TEXT: Actions (PHB 8-3, 8-4) 
  * provokes an attack of opportunity        † may provoke an AoO 
  Free Actions 
  • Drop item, drop to floor, speak, cast quickened spell, etc. 
   
  Move-Equivalent Actions 
  • Climb (1/4 normal speed), sheathe weapon*, open door, pick up item*, 
  get stored item*, move heavy object*, stand up from prone, load 
  light/hand crossbow*, etc. 
  • Draw weapon, ready/loose shield can be combined with a regular move 
  action if your base attack is at least +1, otherwise they are move-
  equivalent actions 
   
  Standard Actions (take action and standard move) 
  • Single attack, ready (trigger a partial action), aid another, bull rush, feint 
  (see bluff, PHB p64), overrun, heal dying ally*, light torch with 
  tindertwig*, use skill that takes one action†, turn undead, attack a 
  weapon* or object†, total defense, etc. 
   
  Full-Round Actions (take action and 5’ step) 
  • Full attack, climb (1/2 normal speed), use skill that take 1 round†, coup 
  de grace* (PHB p133), light torch*, change form*, refocus (no move), 
  escape from being entangled, load heavy/repeating crossbow*, etc. 
   
  Partial Actions 
  • Single attack, cast spell, single move, partial run (x2 speed) 
  • Above get 5’ step only, except single move 
   
  Fight Defensively (PHB p124) 
  • -4 on all attacks, +2 dodge bonus to AC for the same round 
   
  Charge (PHB p124) 
  • Must move at least 10’ (up to double move), all in a straight line 
  • +2 to attack, -2 to AC for 1 round 
   
  Total Defense (PHB p127) 
  • No action other than standard move, get +4 dodge to AC for 1 round 
   
  Subdual (PHB p134) 
  • A normal weapon can be made to deal subdual damage (or vice versa) 
  with a -4 penalty on the attack roll 
   
  Disarm (PHB p137) 
  • Defender gets AoO 
  • In a melee attack, make opposed attack roll, +4 for each size difference to 
  larger weapon, +4 to defender if their weapon is two-handed 
  • If defender loses, he is disarmed, if attacker loses, the defender may 
  attempt to disarm the attacker 
   
  Overrun (PHB p139) 
  • During move portion of charge, you can try to move past opponent, 
  opponent may avoid or block 
  • If opponent tries to block, make a trip attack against him, if you succeed, 
  you can continue moving 
  • If you fail and are tripped, you are prone in defender’s square 
  • If you fail but are not tripped, move back 5’; if that square is occupied, 
  you fall prone in it 
   
  Bull Rush (PHB p136) 
  • Move into defender’s square, provokes AoO, each with 25% of targeting 
  defender by mistake 
  • Make opposed strength check (+/-4 for each size above/below 
  medium), +2 bonus for charging, defender gets +4 for having more than 
  2 legs or being extraordinarily stable 
  • If you succeed, push defender back 5’, and you can move with the 
  defender back an extra 1’ for each point of difference in the roll, but this 
  can provoke AoOs from others.   
  • If you fail, move back 5’ 
   
  Aid (PHB p135) 
  • Make attack against AC 10, if you succeed, an ally who is attacking an 
  opponent you threaten can take either a +2 to their attack, or +2 
  circumstance bonus to their AC against that opponent 
   
  Attacking an Object (PHB p135, 8-11) 
  • AC 5 + size modifier 
  • +4 to attack roll if attacking with melee weapon 
  Size 
  Example 
  Modifier 
  Colossal 
  Broad side of barn 
  -8 
  Gigantic 
  Narrow side of barn 
  -4 
  Huge 
  Wagon 
  -2 
  Large 
  Big door 
  -1 
  Small 
  Chair 
  +1 
  Tiny 
  Tome 
  +2 
  Diminutive 
  Scroll 
  +4 
  Fine 
  Potion in vial 
  +8 
   
