From 020d0386b727acd6bb2bbb011543c409dea73028 Mon Sep 17 00:00:00 2001 From: Howard Abrams Date: Fri, 29 Jan 2021 23:29:57 -0800 Subject: [PATCH] Displayable tables of D&D 5th Edition A collection of information I could easily remember that could be displayed as part of a Dungeon Master Screen. --- dnd-5e/actions.org | 22 ++++ dnd-5e/armor.org | 24 ++++ dnd-5e/character-xp-advancement.org | 28 +++++ dnd-5e/chases.org | 73 ++++++++++++ dnd-5e/conditions.org | 175 ++++++++++++++++++++++++++++ dnd-5e/costs.org | 29 +++++ dnd-5e/exchange-rates.org | 17 +++ dnd-5e/exhaustion.org | 63 ++++++++++ dnd-5e/gear.org | 110 +++++++++++++++++ dnd-5e/magic-schools.org | 162 +++++++++++++++++++++++++ dnd-5e/scores-and-modifiers.org | 23 ++++ dnd-5e/skill-checks.org | 23 ++++ dnd-5e/weapons.org | 58 +++++++++ dnd-5e/weather-effects.org | 19 +++ 14 files changed, 826 insertions(+) create mode 100644 dnd-5e/actions.org create mode 100644 dnd-5e/armor.org create mode 100644 dnd-5e/character-xp-advancement.org create mode 100644 dnd-5e/chases.org create mode 100644 dnd-5e/conditions.org create mode 100644 dnd-5e/costs.org create mode 100644 dnd-5e/exchange-rates.org create mode 100644 dnd-5e/exhaustion.org create mode 100644 dnd-5e/gear.org create mode 100644 dnd-5e/magic-schools.org create mode 100644 dnd-5e/scores-and-modifiers.org create mode 100644 dnd-5e/skill-checks.org create mode 100644 dnd-5e/weapons.org create mode 100644 dnd-5e/weather-effects.org diff --git a/dnd-5e/actions.org b/dnd-5e/actions.org new file mode 100644 index 0000000..767be16 --- /dev/null +++ b/dnd-5e/actions.org @@ -0,0 +1,22 @@ +#+TITLE: Actions in Combat +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + + - Attack :: + - Bonus Attack uses prof for attack, but not extra damage + - Cast a Spell :: + - Dash :: Extra movement base on your speed + - Disengage :: You don't provoke opportunity attacks + - Dodge :: Works until start of your next turn: + - Attacks against you have disadvantage + - Dex Saving Throws have advantage + - Help :: PC gains advantage on skill check + - Hide :: Relative, since you hiding locations + - Ready :: Act as a Reaction + - Search :: + - Use an Object :: A lot of these are bonus Actions + +# Local Variables: +# eval: (narrow-to-region 121 633) +# End: diff --git a/dnd-5e/armor.org b/dnd-5e/armor.org new file mode 100644 index 0000000..a9dc788 --- /dev/null +++ b/dnd-5e/armor.org @@ -0,0 +1,24 @@ +#+TITLE: Armor +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + + | 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. | + | Breastplate | 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 | diff --git a/dnd-5e/character-xp-advancement.org b/dnd-5e/character-xp-advancement.org new file mode 100644 index 0000000..9253c3e --- /dev/null +++ b/dnd-5e/character-xp-advancement.org @@ -0,0 +1,28 @@ +#+TITLE: Character Advancement +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + + | Experience | | Prof. | + | Points | Level | Bonus | + |------------+-------+-------| + | 0 | 1 | +2 | + | 300 | 2 | +2 | + | 900 | 3 | +2 | + | 2,700 | 4 | +2 | + | 6,500 | 5 | +3 | + | 14,000 | 6 | +3 | + | 23,000 | 7 | +3 | + | 34,000 | 8 | +3 | + | 48,000 | 9 | +4 | + | 64,000 | 10 | +4 | + | 85,000 | 11 | +4 | + | 100,000 | 12 | +4 | + | 120,000 | 13 | +5 | + | 140,000 | 14 | +5 | + | 165,000 | 15 | +5 | + | 195,000 | 16 | +5 | + | 225,000 | 17 | +6 | + | 265,000 | 18 | +6 | + | 305,000 | 19 | +6 | + | 355,000 | 20 | +6 | diff --git a/dnd-5e/chases.org b/dnd-5e/chases.org new file mode 100644 index 0000000..13a6a11 --- /dev/null +++ b/dnd-5e/chases.org @@ -0,0 +1,73 @@ +#+TITLE: Chases +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + +Rules: + + - *Chase Initiative* + - Use *Dash action* a number of times equal to 3 + Constitution /modifier/. + - Each successive Dash: DC 10 Constitution save, or gain [[file:exhaustion.org][one level of exhaustion]]. + - *Roll d20* at end of turn. Less than 10? *Complication* + - Complication affects /next chase participant/ in the initiative order + - Participant who rolled die or the participant affected by the complication can spend inspiration to negate the complication + - Quarry makes a Dexterity (Stealth) check at the end of each round (after all participants have taken their turn) + - All pursuers make a Wisdom (Perception) check (can be passive). +***** Escape Factors +| Factor | Check Has ... | +|-------------------------------------------------------------+---------------| +| Quarry has many things to hide behind | Advantage | +| Quarry is in a very crowded or noisy area | Advantage | +| Quarry has few things to hide behind | Disadvantage | +| Quarry is in an uncrowded or quiet area | Disadvantage | +| The lead pursuer is a ranger or has proficiency in [[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Survival][Survival]] | Disadvantage | +***** Urban Chase Complications + + 