5e DM Screen Table Overload

Conditions Blinded Special Types of Movement ● ● ● Charmed Deafened ● ● ● Frightened Grappled Incapacitated ● ● ●

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Conditions Blinded

Special Types of Movement ● ● ●

Charmed Deafened

● ● ●

Frightened

Grappled

Incapacitated

● ● ● ●

● ●

Invisible ●

Paralyzed

● ● ● ● ●

● Petrified

● ● ● ●

Poisoned

● ●

Prone

● ●

Restrained

Stunned

Unconscious

● ● ● ● ● ● ● ● ● ● ●

Falling Distances

A blinded creature can’t see and automatically fails any ability checks that require sight. Climbing ● Half-speed (third-speed in difficult terrain), unless you have climb speed. Height Attack rolls against the creature have advantage, and the creature’s attack rolls have ● Strength (Athletics) check for slippery vertical surfaces or one with few Time (s) Fallen (ft) disadvantage. handholds. 0 0 A charmed creature can’t attack the charmer or target the charmer with harmful abilities or Crawling ● Half-speed (third-speed in difficult terrain). magical effects. 0.5 4 Falling ● Feather fall - 10 feet per second, 60 feet per round, no damage on impact. The charmer has advantage on any ability check to interact socially with the creature. ● Free fall - 1d6 bludgeoning damage on impact for every ten feet fallen up to 1 16 maximum of 20d6. The creature lands prone. See Falling Distances table. A deafened creature can’t hear and automatically fails any ability check that requires hearing. 1.5 36 High Jump ● If you get a running start of at least 10 feet on foot immediately before - jump 3 2 64 A frightened creature has disadvantage on ability checks and attack rolls while the source of + Str modifier feet into the air. A standing high jump moves half that distance. 2.5 100 ● Each foot cleared on the jump costs a foot of movement. its fear is within line of sight. 3 144 The creature can’t willingly move closer to the source of its fear. ● In some circumstances the DM may allow a Strength (Athletics check) to 3.5 196 improve the jump. A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to speed. 4 256 Long Jump ● If you get a running start of at least 10 feet on foot immediately before - jump a The condition ends if the grappler is incapacitated (see the condition). 4.5 324 The condition also ends if an effect removes the grappled creature from the reach of the number of feet equal to your Strength score. A standing long jump moves half grappler or the grappling effect, such as when a creature is hurled away by the thunderwave that distance. 5 400 ● Each foot cleared on the jump costs a foot of movement. spell. 5.5 484 ● You must succeed on a DC 10 Strength (Athletics) check to clear a low An incapacitated creature can’t take actions or reactions. 6 572 obstacle (no taller than a quarter of the jump’s distance), such as a hedge or An invisible creature is impossible to see without the aid of magic or a special sense. For the 12 1628 low wall. Otherwise, you hit it. purpose of hiding, the creature is heavily obscured. The creature’s location can be detected 18 2684 ● When you land in difficult terrain, you must succeed on a DC 10 Dexterity by any noise it makes or any tracks it leaves. 24 3740 (Acrobatics) check to land on your feet. Otherwise, you land prone. Attack rolls against the creature have disadvantage, and the creature’s attack rolls have 30 4796 Swimming ● Half-speed (third-speed in difficult terrain), unless you have swim speed. advantage. ● Strength (Athletics) check to gain distance in rough water. 36 5852 A paralyzed creature is incapacitated (see the condition) and can’t move or speak. ● A creature can hold its breath for a number of minutes equal to 1 + Constitution The creature automatically fails Strength and Dexterity saving throws. 42 6908 modifier (minimum of 30 seconds). When a creature runs out of breath or is Attack rolls against the creature have advantage. 48 7964 choking, it can survive a number of rounds equal to its Constitution modifier Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. 54 9020 (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is A petrified creature is transformed, along with any nonmagical object it is wearing or 60 10076 dying, and it can’t regain hit points or be stabilized until it can breathe again. carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. Mounted Combat Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. Mounting and ● Once during your move you can mount or dismount a creature within 5 feet of you. Doing so costs half The creature has resistance to all damage. Dismounting your movement. The creature is immune to poison and disease, although a poison or disease already in its ● If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity system is suspended, not neutralized. saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. A poisoned creature has disadvantage on attack rolls and ability checks. ● If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your A prone creature’s only movement option is to crawl, unless it stands up (using half its feet. Otherwise, you are dismounted and fall prone in a space within 5 feet of it. movement) and thereby ends the condition. Controlling a ● You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, The creature has disadvantage on attack rolls. Mount act independently. An attack roll against the creature has advantage if the attacker is within 5 feet of the ● You can control a mount only if it has been trained to accept a rider. The initiative of a controlled mount creature. Otherwise, the attack roll has disadvantage changes to match yours when you mount it. It moves as you direct it, and it has only three action A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. options: Dash, Disengage, and Dodge. Attack rolls against the creature have advantage, and the creature’s attack rolls have ● If the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount. disadvantage. The creature has disadvantage on Dexterity saving throws. 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 An unconscious creature is incapacitated, can’t more or speak, and is unaware of its surroundings. 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.