  Strike a Weapon (PHB p136, 8-13) 
  • Attacking weapon can be no more than one size smaller than target 
  weapon, attacker and defender make opposed attack rolls, if attacker 
  wins, it hits. 
  Weapon 
  Hardness 
  HP 
  Tiny blade 
  10 
  1 
  Small blade 
  10 
  2 
  Medium blade 
  10 
  5 
  Large blade 
  10 
  10 
  Small metal-hafted 
  10 
  10 
  Medium metal-hafted 
  10 
  25 
  Small hafted 
  5 
  2 
  Medium hafted 
  5 
  5 
  Large hafted 
  5 
  10 
  Huge club 
  5 
  60 
  Buckler (small) 
  10 
  5 
  Small wooden shield (medium) 
  5 
  10 
  Small steel shield (medium) 
  10 
  10 
  Large wooden shield (large) 
  5 
  15 
  Large steel shield (large) 
  10 
  20 
  Tower shield (huge) 
  5 
  20 
   
  Trip (PHB p139) 
  • Can only try to trip an opponent who is up to one size larger than you 
  • Make melee touch attack  
  • If attacker succeeds, make a Strength check versus opponent’s Strength 
  or Dexterity (whichever is higher).  Each takes +/-4 for every size 
  difference from medium, defender gets +4 for more than 2 legs or being 
  extraordinarily stable 
  • If you win, opponent is tripped (prone), if you lose, opponent may make 
  Strength check against your Strength or Dexterity (higher) to trip you 
   
  Grapple (PHB p137) 
  • Grapple check = base attack + strength mod + special size mod 
  • Special size mod: Colossal +16, Gargantuan +12, Huge +8, Large +4, 
  Small -4, Tiny -8, Diminutive -12, Fine -16 
  • To start, grab an opponent (make a melee touch attack), provokes AoO 
  from target; if AoO does damage, you fail to grapple 
  • If attack succeeds, attacker and opponent make opposed grapple checks 
  to start the grapple 
  • If succeeds, move into target’s space (provokes AoO from others) 
  • You can join a grapple with no AoO from target and grab succeeds 
  automatically 
  • When grappled, make opposed grapple check as an attack to do any of 
  following: 
  • 1d3 + Str mod subdual damage (-4 to check for normal) 
  • Pin target, or break the pin a target has over an ally 
  • Escape 
  • Can attack with light weapons when grappled 
  • Escape artist check vs. grapple check to wriggle free as a standard action 
  and move away 
   
  
  Turning (PHB p139) 
  • Range: 60 feet, line of sight 
  • Roll 1d20 + Cha mod; table below shows highest HD you can turn 
  Check 
  Max HD 
  Check 
  Max HD 
  up to 0 
  Cleric level - 4 
  13-15 
  Cleric level + 1 
  1-3 
  Cleric level - 3 
  16-18 
  Cleric level + 2 
  4-6 
  Cleric level - 2 
  19-21 
  Cleric level + 3 
  7-9 
  Cleric level - 1 
  22+ 
  Cleric level + 4 
  10-12 
  Cleric level  
   
   
  • Roll 2d6 + Cleric level + Cha mod, determine number of HD turned 
  • Undead with 1/2 HD of cleric’s level are destroyed  
  • Turned undead flee for 10 rounds, if they can’t, they cower 
  • If cleric gets closer than 10’, turned undead will return to normal 
   
  Jump Checks (PHB p70) 
  Type of Jump 
  DC 
  Max. Distance/Height 
  Running, long* 
  distance + 5 
  Character’s height x 6’ 
  Standing, long 
  2 x distance + 4 
  Character’s height x 2’ 
  Running, high* 
  4 x height + 2 
  Character’s height x 1.5’ 
  Standing, high 
  8 x height - 6 
  Character’s height 
  Jump Back 
  8 x distance + 2 
  Character’s height 
  For characters with speed of 20’, multiply DC by 3/2, 40’ by 3/4, 15’ by 2, etc. 
  *must move 20’ before jumping, can’t take running jump in heavy armor 
   
  Tumble Checks (PHB p75) 
  DC 
  Task 
  15 
  Treat fall as if it were 10 feet shorter for damage calculation 
  15 
  Tumble up to 20’, success means no AoOs 
  25 
  Tumble up to 20’, including occupied squares, success means no AoOs 
   
  Untrained Skills (PHB 4-2) 
  Skill (Ability) 
  Armor Check  
  Penalty 
  Skill (Ability) 
  Armor Check  
  Penalty 
  Appraise (Int) 
   
  Intimidate (Cha) 
   
  Balance (Dex) 
  Yes 
  Jump (Str) 
  Yes 
  Bluff (Cha) 
   
  Listen (Wis) 
   
  Climb (Str) 
  Yes 
  Move Silently (Dex) 
  Yes 
  Concentration (Con) 
   
  Perform (Cha) 
   
