What a creature can do in combat, the actions it can take, common cover DCs and common fighting rules


Order of Operations

Determine Surprise Establish Positions Roll Initiative Take Turns Begin the Next Round
  1. Determine Surprise
  2. Establish Positions
  3. Roll Initiative
  4. Take Turns
  5. Begin the Next Round

Common Combat Rules

Rule Description
Surprise A creature who is surprised at the start of combat misses their turn in the first round of combat, and cannot take a reaction until that turn ends.
Critical Hit/Miss on Attack Rolls Rolling a critical miss on an attack roll means you automatically miss the attack. Rolling a critical hit means you get to roll your damage roll twice.
Damage Resistance / Vulnerability If a creature is resistant to a form of damage, damage of that type is halved against them. If they are vulnerable, damage of that type is instead doubled.
Two Weapon Fighting If you use the Attack action with a light melee weapon that you're holding in 1 hand, you can use a Bonus Action to attack with a different light melee weapon you're holding in the other hand. You don't add your ability modifier to the damage of this bonus attack, should it hit.
Ranged Attacks in Close Combat If you are making a ranged attack and your target is within 5 feet, you have disadvantage on the attack roll.

Actions in Combat

Action Description
Attack Make a melee or ranged attack
Cast a Spell Cast a cantrip or a spell of 1st level or higher
Dash Gain extra movement equal to your speed (plus any modifiers) for the current turn
Disengage Your movement doesn't provoke attacks of opportunity for the rest of the turn
Dodge Any attack roll made against you has disadvantage until the start of your next turn, and you make Dex saving throws with advantage. Effect stops if incapacitated or speed becomes 0
Escape A Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the Strength (Athletics) check of the creature grappling it.
Grapple Counts as an Attack action. Make a Strength (Athletics) check vs the target's Strength (Athletics) or Dexterity (Acrobatics) (their choice). If you succeed, the target becomes Grappled. They can take an Escape action to escape the grapple.
Help Aid another creature in a task it is performing, or an attack it is making - it gains advantage on it's next ability check for that task, or attack roll for the attack
Hide Make a Dex (Stealth) check. If successful, you become hidden - unseen and unheard
Ready Agree with your DM a "trigger", and an action you take when that trigger "fires". You perform the action on the turn that the trigger fires. E.g "If the goblin walks towards me, I fire my arrow"
Search Make a Wis (Perception) or Int (Investigation) check to find something.
Shove Using an Attack action, you can Shove a creature. The target must be no more than 1 size larger than you. Make a Strength (Athletics) against the target’s Strength (Athletics) or Dexterity (Acrobatics). On success, you push the target 5ft OR knock it prone.
Use a Magic Item Use a magic item that requires your action for its use
Use an Object Use an object, other than a magic item, that requires your action for its use
Use a Special Ability Use a class feature, racial ability or other special ability that requires your action for its use

Cover

Cover Type Example of cover AC & Dex Saving Throw Bonus
Half A low wall, a large piece of furniture, a narrow tree trunk, another creature +2
Three-Quarters A portcullis, an arrow slit, a thick tree trunk +5
Total (Completely obscured, e.g behind a wall) Creature cannot be targeted by an attack or spell, although some spells can reach such a target by including it in an area of effect

Everything A Creature Can Do On It's Turn

Move Move up to your speed. Movement can include jumping, swimming, climbing, etc. Movement can be broken up, e.g move 10ft, attack, move 20ft
Take an Action By default, every creature can take one action per turn
Take an Bonus Action Some creatures get bonus actions based on their class, race, etc. A creature can only ever take a single bonus action per turn.
Communicate A creature can communicate when moving or performing an action, via speaking, gestures, etc.
Interact with the Environment A creature can interact with 1 object or feature of the environment as they move or take their action. To interact with a 2nd, they must use the "Use an Object" action


Listings, values and weights for armour, ammunition, and other non-weapon adventuring gear

Light Armour

Armor Cost Base AC Strength Stealth Weight
Padded 5 gp 11
8 lb.
Leather 10 gp 11 10 lb.
Studded leather 45 gp 12 13 lb.

