TEXT: Reference Sheet v2.9 
  Combat Actions 
  Player Sheet 1
  ACTIONS (PHB P127, 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, cast 1-action spell*, 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*, 
  bard/sorcerer casting a meta-magic 1-action spell*, use touch spell on up 
  to six friends*, line up attack on object*, extinguish flames, throw a two-
  handed weapon with one hand*, change form (polymorph self)*, etc. 
   
  PARTIAL ACTIONS 
  • Single attack, cast spell*, single move, partial charge (must move in 
  straight line and at least 10’), partial run (x2 speed)*, etc. 
  • Above get 5’ step only, except single move 
  FIGHT DEFENSIVELY (PHB P124) 
  • -4 on all attacks, +2 dodge bonus to AC for 1 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.  Aid action may 
  also be used to shake someone free of hypnotize or sleep 
  ATTACKING AN OBJECT (PHB P135, 8-11) 
  • AC 5 + size modifier, +4 to attack roll if attacking with melee weapon 
  Size 
  Example 
  Mod 
   
  Size 
  Example 
  Mod 
  Colossal 
  Barn, broad side 
  -8 
   
  Small 
  Chair 
  +1
  Gigantic 
  Barn, narrow side 
  -4 
  Tiny 
  Tome 
  +2 
  Huge 
  Wagon 
  -2 
   
  Diminutive 
  Scroll 
  +4 
  Large 
  Big door 
  -1 
  Fine 
  Vial 
  +8 
  • To strike an object held/worn/carried by a creature, the AC gets the 
  creature’s Dex modifier, and magical deflection bonus the creatures has, 
  and a further +5 bonus if the object is in a hand/tentacle/etc. where it 
  can be quickly moved.  Attack does not get +4 melee bonus 
  • To strike and inanimate/immobile object, if you take a full-round action 
  to line up your attack, you get an automatic hit with melee or a +5 with 
  ranged weapons, to strike a weapon of shield see next section 
   
  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 
  Hard 
  HP 
   
  Weapon 
  Hard 
  HP 
  Tiny blade 
  10 
  1 
   
  Large hafted 
  5
  10
  Small blade 
  10 
  2
  Huge club 
  5 
  60 
  Medium blade 
  10 
  5 
   
  Buckler (Small object) 
  10 
  5
  Large blade 
  10 
  10 
  Small wooden shield (Medium object) 
  5 
  10 
  Small metal-hafted 
  10 
  10 
   
  Small steel shield (Medium object) 
  10
  10
  Med. metal-hafted 
  10
  25
  Large wooden shield (Large object) 
  5 
  15 
  Small hafted 
  5 
  2 
   
  Large steel shield (Large object) 
  10 
  20 
  Medium hafted 
  5
  5
  Tower shield (Huge object) 
  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 
   
  COUP DE GRACE (PHB P133) 
  • Full-round action with melee weapon (or bow/crossbow from adjacent 
  square).  Provokes AoO.  Automatic hit and critical, Fort save DC 10 + 
  damage or die 
   
  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 
   
  Check 
  Max HD 
  up to 0 
  Cleric level - 4 
  7-9 
  Cleric level - 1 
   
  16-18 
  Cleric level + 2 
  1-3 
  Cleric level - 3 
  10-12 
  Cleric level 
  19-21 
  Cleric level + 3 
  4-6 
  Cleric level - 2 
  13-15 
  Cleric level + 1 
   
  22+ 
  Cleric level + 4 
  • Roll 2d6 + Cleric level + Cha mod, gives number of HD turned/rebuked 
  • Undead with 1/2 HD of cleric’s level are destroyed/commanded 
  • Turned undead flee for 10 rounds, if they can’t, they cower 
  • Rebuked undead cower in awe for 10 rounds 
  • If cleric gets closer than 10’, turned undead will return to normal 
  • Commanded undead may be ordered as a standard action 
  
  Reference Sheet v2.9 
  Combat Modifiers, Light, Skill Checks, Healing 
  Player Sheet 2 
  COVER (PHB P133, 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 P133, 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%, must guess location 
   
  COMBAT MODIFIERS (PHB P132, 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 prone 
  +4 
  -4 
  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 
  LIGHT SOURCES (PHB P144) 
  Source 
  Light 
  Duration 
   
  Source 
  Light 
  Duration 
  Lantern, hooded 
  30’ 
  6 hr./pint 
   
  Candle 
  5’ 
  1 hr. 
  Lamp, common 
  15’ 
  6 hr./pint 
  Sunrod 
  30’ 
  6 hr. 
  Lantern, bullseye 
  60’ (20’ wide cone) 
  6 hr./pint 
   
  Torch 
  20’ 
  1 hr. 
  Continual flame 
  20’ 
  Perm. 
  Daylight 
  60’ 
  30 min. 
  Dancing lights 
  20’ (each) 
  1 min. 
   
