Light Armor Padded 5gp 11+Dex Mod - Dis 5lb Leather 10gp 11+Dex Mod - - 8lb Dragon Leather 500gp 12+Dex Mod - - 15lb Mithral Shirt 5,000gp 13+Dex Mod - - 10lb Medium Armor Hide 10gp 12+Dex Mod (Max 2) - - 10lb Studded Leather 25gp 13+Dex Mod (Max 2) - - 13lb Scale 50gp 14+Dex Mod (Max 2) - Dis 45lb Studded Dragon Leather 500go 14+Dex Mod (Max 2) - - 20lb Dragon Scale 500gp 15+Dex Mod (Max 2) - Dis 50lb Mithral Scale 5,000gp 15+Dex Mod (Max 2) - - 25lb Heavy Armor Ring 30gp 14 -5ft Dis 22lb Chain 75gp 16 -5ft Dis 55lb Splint 500gp 17 -5ft Dis 50lb Banded 750gp 17 - Dis 55lb Plate 5,000gp 18 -5ft Dis 65lb Mithral Plate 6,000gp 18 - Dis 40lb Shield Buckler 5gp +1 - - 4lb Shield 10gp +2 - - 8lb WEAPONS Name Price Dmg Wt Properties Simple Melee Weapons Club 1sp 1d4 B 3lb. Light Dagger 2gp 1d4 P 1lb. Finesse, light, thrown (range 20/60) Great club 2sp 1d8 B 10lb. Two- handed Hand axe 5gp 1d6 S 3lb. Light, thrown (range 20/60) Light hammer 2gp 1d4 B 3lb. Light, thrown (range 20/60) Mace 5gp 1d6 B 4lb. Quarterstaff 2sp 1d6 B 4lb. Versatile (1d8) Sickle 1gp 1d4 S 2lb. Light Spear 1gp 1d6 P 4lb. Thrown (range 20/60), Versatile (1d8) Unarmed strike 1 B Simple Ranged Weapons Crossbow, light 25gp 1d8 P 6lb. Ammunition (range 80/320), loading, 2- handed Dart 5cpeach 1d4 P 1lb. Finesse, thrown (range 30/120) Javelin 5sp 1d6 P 4lb. Thrown (range 30/120) Short bow 25gp 1d6 P 2lb. Ammunition (range 80/320), 2- handed Sling 1sp 1d4 B 1/2lb. Ammunition (range 30/120) Martial Melee Weapons Battle axe 10gp 1d8 S 5lb. Versatile (1d10) Flail 10gp 1d8 B 6lb. Glaive 10gp 1d10 S 9lb. Heavy, reach, 2- handed Great axe 30gp 1d12 S 10lb. Heavy, 2- handed Great sword 50gp 2d6 S 7lb. Heavy, 2- handed Halberd 10gp 1d10 P 6lb. Heavy, reach, 2- handed Lance 10gp 1d12 P 8lb. Mounted, reach Long sword 15gp 1d8 S 4lb. Versatile (1d10 slashing) Maul 10gp 2d6 B 10lb. Heavy, 2- handed Morningstar 15gp 1d8 P 5lb. Pike 5gp 1d10 P 5lb. Reach, 2- handed Rapier 25gp 1d8 P 2lb. Finesse Scimitar 25gp 1d6 S 3lb. Finesse, light Short sword 10gp 1d6 P 2lb. Finesse, light Trident 5gp 1d6 P 5lb. Thrown (range 20/60), versatile (1d8 piercing) War pick 5gp 1d8 P 4lb. War hammer 15gp 1d8 B 4lb. Versatile (1d10 bludgeoning) Whip 2gp 1d4 S 3lb. Reach, special Martial Ranged Weapons Blowgun 10gp 1 P 2lb. Ammunition (range 25/100), loading, special Bolas 2gp 1 B 1lb. Special, thrown (range 30/90) Crossbow,hand 75gp 1d6 P 3lb. Ammunition (range 30/120), light, loading Crossbow,heavy 50gp 1d10 P 19lb. Ammunition (range 100/400), heavy, loading, 2- handed Longbow 50gp 1d8 P 2lb. Ammunition (range 150/600), heavy, 2- handed Net 1gp None 3lb. Special, thrown (range 20/60) GEAR Item Price Wt Abacus 2gp 2lb. Acid (vial) 25gp 1lb. Adventurers kit 9gp 39lb. Alchemists fre (fask) 50gp 1lb. Ammunition Arrows (20) 1gp 3lb. Bolts (20) 1gp 3lb. Bullets (20) 4cp 2lb. Needles (50) 1gp 1lb. Antitoxin (vial) 50gp Artisans tools* 5gp 5lb. Backpack 2gp 2lb. Ball bearings (100) 1gp 1lb. Bedroll 