1. A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics][Acrobatics]]) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of difficult terrain. + 2. A crowd blocks your way. Make a DC 10 Strength ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics][Athletics]]) or Dexterity ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics][Acrobatics]]) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of difficult terrain. + 3. A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone][prone]]. + 4. A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics][Acrobatics]]) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of difficult terrain. + 5. The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone][prone]]. + 6. You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics][Acrobatics]]) check to get through the pack unimpeded. On a failed check, you are bitten and take 1d4 piercing damage, and the dogs count as 5 feet of difficult terrain. + 7. You run into a brawl in progress. Make a DC 15 Strength ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics][Athletics]]), Dexterity ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics][Acrobatics]]), or Charisma ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Intimidation][Intimidation]]) check (your choice) to get past the brawlers unimpeded. On a failed check, you take 2d4 bludgeoning damage, and the brawlers count as 10 feet of difficult terrain. + 8. A beggar blocks your way. Make a DC 10 Strength ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics][Athletics]]), Dexterity ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics][Acrobatics]]), or Charisma ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Intimidation][Intimidation]]) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of difficult terrain. + 9. An overzealous [[https://www.dndbeyond.com/monsters/guard][guard]] (see the /Monster Manual/ for game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; 1d6 + 1 piercing damage on a hit). + 10. You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take 1d4 bludgeoning damage. +***** Wilderness Chase Complications + + 1. Your path takes you through a rough patch of brush. Make a DC 10 Strength ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics][Athletics]]) or Dexterity ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics][Acrobatics]]) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of difficult terrain. + 2. Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics][Acrobatics]]) check to navigate the area. On a failed check, the ground counts as 10 feet of difficult terrain. + 3. You run through a [[https://www.dndbeyond.com/monsters/swarm-of-insects][swarm of insects]] (see the /Monster Manual/ for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; 4d4 piercing damage on a hit). + 4. A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics][Athletics]]) or Dexterity ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Acrobatics][Acrobatics]]) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. + 5. Make a DC 10 Constitution saving throw. On a failed save, you are [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Blinded][blinded]] by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Blinded][blinded]] in this way, your speed is halved. + 6. A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 1d4 × 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone][prone]]. + 7. You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained][restrained]]. See [[https://www.dndbeyond.com/compendium/rules/phb/equipment#SpecialWeapons][chapter 5]] of the /Player's Handbook/ for rules on escaping a net. + 8. You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage. + 9. Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take 1d10 slashing damage. + 10. A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain. + +****** Sewer Chase Complication Table + 1. A roaring river of sewage blocks your path. Make a DC 15 Strength (Athletics) check. On a failed check, the sewage counts as 10 feet of difficult terrain. + 2. Disorienting echoes cause you to question your current path. Make a DC 10 Wisdom (Perception) check. On a failed chec, you move in a random direction determined by the DM. + 3. A pipe opens next to you releasing a spray of sewage. Make a DC 15 Dexterity saving throw. On a failed save, you are knocked prone by the sewage. + 4. You disturb a nest of rats. A *swarm of rats* chases after you. + 5. Ahead of you a mechanical iron portcullis begins to shut. Make a DC 15 Dexterity (Acrobatics) check or use 10 feet of movement to go around a different way. On a failed check, you take 1d4 bludgeoning damage and have to use 10 feet of movement to go around a different way. + 6. You must cross over the top of a pipe opening. Make a DC 10 Strength (Athletics) check to jump over. On a failed check, you fall 1d4 x 5 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone. + 7. You run through a cloud of noxious fumes. Make a