  Light 
  20’ 
  10 min. 
  SKILL CHECKS (PHB P63-76) 
   
  APPRAISE (INT, UNTRAINED)
  Takes one minute, no retry for same object. 
  Common items:  DC 12 within 10%, failure 10% x (2d6+3) of actual price 
  Rare/exotic items:  DC 15+ within 10% x (2d4+5) of actual price, failure 
  unable to estimate. 
   
  BALANCE (DEX, UNTRAINED, ARMOR CHECK PENALTY)
  Success lets you move at half speed, failure means no move for 1 round, 
  failure by 5 or more means you fall. 
  Surface 
  DC 
   
  Surface 
  DC 
  7-12 inches wide 
  10 
   
  Uneven floor 
  10 
  2-6 inches wide 
  15 
  Surface angled 
  +5 
  Less than 2 inches wide 
  20 
   
  Surface slippery 
  +5 
  BLUFF (CHA, UNTRAINED)
  At least a full round action.  Target makes opposed Sense Motive check. 
  Usually cannot retry, unless feinting in combat. 
  Circumstance 
  DC 
  Target wants to believe you 
  -5 
  Believable, and doesn’t affect the target much 
  +0 
  A little hard to believe, or puts the target at some risk 
  +5 
  Hard to believe, or entails large risk for target 
  +10 
  Way out there, almost too incredible to consider 
  +20 
   
  CLIMB (STR, UNTRAINED, ARMOR CHECK PENALTY)
  Success lets you move at half speed as a full round action, failure means no 
  progress for 1 round, failure by 5 or more means you fall. 
  DC 
  Example Wall or Surface 
  0
  A slope too steep to walk up.  A knotted rope with a wall to brace against. 
  5
  Rope with a wall to brace against.  Knotted rope.  Rope affected by rope trick.
  10 
  Surface with ledges to hold/stand on such as a very rough wall or a ship’s rigging. 
  15 
  Surface with handhold or footholds.  Unknotted rope. 
  20 
  Uneven surface with some narrow handhold or footholds, such as dungeon or ruin walls. 
  25 
  Rough surface such as a natural rock wall or a brick wall. 
  25 
  Overhang or ceiling with handholds. 
  -10 
  Location where on can brace against two opposite walls, such as a chimney. 
  -5 
  A corner where you can brace against a perpendicular wall. 
  +5 
  Slippery surface. 
  HEAL (WIS, UNTRAINED)
  Check DC 15 to stabilize a dying creature. 
  DISGUISE (CHA, UNTRAINED)
  Takes 1d3 x 10 minutes.  Make opposed Spot check. 
  Disguise 
  Spot Mod 
   
  Familiarity 
  Spot Mod 
  Minor details only 
  +5 
   
  Recognizes on sight 
  +4 
  Different sex 
  -2
  Friends or associates 
  +6 
  Different race 
  -2 
   
  Close friends 
  +8
  Different age (per category difference) 
  -2 
  Intimate 
  +10 
  Specific class 
  -2 
   
   
   
   
  ESCAPE ARTIST (DEX, UNTRAINED, ARMOR CHECK PENALTY)
  Full round:  Net or most spells (DC 20), snare spell (DC 23). 
  1 minute:  Ropes (DC is binder’s Use Rope check at +10), manacles (DC 30), 
  masterwork manacles (DC 35). 
  At least one minute:  Tight space (DC 30). 
   
  INTIMIDATE (CHA, UNTRAINED)
  DC is typically 10 + the target’s number of Hit Dice.  No retry. 
   
  INTUIT DIRECTION (WIS, TRAINED ONLY)
  1 minute, DC 15, you can tell where True North is.  Natural 1 means you 
  mistakenly identify a random direction.  Usable once per day. 
   
  JUMP (STR, UNTRAINED, ARMOR CHECK PENALTY)
  Type of Jump 
  DC or 
  Distance 
  Max. Distance/Height 
  Running, long* 
  distance + 5 
  5’ + 1’/1 point above 10 
  Character’s height x 6’ 
  Standing, long 
  2 x distance + 4 
  3’ + 1’/2 points above 10 
  Character’s height x 2’ 
  Running, high* 
  4 x height + 2 
  2’ + 1’/4 points above 10 
  Character’s height x 1.5’ 
  Standing, high 
  8 x height - 6 
  2’ + 1’/8 points above 10 
  Character’s height 
  Jump Back 
  8 x distance + 2 
  1’ + 1’/8 points above 10 
  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, Run feat adds 25%. 
   