1gp 5lb. Bell 1gp Blanket 5sp 3lb. Block and tackle 1gp 5lb. Bucket 5cp 2lb. Caltrops 1gp 2lb. Candle 1cp 1/10lb. Case (for map or scroll) 1gp 1lb. Chain (10 feet) 5gp 5lb. Chalk (1 piece) 1cp Climbers kit* 25gp 5lb. Clothes, common 5sp 3lb. Clothes, costume 5gp 4lb. Clothes, fne 15gp 6lb. Clothes, travelers 2gp 4lb. Component pouch 25gp 2lb. Crowbar 2sp 5lb. Disguise kit* 25gp 8lb. Fishing tackle 1gp 4lb. Flask 2cp Gaming set 1gp 1/2lb Grappling hook 2gp 4lb. Hammer 2sp 2lb. Hammer, sledge 5sp 10lb. Healers kit* 5gp 1lb. Holy symbol 5gp Holy water (fask) 25gp 1lb. Horse 75gp Hourglass 5gp 1lb. Hunting trap 5gp 15lb. Ink (1 ounce bottle) 10gp Ink pen 2cp Jug 2cp 9lb. Ladder (10- foot) 1sp 20lb. Lantern 5sp 1lb. Lantern, bullseye 10gp 3lb. Lantern, hooded 5gp 2lb. Lock 10gp 1lb. Magnifying glass 100gp Manacles 2gp 2lb. Mess kit 1sp 1lb. Mirror, steel 5gp 1/2lb. Musical instrument* 5gp 3lb. Navigators tools* 25gp. 2lb. Oil (1 pint fask) 1sp 1lb. Orb 10gp 2lb. Paper (one sheet) 2sp Parchment (one sheet) 1sp Pick, miners 5sp 10lb. Piton 5cp 1/2lb. Poison, basic (vial) 100gp Poisoners kit* 50gp 2lb. Pole (10- foot) 5cp 8lb. Pot, iron 1sp 10lb. Potion of healing 50gp 1lb. Pouch 1gp 1lb. Ram, portable 1gp 20lb. Rations (1 day) 1sp 1lb. Robes 1gp 4lb. Rod 10gp 2lb. Rope, hempen (50 feet) 1gp 10lb. Rope, silk (50 feet) 10gp 5lb. Sack 1cp 1/2lb. Scale, merchants 5gp 3lb. Sealing wax 5sp 1lb. Shovel 5sp 8lb. Signal whistle 5cp Signet ring 5gp Soap 2cp 1lb. Spellbook 75gp 3lb. Spike, iron (10) 2cp 5lb. Spyglass 1,000gp 1lb. Staff 10gp 4lb. Tent 2gp 20lb. Thievestools* 25gp 1lb. Tinderbox 5sp 1lb. Tome 25gp 5lb. Torch 1cp 1lb. Vial 1gp Wand 10gp 1/2lb. Waterskin 2sp 4lb. (full) Whetstone 1cp 1lb. EXPENSES PER MONTH Wretched(-), Squalid(3gp), Poor(5gp), Modest(25gp), Comfortable(50gp), Wealthy(100gp), Arist.(250gp) 5 10 15 STANDARD LANGUAGES Language Speakers Script Common Humans Common Dwarvish Dwarves Dwarvish Elvish Elves Elvish Giant Ogres, Giants Dwarvish Gnomish Gnomes Dwarvish Goblin Goblinoids Dwarvish Gnoll Gnolls Common Halfing Halfings Common Orc Orcs Dwarvish EXOTIC LANGUAGES Language Speakers Script Abyssal Demons Infernal Celestial Celestials Celestial Draconic Dragons Draconic Deep Speech Mind fayers, beholders Infernal Infernal Devils Infernal Primordial Elementals Dwarvish Sylvan Fey creatures Elvish Undercommon Underdark traders Elvish ABILITIES & ACTIONS Strength Athletics Dexterity Acrobatics Sleight of Hand Stealth Constitution Improvised Task Intelligence Arcana History Nature Religion Search Wisdom Animal Handling Insight Medicine Perception Survival Charisma Deception Intimidation Performance Persuasion Blinded A blinded creature automatically fails any ability check that involves sight. Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage. Charmed A charmed creature cannot 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. Deafened A deafened creature automatically fails any ability check that involves hearing. Frightened A frightened creature has disadvan- tage on ability checks and attack rolls while the source of its fear is within line of sight. The creature cannot willingly move to a position where it would end a turn closer to the source of its fear than where it started. Incorporeal An incorporeal creature has resistance against nonmagical damage, and the creatures targets have resistance against its nonmagical damage. The creature can move through an object or another creature, but cant stop there. CONDITIONS Intoxicated An intoxicated creature has disadvan- tage on attack rolls and ability checks. To cast a spell, the creature must frst succeed on a DC 10 Constitution check. Otherwise, the spellcasting ac- tion is wasted, but the spell is not. Invisible An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hid- ing, the creature is heavily obscured. The creatures location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creatures attack rolls have advantage. Paralyzed A paralyzed creature cannot move, speak, or take any action that is not purely mental. It drops whatever its holding and falls prone. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Prone A prone creatures only movement option is to crawl, unless it stands up. The creature has disadvantage on attack rolls. An attack roll against the creature has disadvantage, unless the attacker is within 5 feet of the creature. Restrained A restrained creatures speed becomes 0, and it cannot beneft from bonuses to its speed. Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. Stunned A stunned creature cannot move or take actions. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Unconscious An unconscious creature drops whatever its holding and falls prone. The creature cannot move, take ac- tions, or perceive its surroundings. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. DOOR/WALL HP Door Wall p/in Adaman. 120 60 Glass 5 5 Iron 60 30 Stone 60 30 Wood 10 10 * Wall HP is per inch of thickness. ADVANCEMENT XP LVL Prof. 0 1 +1 250 2 +1 950 3 +2 2,250 4 +2 4,750 5 +2 9500 6 +2 16,000 7 +3 25,000 8 +3 38,000 9 +3 56,000 10 +3 77,000 11 +4 96,000 12 +4 120,000 13 +4 150,000 14 +4 190,000 15 +5 230,000 16 +5 280,000 17 +5 330,000 18 +5 390,000 19 +6 460,000 20 +6 1 2 3 2/- -/- -/- 3/2 -/- -/- 4/3 2/- -/- 4/3 3/- -/- 4/4 3/2 2/- 4/4 3/2 3/- 4/4 3/3 3/- 4/4 3/3 3/- 4/4 3/3 3/2 4/4 3/3 3/2 4/4 3/3 3/3 4/4 3/3 3/3 4/4 3/3 3/3 4/4 3/3 3/3 4/4 3/3 3/3 4/4 3/3 3/3 4/4 3/3 3/3 4/4 3/3 3/3 4/4 3/3 3/3 4/4 3/3 3/3 MAGIC - 9lvl/5lvl 4 5 6 -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- 1/- -/- -/- 2/- -/- -/- 3/- 1/- -/- 3/- 2/- -/- 3/- 2/- 1/- 3/- 2/- 1/- 3/1 2/- 1/- 3/1 2/- 1/- 3/2 2/- 1/- 3/2 2/- 1/- 3/3 2/1 1/- 3/3 2/1 1/- 3/3 2/2 1/- 3/3 2/2 1/- 7 8 9 -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- -/- 1/- -/- -/- 1/- -/- -/- 1/- 1/- -/- 1/- 1/- -/- 1/- 1/- 1/- 1/- 1/- 1/- 1/- 1/- 1/- 1/- 1/- 1/- ENCOUNTER BUILDING Easy Average