DC 15 Constitution saving throw. On a failed save, you are poisoned until the end of your next turn. + 8. An *ochre jelly* falls from the ceiling and attacks you. + 9. You must cross a pool knee-deep sewage. Make a DC 10 Strength (Athletics) check. On a failed check, the sewage counts as 10 feet of difficult terrain. + 10. You run through a pocket of explosive gas. If you are carrying a lit torch, candle, lantern, or other fire-powered light source, open flame, or create fire by magic or mundane means this round, make a Dexterity saving throw. On a failed save, you take 2d6 fire damage. + +****** Treetop City Chase Complication Table + 1. You cross an unstable rope bridge. Make a DC 10 Dexterity (Acrobatics) check or fall prone on the bridge. + 2. You cross a crumbling bridge. Make a DC 10 Dexterity saving throw. On a failed save, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone. + 3. You run across a narrow bridge. Make a DC 15 Dexterity (Acrobatics) check. On a failed check, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone. + 4. The bridge before you is broken. Make a DC 15 Strength (Athletics) check to jump the distance. On a failed check, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone. + 5. You disturb a hive of hornets. A flying *swarm of insects* chases after you. + 6. You have reached the end of your path on this level and there is nowhere for you to go but up. Make a DC 15 Strength (Athletics) check to climb up to a new level. On a failed check, the effort to climb costs you 10 feet of movement. + 7. You accidentally knock over an irate *druid*. Make a DC 15 Charisma (Persuasion) check or she chases after you. + 8. A large puddle of tree sap is in your path. Make a DC 10 Dexterity (Acrobatics) check to avoid it. On a failed check, the sticky grounds costs you 5 feet of movement. + 9. A large gap between structures blocks your path. You can make a DC 15 Dexterity (Acrobatics) check to swing across the gap on a vine or use 10 feet of movement to walk around the gap. On a failed check, you fall 1d3 x 10 feet (taking the normal 1d6 bludgeoning damage per 10 feet) and land prone. + 10. An overgrowth of razorvine blocks your path. Make a DC 10 Strength (Athletics) check to jump over it. On a failed check, you take 1d10 slashing damage and lose 5 feet of movement. + +Need to read [[https://worldbuilderblog.me/tag/chase-scene/][Outrunning Hazards]]. diff --git a/dnd-5e/conditions.org b/dnd-5e/conditions.org new file mode 100644 index 0000000..1c2cb7b --- /dev/null +++ b/dnd-5e/conditions.org @@ -0,0 +1,175 @@ +#+TITLE: Conditions +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+DATE: 2020-12-14 December +#+TAGS: :rpg:5e:dm-screen: + + - [[#blinded][Blinded]] + - [[#charmed][Charmed]] + - [[#deafened][Deafened]] + - [[file:exhaustion.org][Exhaustion]] + - [[#frightened][Frightened]] + - [[#grappled][Grappled]] + - [[#incapacitated][Incapacitated]] + - [[#invisible][Invisible]] + - [[#paralyzed][Paralyzed]] + - [[#petrified][Petrified]] + - [[#poisoned][Poisoned]] + - [[#prone][Prone]] + - [[#restrained][Restrained]] + - [[#stunned][Stunned]] + - [[#unconscious][Unconscious]] + +Details at [[https://www.dndbeyond.com/sources/phb/appendix-a-conditions#AppendixAConditions][PHB, Appendix A]]. + +* Overview / Caveats + +Conditions alter a creature's capabilities in a variety of ways and can +arise as a result of a spell, a class feature, a monster's attack, or +other effect. Most conditions, such as blinded, are impairments, but a +few, such as invisible, can be advantageous. + +A condition lasts either until it is countered (the prone condition is +countered by standing up, for example) or for a duration specified by +the effect that imposed the condition. + +If multiple effects impose the same condition on a creature, each +instance of the condition has its own duration, but the condition's +effects don't get worse. A creature either has a condition or doesn't. + +The following definitions specify what happens to a creature while it is +subjected to a condition. + +* Blinded + :PROPERTIES: + :CUSTOM_ID: blinded + :END: + + - A blinded creature can't see and automatically fails any ability check that requires sight. + - Attack rolls against the creature have [[https://www.dandwiki.com/wiki/5e_SRD:Advantage][advantage]], and the creature's attack rolls have [[https://www.dandwiki.com/wiki/5e_SRD:Disadvantage][disadvantage]]. + +* Charmed + :PROPERTIES: + :CUSTOM_ID: charmed + :END: + +- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. +- The charmer has [[https://www.dandwiki.com/wiki/5e_SRD:Advantage][advantage]] on any ability check to interact socially with the creature. + +* Deafened + :PROPERTIES: + :CUSTOM_ID: deafened + :END: + +- A deafened creature can't hear and automatically fails any ability + check that requires hearing. + +* Frightened + :PROPERTIES: + :CUSTOM_ID: frightened + :END: + +- A frightened creature has [[https://www.dandwiki.com/wiki/5e_SRD:Disadvantage][disadvantage]] on ability checks and attack rolls while the source of its fear is within line of sight. +- The creature can't willingly move closer to the source of its fear. + +* Grappled + :PROPERTIES: + :CUSTOM_ID: grappled + :END: + +- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. +- The condition ends if the grappler is incapacitated (see the condition). +- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the [[https://www.dandwiki.com/wiki/5e_SRD:Thunderwave][/thunderwave/]] spell. + +* Incapacitated + :PROPERTIES: + :CUSTOM_ID: incapacitated + :END: + +- An incapacitated creature can't take actions or reactions. + +* Invisible + :PROPERTIES: + :CUSTOM_ID: invisible + :END: + +- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is [[https://www.dandwiki.com/wiki/5e_SRD:Heavily_Obscured][heavily obscured]]. The creature's location can be detected by any noise it makes or any tracks it leaves. +- Attack rolls against the creature have [[https://www.dandwiki.com/wiki/5e_SRD:Disadvantage][disadvantage]], and the creature's attack rolls have [[https://www.dandwiki.com/wiki/5e_SRD:Advantage][advantage]]. + +* Paralyzed + :PROPERTIES: + :CUSTOM_ID: paralyzed + :END: + +- A paralyzed creature is incapacitated (see the condition) and can't + move or speak. +- The creature automatically fails + [[https://www.dandwiki.com/wiki/5e_SRD:Strength][Strength]] and + [[https://www.dandwiki.com/wiki/5e_SRD:Dexterity][Dexterity]] saving + throws. +- Attack rolls against the creature have + [[https://www.dandwiki.com/wiki/5e_SRD:Advantage][advantage]]. +- Any attack that hits the creature is a + [[https://www.dandwiki.com/wiki/5e_SRD:Damage_Rolls#Critical_Hits][critical + hit]] if the attacker is within 5 feet of the creature. + +* Petrified + :PROPERTIES: + :CUSTOM_ID: petrified + :END: + +- A petrified creature is transformed, along with any nonmagical object it is wearing or 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. +- Attack rolls against the creature have [[https://www.dandwiki.com/wiki/5e_SRD:Advantage][advantage]]. +- The creature automatically fails [[https://www.dandwiki.com/wiki/5e_SRD:Strength][Strength]] and [[https://www.dandwiki.com/wiki/5e_SRD:Dexterity][Dexterity]] saving throws. +- The creature has resistance to all damage. +- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + +* Poisoned + :PROPERTIES: + :CUSTOM_ID: poisoned + :END: + +- A poisoned creature has [[https://www.dandwiki.com/wiki/5e_SRD:Disadvantage][disadvantage]] on attack rolls and ability checks. + +* Prone + :PROPERTIES: + :CUSTOM_ID: prone + :END: + +- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. +- The creature has [[https://www.dandwiki.com/wiki/5e_SRD:Disadvantage][disadvantage]] on attack rolls. +- An attack roll against the creature has [[https://www.dandwiki.com/wiki/5e_SRD:Advantage][advantage]] if the attacker is within 5 feet of the creature. Otherwise, the attack roll has [[https://www.dandwiki.com/wiki/5e_SRD:Disadvantage][disadvantage]]. + +* Restrained + :PROPERTIES: + :CUSTOM_ID: restrained + :END: + +- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. +- Attack rolls against the creature have [[https://www.dandwiki.com/wiki/5e_SRD:Advantage][advantage]], and the creature's attack rolls have [[https://www.dandwiki.com/wiki/5e_SRD:Disadvantage][disadvantage]]. +- The creature has [[https://www.dandwiki.com/wiki/5e_SRD:Disadvantage][disadvantage]] on [[https://www.dandwiki.com/wiki/5e_SRD:Dexterity][Dexterity]] saving throws. + +* Stunned + :PROPERTIES: + :CUSTOM_ID: stunned + :END: + +- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. +- The creature automatically fails [[https://www.dandwiki.com/wiki/5e_SRD:Strength][Strength]] and [[https://www.dandwiki.com/wiki/5e_SRD:Dexterity][Dexterity]] saving throws. +- Attack rolls against the creature have [[https://www.dandwiki.com/wiki/5e_SRD:Advantage][advantage]]. + +* Unconscious + :PROPERTIES: + :CUSTOM_ID: unconscious + :END: + +- An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings +- The creature drops whatever it's holding and falls prone. +- The creature automatically fails [[https://www.dandwiki.com/wiki/5e_SRD:Strength][Strength]] and [[https://www.dandwiki.com/wiki/5e_SRD:Dexterity][Dexterity]] saving throws. +- Attack rolls against the creature have [[https://www.dandwiki.com/wiki/5e_SRD:Advantage][advantage]]. +- Any attack that hits the creature is a [[https://www.dandwiki.com/wiki/5e_SRD:Damage_Rolls#Critical_Hits][critical hit]] if the attacker is within 5 feet of the creature. + +# Local Variables: +# eval: (narrow-to-region 142 707) +# End: diff --git a/dnd-5e/costs.org b/dnd-5e/costs.org new file mode 100644 index 0000000..5f9d7b1 --- /dev/null +++ b/dnd-5e/costs.org @@ -0,0 +1,29 @@ +#+TITLE: Costs of Stuff +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + + | *Ale* | | + | Gallon | 2 sp | + | Mug | 4 cp | + | Banquet (per