My Player Screen
My Player Screen
Unseen Attacks Exhaustion/Fatigue 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
Some special abilities and environmental hazards, such
on Dexterity saving throws.
When attacking a target that you can't see, you have as starvation and the long-term effects of freezing or
Slowed
disadvantage on the attack roll. scorching temperatures, can lead to a special condition
Speed is cut in half and takes -2 penalty to AC and dexterity
called exhaustion.
saving throws
This is true whether you're guessing the target's location Stunned
or you're targeting a creature you can hear but not see. Level Effect
A stunned creature is incapacitated, can't move, and can
If the target isn't in the location you targeted, you 1 Disadvantage on ability checks, cannot sprint
speak only falteringly. The creature automatically fails
automatically miss. 2 Speed halved, disadvantage on STR, DEX and CON skills
Strength and Dexterity saving throws. Attack rolls against
3 Disadvantage on attack rolls and saving throws
the creature have advantage.
When a creature can't see you, you have advantage on 4 Hit point maximum halved
Unconscious
attack rolls against it. 5 Speed reduced to 0
An unconscious creature is incapacitated, can't move or
6 Death
speak, and is unaware of its surroundings. The creature
If you are hidden--both unseen and unheard--when you drops whatever it's holding and falls prone. The creature
make an attack, you give away your location when the A creature suffers the effect of its current level of
automatically fails Strength and Dexterity saving throws.
attack hits or misses. exhaustion as well as all lower levels. Cumulative.
Attack rolls against the creature have advantage. Any
Finishing a long rest reduces a creature's exhaustion level
attack that hits the creature is a critical hit if the attacker
by 1, provided that the creature has also ingested some
is within 5 feet of the creature.
food and drink.
Vision and Light Movement
Ability Scores Darkness and other Effects that obscure vision can prove a
Speed
Every character and monster has a speed, which is the distance
Strength, physical power: Athletics significant hindrance.
Dexterity, agility: Acrobatics, Sleight of Hand, Stealth in feet that the character or monster can walk in 1 round.
Constitution, endurance: none Standing up costs 1/2 of movement rate.
In a lightly obscured area, such as dim light, patchy fog, or
Intelligence: Arcana, History, Investigation, Nature, Religion Dropping prone costs nothing.
moderate foliage, Creatures have disadvantage on Perception
Wisdom: Animal Handling, Insight, Medicine, Perception, Survival checks that rely on sight.
Charisma: Deception, Intimidation, Performance, Persuasion Travel Pace
A fast pace makes Characters less perceptive, while a slow pace
A heavily obscured area: such as darkness, opaque fog, or dense
makes it possible to sneak around and to Search an area more
Ability Checks foliage, blocks vision entirely. A creature effectively suffers from the
Blinded condition when trying to see something in that area.
carefully.
Forced March. The Travel Pace table assumes that Characters
An ability check tests a character’s or monster’s innate Talent and
Travel for 8 hours in day. For each additional hour of Travel beyond
Training in an effort to overcome a Challenge.
8 hours, the Characters cover the distance shown, each character
Wild Magic Table Ritual Spell Mechanics Climbing, Swimming, and Crawling
Each foot of Movement costs 1 extra foot, ie half-speed
1d20, if 1 then: Range Spell level adjustments for RITUAL spells. May require a successful Strength (Athletics) check.
Always: Your eyes glow with a dim light for 5 min/spell lvl. Personal +0
Arcane Connection +1 Duration Jumping
01 Your cast costs double the spell slots. Eye Contact +1 Momentary +0 Long Jump. You cover a number of feet up to your Strength score
02 You cast without spending any spell slots. Touch +1 Concentration +1 if you move at least 10 feet on foot immediately before the jump.
03 You cast the same spell twice. Cross Road +2 Watch +1 Standing Long Jump, you can leap only half that distance.
04 You cast a different spell from your own lists (same level). Voice +2 Dream +1 When you land in Difficult Terrain, you must succeed on a DC 10
05 You cast a different spell; same school of magic (same level). Road +3 Event +1 Dexterity (Acrobatics) check to land on your feet, else prone.
06 You regain spell 2x slots. Sight +3 Performance +1 High Jump. You leap 3 + your Strength modifier in feet provided
07 The spell is hard to save against +10 DC. Waterway +3 Storm +1 you move at least 10 feet on foot immediately before the jump.
08 You have advantage on arcana skill checks, 5 min/spell lvl. Tide +2 Standing High Jump, You can jump only half that distance.
09 You gain HP equal to your sorcerer level. Ring +2 Your GM might allow you to make a Strength (Athletics) check to
Target/Area of Effect
10 You lose HP equal to the spell level. Sun (rise/set) +2 jump higher than you normally can.
Self +0
11 The range of your spell is +2 Dream +0 Fast +3
12 The range of your spell is -1 Circle +1 Fire +3
13 The duration of your spell is +2 Wall +1 Seal +3
14 The duration of your spell is -1 Single Individual +1 Moon Cycle +3
15 The target area of your spell is +2 Container +2 Until +4
16 The target area of your spell is -1
17 The spell is easy to save against -10 DC
Group +2
Road +2
Year +4
Season +4
Journey Activity Options
Regional DC Modifiers
18 You learn a new spell; same school and level, it does not cast. Room +2 Easy DC10 Bad Weather +2 CF=nat 1
19 You cast a totally different spell, different school, level 1. Blood Line +3 Medium DC 14 Multitasking +3 CS=nat 20
20 Roll twice. Structure +3 Hard DC16 Hostile Territory +4
Boundry +4
Realm +4 Befriend Animal: CF=animal attacks, F=Unable to find an animal
S=Animal follows until scared away, CS=animal leads to boon