DM Reference

Conditions & Status Effects

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.
Ability Checks & Difficulty Classes

A character rolls a d20 plus modifiers. The DC reflects the task’s difficulty.

Difficulty Suggested DC
Very Easy5
Easy10
Medium15
Hard20
Very Hard25
Nearly Impossible30

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).

Travel & Movement
  • 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.
Combat Mechanics & Actions

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

Damage & Healing
  • 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)
Objects & Environment

Common Object Stats:

Object AC HP
Glass Bottle132
Wooden Door1515
Stone Wall1730
Iron Lock1910

Lighting:

  • Bright Light: Normal vision
  • Dim Light: Disadvantage on sight-based Perception
  • Darkness: Creatures without darkvision are effectively blinded
Environmental Hazards: Improvise DCs (icy wall DC 15, sandstorm DC 10 CON/hour), etc.

Social Interactions

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
Abacus2 gp2 lb.
Acid (vial)25 gp1 lb.
Alchemist’s fire (flask)50 gp1 lb.
Amulet (Holy Symbol)5 gp1 lb.
Ammunition (Arrows, 20)1 gp1 lb.
Ammunition (Blowgun needles, 50)1 gp1 lb.
Ammunition (Crossbow bolts, 20)1 gp1½ lb.
Ammunition (Sling bullets, 20)4 cp1½ lb.
Antitoxin (vial)50 gp
Arcane focus (Crystal)10 gp1 lb.
Arcane focus (Orb)20 gp3 lb.
Arcane focus (Rod)10 gp2 lb.
Arcane focus (Staff)5 gp4 lb.
Arcane focus (Wand)10 gp1 lb.
Backpack2 gp5 lb.
Ball bearings (1,000)1 gp2 lb.
Basket4 sp2 lb.
Bedroll1 gp7 lb.
Bell1 gp
Blanket5 sp3 lb.
Block and tackle1 gp5 lb.
Book25 gp5 lb.
Bottle, glass2 gp2 lb.
Bucket5 cp2 lb.
Caltrops (bag of 20)1 gp2 lb.
Candle1 cp
Case, map or scroll1 gp1 lb.
Chain (10 ft.)5 gp10 lb.
Chalk (1 piece)1 cp
Chest5 gp25 lb.
Climber’s kit25 gp12 lb.
Clothes (common)5 sp3 lb.
Clothes (costume)5 sp4 lb.
Clothes (fine)15 gp6 lb.
Clothes (traveler’s)2 gp4 lb.
Component pouch25 gp2 lb.
Crowbar2 gp5 lb.
Druidic focus (Sprig of mistletoe / Totem)1 gp
Druidic focus (Wooden staff)5 gp4 lb.
Druidic focus (Yew wand)10 gp1 lb.
Fishing tackle1 gp4 lb.
Flask or tankard2 cp1 lb.
Grappling hook2 gp4 lb.
Hammer (basic)1 gp3 lb.
Hammer, sledge2 gp10 lb.
Healer’s kit5 gp3 lb.
Holy water (flask)25 gp1 lb.
Hourglass25 gp1 lb.
Hunting trap5 gp25 lb.
Ink (1 ounce bottle)10 gp
Ink pen2 cp
Jug or pitcher2 cp4 lb.
Ladder (10 ft.)1 sp25 lb.
Lamp5 sp1 lb.
Lantern, bullseye10 gp2 lb.
Lantern, hooded5 gp2 lb.
Lock10 gp1 lb.
Magnifying glass100 gp
Manacles2 gp6 lb.
Mirror, steel5 gp½ lb.
Oil (flask)1 sp1 lb.
Paper (1 sheet)2 sp
Parchment (1 sheet)1 sp
Perfume (vial)5 gp
Pick, miner’s2 gp10 lb.
Poison, basic (vial)100 gp
Pole (10 ft.)5 cp7 lb.
Pot, iron2 gp10 lb.
Potion of healing50 gp½ lb.
Quiver1 gp1 lb.
Rations (1 day)5 sp2 lb.
Robes1 gp4 lb.
Rope, hempen (50 ft.)1 gp10 lb.
Sack1 cp½ lb.
Scale, merchant’s5 gp3 lb.
Sealing wax5 sp
Shovel2 gp5 lb.
Signal whistle5 cp
Signet ring5 gp
Spellbook50 gp3 lb.
Spikes, iron (10)1 gp5 lb.
Spyglass1,000 gp1 lb.
Tinderbox5 sp1 lb.
Torch1 cp1 lb.
Vial1 gp
Waterskin (full)2 sp5 lb.
Whetstone1 cp1 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
Airship20,000 gp8 mph1020113300
Galley30,000 gp4 mph801501550020
Keelboat3,000 gp1 mph16½1510010
Longship10,000 gp3 mph40150101530015
Rowboat50 gp1½ mph131150
Sailing ship10,000 gp2 mph20201001530015
Warship25,000 gp2½ mph60200151550020

Costs and times for constructing larger holdings.

Property Construction Cost Construction Time
Abbey50,000 gp400 days
Guildhall (town/city)5,000 gp60 days
Keep / small castle50,000 gp400 days
Noble estate w/ Manor25,000 gp150 days
Outpost / fort15,000 gp100 days
Palace / large castle500,000 gp1,200 days
Temple50,000 gp400 days
Tower, fortified15,000 gp100 days
Trading post5,000 gp60 days

Daily upkeep for various properties, plus staffing requirements.

Property Total Cost/Day Skilled Hirelings Untrained Hirelings
Abbey20 gp525
Farm5 sp12
Guildhall (town/city)5 gp53
Inn, rural roadside10 gp510
Inn, town or city5 gp15
Keep / small castle100 gp5050
Lodge, hunting5 sp1
Noble estate10 gp315
Outpost / fort50 gp2040
Palace / large castle400 gp200100
Shop2 gp1
Temple, large25 gp1010
Temple, small1 gp2
Tower, fortified25 gp10
Trading post10 gp42

Costs for inn stays, meals, and drinks by quality tier.

Quality Inn Stay Meals/Drinks (Daily)
Squalid7 cp3 cp / 4 cp
Poor1 sp6 cp / 1 sp
Modest5 sp3 sp / 4 sp
Comfortable8 sp8 sp / 1 gp
Wealthy2 gp8 sp / 1 gp
Aristocratic8 sp2 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.
ExampleDice
Burned by coals, falling bookcase1d10
Lightning strike, stumbling into fire-pit2d10
Falling rubble, collapsing tunnel4d10
Crushed by walls, wading through lava10d10
Submerged in lava, crashing flying fortress18d10
Vortex of Elemental Fire, jaws of a god-like monster24d10
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).

LevelEffect
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
5Speed reduced to 0
6Death

Optional DMG rules for item creation. Costs assume time and special ingredients per DM’s discretion.

Item RarityCreation CostMinimum Level
Common100 gp3rd
Uncommon500 gp3rd
Rare5,000 gp6th
Very Rare50,000 gp11th
Legendary500,000 gp17th
Task DifficultyDCTask DifficultyDC
Very Easy5Hard20
Easy10Very Hard25
Medium15Nearly Impossible30

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