  Craft (Int) 
   
  Ride (Dex) 
   
  Diplomacy (Cha) 
   
  Scry (Int) 
   
  Disguise (Cha) 
   
  Search (Int) 
   
  Escape Artist (Dex) 
  Yes 
  Sense Motive (Wis) 
   
  Forgery (Int) 
   
  Spot (Wis) 
   
  Gather Information (Cha) 
  Swim (Str) 
   
  Heal (Wis) 
   
  Use Rope (Dex) 
   
  Hide (Dex) 
  Yes 
  Wilderness Lore (Wis) 
   
  Trained Skills with Check Penalties (PHB 4-2) 
  Pick Pocket (Dex) and Tumble (Dex) are both subject to armor check 
  penalties 
   
  Skill Synergies (PHB p63-76) 
  5 ranks in 
  +2 bonus to 
  Bluff 
  Diplomacy, Intimidate, Pick Pockets 
  Handle Animal 
  Ride 
  Jump 
  Tumble 
  Prof (herbalist) 
  Heal 
  Sense Motive 
  Diplomacy 
  Tumble 
  Balance, Jump 
   
  Skill Synergies Under Special Circumstances (PHB p63-76) 
  5 ranks in 
  +2 bonus to 
  Circumstance 
  Animal 
  Empathy 
  Handle Animal 
  Get bonus when dealing with animals, 
  need 9 ranks when dealing with beasts 
  to get bonus 
  Bluff 
  Disguise 
  When known that you are being 
  observed and trying to act in character 
  Bluff 
  Innuendo 
  Sending only 
  Decipher Script 
  Use Magic 
  Device 
  Only if related to scrolls 
  Sense Motive 
  Innuendo 
  Receiving or intercepting only 
  Spellcraft 
  Use Magic 
  Device 
  Only if related to scrolls 
  Use Rope 
  Climb 
  When using a rope to climb 
  Use Rope 
  Escape Artist 
  When binding someone 
  Escape Artist 
  Use Rope 
  When escaping from rope bonds 
  Intuit Direction 
  Wilderness Lore 
  When trying to avoid getting lost 
   
  Concentration Checks (PHB p151) 
  Condition 
  Check DC 
  Injury 
  10 + damage taken + level of spell being cast 
  Spell 
  10 + damage taken + level of spell being cast 
  Grappling or Pinned 
  Can only cast spells with without somatic components, 
  and any material components must already be in 
  hand.  DC is 20 + level of spell being cast 
  Vigorous Motion 
  10 + level of spell being cast 
  Violent Motion 
  15 + level of spell being cast 
  Violent Weather 
  Hail, dust, etc.: 10 + level of spell being cast 
  Blinding rain, sleet, etc.: 15 + level of spell being cast 
  Casting Defensively 
  15 + level of spell being cast 
  Entangled 
  15 
   
  Spell Saving Throw (PHB p150) 
  • DC is 10 + spell level + ability modifier 
   
  Spell Resistance (DMG p81) 
  • Spellcaster makes check (1d20 + caster level) vs. SR rating 
   
  Counterspell (PHB p152) 
  • Ready and action that selects a target of your counterspell 
  • Identify spell, Spellcraft check DC 15 + spell’s level, as a free action 
  • Cast appropriate counterspell (same spell, opposite spell, dispel magic, 
  etc.) 
   
  Scrolls (DMG p203, see this page for mishap effects other than 
  damage) 
  • Must be same type (arcane/divine) as user can cast, must be in user’s 
  class spell list, user must meet minimum required attribute for casting 
  spells at that level 
  • If user is of level to cast spell, can cast without check 
  • If not of level, make Spellcraft check, DC is scroll creator’s level + 1 
  • If failed, make Wisdom check (DC 5, 1 fails).  Fail takes 1d6 
  damage/spell level 
   
  Cover (PHB 8-9) 
  Degree of Cover 
  AC Bonus 
  Ref Save Bonus 
  1/4 
  +2 
  +1 
  1/2 
  +4 
  +2 
  3/4 
  +7 
  +3 
  9/10 
  +10 
  +4 (1/2 damage on fail, none on success) 
   
  Concealment (PHB 8-10) 
  Concealment 
  Example 
  Miss Chance 
  1/4 
  Light fog, some darkness 
  10% 
  1/2 
  Dense fog (at 5’) 
  20% 
  3/4 
  Dense foliage 
  30% 
  9/10 
  Near total darkness 
  40% 
  total 
  Blind, total darkness, 
  dense fog (at 10’) 
  50%, and must 
  guess location 
   