person) | 10 gp | + | Bread, loaf | 2 cp | + | Cheese, hunk | 1 sp | + | *Inn stay (per day)* | | + | Squalid | 7 cp | + | Poor | 1 sp | + | Modest | 5 sp | + | Comfortable | 8 sp | + | Wealthy | 2 gp | + | Aristocratic | 4 gp | + | *Meals (per day)* | | + | Squalid | 3 cp | + | Poor | 6 cp | + | Modest | 3 sp | + | Comfortable | 5 sp | + | Wealthy | 8 sp | + | Aristocratic | 2 gp | + | Meat, chunk | 3 sp | + | Wine | | + | Common (pitcher) | 2 sp | + | Fine (bottle) | 10 gp | diff --git a/dnd-5e/exchange-rates.org b/dnd-5e/exchange-rates.org new file mode 100644 index 0000000..6bd38c8 --- /dev/null +++ b/dnd-5e/exchange-rates.org @@ -0,0 +1,17 @@ +#+TITLE: Exchange Rates +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + + | Coin | | cp | sp | ep | gp | pp | + |---------------+--------+-------+------+------+-------+---------| + | Copper (cp) | Nib | 1 | 1/10 | 1/50 | 1/100 | 1/1,000 | + | Silver (sp) | Shard | 10 | 1 | 1/5 | 1/10 | 1/100 | + | Electrum (ep) | Sambar | 50 | 5 | 1 | 1/2 | 1/20 | + | Gold (gp) | Dragon | 100 | 10 | 2 | 1 | 1/10 | + | Platinum (pp) | Sun | 1,000 | 100 | 20 | 10 | 1 | + + In [[https://forgottenrealms.fandom.com/wiki/Currency#Waterdeep][Waterdeep]], we had a couple other coins: + + - Square brass "taol" was worth 2 dragons, but had no value elsewhere. + - Palm-sized crescent-shaped platinum "harbor moon" was 50 dragons in the city, but 2 gold outside. diff --git a/dnd-5e/exhaustion.org b/dnd-5e/exhaustion.org new file mode 100644 index 0000000..fcdca63 --- /dev/null +++ b/dnd-5e/exhaustion.org @@ -0,0 +1,63 @@ +#+title: Exhaustion +#+author: Howard X. Abrams +#+email: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + +*Exhaustion* is a [[conditions.org][condition]] but with levels (that stack), see [[https://www.dndbeyond.com/sources/phb/appendix-a-conditions#Exhaustion][PHB pg. 291]], or [[https://thealpinedm.com/dnd-5e-exhaustion/][this summary]]: + + | 1 | [[https://www.dandwiki.com/wiki/5e_SRD:Disadvantage][Disadvantage]] on ability checks | + | 2 | Speed halved | + | 3 | [[https://www.dandwiki.com/wiki/5e_SRD:Disadvantage][Disadvantage]] on attack rolls and saving throws | + | 4 | [[https://www.dandwiki.com/wiki/5e_SRD:Hit_Points][Hit point]] maximum halved | + | 5 | Speed reduced to 0 | + | 6 | Death | + +* Overview + +Try to imagine -- if you will -- all the various things in real life that can leave you feeling exhausted. Given the current state of the world, and the COVID-19 outbreak, this shouldn't be too difficult. A lack of survival supplies, chronic high levels of stress, and not getting a good night's sleep are all perfect examples. + +Next, imagine the different equivalents of these exhausters within your Dungeons and Dragons realm. Get creative! You're the Dungeon Master (/aka basically god/) so this can really be anything you want it to be. + +* *Practical Examples of Acquiring Exhaustion*: + :PROPERTIES: + :CUSTOM_ID: practical-examples-of-acquiring-exhaustion + :END: + + - Not getting enough sleep + - Not getting enough food or water + - Any strenuous task done for a long duration without resting + - Traveling too long in the hot desert sun + - Stages of withdrawal from a potent narcotic + - A powerful artifact, but using it requires passing a save or gain a level of exhaustion + - Repeatedly using an unstable method of dimension-hopping + +My only piece of advice here is that: if the characters may be gaining exhaustion by attempting to push onwards, make this clear when they're debating the decision. + +Example: + +#+begin_quote + Let's say that the party has been traveling for an entire day, but the town + that they're headed towards is only about 4 more hours down the road. The + party may consider choosing to push onwards so they can safely rest at an inn + for the night. In this case, I'd clearly tell the players that they are free + to continue their journey, however they are going to face the risk of + exhaustion (which I would handle by making them do a CON save). +#+end_quote + +However if the exhaustion is gained from an unknown source -- such as if an enemy has a unique ability, or if there is a cursed item in their possession -- then fuck it. Don't tell them anything until it happens.  + +The Players Handbook /does/ mention that *environmental hazards* are one of the methods in which players can acquire levels of exhaustions. What qualifies as an ‘environmental hazard' is really up to you as a Dungeon Master, but just use your best judgement. In these types of situations I would also be sure that the players are aware that they are facing the possibility of being exhausted. For example, if the party is traveling through an icy tundra (and do not have temperature-appropriate gear) I would let them know that they will need some form or shelter or heat soon or possibly face exhaustion.  + +* *Removing Exhaustion* + :PROPERTIES: + :CUSTOM_ID: removing-exhaustion + :END: +As you can imagine, gaining levels of exhaustion will begin taking a toll quickly if not dealt with. Basically shit can get real, and fast.  