Underwater Combat Melee weapon attack Ranged weapon attack

A creature that doesn’t have swimming speed has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. Automatically misses a target beyond the weapon’s normal range, the attack role has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage.

Weapons Name Simple Melee Weapons

Cost

Club Dagger Greatclub Handaxe Javelin Light Hammer Mace Quarterstaff Sickle Spear Unarmed Strike Simple Ranged Weapons Crossbow, light Dart Shortbow Sling Martial Melee Weapons Battleaxe Flail Glaive Greataxe Greatsword Halberd Lance Longsword Maul Morningstar Pike Rapier Scimitar Shortsword Trident War pick Warhammer Whip Martial Ranged Weapons Blowgun Crossbow, hand Crossbow, heavy Longbow Net Firearms Pistol Musket Ammunition Bullets (10)

1 sp 2 gp 2 sp 5 gp 5 sp 2 gp 5 gp 2 sp 1 gp 1 gp -

1d4 bludgeoning 1d4 piercing 1d8 bludgeoning 1d6 slashing 1d6 piercing 1d4 bludgeoning 1d6 bludgeoning 1d6 bludgeoning 1d4 slashing 1d6 piercing 1 bludgeoning

2 lb. 1 lb. 10 lb. 2 lb. 2 lb. 2 lb. 4 lb. 4 lb. 2 lb. 3 lb. -

Light Finesse, light, thrown (range 20/60) Two-handed Light, thrown (range 20/60) Thrown (range 30/120) Light, thrown (range 20/60) Versatile (1d8) Light Thrown (range 20/60), versatile (1d8) -

25 gp 5 cp 25 gp 1 sp

1d8 piercing 1d4 piercing 1d6 piercing 1d4 bludgeoning

5 lb. ¼ lb. 2 lb. -

Ammunition (range 80/320), loading, two-handed Finesse, thrown (range 20/60) Ammunition (range 80/320), two-handed Ammunition (range 30/120)

10 gp 10 gp 20 gp 30 gp 50 gp 20 gp 10 gp 15 gp 10 gp 15 gp 5 gp 25 gp 25 gp 10 gp 5 gp 5 gp 15 gp 2 gp

1d8 slashing 1d8 bludgeoning 1d10 slashing 1d12 slashing 2d6 slashing 1d10 slashing 1d12 piercing 1d8 slashing 2d6 bludgeoning 1d8 piercing 1d10 piercing 1d8 piercing 1d6 slashing 1d6 piercing 1d6 piercing 1d8 piercing 1d8 bludgeoning 1d4 slashing

4 lb. 2 lb. 6 lb. 7 lb. 6 lb. 6 lb. 6 lb. 3 lb. 10 lb. 4 lb. 18 lb. 2 lb. 3 lb. 2 lb. 4 lb. 2 lb. 2 lb. 3 lb.

Versatile (1d10) Heavy, reach, two-handed Heavy, two-handed Heavy, two-handed Heavy, reach, two-handed Reach, special Versatile (1d10) Heavy, two-handed Heavy, reach, two-handed Finesse Finesse, light Finesse, light Thrown (range 20/60), versatile (1d8) Versatile (1d10) Finesse, reach

10 gp 75 gp 50 gp 50 gp 1 gp

1 piercing 1d6 piercing 1d10 piercing 1d8 piercing -

1 lb. 3 lb. 18 lb. 2 lb. 3 lb.