Tough 10 20 40 20 40 70 40 60 120 80 130 250 150 250 500 200 300 600 250 350 700 350 550 1,050 400 700 1,300 600 900 1,700 900 1,300 2,600 1,400 2,100 4,100 1,700 2,600 5,100 2,000 3,000 5,500 2,500 5,500 7,000 3,500 6,000 10,500 4,000 7,000 12,000 4,500 7,500 14,000 5,000 7,500 15,000 6,000 9,000 17,500 DC Trivial 5 Easy 10 Standard Moderate 15 Standard Hard 20 Standard Very Hard 25 Formidable 30 Nearly Impossible 35 5 10 15 Bar. (Rage) CC, 2/+2 CC, 2/+2 P, 3/+2 A, 3/+2 XC, 3/+2 P, 4/+2 C, 4/+2 C, 4/+2 A, 4/+3 P, 4/+3 C, 4/+3 C, 5/+3 A, 5/+3 P, 5/+3 C, 5/+3 A, 5/+4 C, 6/+4 A, 6/+4 C, 6/+4 C, Unl/+4 Brd (Sp.K) CC, - C, 2 PC, 3 A, 3 C, 4 P, 4 C, 5 X, 5 -, 6 A, 6 C, 7 P, 7 -, 8 A, 8 P, 9 C, 9 -, 10 P, 10 A, 11 C, 11 Clr (Chan) CP, - -, 1 P, 1 A, 1 P, 1 -, 2 P, 2 AC, 2 P, 2 C, 2 P(Light), 2 A, 2 -, 2 C, 2 P(Light), 2 A, 2 -, 2 -, 3 A, 3 PC, 3 Drd CC PC P(Land) A P(Land) P P(Land)C C P(Land) P - A - C - A - C A C Ftr CC C P A X A P A C P X A C A P A C A P X Mge C P - A - P - A - A - P - A - P - C A P Mnk (Ki) CCC, 2/d6 CC, 2/d6 PC, 3/d6 A, 3/d6 C, 3/d8 P, 4/d8 C, 4/d8 CC, 4/d8 A, 5/d8 C, 5/d8 P, 5/d10 A, 6/d10 C, 6/d10 C, 6/d10 A, 7/d10 C, 7/d10 P, 7/d12 A, 8/d12 C, 8/d12 C, 8/d12 Pld CC CCC PC A XP(Spells) C A P P(Spells) C C A P(Spells) C C A P(Spells) P A P Rgr C PC C A X C P AC - C P A - C P A - C C C Rog (S.Att) CC, 1d6 CC, 1d6 P, 1d6 A, 1d6 C, 2d6 P, 2d6 A, 2d6 C, 3d6 P, 3d6 A, 3d6 C, 4d6 C, 4d6 P, 4d6 A, 5d6 C, 5d6 P, 5d6 A, 6d6 C, 6d6 A, 6d6 C, 7d6 A = Ability Score Improvement X = Extra Attack P = Path/Path Feature (Paths are also Circles, Colleges, Favored Enemy, etc.) C = Class Feature CREATURE SIZE Tiny 2.5 2.5 Small 5 5 Medium 5 5 Large 10 10 Huge 15 15 Garg. 20x20 TRAVEL & SURPRISE (D = Dungeon, W = Wilderness) GETTING LOST Survival (Wis) vs Readiness DC Terrain DC Mod Forest, swamp, jungle, or mountains +5 Light forest jungle, hills, desert, or tundra 0 Plains or prairie 5 - Success = the characters successfully travel the distance and in the direction they want. - Failure = the characters inadvertently travel in the wrong direction. Halfway through their travel in the current turn, you roll a d4 to determine how the group has deviated from its intended course. d4 Deviation 1 90 degrees left 2 45 degrees left 3 45 degrees right 4 90 degrees right ENCOUNTERS Players Pace Readiness DC Max. Dist. p/min Fast 15 300 (D) / 3mi (W) Moderate 10 200 (D) / 2mi (W) Slow 5 100 (D) / 1mi (W) Creatures Alertness Readiness DC Low 15 (D) / 20 (W) Normal 10 High 5 RANDOM ENCOUNTERS Region Encounter Chance (d20) Mostly Uninhabited 20 Typical 18-20 Densely Inhabited 16-20 Distance (Wilderness Only) = 1d20+20 Normal Terrain = x10 Diffcult Terrain = x5 TERRAIN SUMMARY (Diffcult = 1/2 Speed) Type Travel Desert Normal Forest Diffcult Hills Normal Jungle Diffcult Mountains Diffcult Plains Normal Road/Path Normal Swamp Diffcult Tundra Normal WEATHER Temperate Spring/Fall Weather (d20) No special weather 114 Storm (light rain) 