Encounter check
Adventure Method
DMG Morning, afternoon, midnight: 18+ (d20)
LMoP Day, night: 17+ (d20)
HotDQ Siege: party DC 10 stealth, 2 fails -> encounter / No stealth, 100 feet -> 5+ (d8)
Cave: enter area : 1 (d6) / Swamp 1/hour: 18+
Road, wild 1/day: 16+(d20) (16= morning, 17= first rest, 18= afternoon,
19= evening/night, 20= morning + afternoon / night)
Road, civil 1/day: 15+(d20)/ 13+(d20) (late)
RoT Cold water: Morning, afternoon, night: 1 (d6) / Hills: 1/ 6 hours: 17+(d20)
PotA Morning, afternoon, evening, midnight: 18+(d20)
OotA Underdark 2/day: d20: 14-15 terrain, 16-17 creature, 18-20 terrain and creature
CoS 30 minutes, max 2/12 hours: road 18+(d20), wilderness 15+(d20)
Common light sources Spell light sources
Light source Duration Spell Duration
Bulls-eye lantern 60 (120) 6 hours Branding smite (5) 1 min
Candle 5 (10) 1 hour Continual flame 20 (40) -
Hooded lantern 5-30 (60) 6 hours Dancing lights (10) 1 min
Lamp 15 (45) 6 hours Daylight 60 (120) 1 hour
Torch 20 (40) 1 hour Faerie fire, 20‘cube, creature hit (10) 1 min
Radius of normal light is in feet Fire shield 10 (20) 10 min
Radius of dim light is in feet in parenthesis Flame blade 10 (20) 10 min
Flaming Sphere 20 (40) 1 min
Weather (as in Control Weather): Light spell 20 (40) 1 hour
wind temperature precipitation Moon beam (5) 1 min
0: No wind 1:Extreme 1: Clear Produce flame 10 (20) 10 min
1: Calm heat 2: Light
2: Moderate 2:Hot clouds (H) Rock drop
wind 3:Warm 3: Overcast seconds feet seconds feet
3: Strong wind 4:Cool 4: Rain 0.5 4 3.5 197
4: Gale 5:Cold 5: Torrential
1 16 4 258
5: Storm 6: Arctic rain
1.5 36 4.5 326
cold
2 64 5 402
2.5 100 5.5 487
Tracking DCs 3 145 6 580
Ground Surface DC After 6 seconds ~200 feet/second
Soft surface (e.g. Snow) 10
Dirt or Grass 15 Travel pace
Bare stone 20 Pace Minute Hour Day effect
Days since creature passed +5 Fast 400ft 4 mi 30 mi -5 percep.
Creature left trail (e.g. blood) -5 Normal 300ft 3 mi 24 mi none
Slow 200ft 2 mi 18 mi Able to
Foraging DCs stealth
Food and water availability DC Diff. terrain (no road, not plains): ½ movement
Abundant food and water sources 10 Forced march: con sav. every hour after 8 hours
Limited food and water sources 15 DC: 10 + hours after 8
Very little, if any food and water 20 Failed save: gain 1 level exhaustion
sources
(H) Visibility Ranges (Yards)
Condition Movement Spotted Type ID Detail
Clear sky 1500 1000 500 100 10
Dense fog / blizzard 10 10 5 5 3
Light fog or snow 500 200 100 30 10
Moderate fog 100 50 25 15 10
Mist or light rain 1000 500 250 30 10
Night, full moon 100 50 30 10 5
Night, no moon 50 20 10 5 3
Twilight 500 300 150 30 10
Encounter Generator Encounter Thresholds
CR XP CR XP Lvl Easy Medium Hard Deadly Day
0 0/10 14 11.5k 1st 25 50 75 100 300
1/8 25 15 13k 2nd 50 100 150 200 600
1/4 50 16 15k 3rd 75 150 225 400 1,200
1/2 100 17 18k 4th 125 250 375 500 1,700
1 200 18 20k 5th 250 500 750 1,100 3,500
2 450 19 22k 6th 300 600 900 1,400 4,000
3 700 20 25k 7th 350 750 1,100 1,700 5,000
