player's handbook
chapter 1
exploration
vision and light
sunlight
bright light that has additional affects on same creatures
bright light
standard lighting
dim light
disadvantage on wisdom (perception) checks that rely on sight
darkness
disadvantage on on attacks and wisdom (perception) checks that rely on sight and attack rolls against you have advantage, your attack rolls have disadvantage, but your vision is not considered heavily obscured
total darkness
you can't see and automatically fail checks that rely on sight and attack rolls against you have advantage, your attack rolls have disadvantage, and your vision is still considered heavily obscured
magical darkness
a greater level of darkness that only a few creatures can see through
travel pace
fast
twice normal
imposes disadvantage on a traveler's hide, influence, search, and study checks
normal
feet divided by five feet an hour
slow
half normal
grants advantage on a traveler's on a traveler's hide, influence, search, or study checks
combat
movement and position
creature size and space
tiny 1 square
small 2x2 square
medium 4x4 square
large 8x8 square
huge 16x16 square
gargantuan 32x32 square
small creatures also only have a reach of 2.5 feet
melee attack
opportunity attack
making an opportunity attack
you can make an opportunity attack when a creature that you can see spends speed in a space
to make the opportunity attack, take a reaction to make one melee attack with a weapon or an unarmed strike against that creature
the attack occurs right before it spends its speed
damage and healing
damage and healing
critical hits
when you score a critical hit, you deal extra damage
roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal
for example, if you score a critical hit with a dagger, roll 2d4 for the damage rather than td4, and add your relevant ability modifier
if the attack involves other damage dice, such as from the rogue’s sneak attack feature, you don't also roll those dice twice, you also don't roll the additional dice from cantrips only roll the first die twice
healing
when you receive healing, add the restored hit points to your current hit points
your hit points can’t exceed your hit point maximum, so any hit points regained in excess of the maximum are temporary hit points
or example, if you receive 8 hit points of healing and have 14 hit points and a hit point maximum of 20, you regain 6 hit points and 2 temporary hit points
chapter 4: character origins
creating a background
1: chose three abilities
2: chose one origin feat
3: choose two skill proficiencies
4: chose one tool proficiency
5: gain 50gp to keep or buy equipment
chapter 6
tools
musical instruments
the following musical instruments are not available
bagpipes
dulcimer
lute
viol
services
lifestyle expenses
wretched - 3cp per day / 1 share of treasures
squalid - 9cp per day / 3 shares of treasures
poor - 3sp per day / 10 shares of treasures
modest - 9sp per day / 30 shares of treasures
comfortable - 3gp per day / 100 shares of treasures
wealthy - 9gp per day / 300 shares of treasures
noble - 3pp per day / 1,000 shares of treasures
royal - 9pp per day / 3,000 shares of treasures
semi-divine - 30pp per day / 10,000 shares of treasures
divine - 90pp per day / 30,000 shares of treasures
when dealing with someone with a lower lifestyle two levels lower than you, you have an advantage on social checks
when dealing with someone with a higher lifestyle two or more levels then you, you have a disadvantage on social checks
shares
is used to divide treasure and booty when different lifestyles are involved
wretched
you share a 10 ft. x 10 ft. room with three others and you can store only as much as you can put in a chest (2x2x3 feet, 300 pounds)
squalid
means you live in a 10'x10' (15'x15') area by yourself with a common bath and cook area
poor
means you live in a 25'x25' (30' x 30') area by yourself with a bath, cook area, and other rooms
modest
means you live in a 55'x 55' (60' x 60') area with a bath, cook area, and several other rooms
comfortable
means you live in an area equal to about one floor, the wealthy often pay for additional floors
wealthy
means you live in an area equal to about four floors
noble
means you live in an area equal of a tower
royal
means you live in an area equal to four towers
semi-divine
means you live in an area equal to about sixteen towers
divine
means you live in an area equal to about sixty-four towers
not paying for food reduces your lifestyle costs by one-third but you must carry every thing you own or pay for storage
when adventuring out of town you need to buy food unless in the wilderness and housing if necessary
not maintaining your housing when you are out of town means you lose your housing
temporary housing is one lifestyle lower but has the same price
not maintaining the last third of your lifestyle will lower your lifestyle as your clothes and equipment becomes ill maintained
spouses and dependents generally don't need housing
self sufficiency
characters sustaining themselves in the wild eke out the equivalent of a wretched lifestyle
proficiency in the survival skill lets them live at the equivalent of a poor lifestyle
food, drink, and lodging
wretched - 1cp food and drink, 1cp lodging
squalid - 1cp food and drink, 3cp lodging
poor - 3cp food and drink, 1sp lodging
modest - 1sp food and drink, 3sp lodging
comfortable - 3sp food and drink, 1gp lodging
wealthy - 1gp food and drink, 3gp lodging
noble - 3gp food and drink, 1pp lodging
royal - 1pp food and drink, 3pp lodging
semi-divine - 3pp food and drink, 10pp lodging
divine - 10pp food and drink, 30pp lodging
per meal or half ration
or your normal lifestyle per day of normal eating
crafting equipment
raw materials
to make an item you need raw materials worth one quarter the purchase cost
time
to determine how many hours it takes to make an item, divide its purchase price in gold pieces by one quarter and then divide that by the craftsman's proficiency bonus in silver pieces, a craftsman can work on more than one item in a day
brewing potions of healing
potions of healing cost one-tenth the listed value
potions of healing take the standard time to brew based on their reduced value ignoring the time
scriping spell scrolls
spell scrolls take the standard time to craft based on their reduced value ignoring the time given on the chart
spell scroll costs
cantrip 5gp
1st 10gp
2nd 20gp
3rd 40gp
4th 80gp
5th 160gp
6th 320gp
7th 640gp
8th 1,280gp
9th 2,560gp
rules glossary
conditions
dehydration
size water
tiny 1/8 gallon
small 1/4 gallon
medium 1/2 gallon
large 1 gallon
huge 2 gallon
gargantuan 4 gallon
a 1/4 of a gallon of alcohol counts as a half ration of food
malnutrition
size food
tiny 1/2 pounds
small 1 pounds
medium 2 pounds
large 4 pounds
huge 8 pounds
gargantuan 16 pounds
goodberry counts as 1/2 rations regardless or the creatures size
darkvision
treats total darkness as darkness
hide
when you move one half your speed or less and hide you gain advantage on hide checks
when you move over your base speed you hade disadvantage on your hide checks
influence
when you move one half your speed or less and influence you gain advantage on influence checks
when you move over your base speed you hade disadvantage on your influence checks
search
when you move one half your speed or less and search you gain advantage on search checks
when you move over your base speed you hade disadvantage on your search checks
study
when you move one half your speed or less and study you gain advantage on study checks
when you move over your base speed you hade disadvantage on your study checks