DM Reference
These conditions modify a creature’s capabilities in various ways (spells, monster abilities, etc.).
- Blinded: Cannot see, automatically fails sight-based checks, attackers have advantage.
- Charmed: Cannot attack the charmer; the charmer has advantage on social checks.
- Deafened: Cannot hear, automatically fails hearing-based checks.
- Frightened: Disadvantage on checks/attacks while source of fear is in sight.
- Grappled: Speed 0; ends if grappler is incapacitated or forced away.
- Incapacitated: Cannot take actions or reactions.
- Invisible: Cannot be seen without special senses; attackers have disadvantage.
- Paralyzed: Incapacitated, can’t move, fails Str/Dex saves; hits within 5 ft. are crits.
- Petrified: Transformed into a solid substance; incapacitated.
- Poisoned: Disadvantage on attack rolls and ability checks.
- Prone: Movement cost doubles, disadvantage on attacks unless attacker is within 5 ft.
- Restrained: Speed 0; disadvantage on attacks and Dex saves.
- Stunned: Incapacitated, can’t move, fails Str/Dex saves.
- Unconscious: Incapacitated, drops items, prone, fails Str/Dex saves, hits within 5 ft. are crits.
- Exhaustion: 6 levels. Worsening penalties up to death at level 6.
A character rolls a d20 plus modifiers. The DC reflects the task’s difficulty.
Difficulty | Suggested DC |
---|---|
Very Easy | 5 |
Easy | 10 |
Medium | 15 |
Hard | 20 |
Very Hard | 25 |
Nearly Impossible | 30 |
Skills by Ability: Str (Athletics), Dex (Acrobatics, Sleight of Hand, Stealth), Con (—), Int (Arcana, History, Investigation, Nature, Religion), Wis (Animal Handling, Insight, Medicine, Perception, Survival), Cha (Deception, Intimidation, Performance, Persuasion).
- Overland Pace:
- Fast: 4 mph (–5 Passive Perception)
- Normal: 3 mph
- Slow: 2 mph (allows Stealth)
- Forced March: After 8 hours, DC 10+1/hr CON save or gain exhaustion.
- Visibility & Encounter Distance: Adjust for weather, terrain, time of day.
Common actions: Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Ready, Search, Shove, Use Object.
Cover:
- Half Cover: +2 AC / Dex saves
- Three-Quarters Cover: +5 AC / Dex saves
- Total Cover: Cannot be targeted directly
- Falling: 1d6 per 10 ft. (max 20d6)
- Suffocating: CON mod in minutes, or risk dropping to 0 hp
- Resistance/Immunity/Vulnerability: Halve/Negate/Double certain damage types
- Massive Damage: Can kill outright if large enough
- Death Saves: 3 fails = death, 3 successes = stable (1 = 2 fails, 20 = 1 hp immediately)
Common Object Stats:
Object | AC | HP |
---|---|---|
Glass Bottle | 13 | 2 |
Wooden Door | 15 | 15 |
Stone Wall | 17 | 30 |
Iron Lock | 19 | 10 |
Lighting:
- Bright Light: Normal vision
- Dim Light: Disadvantage on sight-based Perception
- Darkness: Creatures without darkvision are effectively blinded
NPC Attitudes:
- Friendly: Likely to help or assist.
- Indifferent: Neutral; can be swayed by roleplay/checks.
- Hostile: Opposes or undermines the party.
Use Persuasion/Deception/Intimidation/Insight checks to influence or gauge NPCs. Adjust DCs contextually.
A combined table of common adventuring gear, with cost and weight where applicable.