4 1100 21 33k 8th 450 900 1,400 2,100 6,000
5 1800 22 41k 9th 550 1,100 1,600 2,400 7,500
6 2300 23 50k 10th 600 1,200 1,900 2,800 9,000
7 2900 24 62k 11th 800 1,600 2,400 3,600 10.5k
8 3900 25 75k 12th 1,000 2,000 3,000 4,500 11.5k
9 5000 26 90k 13th 1,100 2,200 3,400 5,100 13.5k
10 5900 27 105k 14th 1,250 2,500 3,800 5,700 15k
11 7200 28 120k 15th 1,400 2,800 4,300 6,400 18k
12 8400 29 135k 16th 1,600 3,200 4,800 7,200 20k
13 10000 30 155k 17th 2,000 3,900 5,900 8,800 25k
18th 2,100 4,200 6,300 9,500 27k
no 2 3-6 7-10 11-14 15+ 19th 2,400 4,900 7,300 10.9k 30k
factor x1.5 x2 x2.5 x3 x4 20th 2,800 5,700 8,500 12.7k 40k
Saving throw Proficiencies Mob attacks
Class Str Dex Con Int Wis Cha D20 roll needed Attackers needed
Barbarian x x for one hit
Bard x x 1-5 1
Cleric x x 6-12 2
Druid x x 13-14 3
Fighter x x 15-16 4
Monk x x 17-18 5
Paladin x x 19 10
Ranger x x 20 20
Rogue x x
Sorcerer x x
Warlock x x
Wizard x x
Objects AC/HP
Substance AC Size Fragile Resilient
Cloth, Paper, Rope 11 Tiny (Bottle, Lock) 2 (1d4) 5 (2d4)
Crystal, Glass, Ice 13 Small (Chest, Lute) 3 (1d6) 10 (3d6)
Wood, Bone 15 Medium (Barrel, Chandelier) 4 (1d8) 18 (4d8)
Stone 17 Large (Cart, 10’x10’ window) 5 (1d10) 27 (5d10)
Iron, Steel 19 Remember: resistance, immunities, vulnerabilities and
Mithral 21 damage thresholds.
Adamantine 23
Traps
Trap danger DC Att bonus Character Level Setback Dangerous Deadly
Setback 10-11 3-5 1st-4th 1d10 2d10 4d10
Dangerous 12-15 6-8 5th-10th 2d10 4d10 10d10
Deadly 16-20 9-12 11th-16th 3d10 10d10 18d10
Sample traps: DMG 122-123 17th-20th 10d10 18d10 24d10
Improvised Damage
Situation dmg. Situation dmg.
Burned by coals, hit by falling 1d10 Crushed by compacting walls, 10d10
bookcase, pricked by poison needle hit by whirling steel blades,
wading through lava stream
Stumbling into a fire-pit, Struck by 2d10 Submerged in lava, 18d10
lightning hit by crashing flying fortress
Hit by falling rubble in a collapsing 4d10 Tumble into vortex of Elemental 24d10
tunnel, stumble into vat of acid Fire, crushed in jaws of god-like
or moon-sized monster
Special movement Skills/abilities
Movement type Distance Abb. Skill
Standing, high jump (3ft+str mod)/2 Str Athletics
Running, high jump 3ft+str mod Dex Acrobatics, Sleight of hand, Stealth
Standing, long jump Strength/2 Wis Animal handling, Insight, Medicine,
Running, long jump Strength Perception, Survival
Climb/Swim/Crawl ½ movement Int Arcana, Hist., Invest., Nature, Religion
High reach Jump + 1½ x Cha Deception, Intimidation, Performing,
character height Persuasion
Suffocating Food and water needs
A creature can hold its breath for a number of Size Food/day Water/day
minutes equal to 1 + its Constitution modifier Tiny ¼ lbs. ¼ gallon
(minimum of 30 seconds). Small 1 lbs. 1 gallon
Medium 1 lbs. 1 gallon
When a creature runs out of breath, it can Large 4 lbs. 4 gallon
survive for a number of rounds equal to its Huge 16 lbs. 16 gallon
Constitution modifier (minimum 1 round).