  PICK POCKET (DEX, TRAINED ONLY, ARMOR CHECK PENALTY)
  DC 
  Task 
  10 
  Palm a coin-sized object, make a coin disappear 
  20 
  Lift a small object from a person 
  To lift item, make check to see if you get item, then target makes opposed 
  spot check to see if they notice the attempt.  +10 if target is watching. 
   
  SWIM (STR, UNTRAINED, SPECIAL CHECK PENALTY)
  Success lets you move at one-quarter speed as a move-equivalent action (or 
  half as a full-round action), failure means no progress for 1 round, failure 
  by 5 or more means you go under.  -1 for every 5 pounds of gear.  DC is 10 
  for calm water, 15 for rough, 20 for stormy. 
   
  TUMBLE (DEX, TRAINED ONLY, ARMOR CHECK PENALTY)
  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 
  SKILL SYNERGIES (PHB P63-76) 
  5 ranks in 
  +2 bonus to 
   
  5 ranks in 
  +2 bonus to 
  Bluff 
  Diplomacy, Intimidate, Pick Pockets 
   
  Prof (herbalist) 
  Heal 
  Handle Animal 
  Ride 
  Sense Motive 
  Diplomacy 
  Jump 
  Tumble 
   
  Tumble 
  Balance, Jump 
  SKILL SYNERGIES, SPECIAL CIRCUMSTANCES (PHB P63-76) 
  5 ranks in 
  +2 bonus to 
  Circumstance 
  Animal Empathy 
  Handle Animal 
  When dealing with animals; need 9 ranks 
  when dealing with beasts 
  Bluff 
  Disguise 
  When known that you are observed and 
  trying to act in character 
  Bluff 
  Innuendo 
  Sending only 
  Decipher Script 
  Use Magic Device 
  Only if related to scrolls 
  Sense Motive 
  Innuendo 
  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 escaping from rope bonds 
  Escape Artist 
  Use Rope 
  When binding someone 
  Intuit Direction 
  Wilderness Lore 
  When trying to avoid getting lost 
  HEALING (PHB P129, P135) 
  • 1 hit point per level per day of rest (1.5 times for complete bed rest) 
  • Subdual damage heals 1 hit point per level per hour 
  • Temporary ability damage is healed 1 point per day of rest 
  Ability 
  Modifier 
   
  Ability 
  Modifier 
   
  Ability 
  Modifier 
  0-1 
  -5 
  8-9 
  -1 
   
  16-17 
  +3 
  2-3 
  -4 
   
  10-11 
  0
  18-19 
  +4 
  4-5 
  -3 
  12-13 
  +1 
   
  20-21 
  +5 
  6-7 
  -2 
   
  14-15 
  +2 
  22-23 
  +6 
  http://members.home.net/wilson0246/DnD/index.html
  
  Reference Sheet v2.9 
  Conditions, Spotting, Movement, Bonuses 
  DM Sheet 1
  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, you move at half speed 
  • Enemies get +2 when attacking, you lose any Dex bonus to your AC 
  • Str and Dex based checks, Search checks, etc. at -4 
   
  Confused (DMG p84) 
  • Roll 1d10 each round: 
  1
  Wander away for 1 minute 
   
  7-9 
  Attack nearest creature for 1 round 
  2-6 
  Do nothing 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 
   
  Deafened (DMG p84) 
  • -4 to initiative checks, 20% spell failure for spells with verbal 
  components, cannot make Listen checks 
   
  Disabled (DMG p84) 
  • Partial action only, take 1 point of damage after any strenuous act 
   
  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 
   
  Exhausted (DMG p84) 
  • Caused by doing something that causes fatigue while already fatigued 
  • Move at half normal speed, -6 to Str and Dex 
  • Need 1 hour rest, then become fatigued instead 
   
  Fatigued (DMG p84) 
  • -2 to Str and Dex.  8 hours rest needed, need 1 hour rest to remove 
   
  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 number of levels less than negative levels, character is slain 
  FALLING OBJECTS (DMG P89, 3-18) 
  • 1d6 for every 10’ fallen (Smaller objects use increments below) 
  • If hit by a falling object, add 1d6 for every additional 200 pounds, 
  Object Weight 
  Distance 
   
  Object Weight 
  Distance 
  200-101 
  20’ 
  30-11 
  50’ 
  100-51 
  30’ 
   
  10-6 
  60’ 
  50-31 
  40’ 
  1-5 
  70’ 
  WALLS (DMG P107, 4-3) 
   