Item | Cost | Weight |
---|---|---|
Abacus | 2 gp | 2 lb. |
Acid (vial) | 25 gp | 1 lb. |
Alchemist’s fire (flask) | 50 gp | 1 lb. |
Amulet (Holy Symbol) | 5 gp | 1 lb. |
Ammunition (Arrows, 20) | 1 gp | 1 lb. |
Ammunition (Blowgun needles, 50) | 1 gp | 1 lb. |
Ammunition (Crossbow bolts, 20) | 1 gp | 1½ lb. |
Ammunition (Sling bullets, 20) | 4 cp | 1½ lb. |
Antitoxin (vial) | 50 gp | — |
Arcane focus (Crystal) | 10 gp | 1 lb. |
Arcane focus (Orb) | 20 gp | 3 lb. |
Arcane focus (Rod) | 10 gp | 2 lb. |
Arcane focus (Staff) | 5 gp | 4 lb. |
Arcane focus (Wand) | 10 gp | 1 lb. |
Backpack | 2 gp | 5 lb. |
Ball bearings (1,000) | 1 gp | 2 lb. |
Basket | 4 sp | 2 lb. |
Bedroll | 1 gp | 7 lb. |
Bell | 1 gp | — |
Blanket | 5 sp | 3 lb. |
Block and tackle | 1 gp | 5 lb. |
Book | 25 gp | 5 lb. |
Bottle, glass | 2 gp | 2 lb. |
Bucket | 5 cp | 2 lb. |
Caltrops (bag of 20) | 1 gp | 2 lb. |
Candle | 1 cp | — |
Case, map or scroll | 1 gp | 1 lb. |
Chain (10 ft.) | 5 gp | 10 lb. |
Chalk (1 piece) | 1 cp | — |
Chest | 5 gp | 25 lb. |
Climber’s kit | 25 gp | 12 lb. |
Clothes (common) | 5 sp | 3 lb. |
Clothes (costume) | 5 sp | 4 lb. |
Clothes (fine) | 15 gp | 6 lb. |
Clothes (traveler’s) | 2 gp | 4 lb. |
Component pouch | 25 gp | 2 lb. |
Crowbar | 2 gp | 5 lb. |
Druidic focus (Sprig of mistletoe / Totem) | 1 gp | — |
Druidic focus (Wooden staff) | 5 gp | 4 lb. |
Druidic focus (Yew wand) | 10 gp | 1 lb. |
Fishing tackle | 1 gp | 4 lb. |
Flask or tankard | 2 cp | 1 lb. |
Grappling hook | 2 gp | 4 lb. |
Hammer (basic) | 1 gp | 3 lb. |
Hammer, sledge | 2 gp | 10 lb. |
Healer’s kit | 5 gp | 3 lb. |
Holy water (flask) | 25 gp | 1 lb. |
Hourglass | 25 gp | 1 lb. |
Hunting trap | 5 gp | 25 lb. |
Ink (1 ounce bottle) | 10 gp | — |
Ink pen | 2 cp | — |
Jug or pitcher | 2 cp | 4 lb. |
Ladder (10 ft.) | 1 sp | 25 lb. |
Lamp | 5 sp | 1 lb. |
Lantern, bullseye | 10 gp | 2 lb. |
Lantern, hooded | 5 gp | 2 lb. |
Lock | 10 gp | 1 lb. |
Magnifying glass | 100 gp | — |
Manacles | 2 gp | 6 lb. |
Mirror, steel | 5 gp | ½ lb. |
Oil (flask) | 1 sp | 1 lb. |
Paper (1 sheet) | 2 sp | — |
Parchment (1 sheet) | 1 sp | — |
Perfume (vial) | 5 gp | — |
Pick, miner’s | 2 gp | 10 lb. |
Poison, basic (vial) | 100 gp | — |
Pole (10 ft.) | 5 cp | 7 lb. |
Pot, iron | 2 gp | 10 lb. |
Potion of healing | 50 gp | ½ lb. |
Quiver | 1 gp | 1 lb. |
Rations (1 day) | 5 sp | 2 lb. |
Robes | 1 gp | 4 lb. |
Rope, hempen (50 ft.) | 1 gp | 10 lb. |
Sack | 1 cp | ½ lb. |
Scale, merchant’s | 5 gp | 3 lb. |
Sealing wax | 5 sp | — |
Shovel | 2 gp | 5 lb. |
Signal whistle | 5 cp | — |
Signet ring | 5 gp | — |
Spellbook | 50 gp | 3 lb. |
Spikes, iron (10) | 1 gp | 5 lb. |
Spyglass | 1,000 gp | 1 lb. |
Tinderbox | 5 sp | 1 lb. |
Torch | 1 cp | 1 lb. |
Vial | 1 gp | — |
Waterskin (full) | 2 sp | 5 lb. |
Whetstone | 1 cp | 1 lb. |
Typical sea (and air) vessels, their costs, speeds, required crew, and more.