Gargantuan 64 lbs. 64 gallon
At the start of its next turn, it drops to 0 hit
points and is dying
Selling magic items
Food, Drink and Lodging
Rarity Base Days to D100
Item Price price find roll
Ale, Gallon 2 sp buyer modifier
Ale, Mug 4 cp Common 100 gp 1d4 +10
Banquet (per person) 10 gp Uncommon 500 gp 1d6 -
Bread, loaf 2 cp Rare 5000 gp 1d8 -10
Cheese, hunk 1 sp Very rare 50000 gp 1d10 -20
Inn stay, Squalid (per day) 7 cp
Inn stay, Poor (per day) 1 sp Buyer roll Found buyer
Inn stay, Modest (per day) 5 sp -20 A buyer offering 1/10 of the
Inn stay, Comfortable (per day) 8 sp base price
Inn stay, Wealthy (per day) 2 gp 21-40 A buyer offering 1/4 of the base
Inn stay, Aristocratic (per day) 4 gp price
Meals, Squalid (per day) 3 cp And a shady buyer offering 1/2
Meals, Poor (per day) 6 cp of the base price
Meals, Modest (per day) 3 sp 41-80 A buyer offering 1/2 of the base
Meals, Comfortable (per day) 5 sp price
Meals, Wealthy (per day) 8 sp And a shady buyer offering the
Meals, Aristocratic (per day) 2 gp full base price
Meat, chunk 3 sp 81-90 A buyer offering the base price
Wine, Common (pitcher) 2 sp 91- A shady buyer offering 1½ X
Wine, Fine (bottle) 10 gp base price, no questions asked
Services Lifestyle expenses
Item Price Lifestyle Price/Day
Coach cab, Between towns per mile 3 cp Wretched -
Coach cab, Within a city 1 cp Squalid 1 sp
Hireling, Skilled per day 2 gp Poor 2 sp
Hireling, Untrained per day 2 sp Modest 1 gp
Messenger per mile 2 cp Comfortable 2 gp
Road or gate toll 1 cp Wealthy 4 gp
Ship’s passage per mile 1 sp Aristocratic 10+ gp
Carousing: DMG p 128 -
(H) Bargaining
2d6 + Cha mod Max Offer Min price
Initial bid/offer 33% 200%
(H) Horse traits -2 40% 160%
Roll Nag, Broken down, High-spirited, 3-5 60% 140%
1d10 Average Charger 6-7 80% 120%
1 Untrained Use other col. 8-10 100% 100%
2 Won’t gallop Bucks 11-12 120% 80%
3 Bucks Rears 13+ 140% 60%
4 Stops occasionally Head strong
5 Kicks occasionally Bites (H) Horse Quality
6 Steps on feet Kicks 1d12 Quality Move Car. Cost
7 Bites Bone jarring Gender Modi. Modi Modi
8 Rubs against fences Single rider 1M/2F Nag -50% -75% -50%
9 Chew fences Leaper 3M/4F Broken down -25% -50% -25%
56M/78F Average - - -
10 Use other column Knows tricks 9M/10F High-spirited +33% +25% +100%
11M/12F Charger +50% +33% +300%
Weapons
Name Cost Dmg Weight Range Notes
Simple Melee Weapons
Club 1 sp 1d4 B 2 - Light
Dagger 2 gp 1d4 P 1 20/60 Light, Finesse
Greatclub 2 sp 1d8 B 10 - Two handed
Handaxe 5 gp 1d6 S 2 20/60 Light
Javelin 5 sp 1d6 P 2 30/120
Light hammer 2 gp 1d4 B 2 20/60 Light
Mace 5 gp 1d6 B 4 -
Quarter staff 2 sp 1d6 B 4 - Versatile (1d8)
Sickle 1 gp 1d4 S 2 - Light
