeoning damage for every
drops what its holding and falls prone,
Grappled speed reduced to zero ten feet, max 20d6, land prone, standing
auto-fails STR and DEX save, attack rolls
from prone cost half movement speed
Incapacitated can't take actions against have advantage, critical hit if within
Invisible - impossible to see without magic or 5 of creature VISION
a special sense. creature is heavily obscured. DEATH Lightly Obscured dim light, patchy fog,
can be detected by noise or tracks, Attacks vs moderate foliage, disadv on WIS (Perception)
creature have disadvantage, creatures Fall unconscious at zero hit points, taking
more negative damage than maximum hit Heavily Obscured darkness, opaque fog,
attacks have advantage
point total results in instant death dense foliage, blinded condition
Paralyzed - incapacitated, cant move/speak.
Darkvision see in darkness as if dim light
automatically fails STR and DEX save, attack Saving Throws every turn, roll 1d20, on 10
or higher you succeed, after three successes, (lightly obscured), only shades of gray
rolls against have advantage. critical hit if
within 5 of creature become stable, three failures results in death REST
Petrified weight increases by x 10, Roll 1 or 20 1 counts as two fails, 20 regain
Short Rest 1 hour, eat, drink, spend hit die
incapacitated, cant move or speak, 1 hit point
Long Rest 8 hours, sleep or light activity,
unaware of surroundings. attacks against Damage at 0 death save fail, if crit, 2 fails
regain spent hit die equal to half of total,
have advantage, auto-fails STR and DEX Stabilize the Dying DC10 Wis (Med) check, restore one level of exhaustion
save, resistance to all damage, immune remains unconscious
COMBAT ACTIONS TRAPS
1. Determine surprise. Dash double movement speed Danger Save DC Attack
2. Establish positions, marching order. Disengage prevent opportunity attacks Setback 10-11 +3 to +5
3. Roll initiative with DEX modifier. Dangerous 12-15 +6 to +8
4. Take turns in order. Dodge until start of next turn, attacks have Deadly 16-20 +9 to +12
5. Begin next round, repeat 4. disadvantage against you if attacker is visible Level Setback Dangerous Deadly
and advantage on DEX saves 1-4 1d10 2d10 4d10
Ranged Attacks, Close Combat -
disadvantage if hostile creature that can see Help grant advantage on next ability check 5-10 2d10 4d10 10d10
attacker is within 5' or attack roll of an ally 11-16 4d10 10d10 18d10
17-20 10d10 18d10 24d10
Opportunity Attack when creature moves Hide DEX (Stealth) contested by WIS
out of reach, use reaction to make one (Perception), creatures trying to attack an
melee attack, interrupts movement unseen target have disadvantage, a hidden OBJECTS
attacker gains advantage on distracted target Substance AC Substance AC
Two Weapons when attacking with light
melee weapon, use bonus action to attack Ready prepare to launch an attack or take Cloth, paper, rope 11 Iron, steel 19
an action when a trigger occurs, this uses a Crystal, glass, ice 13 Mithral 21
with light melee in other hand, don't add
reaction, only one reaction per round Wood, bone 15 Adamantine 23
ability modifier to damage roll Stone 17
Critical Hit 20 on attack roll, always hits, Search WIS (Perception) or INT
roll all damage dice twice (Investigation) check OBJECT HIT POINTS
a roll of 1 on an attack always misses Grapple target no larger than one size, Size Fragile Resilient
make STR (Athletics) contested by STR
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Cover half cover: +2 AC and DEX saves, Small (lute, chest) 3 (1d6) 10 (3d6)
three-quarters cover: +5 AC and DEX saves (Athletics) or DEX (Acrobatics) of target,
same check to escape, movement halved Medium (canoe, barrel) 4 (1d8) 18 (4d8)
Resistance and Vulnerability halves and Large (10' window, cart) 5 (1d10) 27 (5d10)
doubles damage, respectively Shove melee attack, knock prone or push
target 5' away, no larger than one size,
Mounted Combat mounting during make STR (Athletics) contested by STR