Vehicle / Ship | Cost | Speed | Crew | Passengers | Cargo (tons) | AC | HP | Damage Threshold |
---|---|---|---|---|---|---|---|---|
Airship | 20,000 gp | 8 mph | 10 | 20 | 1 | 13 | 300 | — |
Galley | 30,000 gp | 4 mph | 80 | — | 150 | 15 | 500 | 20 |
Keelboat | 3,000 gp | 1 mph | 1 | 6 | ½ | 15 | 100 | 10 |
Longship | 10,000 gp | 3 mph | 40 | 150 | 10 | 15 | 300 | 15 |
Rowboat | 50 gp | 1½ mph | 1 | 3 | — | 11 | 50 | — |
Sailing ship | 10,000 gp | 2 mph | 20 | 20 | 100 | 15 | 300 | 15 |
Warship | 25,000 gp | 2½ mph | 60 | 200 | 15 | 15 | 500 | 20 |
Costs and times for constructing larger holdings.
Property | Construction Cost | Construction Time |
---|---|---|
Abbey | 50,000 gp | 400 days |
Guildhall (town/city) | 5,000 gp | 60 days |
Keep / small castle | 50,000 gp | 400 days |
Noble estate w/ Manor | 25,000 gp | 150 days |
Outpost / fort | 15,000 gp | 100 days |
Palace / large castle | 500,000 gp | 1,200 days |
Temple | 50,000 gp | 400 days |
Tower, fortified | 15,000 gp | 100 days |
Trading post | 5,000 gp | 60 days |
Daily upkeep for various properties, plus staffing requirements.
Property | Total Cost/Day | Skilled Hirelings | Untrained Hirelings |
---|---|---|---|
Abbey | 20 gp | 5 | 25 |
Farm | 5 sp | 1 | 2 |
Guildhall (town/city) | 5 gp | 5 | 3 |
Inn, rural roadside | 10 gp | 5 | 10 |
Inn, town or city | 5 gp | 1 | 5 |
Keep / small castle | 100 gp | 50 | 50 |
Lodge, hunting | 5 sp | 1 | — |
Noble estate | 10 gp | 3 | 15 |
Outpost / fort | 50 gp | 20 | 40 |
Palace / large castle | 400 gp | 200 | 100 |
Shop | 2 gp | 1 | — |
Temple, large | 25 gp | 10 | 10 |
Temple, small | 1 gp | 2 | — |
Tower, fortified | 25 gp | 10 | — |
Trading post | 10 gp | 4 | 2 |
Costs for inn stays, meals, and drinks by quality tier.
Quality | Inn Stay | Meals/Drinks (Daily) |
---|---|---|
Squalid | 7 cp | 3 cp / 4 cp |
Poor | 1 sp | 6 cp / 1 sp |
Modest | 5 sp | 3 sp / 4 sp |
Comfortable | 8 sp | 8 sp / 1 gp |
Wealthy | 2 gp | 8 sp / 1 gp |
Aristocratic | 8 sp | 2 gp / 4 gp |
- Blinded: Fail checks requiring sight; disadvantage on attacks; attacks vs you have advantage.
- Charmed: Can’t harm charmer; charmer has advantage on social checks vs you.
- Deafened: Fail checks involving hearing.
- Frightened: Disadvantage on ability checks/attacks while source is in line of sight; can’t move closer to it.
- Grappled: Speed 0; ends if grappler is incapacitated or you break free (opposed check).
- Incapacitated: Can’t take actions or reactions.
- Invisible: Attacks vs you have disadvantage; you have advantage on your attacks (unless otherwise detected).
- Paralyzed: Incapacitated, can’t move/speak, fail STR/DEX saves; attacks have advantage and auto-crit if attacker within 5 ft.
- Petrified: Incapacitated, unaware, fail STR/DEX saves, attacks vs you have advantage, you have resistance to all damage, immune to poison/disease.
- Poisoned: Disadvantage on attack rolls and ability checks.
- Prone: Disadvantage on attacks; must crawl or stand; attacks vs you have advantage if attacker is within 5 ft. otherwise disadvantage.