Ammunition (range 25/100), loading Ammunition (range 30/120), light, loading Ammunition (range 100/400), heavy, loading, two-handed Ammunition (range 150/600), heavy, two-handed Special, thrown (range 5/15)

250 gp 1d10 piercing 500 gp 1d12 piercing

3 lb. 10 lb.

Ammunition (range 30/90 ), loading Ammunition (range 40/120), loading, two-handed

3 gp

Damage

Armor

Weight Properties

-

2 lb.

Armor Light Armor Padded Leather Studded leather Armored coat Medium Armor Hide Chain shirt Brigandine Scale mail Breastplate Half plate Heavy Armor Ring mail Chain mail Splint Plate Shield Buckler Shield Tower Shield

Cost

Armor Class (AC)

Strength

Stealth

Weight

5 gp 10 gp 45 gp 60 gp

11 + Dex modifier 11 + Dex modifier 12 + Dex modifier 12 + Dex modifier

-

-

8 lb. 10 lb. 13 lb. 10 lb.

10 gp 50 gp 250 gp 50 gp 400 gp 750 gp

12 + Dex modifier (max 2) 13 + Dex modifier (max 2) 13 + Dex modifier (max 2) 14 + Dex modifier (max 2) 14 + Dex modifier (max 2) 15 + Dex modifier (max 2)

-

Disadvantage Disadvantage

12 lb. 20 lb. 18 lb. 45 lb. 20 lb. 40 lb.

30 gp 75 gp 200 gp 1,500 gp

14 16 17 18

Str 13 Str 15 Str 15

Disadvantage Disadvantage Disadvantage Disadvantage

40 lb. 55 lb. 60 lb. 65 lb.

5 gp 10 gp 750 gp

+1 +2 +4, two-handed

Str 17

Disadvantage

5lb. 15 lb. 85 lb.

Cover Cover Half cover Three-quarters cover Total cover

Effect +2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover. +5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover. Can’t be targeted directly by an attack or spell.

Obscured Areas Obscureness

Effect

Examples

Lightly obscured

Creatures have disadvantage Dim light, patchy fog, on Wisdom (Perception) moderate foliage checks that rely on sight. Heavily obscured Vision is blocked; creatures are Darkness, opaque fog, dense effectively blinded foliage

Travel Pace Pace Fast

Normal Slow

Distance Traveled Per... Minute Hour Day Effect 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception) scores 300 feet 3 miles 24 miles 200 feet 2 miles 18 miles Able to use stealth

Levels of Exhaustion Level 1 2 3 4 5 6

Effect Disadvantage on ability checks Speed halved Disadvantage on attack rolls and saving throws Hit point maximum halved Speed reduced to 0 Death

Combat Actions Attack Cast a spell

● ● ●

Dash

● ●

Disengage



Dodge



Help

● ●



Hide



Overrun



Ready

● ●





Search



Tumble



Use an Object ●

One melee or ranged attack, unless you have the Extra Attack feature. See the Special Attacks table. See the spell’s casting time. Casting a spell as a bonus action means only cantrips can be cast as a normal action. You gain extra movement equal to your speed, after applying any modifiers. Any increase or decrease to your speed changes this additional movement the same amount. Your movement doesn’t provoke opportunity attacks for the rest of the turn. You focus entirely on evading attacks. 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. Lend aid to another creature in the completion of a task. The creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. You can aid a friendly creature in attacking a creature within 5 feet of you. If your ally attacks the next turn, the first attack roll is made with advantage. You make a Dexterity (Stealth) check in attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits described in the “Unseen Attackers and Targets” section. When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. The creature attempting the overrun has advantage if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn. Lets you use your reaction before the start of your next turn. You decide what will trigger the reaction, then you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. When the trigger occurs, either you take your reaction right after the trigger finishes or you ignore the trigger. Remember you can only take one reaction per round. When you ready 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 requires concentration. If your concentration is broken, the spell dissipates without taking effect. You devote your attention to finding something. The DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check. A creature can try to tumble through a hostile creature’s space, ducking and weaving its way past the opponent. As an action or bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn. When an object requires your action for its use, you take the Use an Object action.

