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+ Ability Modifer. FIRST AID: DC 10 Wisdom (Medicine) check to BLINDED: Character automatically fails any 2014 Stan Shinn. Created as a free fan work. Visit
SPELLCASTING IN ARMOR: Requires use frst aid to stabilize without healers kit. ability requiring sight. Attack rolls against www.swshinn.com for this and other cool stuf. Last
profciency in that armor. Wearing armor without MEDICINE SKILL: A dying creature or player creature have advantage. Creature has updated 2014-11-19.
profciency prevents spellcasting. can be stabilized with a DC 10 medicine check. disadvantage attacking.
CONCENTRATION: Taking damage while [P76] CHARMED: Cant attack or target charmer.
casting a spell forces a CON saving throw of the STABILIZED: If stabilized, creature is Charmer has advantage on any social interaction
higher of DC 10 or half the damage received. unconscious but no longer makes death saving with target.
Failing the save interrupts the spell. Normal
5th Edition GM Reference Light EXHAUSTION COPYING SPELL SCROLLS: Copying a spell
scroll into a Wizard's spellbook will consume the
SOURCE BRIGHT LIGHT DIM LIGHT Exhaustion scroll (not in rules; clarifed by game designers).
CHARACTER STATS Lantern, bullseye 60 foot cone additional 60
ARMOR CLASS: If you arent wearing armor, Lantern, hooded 30 foot radius additional 30 LVL EFFECT TRAPS
Torch or Light spell 20' radius additional 20 1 Disadvantage on ability checks
AC =10 + DEX modifer. Otherwise, AC = numbers Determine the DCs to 1) notice (WIS), 2)
given for your armor and/or shield. Shield = +2 2 Speed halved search and fnd (INT) and 3) disable the trap
AC.
Vision Abilities
3 Disadvantage on attack rolls & STs (DEX). List any Saving Throws to defend against
ABILITY SCORES BONUS: (Ability -10)/2, BLINDSIGHT: Perceive surroundings without 4 HP max halved damage or entrapment. Successful saves often
round down). relying on sight. give half damage, failed saves full damage. When
5 Speed reduced to 0
PROFICIENCY SKILL BONUS: Characters DARKVISION: See in darkness as if the attempting to disarm a trap, a bungled check
need not be profcient in a skill to attempt tasks darkness were dim light, cannot see colors. 6 Death
often causes the trap to trigger.
(or make checks) associated with a skill. TRUESIGHT: See in normal and magical
Finishing a long rest reduces exhaustion by 1, DCs to Disarm Traps
Profciency allows a character to add a darkness, see invisible creatures and objects,
profciency bonus to a check relevant to that skill. automatically detect visual illusions and succeed assuming ingested food and drink.
DC ACTION
on saving throws against them, perceive original
DC 10 Keep triggered pit trap from opening
MONEY form of shapechanger or creature transformed TRAVEL TIMES
by magic, and see into the Ethereal Plane. DC 15 Keep scything blade trap from triggering
Party takes 10 hours to travel 24 miles a day DC 20 Prevent springing of poison needle trap
Standard Exchange Rates
(additional 8 hours for rest and 6 hours to
DCs make/break camp, prepare meals, forage, and
DC 25 Disarm an intricate trap
COIN CP SP EP GP PP DC 30 Disarm a magic trap
DC Shortcut: Is it easy, medium or hard? = hunt as time permits). Difcult terrain halves
Copper (cp) 1 1/10 1/50 1/100 1/1,000
10, 15 and 20. Add +5's up to 30 if need be. your speed. Example Traps
Silver (sp) 10 1 1/5 1/10 1/100
Travel Pace BRONZE BELL ALARM TRAP (DC 15 Wisdom
Electrum (ep) 50 5 1 1/2 1/20 DIFFICULTY DC
check to notice, DC 10 Intelligence check to search
Gold (gp) 100 10 2 1 1/10 Very Easy (DC 5) PACE HOUR DAY EFFECT and fnd, three successive DC 10 Dexterity checks to
Platinum (pp) 1,000 100 50 10 1 Easy (DC 10) Fast 4 miles 30 miles -5 passive WIS (perc.) disable) Disabling allows character to cut the
Medium (DC 15) Normal 3 miles 24 miles lines to the bronze bells. Jumping over trigger
SELLING LOOT: Equipment in good condition requires DC 15 DEX check to sneak as part of the
Hard (DC 20) Slow 2 miles 18 miles Able to use stealth
generally sells for half value. Monster weapons jump.
Very Hard (DC 25)
and armor is rarely in good enough condition to FALLING CEILING TRAP (DC 15 Intelligence
sell. Gems, jewelry and art, as well as trade
Nearly Impossible (DC 30) MAGIC ITEMS check to locate and a DC 15 DEX check to disable) A
goods, sell for full value. Magic items vary by creature that enters trapped area triggers it. Any
IDENTIFYING MAGIC ITEMS: Handling an
type; the more wondrous, the less readily a FALLING item will give you a sense that it is extraordinary.
in area when the trap is triggered must make a
buyer can be found. DC 11 DEX saving throw against falling debris
Take 1d6 bludgeoning damage per 10 feet Identify spell reveals its properties. With a short
and take 9 (1d10 + 4) bludgeoning damage on a
fallen, max 20d6. Land prone unless damage is rest with concentration and physical contact, at
failed save, half damage on a successful one.
LIGHT avoided. end of rest character learns its properties.
When the trap is triggered, it is destroyed and
POTIONS: A little taste will tell taster its
In dim light and other lightly obscured areas, area becomes difcult terrain due to rubble.
properties.
creatures have disadvantage on WIS (Perception) SUFFOCATING ATTUNING: Some magic items require user
checks that rely on sight. 2014 Stan Shinn. Created as a free fan work. Visit
Creature can hold breath equal to minutes = 1 to attune to them before properties can be used. www.swshinn.com for this and other cool stuf. Last
Situations + CON modifer (minimum 30 seconds). At start Requires an uninterrupted short rest with updated 2014-11-19.
of next turn after this time elapsed, drop to 0 HP concentration (subsequent to short rest to ID it),
LIGHTLY OBSCURED (dim light, moderate
and dying. in the form or prayers, weapon practice or
foliage): Disadvantage on Wis checks requiring
meditation. Item can be attuned to only one
sight.
character at a time, and you can attune to no
HEAVILY OBSCURED (dense foliage,
more than three diferent items.
darkness): Blinded.
Attunement ends after items has been 100+
feet away for 24+ hours, or when you die, or you
can voluntarily end attunement with an
additional short rest.