- Restrained: Speed 0, attacks vs you have advantage, your attacks have disadvantage, disadvantage on DEX saves.
- Stable: 0 HP & unconscious but no death saving throws. Remains unconscious.
- Stunned: Incapacitated, can’t move, fail STR/DEX saves, attacks vs you have advantage.
- Unconscious: Incapacitated, can’t move/speak, drop anything held, fall prone, fail STR/DEX saves, attacks vs you have advantage and auto-crit if within 5 ft.
- Instant Death: If damage remaining after dropping to 0 HP is equal to or exceeds your max HP, you die outright.
- Death Saves: At 0 HP, you start making DC 10 death saves each turn. 3 successes = stable, 3 failures = death. Natural 1 = 2 failures, natural 20 = regain 1 HP.
- Damage at 0 HP: Automatically fail 1 death save, or 2 on a critical hit.
- Subdual: When reducing a creature to 0 HP with a melee attack, you can choose to knock it unconscious instead of killing it.
- First Aid: Action to stabilize an unconscious creature with DC 10 Wisdom (Medicine). A stable creature remains at 0 HP but no longer makes death saves.
- Short Rest: 1 hour; can spend Hit Dice to regain HP.
- Long Rest: 8 hours; fully restore HP, recover spell slots, regain half total Hit Dice (min 1).
- Healing Kit: Typically used to stabilize (no check needed) if you have one with charges left.
- Potion of Healing: Commonly 2d4+2 HP restored; see also Greater, Superior, Supreme for bigger dice/heals.
- Bonus Action Spells: If you cast a bonus action spell, the only other spell you can cast this turn is a cantrip with a casting time of 1 action (PHB p.202).
- Action Surge (Fighters): Casting two spells using Action Surge is fine if neither is a bonus action spell. If one is bonus action, then your other spells must be cantrips (same rule as above).
- Reactions: You can still cast a reaction spell on your turn, but if you've already cast a bonus action spell, that imposes the same limitation: any other spells must be cantrips with a 1-action casting time.
Long Jump: Move 10+ ft. then jump a number of feet up to your Strength score (half that distance if standing).
High Jump: With 10+ ft. run-up, jump 3 + STR mod in feet (half if standing).
Suffocation: # of minutes = 1 + CON mod (min 30s). After that, you survive CON mod in rounds, then drop to 0 HP.
Cover:
- Half Cover: +2 to AC & DEX saves
- Three-Quarters Cover: +5 to AC & DEX saves
- Total Cover: Cannot be targeted directly.
Senses:
- Blindsight: Perceive surroundings without sight.
- Darkvision: See in dim light as bright, darkness as dim (grayscale, typically).
- Tremorsense: Detect/locate vibrations within range.
- Truesight: See in magical darkness, see invisible creatures/objects, detect illusions, see into the Ethereal Plane, etc.
Example | Dice |
---|---|
Burned by coals, falling bookcase | 1d10 |
Lightning strike, stumbling into fire-pit | 2d10 |
Falling rubble, collapsing tunnel | 4d10 |
Crushed by walls, wading through lava | 10d10 |
Submerged in lava, crashing flying fortress | 18d10 |
Vortex of Elemental Fire, jaws of a god-like monster | 24d10 |
Rocks fall, everyone dies | ∞d10 |
Each level of exhaustion applies its effect cumulatively. Finishing a long rest reduces exhaustion by 1 level (if you also eat/drink).
Level | Effect |
---|---|
1 | Disadvantage on ability checks |
2 | Speed halved |
3 | Disadvantage on attack rolls and saving throws |
4 | Hit point maximum halved |
5 | Speed reduced to 0 |
6 | Death |
Optional DMG rules for item creation. Costs assume time and special ingredients per DM’s discretion.
Item Rarity | Creation Cost | Minimum Level |
---|---|---|
Common | 100 gp | 3rd |
Uncommon | 500 gp | 3rd |
Rare | 5,000 gp | 6th |
Very Rare | 50,000 gp | 11th |
Legendary | 500,000 gp | 17th |
Task Difficulty | DC | Task Difficulty | DC |
---|---|---|---|
Very Easy | 5 | Hard | 20 |
Easy | 10 | Very Hard | 25 |
Medium | 15 | Nearly Impossible | 30 |
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