Ability Score Cost (27) | |
Score | Point Cost |
---|---|
8 | 0 |
9 | 1 |
10 | 2 |
11 | 3 |
12 | 4 |
13 | 5 |
14 | 7 |
15 | 9 |
Skill Attributes | Strength Athletics Dexterity Acrobatics Sleight of Hand Stealth Ingelligence Arcana History Investigation Nature Religion |
Wisdom Animal Handling Insight Medicine Perception Survival Charisma Deception Intimidation Performance Persuasion |
Ability Score Modifier | |||
Score | Modifier | Score | Modifier |
---|---|---|---|
1 | -5 | 16-17 | +3 |
2-3 | -4 | 18-19 | +4 |
4-5 | -3 | 20-21 | +5 |
6-7 | -2 | 22-23 | +6 |
8-9 | -1 | 24-25 | +7 |
10-11 | +0 | 26-27 | +8 |
12-13 | +1 | 28-29 | +9 |
14-15 | +2 | 30 | +10 |
Racial Score Modifiers | |||
Race | Score Modifier | Race | Score Modifier |
---|---|---|---|
Dragonborn | S(+2),CH(+1) | Gnome, Forest | D(+1) |
Drow | CH(+1) | Gnome, Rock | C(+1) |
Dwarf | C(+2) | Half-Elf | CH(+2) |
Dwarf, Hill | W(+1) | Half-Orc | S(+2),C(+1) |
Dwarf, Mountain | S(+2) | Halfling | D(+2) |
Elf | D(+2) | Halfling, Lightfoot | CH(+1) |
Elf, High | I(+1) | Halfling, Stout | C(+1) |
Elf, Wood | W(+1) | Human | +1 to each |
Gnome | I(+2) | Tiefling | I(+1),CH(+2) |
Level/Proficiency Advancement | |||||
EXP | Level | Bonus | EXP | Level | Bonus |
---|---|---|---|---|---|
0 | 1 | +2 | 85,000 | 11 | +4 |
300 | 2 | +2 | 100,000 | 12 | +4 |
900 | 3 | +2 | 120,000 | 13 | +5 |
2,700 | 4 | +2 | 140,000 | 14 | +5 |
6,500 | 5 | +3 | 165,000 | 15 | +5 |
14,000 | 6 | +3 | 195,000 | 16 | +5 |
23,000 | 7 | +3 | 225,000 | 17 | +6 |
34,000 | 8 | +3 | 265,000 | 18 | +6 |
48,000 | 9 | +4 | 305,000 | 19 | +6 |
64,000 | 10 | +4 | 355,000 | 20 | +6 |
Class Summary | |||||
Class | Description | Hit Die | Primary Ability | Saving Throw Proficiencies | Armor and Weapon Proficiencies |
---|---|---|---|---|---|
Barbarian | A fierce warrior of primitive background who can enter a battle rage | d12 | Strength | Strength & Constitution | Light and medium armor, shields, simple and martial weapons |
Bard | An inspiring magician whose power echoes the music of creation | d8 | Charisma | Dexterity & Charisma | Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords |
Cleric | A priestly champion who wields divine magic in service of a higher power | d8 | Wisdom | Wisdom & Charisma | Light and medium armor, shields, simple weapons |
Druid |
A priest of the Old Faith, wielding the powers of nature — moonlight and plant growth, fire and lightning — and adopting animal forms |
d8 | Wisdom | Intelligence & Wisdom |
Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears |
Fighter | A master of martial combat, skilled with a variety of weapons and armor | d10 | Strength or Dexterity | Strength & Constitution | All armor, shields, simple and martial weapons |
Monk | A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection | d8 | Dexterity & Wisdom | Strength & Dexterity | Simple weapons, shortswords |
Paladin | A holy warrior bound to a sacred oath | d10 | Strength & Charisma | Wisdom & Charisma | All armor, shields, simple and martial weapons |
Ranger | A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization | d10 | Dexterity & Wisdom | Strength & Dexterity | Light and medium armor, shields, simple and martial weapons |
