ReferenceSheet v28 DM, Dungeon and Dragons Complete(Full), D&D Complete (English), Reference Sheet
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Reference Sheet v2.8
Conditions, Spotting, Movement, Bonuses
DM Sheet 1
CONDITION SUMMARY
Ability Drained (DMG p72)
·
Str, Dex 0: unable to move; Con 0: dead; Int, Wis, Cha 0: unconscious
WALLS (DMG P107, 4-3)
Wall Type
Typical
Thickness
Break
DC
Hardness
Hit
Points*
Climb
DC
Masonry
1’
35
8
90
15
Blinded (DMG p83)
·
Superior masonry
1’
35
8
90
20
All targets have full concealment, you move at half speed
Reinforced masonry
1’
45
8
180
15
Hewn stone
3’
50
8
540
22
·
Enemies get +2 when attacking, you lose any Dex bonus to your AC
Unworked stone
5’
65
8
900
20
·
Str and Dex based checks, Search checks, etc. at -4
Iron
3”
30
10
90
25
Paper
paper-thin
1
-
1
30
Confused (DMG p84)
·
Wood
6”
20
5
60
21
Roll 1d10 each round:
1
Magically treated**
-
+20
x2
x2†
-
Wander away for 1 minute
7-9
Attack nearest creature for 1 round
* Per 10’x10’ section
** Add modifiers to any other wall type
† Or 50, whichever is greater
2-6
Do nothing for 1 round
10
Act normally for 1 round
·
A confused creature, if attacked, attacks their attacker next turn
Cowering (DMG p84)
·
Lose Dex bonus to AC, +2 to be hit, can take no actions
DOORS (DMG P108, 4-4)
Typical
Hit
Break DC
Door Type
Thickness Hardness Points Stuck
Locked
Dazed (DMG p84)
·
Simple wooden
1”
5
10
13
15
Good wooden
1.5”
5
15
16
18
Can take no actions
Strong wooded
2”
5
20
23
25
Stone
4”
8
60
28
28
Deafened (DMG p84)
·
Iron
2”
10
60
28
28
-4 to initiative checks, 20% spell failure for spells with verbal
components, cannot make Listen checks
Portcullis, wooden
3”
5
30
25*
25*
Portcullis, iron
2”
10
60
25*
25*
Lock
-
15
30
Disabled (DMG p84)
·
Hinge
-
15
30
Partial action only, take 1 point of damage after any strenuous act
* DC to lift. Use appropriate door DC for break.
Dying (DMG p84)
·
10% chance of stabilizing each round, otherwise lose 1 HP
SPOTTING DISTANCE/DIFFICULTY (DMG P60, 3-1, 3-2)
Distance
Difficulty
Terrain Distance (avg) Circumstance DC
Smoke/heavy fog 2d4x5’ (25’) Base 20
Jungle/dense forest 2d4x10’ (50’) Size +/-4 per size
Light forest 3d6x10’ (105’) Contrast +/-5 or more
Scrub, brush/bush 6d6x10’ (210’) Stillness (not moving) +5
Grassland 6d6x20’ (420’) 6+ creatures -2
Total darkness Limit of sight Moonlight* +5
Indoors (lit) Line of sight Starlight** +10
Total Darkness darkvision
* +5 bonus to check if spotter has low-light vision or darkvision to that range
** +5 to check if spotter has low-light vision or +10 for darkvision to that range
Entangled (DMG p84)
·
-2 to attack, -4 effective Dex, Concentration check DC 15 for casters
Exhausted (DMG p84)
·
Caused by doing something that causes fatigue while already fatigued
·
Move at half normal speed, -6 to Str and Dex
·
Need 1 hour rest, then become fatigued instead
Fatigued (DMG p84)
·
-2 to Str and Dex. 8 hours rest needed, need 1 hour rest to remove
Fear (DMG p76)
Fear effects are cumulative, adding to the total level of fear
·
OVERLAND MOVEMENT RATES (PHB P133, 9-3)
15’
20’
30’
40’
Shaken
: -2 morale penalty on attack rolls, saves, and checks
One Minute
Walk
150’
200’
300’
400’
Hustle
300’
400’
600’
800’
·
Frightened
: As Shaken, but will flee (on path of their choosing) until out
of sight (or hearing) of the source. If unable to flee, will fight.