  Combat Modifiers (PHB 8-8) 
  Circumstance 
  Melee 
  Ranged 
  Attacker flanking defender 
  +2 
  - 
  Attacker on higher ground 
  +1 
  +0 
  Attacker prone 
  -4 
  * 
  Attacker invisible 
  +2† 
  +2† 
  Defender sitting or kneeling 
  +2 
  -2 
  Defender stunned, cowering, off-balance, climbing 
  +2† 
  +2† 
  Defender surprised, flat-footed 
  +0† 
  +2† 
  Defender running 
  +0† 
  -2† 
  Defender (not Attacker) grappling 
  +0‡ 
  +0‡ 
  Defender pinned 
  +4† 
  -4† 
  * Only crossbow can be used      † Defender loses Dex bonus to AC 
  ‡ roll randomly to see who is the target, they lose Dex bonus to AC 
   
  Range (PHB p118) 
  • -2 for each range increment 
  • 5 increments maximum for thrown, 10 increments maximum for 
  projectile 
   
  v1.8, Dec 8, 2000 
  http://home.golden.net/~novacane/DnD/index.html 
  email comments, suggestions, corrections to novacane@golden.net 
  
  Condition Summary 
  Ability Drained (DMG p72) 
  • Str, Dex 0: unable to move; Con 0: dead; Int, Wis, Cha 0: unconscious 
   
  Blinded (DMG p83) 
  • All targets have full concealment 
  • Move at half speed 
  • Enemies get +2 when attacking, you lose any Dex bonus to your AC 
  • Str and Dex based checks at -4 
   
  Confused (DMG p84) 
  • Roll 1d10 each round: 
  1  
  Wander away for 1 minute 
  2-6 
  Do nothing for 1 round 
  7-9 
  Attack nearest creature for 1 round 
  10  
  Act normally for 1 round 
  • A confused creature, if attacked, attacks their attacker next turn 
   
  Cowering (DMG p84) 
  • Lose Dex bonus to AC, +2 to be hit, can take no actions 
   
  Dazed (DMG p84) 
  • Can take no actions 
   
  Dying (DMG p84) 
  • 10% chance of stabilizing each round, otherwise lose 1 HP 
   
  Entangled (DMG p84) 
  • -2 to attack, -4 effective Dex, Concentration check DC 15 for casters 
   
  Fear (DMG p76) 
  Fear effects are cumulative, adding to the total level of fear 
  • Shaken:  -2 morale penalty on attack rolls, saves, and checks 
  • Frightened:  As Shaken, but will flee (on path of their choosing) until out 
  of sight (or hearing) of the source.  If unable to flee, will fight. 
  • Panicked:  As Shaken, but will flee (random path), and have 50% of 
  dropping items in hand.  If unable to flee, will cower. 
   
  Prone (DMG p85) 
  • Prone creature takes -4 on melee attacks, cannot used ranged weapons, 
  except crossbow (which has no penalties) 
  • Attackers get +4 (melee) or -4 (ranged) on attacks 
  • Standing up is a move-equivalent action 
   
  Staggered (DMG p85) 
  • If subdual damage equals current HP, can only take partial actions 
   
  Stunned (DMG p85) 
  • Lose Dex bonus to AC, +2 to be hit, can take no actions 
  • Drop any items in hand 
   
  Energy Drain (DMG p75) 
  • For each negative level: 
  • -1 to all skill and ability checks 
  • -1 to attacks 
  • -1 to saving throws 
  • -1 effective level 
  • Lose highest spell prepared 
  • If not removed after 24 hours, make Fort save (DC in creature 
  description) 
  • If failed, lose level (XP set to midpoint between levels) 
  • If negative level is equal or greater than number of levels, character is 
  slain 
   
  Range (PHB p118) 
  • -2 for each range increment 
  • 5 increments maximum for thrown, 10 increments maximum for 
  projectile 
   
  Cover (PHB 8-9) 
  Degree of Cover 
  AC Bonus 
  Ref Save Bonus 
  1/4 
  +2 
  +1 
  1/2 
  +4 
  +2 
  3/4 
  +7 
  +3 
  9/10 
  +10 
  +4 (1/2 damage on fail, none on success) 
   