Medium Armour

Armor Cost Base AC Strength Stealth Weight
Hide 10 gp 12
12 lb.
Chain shirt 50 gp 13
20 lb.
Scale mail 50 gp 14

45 lb.
Breastplate 400 gp 14
20 lb.
Half plate 750 gp 15

40 lb.

Heavy Armour

Armor Cost Base AC Strength Stealth Weight
Ring mail 30 gp 14
40 lb.
Chain mail 75 gp 16 13
55 lb.
Splint 200 gp 17 15
60 lb.
Plate 1,500 gp 18 15
65 lb.

Shields

Armor Cost Base AC Strength Stealth Weight
Shield 10 gp +2 6 lb.

Ammunition

Arrows (20) 1 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1 1/2 lb.
Sling bullets (20) 4 cp 1 1/2 lb.

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.

Druidic Focus

Sprig of mistletoe 1 gp -
Totem 1 gp -
Wooden staff 5 gp 4 lb.
Yew wand 10 gp 1 lb.

Holy Symbol

Amulet 5 gp 1 lb.
Emblem 5 gp -
Reliquary 5 gp 2 lb.

Other Adventuring Gear

See Other Adventuring Gear for details on how to use adventuring gear items.
Or click on any item to open a new tab to that items detail page on D&D Beyond.
Abacus 2 gp 2 lb.
Acid (vial) 25 gp 1 lb.
Alchemist's fire (flask) 50 gp 1 lb.
Antitoxin (vial) 50 gp -
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.
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 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.
Spyglass 1,000 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 l lb.


Listings, values and weights for weapons

Simple Melee Weapons

Weapon Cost Damage Weight Properties
Club 1 sp 1d4 bludgeoning 2 lb.
Dagger 2 gp 1d4 piercing 1 lb.
,
,
(range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb.
Handaxe 5 gp 1d6 slashing 2 lb.
,
(range 20/60)
Javelin 5 sp 1d6 piercing 2 lb.
(range 30/120)
Hammer 2 gp 1d4 bludgeoning 2 lb.
,
(range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb.
Quarterstaff 2 sp 1d6 bludgeoning 4 lb.
(1d8)
Sickle 1 gp 1d4 slashing 2 lb.
Spear 1 gp 1d6 piercing 3 lb.
(range 20/60),
(1d8)

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Crossbow, light
25 gp 1d8 piercing 5 lb.
(range 80/320),
,
Dart 5 cp 1d4 piercing 1/4 lb.
,
(range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb.
(range 80/320),
Sling 1 sp 1d4 bludgeoning
(range 30/120)

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Battleaxe 10 gp 1d8 slashing 4 lb.
(1d10)
Flail 10 gp 1d8 bludgeoning 2 lb.
Glaive 20 gp 1d10 slashing 6 lb.
,
,
Greataxe 30 gp 1d12 slashing 7 lb.
,
Greatsword 50 gp 2d6 slashing 6 lb.
,
Halberd 20 gp 1d10 slashing 6 lb.
,
,
Lance 10 gp 1d12 piercing 6 lb.
,
Longsword 15 gp 1d8 slashing 3 lb.
(1d10)
Maul 10 gp 2d6 bludgeoning 10 lb.
,
Morningstar 15 gp 1d8 piercing 4 lb.
Pike 5 gp 1d10 piercing 18 lb.
,
,
Rapier 25 gp 1d8 piercing 2 lb.
Scimitar 25 gp 1d6 slashing 3 lb.
,
Shortsword 10 gp 1d6 piercing 2 lb.
,
Trident 5 gp 1d6 piercing 4 lb.
(range 20/60),
(1d8)
War Pick 5 gp 1d8 piercing 2 lb.
Warhammer 15 gp 1d8 bludgeoning 2 lb.
(1d10)
Whip 2 gp 1d4 slashing 3 lb.
,