Run (x3)
450’
600’
900’
1,200’
Run (x4)
600’
800’
1,200’
1,600’
·
Panicked
: As Shaken, but will flee (random path), and have 50% of
dropping items in hand. If unable to flee, will cower.
One Hour
Walk
1.5 miles
2 miles
3 miles
4 miles
Hustle
3 miles
4 miles
6 miles
8 miles
One Day
Walk
12 miles
16 miles 24 miles 32 miles
Prone (DMG p85)
·
Prone creature takes -4 on melee attacks, cannot used ranged weapons,
except crossbow (which has no penalties)
BONUS TYPES (DMG P177, 8-1)
Bonus Type
Improves
Bonus Type
Improves
·
Attackers get +4 (melee) or -4 (ranged) on attacks
Armor
AC
Inherent
Ability score
Circumstance
Attacks, checks
Insight
Attacks, AC, checks, saves
·
Standing up is a move-equivalent action
Competence
Attacks, saves,
checks
Luck
Attacks, weapon damage, AC,
saves, checks
Staggered (DMG p85)
·
If subdual damage equals current HP, can only take partial actions
Deflection
AC
Morale
Attacks, weapon damage, checks,
saves
Stunned (DMG p85)
·
Dodge
AC
Natural
Armor
AC
Lose Dex bonus to AC, +2 to be hit, can take no actions
Enhancement Armor’s bonus Profane AC, saves, checks
Enhancement Attacks, damage Resistance Saves
Enhancement Ability score Sacred AC, saves, checks
Haste AC Synergy Checks
Stacking:
Bonuses of the same type do not stack, except for circumstance,
dodge, synergy, or armor and shield’s Armor bonus types.
·
Drop any items in hand
ENERGY DRAIN (DMG P75)
·
For each negative level: -1 to all skill and ability checks, -1 to attacks, -1
to saving throws, -1 effective level
·
Lose highest spell prepared
VARIANT: DEATH FROM MASSIVE DAMAGE (DMG P66, 3-8)
Receiving more than 50 points of damage in a single attack will kill a
creature. Alternatively, base the limit on the size of the creature:
Size F D T S M L H G C
Max. dmg. per single attack
10 20 30 40 50 60 70 80 90
·
If not removed after 24 hours, make Fort save (DC in creature
description)
·
If failed, lose level (XP set to midpoint between levels)
·
If number of levels less than negative levels, character is slain
FALLING OBJECTS (DMG P89, 3-18)
·
1d6 for every 10’ fallen (Smaller objects use increments below)
VARIANT: INSTANT KILL (DMG P64)
If a natural 20 is rolled, followed by another natural 20 to confirm the
critical, roll again. Roll a third time, if it hits, the target is instantly slain
·
If hit by a falling object, add 1d6 for every additional 200 pounds,
Object Weight
Distance
Object Weight
Distance
200-101
20’
30-11
50’
VARIANT: CRITICAL MISSES/FUMBLES (DMG P65)
On a natural 1, character must make a Dex check (DC 10) or fumble
100-51
30’
10-6
60’
50-31
40’
1-5
70’
Reference Sheet v2.8
Weapons, Armor, Poisons, Diseases
DM Sheet 2
WEAPONS (PHB P98, 7-4)
Type