Special Attacks Cleaving through creatures



Climb onto a ● bigger creature



Disarm



● Grappling

● ●

● ● Mark



Opportunity attacks



● Ranged attacks ● in close combat Shoving a ● creature ●

Two-weapon fighting

Unarmed strikes Unseen attackers and targets

● ● ● ● ● ●

When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points. A suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After getting into position and onto the creature, the smaller creature uses its action to make a Strength (Athletics) check or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins, the smaller creature successfully moves into the target’s space. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it. The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature can dislodge the smaller creature as an action--knocking it off, scraping it against a wall, or grabbing and throwing it--by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage to disarm if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller. Use the Attack action to grab a creature or wrestle with it. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the targets Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition. Escaping a grapple: a grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or a Dexterity (Acrobatics) check contested by your Strength (Athletics) check. Moving a grappled creature: when you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. When a creature makes a melee attack it can also mark its target. Until the end of the attacker’s next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn’t expend the attacker’s reaction, but the attacker can’t make the attack if anything is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn. You can make an opportunity attack when a hostile creature you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. When you make a ranged attack with a weapon, a 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. Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the attack action, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. 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 a thrown property, you can throw the weapon, instead of making a melee attack with it. On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with unarmed strikes. When you attack a target you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the targets location or your targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the DM typically doesn’t clarify if you missed because you didn’t guess the target’s location correctly.

Expensive Material Components Spell Astral Projection Awaken Circle of Death Clairvoyance Clone

Create Undead Drawmij’s Instant Summons Find the Path

Component For each creature affected: one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes. An agate worth at least 1,000 gp, which the spell consumes. The powder of a crushed black pearl worth at least 500 gp. A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing. A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or a crystal container filled with salt water. One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse. A sapphire worth at least 1,000 gp.

A set of divinatory tools--such as bones, ivory sticks, cards, teeth, or carved runes--worth 100 gp and an object from the location you wish to find. Forbiddance A sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp. Forcecage Ruby dust worth 1,500 gp. Gate A diamond worth at least 5,000 gp. Glyph of Warding Incense and powdered diamond worth at least 200 gp, which the spell consumes. Greater Restoration Diamond dust worth at least 100 gp, which the spell consumes. Hallow Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes. Heroes’ Feast A gem-encrusted bowl worth at least 1,000 gp, which the spell consumes. Holy Aura A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text. Identify A pearl worth at least 100 gp and an owl feather. Imprisonment A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target. Legend Lore Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each. Leomund’s Secret Chest An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp and a Tiny replica made from the same materials worth at least 50 gp. Magic Circle Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes. Magic Jar A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp. Mordenkainen’s Sword A miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp. Planar Binding A jewel worth at least 1,000 gp, which the spell consumes. Plane Shift A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence. Raise Dead A diamond worth at least 500 gp, which the spell consumes. Reincarnate Rare oils and unguents worth at least 1,000 gp, which the spell consumes. Resurrection A diamond worth at least 1,000 gp, which the spell consumes. Revivify Diamonds worth 300 gp, which the spell consumes. Scrying A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water. Sequester A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes. Shapechange A jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell. Simulacrum Snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or another piece of that creature’s body placed inside the snow or ice; and powered ruby worth at least 1,500 gp sprinkled over the duplicate and consumed by the spell. Stoneskin Diamond dust worth 100 gp, which the spell consumes. Symbol Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes. True Resurrection A sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes.

Spell Scrolls Using a spell scroll:

Copying a spell scroll:

● It must be on your class’s spell list. Otherwise the scroll is unintelligible. ● If it is of higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failure, the words on the scroll fade and the scroll crumbles to dust, and you must make a DC 10 Intelligence saving throw or the DM rolls on the Spell Mishap table. ● When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Scroll Mishap d6 Result 1 A surge of magical energy deals the caster 1d6 force damage per level of the spell 2 The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target. 3 The spell affects a random location within the spell’s range. 4 The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold. 5 The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster’s ears for 1d10 minutes. 6 The spell activates after 1d12 hours. If the caster was the intended target the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away.