IMPROVISING DAMAGE
movement costs half your speed, make DEX 1d10 Falling bookcase, burned by coals
(Athletics) or DEX (Acrobatics) of target 2d10 Struck by lightning, falling into fire pit
DC10 save when mount is moved by an
effect or fall prone, if mount is knocked Underwater Combat disadv on melee 4d10 Collapsing tunnel , vat of acid
attacks unless dagger, javelin, shortsword, 10d10 Whirling steel blades, wade through lava
prone, use reaction to dismount as it falls to
spear, or trident, disadv on ranged unless 18d10 Struck by asteroid, submerged in lava
land on feet, a controlled mount can Dash,
crossbow, net, or thrown, long range miss 24d10 Swallowed by black hole
Disengage, and Dodge
WEATHER WILDERNESS DUNGEONS
D20 Temperature High Altitude 10,000' above sea level, each Brown Mold feeds on warmth, covers 10'
1-14 Normal for the season hour counts as two for determining travel, square area, frigid within 30', make DC 12
15-17 1d4x10 degrees colder than normal creatures can become acclimated to high CON save, 22(4d10) damage on fail, half on
18-20 1d4x10 degrees hotter than normal altitude by spending 30 days at elevation success, immune to fire, expands towards a
D20 Wind Quicksand covers 10' square area, 10' source of fire, any cold damage destroys
1-12 None deep, sink 1d4+1', become restrained, Green Slime acidic, devours organic
13-17 Light escape is STR DC10 +number of feet sunk material and metal on contact, covers 5'
18-20 Strong (or DC5 +#of feet if pulling out an ally), square, has blindsight 30', can't move, drops
D20 Precipitation completely submerged can't breathe from wall or ceiling, DC 10 DEX save to avoid,
1-12 None 5 (1d10) acid damage on contact and each
13-17 Light rain or light snowfall Frigid Water immersed for number of
minutes equal to CON score, each minute turn after until removed, deals 11 (2d10)
18-20 Heavy rain or heavy snowfall acid damage to nonmagical wood or metal,
after, CON DC10 save or gain exhaustion
sunlight, cure disease, cold, fire, or radiant
Extreme Cold below 0 degrees, succeed on Razorvine 10' x 10' x 5' thick hedge has damage destroys
DC10 CON save each hour or gain exhaustion AC 11, 25 HP, immune to bludgeoning,
piercing, or psychic damage, succeed on Webs difficult terrain, succeed on DC12
resist or immune auto-succeeds, as do DEX save or become restrained, DC12 STR
creatures wearing cold weather gear DEX DC10 save or take 5(1d10) slashing
(Athletics) or DEX (Acrobatics) to escape,
Extreme Heat above 100 degrees, creature Slippery Ice difficult terrain, succeed on each 10' web has AC10, 15HP, vulnerable to
exposed to heat without water must succeed DEX (Acrobatics) DC10 save or fall prone fire, immune to bludgeoning, piercing and
on CON save each hour or gain exhaustion, Thin Ice weight tolerance of 3d10x10lbs psychic damage
DC5 first hour, +1 each add, medium and per 10' square area Yellow Mold grows in dark, covers 5'
heavy armor wearers have disadvantage on square, when touched ejects cloud of spores
Desecrated Ground undead standing on
save, resist or immune fire auto-succeeds filling 10' cube, succeed on DC 15 CON save
area have advantage on all saves
Strong Wind disadvantage on ranged or take 11 (2d10) poison for one minute,
Navigation with map, view of stars,
attacks and WIS (Perception) checks reliant 5 (1d10) at start of turn, ends on save,
advantage on check WIS (Survival), on fail
on hearing, also sight during sandstorm, sunlight and fire instantly destroys
party becomes lost, 1d6 hours to get back
flying creatures must land or fall Coin Cp Sp Ep Gp Pp
Terrain DC Copper 1 1/10 1/50 1/100 1/1000
Heavy Precipitation area is lightly Forest, jungle, swamp, mountain 15 Silver 10 1 1/5 1/10 1/100
obscured, disadvantage on WIS (Perception) Arctic, desert, hills 10 Electrum 50 5 1 1/2 1/20
checks reliant on sight or hearing Grassland, meadow, farmland 5 Gold 100 10 2 1 1/10
Platinum 1000 100 20 10 1

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