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Blowgun 10 gp 1 piercing 1 lb.
(range 25/100),
Crossbow, hand 75 gp 1d6 piercing 3 lb.
(range 30/120),
,
Crossbow, heavy 50 gp 1d10 piercing 18 lb.
(range 100/400),
,
,
Longbow 50 gp 1d8 piercing 2 lb.
(range 150/600),
,
Net 1 gp 3 lb.
,
(range 5/15)



Ability score value-to-modifier, ability score modifier calculator, skills to ability score, suggested DC to difficulties

Attributes & Modifiers

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
0

Skills

Strength Athletics
Dexterity Athletics
Acrobatics
Sleight of Hand
Stealth
Constitution Consitution has no associated skills, but a Constitution check could apply for situations such as holding ones breath, going without sleep, laboring for hours without rest or surviving without food.
Intelligence Arcana
History
Investigation
Nature
Religion
Wisdom Animal Handling
Insight
Medicine
Perception
Survival
Charisma Deception
Intimidation
Performance
Persuasion

DCs

Task Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30



Listing of the conditions a creature can be affected by and their 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.
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.
Deafened
  • A deafened creature can't hear and automatically fails any ability check that requires hearing.
Exhaustion
  • Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion.
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death
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.
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.
Incapacitated
  • An incapacitated creature can't take actions or reactions.
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.
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.
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.
Poisoned
  • A poisoned creature has disadvantage on attack rolls and ability checks.
Prone
  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
  • Standing up costs an amount of movement equal to half your speed.
  • 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.
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.
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.
Unconscious
  • An unconscious creature is incapacitated, 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.



Suggested DCs for tracking, travel times, weather effects and random weather

Tracking DCs

Player makes a WIS (Survival) check to track a creature

Ground Surface DC
Soft (e.g snow, mud) 10
Dirt or Grass 15
Bare stone 20
Each day since track was left +5
Creature left a trail -5

Travel Times

Party takes 10 hours to travel 24 miles a day (additional 8 hours for rest and 6 hours to make/break camp, prepare meals, forage, and hunt as time permits).

Difcult terrain halves your speed

Pace Distance / Hour Distance / Day Effects
Slow 2 miles 18 miles Can use Stealth
Normal 3 miles 24 miles -
Fast 4 miles 30 miles -5 on Passive WIS (Perception) checks

Weather Effects

Weather Effects
Extreme Cold Each hour, creatures must pass a DC 10 CON saving throw, or gain 1 point of exhaustion. Creatures with cold resistance or those wearing specialist cold weather equipment (gloves, thick coat, etc.) auto succeed.
Extreme Heat Each hour, creatures must pass a CON saving throw, or gain 1 point of exhaustion. DC starts at 5, and goes up by 5 for every hour of exposure to the extreme heat. Creatures wearing armour or thick clothing have disadvantage on the roll. Creatures with heat resistance auto succeed.
Strong Wind Disadvantage on ranged weapon attacks and WIS (Perception) checks based on hearing. A strong wind also extinguishes open flames, disperses fog and makes flying via non-magical means extremely difficult.
Dust/Sand Storm Often created via strong winds, a dust/sand storm causes disadvantage on ranged weapon attacks and WIS (Perception) checks based on sight.
Heavy Rain/Snow Disadvantage on WIS (Perception) checks based on sight and hearing, and extinguishes open flames.

Random Weather

% Chance Cold Climate Moderate Climate Hot Climate
01-70 Cold, calm Normal for season Hot, calm
71-80 Heat wave (01-30) or
cold snap (31-100)
Heat wave (01-50) or
cold snap (51-100)
Hot, windy
81-90 Precipitation (snow) Precipitation (normal for season) Hot, windy
91-99 Snowstorm Thunderstorm, snowstorm Duststorm
100 Blizzard Windstorm, blizzard, hurricane, tornado Downpour


Generate NPCs, Establishments, Loot sets, etc.


Please visit FCGUI for the standalone webapp.