



-
Currency PHB 143
- 1 Silver (sp) = 10 Coppers (cp)
- 1 Electrum (ep) = 5 Silvers (sp)
- 1 Gold (gp) = 2 Electrums (ep)
- 1 Gold (gp) = 10 Silver (sp)
- 1 Gold (gp) = 100 Coppers (cp)
- 1 Platinum (pp) = 10 Golds (gp)
Exchange Rate
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Lifestyle PHB 157
- cost/dayLifestyle
- 0Wretched
- 1 spSqualid
- 2 spPoor
- 1 gpModest
- 2 gpComfortable
- 4 gpWealthy
- 10+ gpAristocratic
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Services PHB 159
- 3 cp/mileCoach between towns
- 1 cpCoach within city
- 2 gp/daySkilled Hireling
- 2 sp/dayUnskilled Hireling
- 2 cp/mileMessenger
- 1 cpRoad/Gate Toll
- 1 sp/mileShip's Passage
- 10-30 gp +comp1st level spell
- 30-50 gp +comp2nd level spell
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Common Expenses PHB 158
- LODGINGS
- 7 cp/daySqualid Inn
- 3 cp/daySqualid Meals
- 1 sp/dayPoor Inn
- 6 cp/dayPoor Meals
- 5 sp/dayModest Inn
- 3 sp/dayModest Meals
- 8 sp/dayComfortable Inn
- 5 sp/dayComfortable Meals
- 2 gp/dayWealthy Inn
- 8 sp/dayWealthy Meals
- 4 gp/dayAristocratic Inn
- 2 gp/dayAristocratic Meals
- BEVERAGES
- 2 spCommon Ale, Gallon
- 4 cpCommon Ale, Mug
- 2 spCommon Wine, Pitcher
- 10 gpFine Wine, Bottle
- FOOD ITEMS
- 2 cpBread, loaf
- 1 spCheese, hunk
- 3 spMeat, chunk
- 5 spRation, day
Consumables PHB 150
- 25 gp Acid (vial)
- 50 gp Alchemist's fire (flask)
- 50 gp Antitoxin (vial)
- 25 gp Holy water (flask)
- 100 gp Poison, basic (vial)
- 1 sp Oil (flask)
- ~50 gpPotion of Healing
- ~150 gp Greater Healing
- ~500 gp Superior Healing
- ~1500 gp Supreme Healing
- ~100 gpScroll, Cantrip
- ~250 gp Level 1-2
- ~1,000 gp Level 3-4
- ~5,000 gp Level 5-6
- ~15,000 gp Level 7-8
- ~25,000+ gp Level 9
- 25~50 gpCommon Consumable
- 50~250 gp Uncommon
- 250~2,500 gp Rare
- 2,500~25,000 gp Very Rare
- ~25,000+ gp Legendary
Martial Weapons (PHB p. 149)
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Battleaxe | 10 gp | 1d8 slash | 4 lb | versatile (1d10) |
| Flail | 10 gp | 1d8 bludg | 2 lb | - |
| Glaive | 20 gp | 1d10 slash | 6 lb | 2-handed, reach |
| Greataxe | 30 gp | 1d12 slash | 7 lb | 2-handed |
| Greatsword | 50 gp | 2d6 slash | 6 lb | 2-handed |
| Halberd | 20 gp | 1d10 slash | 6 lb | 2-handed, reach |
| Lance | 10 gp | 1d12 pierc | 6 lb | reach, special |
| Longsword | 15 sp | 1d8 slash | 3 lb | versatile (1d10) |
| Maul | 10 gp | 2d6 bludg | 10 lb | 2-handed |
| Morningstar | 15 gp | 1d8 pierc | 4 lb | - |
| Pike | 5 gp | 1d10 pierc | 18 lb | reach, 2-handed |
| Rapier | 25 gp | 1d8 pierc | 2 lb | finesse |
| Scimitar | 25 gp | 1d6 slash | 3 lb | finesse |