Spear 1 gp 1d6 P 3 20/60 Versatile (1d8)
Unarmed strike - 1 B/P - - Light, Finesse
Simple Ranged Weapons
Crossbow, light 25 gp 1d8 P 5 80/320 Loading, two-handed
- Bolts (20) 1 gp - 1½ -
Dart 5 cp 1d4 P 1/4 20/60 Finesse
Shortbow 25 gp 1d6 P 2 80/320 Two-handed
- Arrows (20) 1 gp - 1 -
Sling 1 sp 1d4 B 0 30/120
- Bullets (20) 4 cp - 1½ -
Martial Melee Weapons
Battleaxe 10 gp 1d8 S 4 - Versatile (1d10)
Flail 10 gp 1d8 B 2 -
Glaive 20 gp 1d10 S 6 - Heavy, reach, two-handed
Greataxe 30 gp 1d12 S 7 - Heavy, two-handed
Greatsword 50 gp 2d6 S 6 - Heavy, two-handed
Halberd 20 gp 1d0 S 6 - Heavy, reach, two-handed
Lance 10 gp 1d12 P 6 - Reach, special
Longsword 15 gp 1d8 S 3 - Versatile (1d10)
Maul 10 gp 2d6 B 10 - Heavy, two-handed
Morningstar 15 gp 1d8 P 4 -
Pike 5 gp 1d10 P 18 - Heavy, reach, two-handed
Rapier 25 gp 1d8 P 2 - Finesse
Scimitar 25 gp 1d6 S 3 - Finesse, light
Shortsword 10 gp 1d6 S 2 - Finesse, light
Trident 5 gp 1d6 P 4 20/60 Versatile (1d8)
War pick 5 gp 1d8 P 2 -
Warhammer 15 gp 1d8 B 2 - Versatile (1d10)
Whip 2 gp 148 S 3 - Finesse, reach
Martial Ranged Weapons
Blowgun 10 gp 1P 1 25/100 Loading
- Needles (50) 1 gp - 1 -
Crossbow, hand 75 gp 1d6 P 3 30/120 Light, Loading
- Bolts (20) 1 gp - 1½ -
Crossbow, heavy 50 gp 1d10 P 18 100/400 Heavy, Loading, two-handed
- Bolts (20) 1 gp - 1½ -
Longbow 50 gp 1d8 P 2 150/600 Heavy, two-handed
- Arrows (20) 1 gp - 1 -
Net 1 gp - 3 5/15 Special
Equipment
Item Cost Weight Item Cost Weight
Abacus 2 gp 2 lb. Holy water (flask) 25 gp 1 lb.
Acid (vial) 25 gp 1 lb. Hourglass 25 gp 1 lb.
Alchemist’s fire (flask) 50 gp 1 lb. Hunting trap 5 gp 25 lb.
Antitoxin (vial) 50 gp - Ink (1 ounce bottle) 10 gp -
Arcane focus Ink pen 2 cp -
- Crystal 10 gp 1 lb. Iron chain (10 feet) 5 gp 10 lb.
- Orb 20 gp 3 lb. Jug or pitcher (1 gal) 2 cp 4 lb.
- Rod 10 gp 2 lb. Ladder (10-foot) 1 sp 25 lb.
- Staff 5 gp 4 lb. Lamp 5 sp 1 lb.
- Wand 10 gp 1 lb. Lantern, bullseye 10 gp 2 lb.
Backpack (30 lb. load) 2 gp 5 lb. Lantern, hooded 5 gp 2 lb.
Ball bearings (bag: 1,000) 1 gp 2 lb. Lock 10 gp 1 lb.
Barrel (max 40 gal) 2 gp 70 lb. Magnifying glass 100 gp -
Basket (max 40 lb.) 4 sp 2 lb. Manacles 2 gp 6 lb.
Bedroll 1 gp 7 lb. Mess kit 2 sp 1 lb.
Bell 1 gp - Mirror, steel 5 gp 1/2 lb.
Blanket 5 sp 3 lb. Oil (flask) 1 sp 1 lb.
Block and tackle 1 gp 5 lb. Paper (one sheet) 2 sp -
Book 25 gp 5 lb. Parchment (one sheet) 1 sp -
Bottle, glass, 1½pint (full) 2 gp 2 lb. Perfume (vial) 5 gp -
Bucket (empty, max 3 gal) 5 cp 2 lb. Pick, miner’s 2 gp 10 lb.
Caltrops (bag of 20) 1 gp 2 lb. Piton 5 cp 1/4 lb.
Candle 1 cp - Poison, basic (vial) 100 gp -
Case, crossbow bolt 1 gp 1 lb. Pole (10-foot) 5 cp 7 lb.