  Concealment (PHB 8-10) 
  Concealment 
  Example 
  Miss Chance 
  1/4 
  Light fog, some darkness 
  10% 
  1/2 
  Dense fog (at 5’) 
  20% 
  3/4 
  Dense foliage 
  30% 
  9/10 
  Near total darkness 
  40% 
  total 
  Blind, total darkness, 
  dense fog (at 10’) 
  50%, and must 
  guess location 
   
  Combat Modifiers (PHB 8-8) 
  Circumstance 
  Melee 
  Ranged 
  Attacker flanking defender 
  +2 
  - 
  Attacker on higher ground 
  +1 
  +0 
  Attacker prone 
  -4 
  * 
  Attacker invisible 
  +2† 
  +2† 
  Defender sitting or kneeling 
  +2 
  -2 
  Defender stunned, cowering, off-balance, climbing 
  +2† 
  +2† 
  Defender surprised, flat-footed 
  +0† 
  +2† 
  Defender running 
  +0† 
  -2† 
  Defender (not Attacker) grappling 
  +0‡ 
  +0‡ 
  Defender pinned 
  +4† 
  -4† 
  * Only crossbow can be used      † Defender loses Dex bonus to AC 
  ‡ roll randomly to see who is the target, they lose Dex bonus to AC 
   
  Poisons (DMG 3-16) 
  Source 
  Type 
  Initial 
  Damage 
  Secondary 
  Damage 
  Small centipede 
  Injury DC 11 
  1d2 Dex 
  1d2 Dex 
  Greenblood oil 
  Injury DC 13 
  1 Con 
  1d2 Con 
  Medium-size spider 
  Injury DC 14 
  1d4 Str 
  1d6 Str 
  Bloodroot 
  Injury DC 12 
  0 
  1d4 Con + 1d6 Wis 
  Purple worm 
  Injury DC 24 
  1d6 Str 
  1d6 Str 
  Large scorpion 
  Injury DC 18 
  1d6 Str 
  1d6 Str 
  Wyvern 
  Injury DC 17 
  2d6 Con 
  2d6 Con 
  Blue whinnis 
  Injury DC 14 
  1 Con 
  Unconscious 
  Giant wasp 
  Injury DC 18 
  1d6 Dex 
  1d6 Dex 
  Shadow essence 
  Injury DC 17 
  1 Str* 
  2d6 Str 
  Black adder 
  Injury DC 12 
  0 
  1d6 Str 
  Deathblade 
  Injury DC 20 
  1d6 Con 
  2d6 Con 
  Malyss root paste 
  Contact DC 16 
  1 Dex 
  2d4 Dex 
  Nitharit 
  Contact DC 13 
  0 
  3d6 Con 
  Dragon bile 
  Contact DC 26 
  3d6 Str 
  0 
  Sassone leaf residue 
  Contact DC 16 
  2d12 hp 
  1d6 Con 
  Terinav root 
  Contact DC 16 
  1d6 Dex 
  2d6 Dex 
  Carrion crawler brain  
  Contact DC 13 
  Paralysis 
  0 
  Black lotus extract 
  Contact DC 20 
  3d6 Con 
  3d6 Con 
  Oil of taggit 
  Ingested DC 15 
  0 
  Unconscious 
  Id moss 
  Ingested DC 14 
  1d4 Int 
  2d6 Int 
  Striped toadstool 
  Ingested DC 11 
  1 Wis 
  2d6 Wis + 1d4 Int 
  Aresnic 
  Ingested DC 13 
  1 Con 
  1d8 Con 
  Lich dust 
  Ingested DC 17 
  2d6 Str 
  1d6 Str 
  Dark reaver powder 
  Ingested DC 18 
  2d6 Con 
  1d6 Con + 1d6 Str 
  Ungol dust 
  Inhaled DC 15 
  1 Cha 
  1d6 Cha + 1 Cha* 
  Burnt othur fumes 
  Inhaled DC 18 
  1 Con* 
  3d6 Con 
  Insanity mist 
  Inhaled DC 15 
  1d4 Wis 
  2d6 Wis 
  * Permanent 
   
   
   