| Shortsword | 10 gp | 1d6 pierc | 2 lb | finesse |
| Trident | 5 gp | 1d6 pierc | 4 lb | versatile (1d8), thrown (20/60) |
| War Pick | 5 gp | 1d8 pierc | 2 lb | - |
| Warhammer | 15 gp | 1d8 bludg | 2 lb | versatile (1d10) |
| Whip | 2 gp | 1d4 slash | 3 lb | finesse, reach |
| Blowgun | 10 gp | 1 pierc | 1 lb | ammunition, (25/100) |
| Crossbow, Hand | 75 gp | 1d6 pierc | 3 lb | ammunition, (30/120), 2-handed |
| Crossbow, Heavy | 50 gp | 1d10 pierc | 18 lb | ammunition, (100/400), 2-handed |
| Longbow | 50 gp | 1d8 pierc | 2 lb | ammunition, (150/600), 2-handed |
Ammunition | ||||
| Arrows (20) | 1 gp | 1 lb. | ||
| Blowgun Needle (50) | 1 gp | 1 lb. | ||
| Crossbow Bolts (20) | 1 gp | 1 1/2 lb. | ||
| Sling Bullets (20) | 4 cp | 1 1/2 lb. | ||



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Equipment (PHB 150)
- Abacus2 gp
- Backpack 2 gp
- Ball bearings (bag of 1,000) 1 gp
- Barrel 2 gp
- Basket 4 sp
- Bedroll 1 gp
- Bell 1 gp
- Blanket 5 sp
- Bottle, glass 2 gp
- Candle 1 cp
- Chain (10 feet) 5 gp
- Chest 5 gp
- Clothes, common 5 sp
- Clothes, fine 15 gp
- Clothes, traveler's 2 gp
- Component pouch 25 gp
- Crowbar 2 gp 5 lb.
- Flask or tankard 2 cp
- Grappling hook 2 gp
- Hammer 1 gp
- Hammer, sledge 2 gp
- Healer's kit 5 gp
- Hunting trap 5 gp
- Ink (1 ounce bottle) 10 gp
- Ink pen 2 cp
- Ladder (10-foot) 1 sp
- Lantern, hooded 5 gp
- Magnifying glass 100 gp
- Mirror, steel 5 gp
- Paper (one sheet) 2 sp
- Parchment (one sheet) 1 sp
- Pick, miner's 2 gp
- Pole (10-foot) 5 cp
- Pouch 5 sp
- Quiver 1 gp
- Robes 1 gp
- Rope, hempen (50 feet) 1 gp
- Rope, silk (50 feet) 10 gp
- Sack 1 cp
- Shovel 2 gp
- Signal whistle 5 cp
- Soap 2 cp
- Tinderbox 5 sp
- Torch 1 cp
- Vial 1 gp
- Waterskin 2 sp
- Whetstone 1 cp
Magic items (XGtE p.135 )
| MAGIC ITEMS AWARDED BY TIER | ||
|---|---|---|
| Character Level | Minor Items | Major Items |
| 1—4 | 9 | 2 |
| 5—10 | 28 | 6 |
| 1l—16 | 24 | 6 |
| 17—20 | l9 | 6 |
| MAGIC ITEMS AWARDED BY RARITY | |||||
|---|---|---|---|---|---|
| --Minor Magic Items-- Table A to E DMG p.143 | |||||
| Level | Com | Unc | Rare | VR | Leg |
| 1-4 | 6 | 2 | l | 0 | 0 |
| 5-10 | 10 | 12 | 5 | 1 | 0 |
| 11-16 | 3 | 6 | 9 | 5 | 1 |
| 17+ | 0 | 0 | 4 | 9 | 3 | --Major Magic Items-- Table F to I DMG p.146 |
| Level | Unc | Rare | VR | Leg | |
| 1-4 | 2 | 0 | 0 | 0 | |
| 5-10 | 5 | 1 | 0 | 0 | |
| 11-16 | 1 | 2 | 2 | l | |
| 17+ | 0 | l | 2 | 3 | |
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Magic Items (DMG 144)
- 50—100 gpCommon
- 100—500 gpUncommon
- 500—5,000 gpRare
- 5,000—50,000 gpVery Rare
- 50,000+ gpLegendary
Minor Magic Items will be on the low end.
