DAMAGE TYPES
Bludgeoning Acid Necrotic
Piercing Cold Poison
DIFFICULTY CLASS (DC) Slashing Fire Psychic
Force Radiant
Very easy DC 5
Lightning Thunder
Easy DC 10
Medium DC 15
VULNERABILITY : This damage is doubled
Hard DC 20
RESISTANCE : This damage is halved
Very hard DC 25
IMMUNITY : This deals no damage
Nearly impossible DC 30
DAMAGE SEVERITY BY LEVEL
CHARACTER SKILLS LEVEL SETBACK DANGER DEADLY
Strength Wisdom 2–4 5 (1d10) 11 (2d10) 22 (4d10)
Athletics Animal Handling 5–10 11 (2d10) 22 (4d10) 55 (10d10)
Insight 11–16 22 (4d10) 55 (10d10) 99 (18d10)
Dexterity Medicine
17–20 55 (10d10) 99 (18d10) 132 (24d10)
Acrobatics Perception
Sleight of Hand Survival
Stealth IMPROVISING DAMAGE
Charisma
DAMAGE EXAMPLES
Intelligence Deception
1d10 Coal burn, falling bookcase
Arcana Intimidation
History Performance 2d10 Lightning strike, fire pit
Investigation Persuasion 4d10 Collapsing tunnel, vat of acid
Nature 10d10 Wade in lava, whirling blades
Religion
18d10 Submerged in lava
24d10 Jaws of a godlike creature
ROUND DOWN
POTIONS OF HEALING
Fractions are usually rounded down.
POTION RARITY HP REGAINED
CONTESTS Regular Common 2d4 +2
When two people compete to achieve
something, both make an appropriate Greater Uncommon 4d4 +4
ability check. The higher result wins. Superior Rare 8d4 +8
On a tie, the situation remains the
same as it was before the contest. Supreme Very Rare 10d4 +20
© Designed by Mythbound. Custom resources and more at Mythbound.co.uk
LONG JUMP
If moving 10 feet before jumping, the jump
EXHAUSTION distance equals your Strength score, or half
that when making the jump from standing.
LVL EFFECT
Clear a low obstacle = DC 10 Athletics
1 Disadvantage on ability checks
Land in difficult terrain = DC 10 Acrobatics
2 Speed halved
3 Disadvantage on attack rolls and HIGH JUMP
saving throws If moving 10 feet before jumping, the jump
4 Hit point maximum halved height is 3 + Strength modifier (minimum 0
feet), or half that when making the jump
5 Speed reduced to 0 from standing. Maximum height reached
6 Death with arms outstretched equals jump height
plus 1½ times the creature’s height.
Finishing a long rest plus having food
and drink reduces exhaustion level by 1. FALLING
Each 10ft = 1d6 bludgeoning damage
TRAP DANGER
(max 20d6), and the creature lands prone.
DANGER SAVE DC ATTACK BONUS
Setback 10-11 +3 to +5 VISION & LIGHT
Dangerous 12-15 +6 to +8 Dim light / Lightly obscured - Disadvantage
on sight based Perception checks.
Deadly 16-20 +9 to +12
Darkness / Heavily obscured - As though
MOVEMENT suffering from the Blinded condition.
TYPE COST Darkvision - Creatures with Darkvision can
see in dim light as if it were bright light
Drop Prone No Cost and darkness as if dim light, but
Stand Up Half your movement can’t discern colour in darkness.
Difficult Terrain, Move at half speed LIGHT SOURCE BRIGHT DIM
Climb, Crawl, (Cost 10ft for every
Candle 5 ft. +5 ft.
Swim 5ft travelled)
Lamp 15 ft. +30 ft.
TRAVEL PACE Bullseye Lantern 60 ft. cone +60 ft.
If travelling more than 8 hours in a day,
make a CON saving throw at the end of Hooded Lantern 30 ft. +30 ft.
every hour (DC 10 +1 for each extra hour). Torch 20 ft. +20 ft.
A failure gains one level of exhaustion.
PACE PER MINUTE PER HOUR PER DAY EFFECT
Fast 400 feet 4 miles 30 miles -5 penalty to passive Perception
Normal 300 feet 3 miles 24 miles –
REMEMBER:
Slow 200 feet 2 miles 18 miles Able to use stealth Difficult terrain
= half speed
© Designed by Mythbound. Custom resources and more at Mythbound.co.uk
ACTIONS INSTANT DEATH
When damage reduces a character to 0 HP,
Attack Dodge Search they die if the remaining damage equals or
Cast Spell Help Use Object exceeds their HP maximum.