Rogue | A scoundrel who uses stealth and trickery to overcome obstacles and enemies | d8 | Dexterity | Dexterity & Intelligence | Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords |
Sorcerer | A spellcaster who draws on inherent magic from a gift or bloodline | d6 | Charisma | Constitution & Charisma | Daggers, darts, slings, quarterstaffs, light crossbows |
Warlock | A wielder of magic that is derived from a bargain with an extraplanar entity | d8 | Charisma | Wisdom & Charisma | Light armor, simple weapons |
Wizard | A scholarly magic-user capable of manipulating the structures of reality | d6 | Intelligence | Intelligence & Wisdom | Daggers, darts, slings, quarterstaffs, light crossbows |
Experience Points by Challenge Rating | |||||||||
Challenge | XP | Challenge | XP | Challenge | XP | Challenge | XP | Challenge | XP |
---|---|---|---|---|---|---|---|---|---|
0 | 0 or 10 | 4 | 1100 | 11 | 7200 | 18 | 20000 | 25 | 75000 |
1/8 | 25 | 5 | 1800 | 12 | 8400 | 19 | 22000 | 26 | 90000 |
1/4 | 50 | 6 | 2300 | 13 | 10000 | 20 | 25000 | 27 | 105000 |
1/2 | 100 | 7 | 2900 | 14 | 11500 | 21 | 33000 | 28 | 120000 |
1 | 200 | 8 | 3900 | 15 | 13000 | 22 | 41000 | 29 | 135000 |
2 | 450 | 9 | 5000 | 16 | 15000 | 23 | 50000 | 30 | 155000 |
3 | 700 | 10 | 5900 | 17 | 18000 | 24 | 62000 |
Hit Dice By Size | ||
Monster Size | Hit Die | Average HP per Die |
---|---|---|
Tiny | d4 | 2.5 |
Small | d6 | 3.5 |
Medium | d8 | 4.5 |
Large | d10 | 5.5 |
Huge | d12 | 6.5 |
Gargantuan | d20 | 10.5 |
Typical Difficulty Classes | |
Task Difficulty | DC |
---|---|
Very Easy | 5 |
Easy | 10 |
Medium | 15 |
Hard | 20 |
Very Hard | 25 |
Nearly Impossible | 30 |
Proficiency Bonus by Challenge Rating | |||||||
Challenge | Bonus | Challenge | Bonus | Challenge | Bonus | Challenge | Bonus |
---|---|---|---|---|---|---|---|
0 | +2 | 6 | +3 | 15 | +5 | 24 | +7 |
1/8 | +2 | 7 | +3 | 16 | +5 | 25 | +8 |
1/4 | +2 | 8 | +3 | 17 | +6 | 26 | +8 |
1/2 | +2 | 9 | +4 | 18 | +6 | 27 | +8 |
1 | +2 | 10 | +4 | 19 | +6 | 28 | +8 |
2 | +2 | 11 | +4 | 20 | +6 | 29 | +9 |
3 | +2 | 12 | +4 | 21 | +7 | 30 | +9 |
4 | +2 | 13 | +5 | 22 | +7 | ||
5 | +3 | 14 | +5 | 23 | +7 | ≈ | ∞ |
Travel Pace | ||||
Pace | Minute | Hour | Day | Effect |
---|---|---|---|---|
Fast | 400 Feet | 4 Miles | 30 Miles | -5 passive wisdom |
Normal | 300 Feet | 3 Miles | 24 Miles | - | Slow | 200 Feet | 2 Miles | 18 Miles | Able to use stealth |
Standard Exchange Rates | |||||
Coin | CP | SP | EP | GP | PP |
---|---|---|---|---|---|
Copper (cp) | - | 1/10 | 1/50 | 1/100 | 1/1000 |
Silver (sp) | 10 | - | 1/5 | 1/10 | 1/100 |
Electrum (ep) | 50 | 5 | - | 1/2 | 1/20 |
Gold (gp) | 100 | 10 | 2 | - | 1/10 |
Platinum (pp) | 1,000 | 100 | 20 | 10 | - |
Armor Types | |||||
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Light Armor | |||||
Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb |
Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb |
Studded Leather | 45 gp | 12 + Dex modifier | - | - | 13 lb |
Medium Armor | |||||
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) | - | Disadvantage | 45 lb |
Breast Plate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb |
Half Plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb |
Heavy Armor | |||||
Ring Mail | 30 gp | 14 | - | Disadvantage | 40 lb |
Chain Mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb |
Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb |
Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb |
Shield | |||||
Shield | 10 gp | +2 | - | - | 6 lb |
Weapons | ||||
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Club | 1 sp | 1d4 bludgeoning | 2 lb | Light |
Dagger | 2 gp | 1d4 piercing | 1 lb | Finesse, light, thrown (range 20/60) |
Greatclub | 2 sp | 1d8 bludgeoning | 10 lb | Two-handed |
Handaxe | 5 gp | 1d6 slashing | 2 lb | Light, thrown (range 20/60) |
Javelin | 5 sp | 1d6 piercing | 2 lb | Thrown (range 30/120) |
Light Hammer | 2 gp | 1d4 bludgeoning | 2 lb | Light, thrown (range 20/60) |
Mace | 5 gp | 1d6 bludgeoning | 4 lb | - |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb | Versatile (1d8) |
Sickle | 1 gp | 1d4 slashing | 2 lb | Light |
Spear | 1 gp | 1d6 piercing | 3 lb | Thrown (range 20/60), versatile (1d8) |
Simple Ranged Weapons | ||||
Crossbow, light | 25 gp | 1d8 piercing | 5 lb | Ammunition (range 80/320), loading, two-handed |
Dart | 5 cp | 1d4 piercing | 1/4 lb | Finesse, thrown (range 20/60) |
Shortbow | 25 gp | 1d6 piercing | 2 lb | Ammunition (range 80/320), two-handed |
Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) |
Martial Melee Weapons | ||||
Battleaxe | 10 gp | 1d8 slashing | 4 lb | Versatile (1d10) |
Flail | 10 gp | 1d8 bludgeoning | 2 lb | - |
Glaive | 20 gp | 1d10 slashing | 6 lb | Heavy, reach, two-handed |
Greataxe | 30 gp | 1d12 slashing | 7 lb | Heavy, two-handed |
Greatsword | 50 gp | 2d6 slashing | 6 lb | Heavy, two-handed |
Halberd | 20 gp | 1d10 slashing | 6 lb | Heavy, reach, two-handed |
Lance | 10 gp | 1d12 piercing | 6 lb | Reach, req. 2 hands, disadvantage w/in 5' |
Longsword | 15 gp | 1d8 slashing | 3 lb | Versatile (1d10) |
Maul | 10 gp | 2d6 bludgeoning | 10 lb | Heavy, two-handed |
Morningstar | 15 gp | 1d8 piercing | 4 lb | - |
Pike | 5 gp | 1d10 piercing | 18 lb | Heavy, reach, two-handed |
Rapier | 25 gp | 1d8 piercing | 2 lb | Finesse |
Scimitar | 25 gp | 1d6 slashing | 3 lb | Finesse, light |
Shortsword | 10 gp | 1d6 piercing | 2 lb | Finesse, light |
Trident | 5 gp | 1d6 piercing | 4 lb | Thrown (range 20/60), versatile (1d8) |
War pick | 5 gp | 1d8 piercing | 2 lb | - |
Warhammer | 15 gp | 1d8 bludgeoning | 2 lb | Versatile (1d10) |
Whip | 2 gp | 1d4 slashing | 3 lb | Finesse, reach |
Martial Ranged Weapons | ||||
Blowgun | 10 gp | 1 piercing | 1 lb | Ammunition (range 25/100), loading |
Crossbow, hand | 75 gp | 1d6 piercing | 3 lb | Ammunition (range 30/120), light, loading |
Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb | Ammunition (range 100/400), heavy, loading, two-handed |
Longbow | 50 gp | 1d8 piercing | 2 lb | Ammunition (range 150/600), heavy, two-handed |
Net | 1 gp | - | 3 lb | Large or < creature hit is restrained until freed, thrown (range 5/15); only one attack regardless of the number of attacks you normally can make |
Heavy: Small creatures have disadvantage. | ||||
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. | ||||
Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. | ||||
Range: 2nd (long) range number has disadvantage. | ||||
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. | ||||
Versatile: can be used with 2 hands. | ||||
Finesse: use your choice of your Strength or Dexterity modifier for the attack and damage rolls |