Damage
Critical
Range
Size/Prof/Type
ARMOR (PHB P104, 7-5)
Type
Armor
Bonus
Max. Dex Bonus Check Penalty Spell Failure
Axe, orc double
1d8/1d8
x3
L/E/S
Axe, throwing
1d6
x2
10’
S/M/S
Padded
+1
+8
0
5%
Battleaxe
1d8
x3
M/M/S
Leather
+2
+6
0
10%
Chain, spiked*
2d4
x2
L/E/P
Studded leather
+3
+5
-1
15%
Club
1d6
x2
10’
M/S/B
Chain shirt
+4
+4
-2
20%
Crossbow, hand
1d4
19-20/x2
30’
T/E/P
Hide
+3
+4
-3
20%
Crossbow, heavy
1d10
19-20/x2
120’
M/S/P
Scale mail
+4
+3
-4
25%
Crossbow, light
1d8
19-20/x2
80’
S/S/P
Chainmail
+5
+2
-5
30%
Crossbow, repeating
1d8
19-20/x2
80’
M/E/P
Breastplate
+5
+3
-4
25%
Dagger
1d4
19-20/x2
10’
T/S/P
Splint mail
+6
+0
-7
40%
Dagger, punching
1d4
x3
T/S/P
Banded mail
+6
+1
-6
35%
Dart
1d4
x2
20’
M/S/P
Half-plate
+7
+0
-7
40%
Falchion
2d4
18-20/x2
L/M/S
Full plate
+8
+1
-6
35%
Flail, dire
1d8/1d8
x2
L/E/B
Buckler
+1
-1
5%
Flail, heavy
1d10
19-20/x2
L/M/B
SW shield
+1
-1
5%
Flail, light
1d8
x2
M/M/B
SS shield
+1
-1
5%
Gauntlet, spiked
1d4
x2
T/S/P
LW shield
+2
-2
15%
Glaive*
1d10
x3
L/M/S
LS shield
+2
-2
15%
Greataxe
1d12
x3
L/M/S
Tower shield
cover
-10
50%
Greatclub
1d10
x2
L/M/B
Greatsword
2d6
19-20/x2
L/M/S
Guisarme*
2d4
x3
L/M/S
Halberd
1d10
x3
L/M/PS
Masterwork:
Armor check penalty reduced by 1
Mithral:
1 category lighter, spell failure 10% less, maximum dexterity
bonus +2, armor check penalty reduce by 3
Adamantine:
Natural (cannot be dispelled) enhancement: Light armor or
shield gets +1, medium gets +2, heavy gets +3, does not stack with magic
enhancement
Darkwood:
Weigh half as much, shield’s check penalty reduced by 2
Halfspear
1d6
x3
20’
M/S/P
Hammer, hooked
1d6/1d4
x3/x4
M/E/BP
Hammer, light
1d4
x2
20’
S/M/B
Javelin
1d6
x2
30’
M/S/P
Kama
1d6
x2
S/E/S
Kama, halfling
1d4
x2
T/E/S
Kukri
1d4
18-20/x2
T/E/S
Lance, heavy*
1d8
x3
M/M/P
Lance, light
1d6
x3
S/M/P
Longbow
1d8
x3
100’
L/M/P
POISONS (DMG P80, 3-16)
Source
Longbow, composite
1d8
x3
110’
L/M/P
Type
Initial Damage Secondary Damage
Longspear*
1d8
x3
L/M/P
Longsword
1d8
19-20/x2
M/M/S
Small centipede
Injury DC 11
1d2 Dex
1d2 Dex
Mace, heavy
1d8
x2
M/S/B
Greenblood oil
Injury DC 13
1 Con
1d2 Con
Mace, light
1d6
x2
S/S/B
Medium-size spider
Injury DC 14
1d4 Str
1d6 Str
Morningstar
1d8
x2
M/S/BP
Bloodroot
Injury DC 12
0
1d4 Con + 1d6 Wis
Net
-
-
10’
M/E/-
Purple worm
Injury DC 24
1d6 Str
1d6 Str
Nunchaku
1d6
x2
S/E/B
Large scorpion
Injury DC 18
1d6 Str
1d6 Str
Nunchaku, halfling
1d4
x2
T/E/B
Wyvern
Injury DC 17
2d6 Con
2d6 Con
Pick, heavy
1d6
x4
M/M/P
Blue whinnis
Injury DC 14
1 Con
Unconscious
Quarterstaff
1d6/1d6
x2
L/S/B
Giant wasp
Injury DC 18
1d6 Dex
1d6 Dex
Ranseur*
2d4
x3
L/M/P
Shadow essence
Injury DC 17
1 Str*
2d6 Str
Rapier
1d6
18-20/x2
M/M/P
Black adder