Case, Map or scroll 1 gp 1 lb. Pot, iron 2 gp 10 lb.
Chalk (1 piece) 1 cp - Potion of healing 50 gp 1/2 lb.
Chest (300lb./12 cubic ft.) 5 gp 25 lb. Pouch (6 lb.) 5 sp 1 lb.
Climber’s kit 25 gp 12 lb. Quiver 1 gp 1 lb.
Clothes, common 5 sp 3 lb. Ram, portable 4 gp 35 lb.
Clothes, costume 5 gp 4 lb. Rations (1 day) 5 sp 2 lb.
Clothes, fine 15 gp 6 lb. Robes 1 gp 4 lb.
Clothes, traveler’s 2 gp 4 lb. Rope, hempen (50 feet) 1 gp 10 lb.
Component pouch 25 gp 2 lb. Rope, silk (50 feet) 10 gp 5 lb.
Crowbar 2 gp 5 lb. Sack (max 30 lb.) 1 cp 1/2 lb.
Druidic focus Scale, merchant’s 5 gp 3 lb.
- Sprig of mistletoe 1 gp - Sealing wax 5 sp -
- Totem 1 gp - Shovel 2 gp 5 lb.
- Wooden staff 5 gp 4 lb. Signal whistle 5 cp -
- Yew wand 10 gp 1 lb. Signet ring 5 gp -
Fishing tackle 1 gp 4 lb. Soap 2 cp -
Flask or tankard (1 pint) 2 cp 1 lb. Spellbook 50 gp 3 lb.
Grappling hook 2 gp 4 lb. Spikes, iron (10) 1 gp 5 lb.
Hammer 1 gp 3 lb. Spyglass 1,000 gp 1 lb.
Hammer, sledge 2 gp 10 lb. Tent, two-person 2 gp 20 lb.
Healer’s kit 5 gp 3 lb. Tinderbox 5 sp 1 lb.
Holy symbol Torch 1 cp 1 lb.
- Amulet 5 gp 1 lb. Vial (4oz / 1dl) 1 gp -
- Emblem 5 gp - Waterskin (4 pints, full) 2 sp 5 lb.
- Reliquary 5 gp 2 lb. Whetstone 1 cp 1 lb.
Armor Class
Name Cost AC Str req. Stealth Weight
Light Armor (don 1 minutes, doff 1 minutes)
Padded 5 gp 11 + Dex modifier - Dis. Adv. 8 lb.
Leather 10 gp 11 + Dex modifier - 10 lb.
Studded leather 45 gp 12 + Dex modifier - 13 lb.
Medium Armor (don 5 minutes, doff 1 minutes)
Hide 10 gp 12 + Dex modifier (max 2) - 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) - 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) - Dis. Adv. 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) - 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) - Dis. Adv. 40 lb.
Heavy Armor (don 10 minutes, doff 5 minutes)
Ring mail 30 gp 14 - Dis. Adv. 40 lb.
Chain mail 75 gp 16 Str 13 Dis. Adv. 55 lb.
Splint 200 gp 17 Str 15 Dis. Adv. 60 lb.
Plate 1,500 gp 18 Str 15 Dis. Adv. 65 lb.
Shield
Shield 10 gp +2 - 6 lb.
½ cover: +2 to AC and Dex saves, ¾ cover: +5 to AC and Dex saves.
Breaking Concentration Advantage/Disadvantage
• Casting another spell that requires You have Advantage to hit when:
concentration. You lose concentration on a Target is blinded, paralyzed, restrained,
spell if you cast another spell that requires stunned or unconscious.
concentration. You can’t concentrate on two You are making melee attacks against a
spells at once. prone target.
• Taking damage. Whenever you take You are invisible
damage while you are concentrating on a
You are hidden while attacking, and
spell, you must make a Constitution saving
don’t need to move to make the attack.
throw to maintain your concentration. The DC
You are hidden, and move before the
equals 10 or half the damage you take,
attack, and succeed on a stealth check.
whichever number is higher. If you take
You have Disadvantage to hit when:
damage from multiple sources, such as an
arrow and a dragon’s breath, you make a Target is invisible or hidden.
separate saving throw for each source of You are making ranged attacks against a
damage. prone creature.