So, how do players get rid of exhaustion?  + +Characters *remove a level of exhaustion* is *by finishing a long rest* (/if they have plenty of food and clean water available/) or /Greater Restoration/ spell. + +Notice that it only removes a single level of exhaustion! So if a character has multiple levels of exhaustion, it can take quite a while, in-game, to get back to normal. + +# Local Variables: +# eval: (narrow-to-region 123 872) +# End: diff --git a/dnd-5e/gear.org b/dnd-5e/gear.org new file mode 100644 index 0000000..36c359b --- /dev/null +++ b/dnd-5e/gear.org @@ -0,0 +1,110 @@ +#+TITLE: Adventuring Gear +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + + | Item | Cost | Weight | + |--------------------------------+--------+-------------| + | Abacus | 2 gp | 2 lb. | + | Acid (vial) | 25 gp | 1 lb. | + | Alchemist’s fire (flask) | 50 gp | 1 lb. | + | *Ammunition* | | | + | Arrows (20) | 1 gp | 1 lb. | + | Blowgun needles (50) | 1 gp | 1 lb. | + | Crossbow bolts (20) | 1 gp | 1½ lb. | + | Sling bullets (20) | 4 cp | 1½ lb. | + | Antitoxin (vial) | 50 gp | — | + | *Arcane focus* | | | + | Crystal | 10 gp | 1 lb. | + | Orb | 20 gp | 3 lb. | + | Rod | 10 gp | 2 lb. | + | Staff | 5 gp | 4 lb. | + | Wand | 10 gp | 1 lb. | + | Backpack | 2 gp | 5 lb. | + | Ball bearings (bag of 1,000) | 1 gp | 2 lb. | + | Barrel | 2 gp | 70 lb. | + | Basket | 4 sp | 2 lb. | + | Bedroll | 1 gp | 7 lb. | + | Bell | 1 gp | — | + | Blanket | 5 sp | 3 lb. | + | Block and tackle | 1 gp | 5 lb. | + | Book | 25 gp | 5 lb. | + | Bottle, glass | 2 gp | 2 lb. | + | Bucket | 5 cp | 2 lb. | + | Caltrops (bag of 20) | 1 gp | 2 lb. | + | Candle | 1 cp | — | + | Case, crossbow bolt | 1 gp | 1 lb. | + | Case, map or scroll | 1 gp | 1 lb. | + | Chain (10 feet) | 5 gp | 10 lb. | + | Chalk (1 piece) | 1 cp | — | + | Chest | 5 gp | 25 lb. | + | Climber’s kit | 25 gp | 12 lb. | + | Clothes, common | 5 sp | 3 lb. | + | Clothes, costume | 5 gp | 4 lb. | + | Clothes, fine | 15 gp | 6 lb. | + | Clothes, traveler’s | 2 gp | 4 lb. | + | Component pouch | 25 gp | 2 lb. | + | Crowbar | 2 gp | 5 lb. | + | *Druidic focus* | | | + | Sprig of mistletoe | 1 gp | — | + | Totem | 1 gp | — | + | Wooden staff | 5 gp | 4 lb. | + | Yew wand | 10 gp | 1 lb. | + | Fishing tackle | 1 gp | 4 lb. | + | Flask or tankard | 2 cp | 1 lb. | + | Grappling hook | 2 gp | 4 lb. | + | Hammer | 1 gp | 3 lb. | + | Hammer, sledge | 2 gp | 10 lb. | + | Healer’s kit | 5 gp | 3 lb. | + | *Holy Symbol* | | | + | Amulet | 5 gp | 1 lb. | + | Emblem | 5 gp | — | + | Reliquary | 5 gp | 2 lb. | + | Holy water (flask) | 25 gp | 1 lb. | + | Hourglass | 25 gp | 1 lb. | + | Hunting trap | 5 gp | 25 lb. | + | Ink (1 ounce bottle) | 10 gp | — | + | Ink pen | 2 cp | — | + | Jug or pitcher | 2 cp | 4 lb. | + | Ladder (10-foot) | 1 sp | 25 lb. | + | Lamp | 5 sp | 1 lb. | + | Lantern, bullseye | 10 gp | 2 lb. | + | Lantern, hooded | 5 gp | 2 lb. | + | Lock | 10 gp | 1 lb. | + | Magnifying glass | 100 gp | — | + | Manacles | 2 gp | 6 lb. | + | Mess kit | 2 sp | 1 lb. | + | Mirror, steel | 5 gp | 1/ 2 lb. | + | Oil (flask) | 1 sp | 1 lb. | + | Paper (one sheet) | 2 sp | — | + | Parchment (one sheet) | 1 sp | — | + | Perfume (vial) | 5 gp | — | + | Pick, miner’s | 2 gp | 10 lb. | + | Piton | 5 cp | 1/4 lb. | + | Poison, basic (vial) | 100 gp | — | + | Pole (10-foot) | 5 cp | 7 lb. | + | Pot, iron | 2 gp | 10 lb. | + | Potion of healing | 50 gp | 1/ 2 lb. | + | Pouch | 5 sp | 1 lb. | + | Quiver | 1 gp | 1 lb. | + | Ram, portable | 4 gp | 35 lb. | + | Rations (1 day) | 5 sp | 2 lb. | + | Robes | 1 gp | 4 lb. | + | Rope, hempen (50 feet) | 1 gp | 10 lb. | + | Rope, silk (50 feet) | 10 gp | 5 lb. | + | Sack | 1 cp | 1/ 2 lb. | + | Scale, merchant’s | 5 gp | 3 lb. | + | Sealing wax | 5 sp | — | + | Shovel | 2 gp | 5 lb. | + | Signal whistle | 5 cp | — | + | Signet ring | 5 gp | — | + | Soap | 2 cp | — | + | Spellbook | 50 gp | 3 lb. | + | Spikes, iron (10) | 1 gp | 5 lb. | + | Spyglass1, | 000 gp | 1 lb. | + | Tent, two-person | 2 gp | 20 lb. | + | Tinderbox | 5 sp | 1 lb. | + | Torch | 1 cp | 1 lb. | + | Vial | 1 gp | — | + | Waterskin | 2 sp | 5 lb.(full) | + | Whetstone | 1 cp | 1 lb. | diff --git a/dnd-5e/magic-schools.org b/dnd-5e/magic-schools.org new file mode 100644 index 0000000..f42041f --- /dev/null +++ b/dnd-5e/magic-schools.org @@ -0,0 +1,162 @@ +#+TITLE: Schools of Magic +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + + - [[#conjuration][Conjuration]] ... creating + - [[#necromancy][Necromancy]] ... + - [[#evocation][Evocation]] ... offensive + - [[#abjuration][Abjuration]] ... defensive + - [[#transmutation][Transmutation]] ... physically changing + - [[#divination][Divination]] ... revealing + - [[#enchantment][Enchantment]] ... mentally changing + - [[#illusion][Illusion]] ... affecting senses + +See [[https://www.dndbeyond.com/sources/phb/spellcasting#AttackRolls][PHB, pg 203]] or [[https://thealpinedm.com/dnd-5e-schools-of-magic/][this summary]]. + +* *School of Conjuration* : “Pulling a rabbit from a hat” + :PROPERTIES: + :CUSTOM_ID: conjuration + :END: + +The School of Conjuration deals with creating objects and creatures, or making them disappear.  + +Examples: + +#+begin_quote + *Low Level*: /Find Familiar, Poison Spray/ + + *Mid Level*: /Spirit Guardians, Conjure Elemental/ + + *High Level*: /Plane Shift, Wish/ +#+end_quote + +/DM Thoughts: You might think Banishment would be within the School of Conjuration, since it deals with making things disappear, but it's actually within the School of Abjuration./ + +* *School of Necromancy* : “Nice to you again...” + :PROPERTIES: + :CUSTOM_ID: necromancy + :END: + +In general, think of spells within the School of Necromancy as manipulating the ebb and flow of different creatures' “life energy”, or the balance of energy between life and death. This can come across in the form of helping resurrection, or draining necrotic damage.  + +Examples: + +#+begin_quote + *Low Level*: /Chill Touch, Inflict Wounds/ + + *Mid Level*: /Animate Dead, Blight/ + + *High Level*: /Resurrection, Finger of Death/ +#+end_quote + +/Unsolicited DM Thoughts: All forms of healing magic should be within the school of necromancy, and not scattered all about different schools of magic./ + +* *School of Evocation* : Offence +:PROPERTIES: +:CUSTOM_ID: evocation +:END: + +Casters within the school of evocation unleash a raw magical energy upon their enemies. Whether it be flames, ice, or pure arcane energy: evocation spellcasters are here to deal damage and chew gum... and they're all out of gum.  + +Examples: + +#+begin_quote + *Low Level*: /Burning Hands, Dancing Lights/ + + *Mid Level*: /Fireball, Freezing Sphere/ + + *High Level*: /Meteor Swarm, Prismatic Spray/ +#+end_quote + +/Unsolicited DM Thoughts: The spell sending is within the School of Evocation, though I think it is a better fit for the School of Divination./ + +* *School of Abjuration* : Defence +:PROPERTIES: +:CUSTOM_ID: abjuration +:END: + +Magical spells and effects within the school of abjuration are primarily designed for protection and shielding. Don't be fooled however, some Abjuration spells can pack quite a punch. + +Examples: + +#+begin_quote + *Low Level*: /Dispel Magic, Shield/ + + *Mid Level*: /Dispel Evil and Good, Greater Restoration/ + + *High Level*: /Invulnerability, Antimagic Field/ +#+end_quote + +* *School of Transmutation* : “Water to wine” +:PROPERTIES: +:CUSTOM_ID: transmutation +:END: + +Casters who study within the School of Transmutation are able to manipulate the physical properties of both items and people. This could be something simple -- such as turning copper into gold -- or could be an advanced spell that turns you into a newt (/it'll get better...)/ + +Examples: + +#+begin_quote + *Low Level*: /Shape Water, Feather Fall/ + + *Mid Level*: /Gaseous Form, Stone Shape/ + + *High Level*: /Polymorph, Etherealness/ +#+end_quote + +* *School of Divination* +:PROPERTIES: +:CUSTOM_ID: divination +:END: + +The magical School of Divination is centered around revealing and granting knowledge and information to the caster. Useful for reading ancient scripts, identifying magical items, and seeing invisible enemies.  + +Examples: + +#+begin_quote + *Low Level: */Identify, Find Traps/ + + *Mid Level: */Scrying, Locate Creature/ + + *High Level: */True Seeing, Foresight/ +#+end_quote + +* *School of Enchantment* : “You're getting sleepy...” +:PROPERTIES: +:CUSTOM_ID: enchantment +:END: + +Spells within the School of Enchantment are designed to manipulate the mental state of the target. This entire school is very similar to hypnotism, where the affected creature may act completely differently than how they normally behave. + +Examples: + +#+begin_quote + *Low Level*: /Hold Person, Sleep/ + + *Mid Level*: /Modify Memory, Mass Suggestion/ + + *High Level*: /Feeblemind, Power Word Kill/ +#+end_quote + +* *School of Illusion* +:PROPERTIES: +:CUSTOM_ID: illusion +:END: + +The School of Illusion is concerned with manipulating the various senses of people and creatures. This could be vision, hearing, or other various senses such as body temperature.  + +Example:  + +#+begin_quote + *Low Level*: /Disguise Self, Silent Image/ + + *Mid Level*: /Invisibility, Hallucinatory Terrain/ + + *High Level*: /Project Image, Weird/ +#+end_quote + + +# Local Variables: +# eval: (narrow-to-region 120 663) +# End: diff --git a/dnd-5e/scores-and-modifiers.org b/dnd-5e/scores-and-modifiers.org new file mode 100644 index 0000000..2311026 --- /dev/null +++ b/dnd-5e/scores-and-modifiers.org @@ -0,0 +1,23 @@ +#+TITLE: Ability Scores and Modifiers +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + + | Score | Modifer | + |-------+---------| + | 1 | −5 | + | 2–3 | −4 | + | 4–5 | −3 | + | 6–7 | −2 | + | 8–9 | −1 | + | 10–11 | +0 | + | 12–13 | +1 | + | 14–15 | +2 | + | 16–17 | +3 | + | 18–19 | +4 | + | 20–21 | +5 | + | 22–23 | +6 | + | 24–25 | +7 | + | 26–27 | +8 | + | 28–29 | +9 | + | 30 | +10 | diff --git a/dnd-5e/skill-checks.org b/dnd-5e/skill-checks.org new file mode 100644 index 0000000..b2dfe11 --- /dev/null +++ b/dnd-5e/skill-checks.org @@ -0,0 +1,23 @@ +#+TITLE: Skill Checks +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + + - [[elisp:(call-interactively 'rpgdm-skill-check-easy)][Easy DC]] + - [[elisp:(call-interactively 'rpgdm-skill-check-moderate)][Moderate DC]] + - [[elisp:(call-interactively 'rpgdm-skill-check-hard)][Hard DC]] + - [[elisp:(call-interactively 'rpgdm-skill-check-difficult)][Difficult DC]] + - [[elisp:(call-interactively 'rpgdm-skill-check-impossible)][Nearly Impossible DC]] + +| Strength | Dexterity | Intellect | Wisdom | Charisma | +|-----------+------------+-----------+----------+------------| +| Athletics | Acrobatics | Arcana | Animal | Deception | +| | Sleight of | History | Handle | Intimidate | +| | Hand | Invest- | Insight | Perform | +| | Stealth | igation | Medicine | Persuasion | +| | | Nature | Perceive | | +| | | Religion | Survival | | + +# Local Variables: +# eval: (narrow-to-region 116 494) +# End: diff --git a/dnd-5e/weapons.org b/dnd-5e/weapons.org new file mode 100644 index 0000000..2e7426b --- /dev/null +++ b/dnd-5e/weapons.org @@ -0,0 +1,58 @@ +#+TITLE: Weapons +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+FILETAGS: :rpg:5e:dm-screen: + + | 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, special | + | 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. | Special, thrown (range 5/15) | + + - *Heavy*. Small creatures have disadvantage on at-tack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + - *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*. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. + - *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 (see chapter 9). + - *Special*. A weapon with the special property has un-usual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). + - *Thrown*. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dag-ger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + - *Two-Handed.* This weapon requires two hands when you attack with it. + - *Versatile*. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. diff --git a/dnd-5e/weather-effects.org b/dnd-5e/weather-effects.org new file mode 100644 index 0000000..e39d6ed --- /dev/null +++ b/dnd-5e/weather-effects.org @@ -0,0 +1,19 @@ + - Cold :: The temperature ranges between 0 and 32 degrees. This functions as Extreme Cold from Chapter 5 of the Dungeon Master’s Guide, except the saving throw is made with advantage + + - Extreme Cold :: This functions as Extreme Cold from Chapter 5 of the Dungeon Master’s Guide + + - Hail :: Hailstones plummet from the sky, causing disadvantage on Wisdom (Perception) checks that rely on hearing. Creatures caught without shelter for ten minutes or more must succeed on a DC 10 Constitution saving throw or suffer 1d3 bludgeoning damage + + - Heavy Fog :: A blanket of heavy fog makes it impossible to see across the street. The entire area is heavily obscured, and creatures suffer from the blindness condition when attempting to see anything beyond five feet of them.Heavy Rain or Snow. As Heavy Precipitation from Chapter 5 of the Dungeon Master’s Guide. If it has been snowing for an hour or more, exterior locations in the city count as difficult terrain + + - Hot :: The temperature ranges between 85 and 100 degrees. Characters without shelter or water suffer effects as per Extreme Heat from Chapter 5 of the Dungeon Master’s Guide, except their saving throws are made with advantage + + - Ice :: As Slippery Ice from Chapter 5 of the Dungeon Master’s Guide + + - Light Fog :: A light fog lightly obscures the area, causing Wisdom (Perception) checks that rely on sight to be made with disadvantage + + - Lightning :: Extreme weather has generated perfect conditions for lightning strikes. For every ten minutes that a creature spends in the open, it has a cumulative 2% chance of being caught in a lightning strike. A creature struck by lightning must make a DC 12 Dexterity saving throw, suffering 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. Characters wearing metal armor or in high places such as roof or treetops suffer disadvantage on this saving throw.Light Rain or Snow. A steady light precipitation covers the area, providing disadvantage on Wisdom (Perception) checks that rely on sight. Light rain has a 50% chance per hour of extinguishing an open flame + + - Strong Wind :: As Strong Wind from Chapter 5 of the Dungeon Master’s Guide + + - Windy :: Howling winds gust through the streets, providing disadvantage on Wisdom (Perception) checks that rely on hearing. Open flames have a 50% chance of being extinguished for every 10 minutes they’re exposed to the wind, and fog effects are automatically dispersed.