Injury DC 12
0
1d6 Str
Sap
1d6§
x2
S/M/B
Deathblade
Injury DC 20
1d6 Con
2d6 Con
Scimitar
1d6
18-20/x2
M/M/P
Malyss root paste
Contact DC 16
1 Dex
2d4 Dex
Scythe
2d4
x4
L/M/PS
Nitharit
Contact DC 13
0
3d6 Con
Sickle
1d6
x2
S/S/S
Dragon bile
Contact DC 26
3d6 Str
0
Shortbow
1d6
x3
60’
M/M/P
Sassone leaf residue
Contact DC 16
2d12 hp
1d6 Con
Shortbow, composite
1d6
x3
70’
M/M/P
Terinav root
Contact DC 16
1d6 Dex
2d6 Dex
Shortspear
1d8
x3
20’
L/S/P
Carrion crawler brain
Contact DC 13
Paralysis
0
Shuriken
1
x2
30’
T/E/P
Black lotus extract
Contact DC 20
3d6 Con
3d6 Con
Siangham
1d6
x2
S/E/P
Oil of taggit
Ingested DC 15
0
Unconscious
Siangham, halfling
1d4
x2
T/E/P
Id moss
Ingested DC 14
1d4 Int
2d6 Int
Sling
1d4
x2
50’
S/S/B
Striped toadstool
Ingested DC 11
1 Wis
2d6 Wis + 1d4 Int
Strike, unarmed (M)
1d3§
x2
-/S/B
Aresnic
Ingested DC 13
1 Con
1d8 Con
Strike, unarmed (S)
1d2§
x2
-/S/B
Lich dust
Ingested DC 17
2d6 Str
1d6 Str
Sword, short
1d6
19-20/x2
S/M/P
Dark reaver powder
Ingested DC 18
2d6 Con
1d6 Con + 1d6 Str
Sword, bastard
1d10
19-20/x2
M/E/S
Ungol dust
Inhaled DC 15
1 Cha
1d6 Cha + 1 Cha*
Sword, two-bladed
1d8/1d8
19-20/x2
L/E/S
Burnt othur fumes
Inhaled DC 18
1 Con*
3d6 Con
Trident
1d8
x2
10’
M/M/P
Insanity mist
Inhaled DC 15
1d4 Wis
2d6 Wis
Urgosh, dwarven
1d8/1d6
x3
L/E/SP
* Permanent
Make secondary Fort Save 10 rounds (1 minute) after initial
Waraxe, dwarven
1d10
x3
M/E/S
Warhammer
1d8
x3
M/M/B
Whip
1d2§
x2
15’
S/E/S
* Reach weapon
DISEASES (DMG P75, 3-14)
Name
Infection
DC
Incubation
Damage
Blinding sickness
Ingested
16
1d3 days
1d4 Str‡
Cackle fever
Inhaled
16
1 day
1d6 Wis
Demon fever
Injury
18
1 day
1d6 Con**
Masterwork:
+1 to attack roll, does not stack with magic enhancement
Mithral:
Weigh half as much
Adamantine:
Natural (cannot be dispelled) enhancement, does not stack
with magic enhancement: 1d4/1d6 is +1, 1d8/1d10/1d12 is +2
Darkwood:
Weigh half as much
Devil chills
†
Injury
14
1d4 days
1d4 Str
Filth fever
Injury
12
1d3 days
1d3 Dex, 1d3 Con
Mindfire
Inhaled
12
1 day
1d4 Int
Mummy rot
*
Contact
20
1 day
1d6 Con
Red ache
Injury
15
1d3 days
1d6 Str
Shakes
Contact
13
1 day
1d8 Dex
Slimy doom
Contact
14
1 day
1d4 Con**
* Save does not mean recovery, must be magically healed
** Make another save, failure means 1 point of temp. damage becomes permanent
† Must make 3 saves in a row to recover
‡ Every time 2 or more points of damage is done, make another save or be blinded
Make Fort Save (or Heal check) each day
WEAPON SIZE AND DAMAGE (DMG P162)
Smaller Original Larger
Smaller Original Larger
1
1d2
1d3
1d6
1d8
2d6
1d2
1d3
1d4
1d6
1d10
2d6
1d3
1d4
1d6
1d8
1d12
2d8
1d4
1d6
1d8
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