Dash Hide Improvise DEATH SAVING THROWS
Disengage Ready If a player starts their turn with 0 HP, they
roll a d20 to make a Death Saving Throw.
STARTING COMBAT
1 2-9 10-19 20
1 Determine surprise
2 Failures 1 Failure 1 Success Gain 1 HP
2 Establish positions
3 Roll initiative 3 Successes = Stable but unconscious
4 Take turns 3 Failures = Dead
Damage at 0 HP = 1 Failure
INITIATIVE Critical Hit at 0 HP = 2 Failures
D20 + Dexterity Modifier. (All attacks within 5 feet are Critical Hits)
CRITICAL HITS Stabilizing = DC 10 Medicine check
Roll all damage dice twice then add
any modifiers on top.
Radius
REACTIONS (Once per round) SPELL AREAS Diameter
An instant response to a specified ( = Point of Origin )
trigger. Resets at the start of your next
turn. If a reaction interrupts a turn,
that turn continues after the reaction.
OPPORTUNITY ATTACKS CONE CUBE CYLINDER SPHERE LINE
If a hostile creature you can see moves
out of your reach, use a Reaction to LOSING CONCENTRATION
make one melee attack against it. It • Casting another concentration spell.
doesn't provoke attacks if it Disengages, • Being incapacitated or killed.
teleports or is moved by something • Taking damage - Make a Constitution
without using its Movement, Action, saving throw. The DC equals 10 or half the
or Reaction. damage taken, whichever is higher.
COVER BONUS ACTION SPELLS
If casting a bonus action spell, you can’t cast
1/2 +2 to AC and DEX saving throws another spell this turn unless it is a cantrip.
3/4 +5 to AC and DEX saving throws
SPELL SAVE DC
Full Can't be targeted directly, Save DC = 8 + proficiency bonus +
except by areas of effect spellcasting ability modifer
© Designed by Mythbound. Custom resources and more at Mythbound.co.uk
PETRIFIED
• Transformed, along with carried or worn
BLINDED nonmagical objects into a solid inanimate
substance. Weight increases by a factor of
• Automatically fail ability checks relying
ten, and it ceases aging.
on sight.
• Incapacitated (see condition), can’t move
• Attack rolls against blind creature have
or speak, and unaware of surroundings.
advantage, and their attack rolls have
• Attack rolls against the creature have
disadvantage.
advantage.
CHARMED • Automatically fails Strength and Dexterity
saving throws.
• Can’t attack the charmer or target
• Resistance to all damage.
them with harmful abilities or effects.
• Immune to poison and disease, but any
• Charmer has advantage on ability
current poison or disease is suspended,
check to interact socially with the
not neutralized.
charmed creature.
DEAFENED POISONED
• Automatically fail ability checks relying • Disadvantage on attack
on hearing. rolls and ability checks.
FRIGHTENED PRONE
• Disadvantage on ability checks and • Movement when prone must be a crawl.
attack rolls while the source of fear is • Disadvantage on attack rolls.
in line of sight. • Attack rolls against the creature have
• Can’t willingly move closer to the advantage if the attacker is within 5 feet.
source of fear. Otherwise, the attack has disadvantage.
GRAPPLED RESTRAINED
• Speed becomes 0. • Speed becomes 0.
• Grapple ends if the grappler is • Attack rolls against the creature have
incapacitated, or an effect removes advantage, and the creature’s attack rolls
grappled creature from their reach. have disadvantage.
• Disadvantage on Dexterity saving throws.
INCAPACITATED
• Can’t take actions or reactions. STUNNED
• Incapacitated (see condition), can’t move,
INVISIBLE and can speak only falteringly.
• Impossible to see without the aid of • Automatically fails Strength and Dexterity
magic or special senses, but can be saving throws.
detected by noise or any tracks it leaves. • Attack rolls against the creature have
• Attack rolls against the creature have advantage.
disadvantage, and their attack rolls
have advantage. UNCONSCIOUS
• Incapacitated (see condition), can’t move
PARALYZED or speak, and is unaware of surroundings
• Incapacitated (see condition) and can’t • Drops what it is holding and falls prone.
move or speak. • Automatically fails Strength and
• Automatically fail Strength and Dexterity saving throws.
Dexterity saving throws. • Attack rolls against the creature have
• Attack rolls against the creature have advantage.
advantage. Any attack that hits is a • Any attack that hits the creature is a
critical hit if attacker is within 5 feet. critical hit if the attacker is within 5 feet.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0
International License available at https://creativecommons.org/licenses/by/4.0/legalcode.