Major Magic Items will be closer to the high end.
Consumables will be about 1/2 the cost.
Simple Weapons (PHB p. 149)
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Club | 1 sp | 1d4 bludg | 2 lb | - |
| Dagger | 2 gp | 1d4 pierc | 1 lb | finesse, thrown (20/60) |
| Greatclub | 2 sp | 1d8 bludg | 10 lb | two-handed |
| Handaxe | 5 gp | 1d6 slash | 2 lb | thrown (20/60) |
| Javelin | 5 sp | 1d6 pierc | 2 lb | thrown (30/120) |
| Light Hammer | 2 gp | 1d4 bludg | 2 lb | thrown (20/60) |
| Mace | 5 gp | 1d6 bludg | 4 lb | - |
| Quarterstaff | 2 sp | 1d6 bludg | 4 lb | versatile (1d8) |
| Sickle | 1 gp | 1d4 slash | 2 lb | - |
| Spear | 1 gp | 1d6 pierc | 3 lb | versatile (1d8), thrown (20/60) |
| Simple Ranged | ||||
| Crossbow, Light |
25 gp | 1d6 pierc | 5 lb | ammunition, (80/320), 2-handed |
| Dart | 5 cp | 1d3 pierc | 1/4 lb | finesse, thrown (20/60) |
| Shortbow | 25 gp | 1d6 pierc | 2 lb | ammunition, (80/320), 2-handed |
| Sling | 1 gp | 1d4 bludg | 3 lb | ammunition, (80/320) |
Armor (PHB p. 145)
| Armor | Cost | AC | Weight |
|---|---|---|---|
| Light Armor | |||
| Padded* | 5 gp | 11 + Dex mod | 8 lb. |
| Leather | 10 gp | 11 + Dex mod | 10 lb. |
| Studded leather | 45 gp | 12 + Dex mod | 13 lb. |
| Medium Armor | |||
| Hide | 10 gp | 12 + Dex mod (Max 2) | 12 lb. |
| Chain shirt | 50 gp | 13 + Dex mod (Max 2) | 20 lb. |
| Scale mail* | 50 gp | 14 + Dex mod (Max 2) | 45 lb. |
| Breastplate | 400 gp | 14 + Dex mod (Max 2) | 20 lb. |
| Half plate* | 750 gp | 15 + Dex mod (Max 2) | 40 lb. |
| Heavy Armor | |||
| Ring mail* | 30 gp | 14 | 40 lb. |
| Chain mail* | 75 gp | 16 | 55 lb. |
| Splint* | 200 gp | 17 | 60 lb. |
| Plate* | 1,500 gp | 18 | 65 lb. |
| Shield | |||
| Shield | 10 gp | +2 | 6 lb. | * Disadvantage on Dexterity (Stealth) checks |



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Hit Dice (PHB 45)
- d12Barbarian
- d8Bard
- d8Cleric
- d8Druid
- d10Fighter
- d8Monk
- d10Paladin
- d10Ranger
- d8Rogue
- d6Sorcerer
- d8Warlock
- d6Wizard
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Exhaustion (PHB 291)
EffectsExhaustion
Level- Disadvantage on Ability Checks1
- Speed Halved2
- Disadvantage on Attacks and Saves3
- Hit point maximum halved4
- Speed reduced to 05
- Death6
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Skill Difficulty DMG 238
- DifficultyDC
- Very Easy5
- Easy10
- Moderate15
- Hard20
- Very Hard25
- Nearly Impossible30
Armor PHB 146
| Armor | Don | Doff | Armor | Don | Doff |
|---|---|---|---|---|---|
| Light | 1 minute | 1 minute | Medium | 5 minutes | 1 minute |
| Heavy | 10 minutes | 5 minutes | Shield | 1 Action | 1 Action |
Cover (PHB 196)
| Cover | Bonus to AC and Dex Saves |
|---|---|
| No Cover | 0 |
| 1/2 Cover | +2 |
| 3/4 Cover | +5 |
| Full | can't be targeted directly by an attack or a spell |
Perception Ranges
| Weather | Visibility |
|---|---|
| Clear Day | 2 Miles |
| Rain | 1 Mile |
| Fog | 30-300 feet |
| From a Height | x20 |
| Terrain | |
| Arctic, desert, farmland, or grassland | 6d6 x 10 feet |
| Forest, swamp, or woodland | 2d8 x 10 feet |
| Hills or wastelands | 2d10 x 10 feet |
| Jungle | 2d6 x 10 feet |
| Mountains | 4d10 x 10 feet |
| Noise Level | Audibility |
| Quiet | 2d6x5 ft |
| Normal | 2d6x10 ft |
| Loud | 2d6x50 ft |
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Tracking DMG 244
- DCGround Surface
- 10Soft
- 15Dirt or Grass
- 20Bare Stone
- +5Each Day Later
- -5Left a Trail (such as blood)
Generating Encounters
Group's Average Level
Easy < or = CR
Medium = CR or CR +1
Hard = CR +1 or +2
Deadly = CR +3 or more
Mounts PHB 157