   
  Diseases (DMG 3-14) 
  Name 
  Infection 
  DC 
  Incubation 
  Damage 
  Blinding sickness 
  Ingested 
  16 
  1d3 days 
  1d4 Str‡ 
  Cackle fever 
  Inhaled 
  16 
  1 day 
  1d6 Wis 
  Demon fever 
  Injury 
  18 
  1 day 
  1d6 Con** 
  Devil chills† 
  Injury 
  14 
  1d4 days 
  1d4 Str 
  Filth fever 
  Injury 
  12 
  1d3 days 
  1d3 Dex, 1d3 Con 
  Mindfire 
  Inhaled 
  12 
  1 day 
  1d4 Int 
  Mummy rot* 
  Contact 
  20 
  1 day 
  1d6 Con 
  Red ache 
  Injury 
  15 
  1d3 days 
  1d6 Str 
  Shakes 
  Contact 
  13 
  1 day 
  1d8 Dex 
  Slimy doom 
  Contact 
  14 
  1 day 
  1d4 Con** 
  * Save does not mean recovery, must be magically healed 
  ** Make another save, failure means 1 point of temp. damage becomes permanent 
  † Must make 3 saves in a row to recover 
  ‡ Every time 2 or more points of damage is done, make another save or be blinded 
  
  Weapons 
   
  Type 
   
  Damage 
   
  Critical 
   
  Range 
  Size/ 
  Proficiency/ 
  Dmg Type 
  Axe, orc double 
  1d8/1d8 
  x3 
   
  L/E/S 
  Axe, throwing 
  1d6 
  x2 
  10’ 
  S/M/S 
  Battleaxe 
  1d8 
  x3 
   
  M/M/S 
  Chain, spiked* 
  2d4 
  x2 
   
  L/E/P 
  Club 
  1d6 
  x2 
  10’ 
  M/S/B 
  Crossbow, hand 
  1d4 
  19-20/x2 
  30’ 
  T/E/P 
  Crossbow, heavy 
  1d10 
  19-20/x2 
  120’ 
  M/S/P 
  Crossbow, light 
  1d8 
  19-20/x2 
  80’ 
  S/S/P 
  Crossbow, repeating 
  1d8 
  19-20/x2 
  80 
  M/E/P 
  Dagger 
  1d4 
  19-20/x2 
  10’ 
  T/S/P 
  Dagger, punching 
  1d4 
  x3 
   
  T/S/P 
  Dart 
  1d4 
  x2 
  20’ 
  M/S/P 
  Falchion 
  2d4 
  18-20/x2 
   
  L/M/S 
  Flail, dire 
  1d8/1d8 
  x2 
   
  L/E/B 
  Flail, heavy 
  1d10 
  19-20/x2 
   
  L/M/B 
  Flail, light 
  1d8 
  x2 
   
  M/M/B 
  Gauntlet, spiked 
  1d4 
  x2 
   
  T/S/P 
  Glaive* 
  1d10 
  x3 
   
  L/M/S 
  Greataxe 
  1d12 
  x3 
   
  L/M/S 
  Greatclub 
  1d10 
  x2 
   
  L/M/B 
  Greatsword 
  2d6 
  19-20/x2 
   
  L/M/S 
  Guisarme* 
  2d4 
  x3 
   
  L/M/S 
  Halberd 
  1d10 
  x3 
   
  L/M/PS 
  Halfspear 
  1d6 
  x3 
  20’ 
  M/S/P 
  Hammer, gnome 
  hooked 
  1d6/1d4 
  x3/x4 
   
  M/E/BP 
  Hammer, light 
  1d4 
  x2 
  20’ 
  S/M/B 
  Javelin 
  1d6 
  x2 
  30’ 
  M/S/P 
  Kama 
  1d6 
  x2 
   
  S/E/S 
  Kama, halfling 
  1d4 
  x2 
   
  T/E/S 
  Kukri 
  1d4 
  18-20/x2 
   
  T/E/S 
  Lance, heavy* 
  1d8 
  x3 
   
  M/M/P 
  Lance, light 
  1d6 
  x3 
   
  S/M/P 
  Longbow 
  1d8 
  x3 
  100’ 
  L/M/P 
  Longbow, composite 
  1d8 
  x3 
  110’ 
  L/M/P 
  Longspear* 
  1d10 
  x3 
   