• Being incapacitated or killed. You lose You are making ranged attacks against a
concentration on a spell if you are creature in close combat with you.
incapacitated or if you die. You are making a ranged attack at long
• Ready an action involving a spell or a range.
cantrip. Ready an action where you cast a You are restrained, poisoned, frightened
spell or a cantrip, even when that spell or of the target or exhausted at level 3+.
cantrip does not require concentration.
(Note that spells are categorized as melee or
Sneak Attack ranged spell, in the spell description.)
Rogues apply sneak attack bonus when:
They have advantage on the attack, or
A fighting ally is within 5 feet of target
You only get one sneak attack bonus per
round.
Exhaustion
1 Disadvantage on ability checks 4 Hit point maximum halved
2 Speed halved 5 Speed reduced to 0
3 Disadvantage on attack rolls and saving throws 6 Death
Conditions
Blinded Petrified
• A blinded creature can’t see and automatically fails • A petrified creature is transformed, along with any
any ability check that requires sight. nonmagical object it is wearing or carrying, into a solid
• Attack rolls against the creature have advantage, and inanimate substance (usually stone). Its weight
the creature’s attack rolls have disadvantage. increases by a factor of ten, and it ceases aging.
• The creature is incapacitated (see the condition), can’t
Charmed move or speak, and is unaware of its surroundings.
• A charmed creature can’t attack the charmer or target • Attack rolls against the creature have advantage.
the charmer with harmful abilities or magical effects. • The creature automatically fails Strength and
• The charmer has advantage on any ability check to Dexterity saving throws.
interact socially with the creature. • The creature has resistance to all damage.
• The creature is immune to poison and disease,
Deafened although a poison or disease already in its system is
• A deafened creature can’t hear and automatically fails suspended, not neutralized.
any ability check that requires hearing.
Poisoned
Frightened • A poisoned creature has disadvantage on attack rolls
• A frightened creature has disadvantage on ability and ability checks.
checks and attack rolls while the source of its fear is • A “protection from poison” spell ends the condition.
within line of sight.
• The creature can’t willingly move closer to the source Prone
of its fear. • A prone creature’s only movement option is to crawl,
(½ movement)
Grappled • The creature has disadvantage on attack rolls.
• A grappled creature’s speed becomes 0, and it can’t • An attack roll against the creature has advantage if
benefit from any bonus to its speed. the attacker is within 5 feet of the creature. Otherwise,
• The condition ends if the grappler is incapacitated the attack roll has disadvantage.
(see the condition). • Standing up (½ movement) ends the condition.
• The condition also ends if an effect removes the
grappled creature from the reach of the grappler or Restrained
grappling effect, such as when a creature is hurled • A restrained creature’s speed becomes 0, and it can’t
away by the thunderwave spell, or if you use an action benefit from any bonus to its speed.
to escape using athletics or acrobatics checks contested • Attack rolls against the creature have advantage, and
against athletics checks. the creature’s attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving
Incapacitated throws.
• An incapacitated creature can’t take actions
or reactions. Stunned
• A stunned creature is incapacitated (see the
Invisible condition), can’t move, and can speak only falteringly.
• An invisible creature is impossible to see without the • The creature automatically fails Strength and
aid of magic or a special sense. For the purpose of Dexterity saving throws.
hiding, the creature is heavily obscured. The creature’s • Attack rolls against the creature have advantage.
location can be detected by any noise it makes or any
tracks it leaves. Unconscious
• Attack rolls against the creature have disadvantage, • An unconscious creature is incapacitated (see the
and the creature’s attack rolls have advantage. condition), can’t move or speak, and is unaware of its
surroundings.
Paralyzed • The creature drops whatever it is holding and falls
• A paralyzed creature is incapacitated (see the prone.
condition) and can’t move or speak. • The creature automatically fails Strength and
• The creature automatically fails Strength and Dexterity saving throws.
Dexterity saving throws. • Attack rolls against the creature have advantage.
• Attack rolls against the creature have advantage. • Any attack that hits the creature is a critical hit if the
• Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
attacker is within 5 feet of the creature.