| Item | Cost | Speed | Carrying Capacity |
|---|---|---|---|
| Camel | 50gp | 50ft. | 480 lb |
| Donkey or Mule | 8gp | 40ft. | 420 lb |
| Elephant | 200gp | 40ft. | 1320 lb |
| Horse, draft | 50gp | 40ft. | 540 lb |
| Horse, riding | 75gp | 60ft. | 480 lb |
| Mastiff | 25gp | 40ft. | 195 lb |
| Pony | 30gp | 40ft. | 225 lb |
| Warhorse | 400gp | 60ft. | 540 lb |
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Objects DMG 246
Object AC Size Weak HP Strong HP Cloth, Paper, Rope 11 Tiny 1d4 2d4 Crystal, Glass, Ice 13 Small 1d6 3d6 Wood, Bone 15 Medium 1d8 4d8 Stone 17 Large 1d10 5d10 Iron, Steel 19
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Travel Pace PHB 182
- Normal SpeedLocation
- 300 ft. per min.Dungeon
- 300 ft. per min.In Town / on roads
- 3 mph, 24 mi per dayFlatlands *Traveling at 2/3rd speed allows stealth and active perception rolls.
*Increasing speed by 1/3rd grants a -5 to passive perception.
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Damage Severity DMG 249
Char Lvl Setback Danger Deadly 1-4 1d10 2d10 4d10 5-10 2d10 4d10 10d10 11-16 4d10 10d10 18d10 17-20 10d10 18d10 24d10




Conditions
| Condition | Effects | Condition | Effects |
|---|---|---|---|
| Blinded | * A blinded creature can’t see and automatically fails any ability check that requires sight. * Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. |
Paralyzed | * A paralyzed creature is incapacitated (see the condition) and can’t move or speak. * The creature automatically fails Strength and Dexterity Saving Throws. * Attack rolls against the creature have advantage. * Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. |
| Charmed | * A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical Effects. * The charmer has advantage on any ability check to interact socially with the creature. |
Petrified | * 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 advantage. * The creature automatically fails Strength and 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. |
| Deafened | * A deafened creature can’t hear and automatically fails any ability check that requires hearing. | Poisoned | A poisoned creature has disadvantage on Attack rolls and Ability Checks. |
| Frightened | * A frightened creature has 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. |
Prone | * A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. * The creature has disadvantage on Attack rolls. * An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage. |
| Grappled | * 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 Thunderwave spell. |
Restrained | * A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. * Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. * The creature has disadvantage on Dexterity Saving Throws. |
| Incapacitated | * An incapacitated creature can’t take Actions or reactions. | Stunned | * A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
* The creature automatically fails Strength and Dexterity Saving Throws. * Attack rolls against the creature have advantage. |
| Invisible | * An invisible creature is impossible to see without the aid of magic or a Special sense. For the purpose of Hiding, the creature is 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 disadvantage, and the creature’s Attack rolls have advantage. |
Unconscious | * 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 Strength and Dexterity Saving Throws. *Attack rolls against the creature have advantage. Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. |
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