  L/M/P 
  Longsword 
  1d8 
  19-20/x2 
   
  M/M/S 
  Mace, heavy 
  1d8 
  x2 
   
  M/S/B 
  Mace, light 
  1d6 
  x2 
   
  S/S/B 
  Morningstar 
  1d8 
  x2 
   
  M/S/BP 
  Net 
  - 
  - 
  10’ 
  M/E/- 
  Nunchaku 
  1d6 
  x2 
   
  S/E/B 
  Nunchaku, halfling 
  1d4 
  x2 
   
  T/E/B 
  Pick, heavy 
  1d6 
  x4 
   
  M/M/P 
  Quarterstaff 
  1d6/1d6 
  x2 
   
  L/S/B 
  Ranseur* 
  2d4 
  x3 
   
  L/M/P 
  Rapier 
  1d6 
  18-20/x2 
   
  M/M/P 
  Sap 
  1d6§ 
  x2 
   
  S/M/B 
  Scimitar 
  1d6 
  18-20/x2 
   
  M/M/P 
  Scythe 
  2d4 
  x4 
   
  L/M/PS 
  Sickle 
  1d6 
  x2 
   
  S/S/S 
  Shortbow 
  1d6 
  x3 
  60’ 
  M/M/P 
  Shortbow, composite 
  1d6 
  x3 
  70’ 
  M/M/P 
  Shortspear 
  1d8 
  x3 
  20’ 
  L/S/P 
  Shuriken 
  1 
  x2 
  30’ 
  T/E/P 
  Siangham 
  1d6 
  x2 
   
  S/E/P 
  Siangham, halfling 
  1d4 
  x2 
   
  T/E/P 
  Sling 
  1d4 
  x2 
  50’ 
  S/S/B 
  Strike, unarmed (M) 
  1d3§ 
  x2 
   
  -/S/B 
  Strike, unarmed (S) 
  1d2§ 
  x2 
   
  -/S/B 
  Sword, short 
  1d6 
  19-20/x2 
   
  S/M/P 
  Sword, bastard 
  1d10 
  19-20/x2 
   
  M/E/S 
  Sword, two-bladed 
  1d8/1d8 
  19-20/x2 
   
  L/E/S 
  Trident 
  1d8 
  x2 
  10’ 
  M/M/P 
  Urgosh, dwarven 
  1d8/1d6 
  x3 
   
  L/E/SP 
  Waraxe, dwarven 
  1d10 
  x3 
   
  M/E/S 
  Warhammer 
  1d8 
  x3 
   
  M/M/B 
  Whip 
  1d2§ 
  x2 
  15’ 
  S/E/S 
  * Reach weapon 
   
   
   
   
   
  Armor 
  Type 
  Armor Bonus 
  Max. Dex Bonus 
  Check Penalty 
  Padded 
  +1 
  +8 
  0 
  Leather 
  +2 
  +6 
  0 
  Studded leather 
  +3 
  +5 
  -1 
  Chain shirt 
  +4 
  +4 
  -2 
  Hide 
  +3 
  +4 
  -3 
  Scale mail 
  +4 
  +3 
  -4 
  Chainmail 
  +5 
  +2 
  -5 
  Breastplate 
  +5 
  +3 
  -4 
  Splint mail 
  +6 
  +0 
  -7 
  Banded mail 
  +6 
  +1 
  -6 
  Half-plate 
  +7 
  +0 
  -7 
  Full plate 
  +8 
  +1 
  -6 
  Buckler 
  +1 
   
  -1 
  SW shield 
  +1 
   
  -1 
  SS shield 
  +1 
   
  -1 
  LW shield 
  +2 
   
  -2 
  LS shield 
  +2 
   
  -2 
  Tower shield 
  cover 
   
  -10 
   
  Experience Point Awards (DMG 7-1) 
   
  Challenge Rating 
  Party 
  Level 
  CR 
  1 
  CR 
  2 
  CR 
  3 
  CR 
  4 
  CR 
  5 
  CR 
  6 
  CR 
  7 
  CR 
  8 
  CR 
  9 
  CR 
  10 
  1-3 
  300 
  600 
  900 
  1350 
  1800 
  2700 
  3600 
  5400 
  7200 
  10800 
  4 
  300 
  600 
  800 
  1200 
  1600 
  2400 
  3200 
  4800 
  6400 
  9600 
  5 
  300 
  500 
  750 
  1000 
  1500 
  2250 
  3000 
  4500 
  6000 
  9000 
  6 
  300 
  450 
  600 
  900 
  1200 
  1800 
  2700 
  3600 
  5400 
  7200 
  7 
  263 
  394 
  525 
  700 
  1050 
  1400 
  2100 
  3150 
  4200 
  6300 
  8 
  200 
  300 
  450 
  600 
  800 
  1200 
  1600 
  2400 
  3600 
  4800 
  9 
   