1518 Storm (heavy rain) 19-20 Temperate Winter Weather (d20) Cold 114 Cold, storm (snow) 1518 Cold, storm (heavy snow) 1920 Temperate Summer Weather (d20) No special weather 1-14 Hot 1518 Storm (heavy rain) 1920 Desert Weather (d20) Hot 1-14 Hot, storm (dust) 1518 Storm (heavy rain) 1920 Tundra Weather (d20) Cold 114 Cold, storm (snow) 1518 Cold, storm (heavy snow) 1920 COLD Below 0 - DC 10 Constitution saves at the end of each hour. Characters without cold weather gear, such as thick coats, gloves, and so on, automati- cally fail this save. Fail = a level of exhaustion. HOT Above 100 - DC 10 Constitution saves at the end of each hour. Characters wearing medium or heavy armor or otherwise clad in heavy clothing suffer disadvantage on this save. Fail = a level of exhaustion. STORM Reduce travel speeds by half, quartering speed in total when combined with diffcult terrain. - Dust Storm/Heavy Rain. Visibility is reduced to 50 feet, and creatures suffer disadvantage on saves to avoid becoming surprised. - Heavy Snow. Visibility is reduced to 50 feet, and creatures suffer disadvantage on saves to avoid becoming surprised. Heavy snow continues to reduce speed as described above for 1d6 days after the storm. EXHAUSTION Receiving Exhaustion when already Exhausted = 2 levels of Exhaustion. Resting for 8 hours and receiving suff- cient food and drink for a day reduces a characters exhaustion level by one. - Level 1. The character has disadvantage on all attacks and ability checks and cannot maintain concentration on spells. (This effect also applies to levels 25.) - Level 2. The characters speed is reduced by half. In addition, when attempting to cast a spell the character must make a DC 10 Constitution check, or the spell is expended without any effect. (This additional effect also applies to levels 35.) - Level 3. The characters speed is reduced to one- quarter normal,and the characters maximum hit points are reduced to half normal. - Level 4. The characters speed becomes 0, and the characters maximum hit points are reduced to one- quarter normal. - Level 5. The character drops to 0 hit points and cannot regain hit points. - Level 6. The character dies. - AND TRAVEL Characters may travel a number of hours equal to their Constitution Score. After that, they must make a Constitution Save (vs. 10+1 per hour beyond their limit) or take 1 level of Exhaustion. - AND FOOD/WATER Water = 1gal p/day (2 if hot) If half is available, DC10 Con Save or suffer 1lvl Exhaustion. If less, then automatic level of ex- haustion. Food = 1lb of supplies p/day (may go 3+Con Mod days without) If not available after specifed time, then automatic level of exhaustion. FORAGING (Survival) Terrain DC Abundant 10 Average 15 Desolate 20 1d6+Wis Mod lb & gal
(New Studies in American Intellectual and Cultural History) Oz Frankel - States of Inquiry_ Social Investigations and Print Culture in Nineteenth-Century Britain and the United States-The Johns Hopkin