Concentration Factors that can break concentration: ● Casting another spell that requires concentration. You can only concentrate on one spell at a time. ● Taking damage. Make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, you make separate saving throws for each source of damage. ● Being incapacitated or killed. You lose concentration if you are incapacitated or you die.

Potions of Healing Potion of...

Rarity

Healing Greater Healing Superior Healing Supreme Healing

Common Uncommon Rare Very rare

HP Regained 2d4 + 2 4d4 + 4 8d4 + 8 10d4 +20

Cost 50 gp 150 gp 450 gp 1350 gp

Potion Miscibility d100 Result 01 The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer. 02-08 The mixture becomes an ingested poison of the DM’s choice. 09-15 Both potions lose their effects. 16-25 One potion loses its effect. 26-35 Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can’t be halved this way. 36-90 Both potions work normally. 91-99 The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally. 00 Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a potion of healing might increase the drinker’s hit point maximum by 4, or oil of etherealness might permanently trap the use in the Ethereal Plane. At your discretion, an appropriate spell, such as dispel magic or remove curse might end this lasting effect.

Massive Damage When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on either the System Shock table or a roll on the Lingering Injury table. The choice is determined by the player.

System Shock d10 1 2-3 4-5 6-7

Effect The creature drops to 0 hit points. The creature drops to 0 hit points but is stable. The creature is stunned until the end of its next turn. The creature can’t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. 8-10 The creature can’t take reactions until the end of its next turn.

Weather d20 1-14 15-17 18-20 d20 1-12 13-17 18-20 d20 1-12 13-17 18-20

Temperature Normal for the season 1d4 x 10 degrees colder than normal 1d4 x 10 degrees hotter than normal Wind None Light Strong Precipitation None Light rain or snowfall Heavy rain or snowfall

Trap Danger Setback Dangerous Deadly

Save DC 10-11 12-15 16-20

Attack Bonus +3 to +5 +6 to +8 +9 to +12

Damage Severity By Level Character Level 1st-4th 5th-10th 11th-16th 17th-20th

Setback 1d10 2d10 4d10 10d10

Dangerous 2d10 4d10 10d10 18d10

Deadly 4d10 10d10 18d10 24d10

Object Armor Class Substance Cloth, paper, rope Crystal, glass, ice Wood, bone Stone Iron, steel Mithral Adamantine

AC 11 13 15 17 19 21 23

Chases DMG pp. 252-253 Poisons DMG pp. 257-258

Extreme Weather and Wilderness Hazards Extreme Cold

● ●

Extreme Heat



Lingering Injuries d20 Injury 1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. 2 Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can only hold a single object at a time. Magic such as the regenerate spell can restore the lost appendage. 3 Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. 4 Limp. Your speed on foot is reduced by 5 feet. You must succeed on a DC 10 Dexterity saving throw after using the dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5-7 Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your next action and can’t use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting. 8-10 Broken Ribs. This has the same effect as Internal injury, except that the DC is 10. 11-13 Horrible Scar. You are disfigured to the extent that the wound can’t be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal or regenerate, removes the scar. 14-16 Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After 10 successes, the wound heals. 17-20 Minor Scar. The scar doesn’t have any adverse effect. Magical healing of 6th level or higher, such as heal or regenerate, removes the scar.

Trap Save DCs & Attack Bonuses

● Strong Wind

Heavy Precipitation High Altitude

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Desecrated Ground

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Frigid Water

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Quicksand



● Razorvine

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Slippery Ice



Thin Ice



DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed, as do creatures wearing cold weather gear and creatures naturally adapted to cold climates. A creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creature with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. Imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. Extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight. Everything within the area is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. For breathing creatures each hour spent traveling at high altitude counts as two hours for the purpose of determining how long that creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures cannot become acclimated to elevations above 20,000 feet unless they are native to such environments. Undead standing on desecrated ground have advantage on all saving throws. A vial of holy water purifies a 10-foot-square area of desecrated ground when sprinkled on it, and a hallow spell purifies desecrated ground within its area. A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage immediately succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water. Covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in the quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged into the quicksand can’t breathe. A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target has sunk into the quicksand. A plant that grows in wild tangles and hedges, and clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 1d10 slashing damage from the razorvine’s bladelike thorns. Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone. Thin ice has a weight tolerance of 3d10 x 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.