  225 
  338 
  506 
  675 
  900 
  1350 
  1800 
  2700 
  4050 
  10 
   
   
  250 
  375 
  563 
  750 
  1000 
  1500 
  2000 
  3000 
  11 
   
   
   
  275 
  413 
  619 
  825 
  1100 
  1650 
  2200 
  12 
   
   
   
   
  300 
  450 
  675 
  900 
  1200 
  1800 
  13 
   
   
   
   
   
  325 
  488 
  731 
  975 
  1300 
  14 
   
   
   
   
   
   
  350 
  525 
  788 
  1050 
  15 
   
   
   
   
   
   
   
  375 
  563 
  844 
  16 
   
   
   
   
   
   
   
   
  400 
  600 
  17 
   
   
   
   
   
   
   
   
   
  425 
   
   
  Challenge Rating 
  Party 
  Level 
  CR 
  11 
  CR 
  12 
  CR 
  13 
  CR 
  14 
  CR 
  15 
  CR 
  16 
  CR 
  17 
  CR 
  18 
  CR 
  19 
  CR 
  20 
  4 
  12800 
   
   
   
   
   
   
   
   
   
  5 
  12000 
  18000 
   
   
   
   
   
   
   
   
  6 
  10800 
  14400 
  21600 
   
   
   
   
   
   
   
  7 
  8400 
  12600 
  16800 
  25200 
   
   
   
   
   
   
  8 
  7200 
  9600 
  14400 
  19200 
  28800 
   
   
   
   
   
  9 
  5400 
  8100 
  10800 
  16200 
  21600 
  32400 
   
   
   
   
  10 
  4500 
  6000 
  9000 
  12000 
  18000 
  24000 
  36000 
   
   
   
  11 
  3300 
  4950 
  6600 
  9900 
  13200 
  19800 
  26400 
  39600 
   
   
  12 
  2400 
  3600 
  5400 
  7200 
  10800 
  14400 
  21600 
  28800 
  43200 
   
  13 
  1950 
  2600 
  3900 
  5850 
  7800 
  11700 
  15600 
  23400 
  31200 
  46800 
  14 
  1400 
  2100 
  2800 
  4200 
  6300 
  8400 
  12600 
  16800 
  25200 
  33600 
  15 
  1125 
  1500 
  2250 
  3000 
  4500 
  6750 
  9000 
  13500 
  18000 
  27000 
  16 
  900 
  1200 
  1600 
  2400 
  3200 
  4800 
  7200 
  9600 
  14400 
  19200 
  17 
  638 
  956 
  1275 
  1700 
  2550 
  3400 
  5100 
  7650 
  10200 
  15300 
  18 
  450 
  675 
  1013 
  1350 
  1800 
  2700 
  3600 
  5400 
  8100 
  10800 
  19 
   
  475 
  713 
  1069 
  1425 
  1900 
  2850 
  3800 
  5700 
  8550 
  20 
   
   
  500 
  750 
  1000 
  1500 
  2000 
  3000 
  4000 
  6000 
   
  Treasure Values per Encounter (DMG 7-2) 
  EL 
  Treasure per  
  Encounter 
   
  EL 
  Treasure per  
  Encounter 
   
  EL 
  Treasure per  
  Encounter 
  1 
  300 gp 
   
  9 
  4500 gp 
   
  17 
  36000 gp 
  2 
  600 gp 
   
  10 
  5800 gp 
   
  18 
  47000 gp 
  3 
  900 gp 
   
  11 
  7500 gp 
   
  19 
  61000 gp 
  4 
  1200 gp 
   
  12 
  9800 gp 
   
  20 
  80000 gp 
  5 
  1600 gp 
   
  13 
  13000 gp 
   
   
   
  6 
  2000 gp 
   
  14 
  17000 gp 
   
   
   
  7 
  2600 gp 
   
  15 
  22000 gp 
   
   
   
  8 
  3400 gp 
   
  16 
  28000 gp 
   
   
   
   
   
   
   
   
  v1.8, Dec 8, 2000 
  http://home.golden.net/~novacane/DnD/index.html 
  email comments, suggestions, corrections to novacane@golden.net 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Sheets & Lists/Sheets/Sheets/combat_reference_sheet.pdf