  Wall Type 
  Typical 
  Thickness 
  Break 
  DC
  Hardness 
  Hit 
  Points* 
  Climb 
  DC
  Masonry 
  1’ 
  35 
  8 
  90 
  15 
  Superior masonry 
  1’ 
  35 
  8
  90 
  20 
  Reinforced masonry 
  1’ 
  45 
  8 
  180 
  15 
  Hewn stone 
  3’
  50
  8
  540 
  22
  Unworked stone 
  5’ 
  65 
  8 
  900 
  20 
  Iron 
  3” 
  30 
  10 
  90 
  25 
  Paper 
  paper-thin 
  1 
  - 
  1 
  30 
  Wood 
  6”
  20
  5
  60
  21
  Magically treated** 
  - 
  +20 
  x2 
  x2† 
  - 
  * Per 10’x10’ section 
  ** Add modifiers to any other wall type 
  † Or 50, whichever is greater 
   
  DOORS (DMG P108, 4-4) 
   
  Typical 
   
  Hit 
  Break DC 
  Door Type 
  Thickness 
  Hardness 
  Points 
  Stuck 
  Locked 
  Simple wooden 
  1” 
  5 
  10 
  13 
  15 
  Good wooden 
  1.5” 
  5
  15 
  16 
  18 
  Strong wooded 
  2” 
  5 
  20 
  23 
  25 
  Stone 
  4” 
  8
  60 
  28 
  28 
  Iron 
  2” 
  10 
  60 
  28 
  28 
  Portcullis, wooden 
  3” 
  5
  30 
  25* 
  25* 
  Portcullis, iron 
  2” 
  10 
  60 
  25* 
  25* 
  Lock 
  -
  15 
  30 
  Hinge 
  - 
  15 
  30 
   
   
  * DC to lift.  Use appropriate door DC for break. 
  SPOTTING DISTANCE/DIFFICULTY (DMG P60, 3-1, 3-2) 
  Distance 
   
  Difficulty 
  Terrain 
  Distance (avg) 
   
  Circumstance 
  DC 
  Smoke/heavy fog 
  2d4x5’ (25’) 
   
  Base 
  20 
  Jungle/dense forest 
  2d4x10’ (50’) 
  Size 
  +/-4 per size 
  Light forest 
  3d6x10’ (105’) 
   
  Contrast 
  +/-5 or more 
  Scrub, brush/bush 
  6d6x10’ (210’) 
  Stillness (not moving) 
  +5 
  Grassland 
  6d6x20’ (420’) 
   
  6+ creatures 
  -2 
  Total darkness 
  Limit of sight 
  Moonlight* 
  +5 
  Indoors (lit) 
  Line of sight 
   
  Starlight** 
  +10 
  Total Darkness 
  darkvision 
  * +5 bonus to check if spotter has low-light vision or darkvision to that range 
  ** +5 to check if spotter has low-light vision or +10 for darkvision to that range 
  OVERLAND MOVEMENT RATES (PHB P133, 9-3) 
   
  15’ 
  20’ 
  30’ 
  40’ 
  One Minute 
  Walk 
  150’ 
  200’ 
  300’ 
  400’ 
   
  Hustle 
  300’ 
  400’ 
  600’ 
  800’ 
  Run (x3) 
  450’ 
  600’ 
  900’ 
  1,200’ 
   
  Run (x4) 
  600’ 
  800’ 
  1,200’ 
  1,600’ 
  One Hour 
  Walk 
  1.5 miles 
  2 miles 
  3 miles 
  4 miles 
  Hustle 
  3 miles 
  4 miles 
  6 miles 
  8 miles 
  One Day 
  Walk 
  12 miles 
  16 miles 
  24 miles 
  32 miles 
  BONUS TYPES (DMG P177, 8-1) 
  Bonus Type 
  Improves 
   
  Bonus Type 
  Improves 
  Armor 
  AC 
   
  Inherent 
  Ability score 
  Circumstance 
  Attacks, checks 
  Insight 
  Attacks, AC, checks, saves 
  Competence 
  Attacks, saves, 
  checks 
   
  Luck 
  Attacks, weapon damage, AC, 
  saves, checks 
  Deflection 
  AC 
  Morale 
  Attacks, weapon damage, checks, 
  saves 
  Dodge 
  AC 
   
  Natural 
  Armor 
  AC 
  Enhancement 
  Armor’s bonus 
  Profane 
  AC, saves, checks 
  Enhancement 
  Attacks, damage 
   
  Resistance 
  Saves 
  Enhancement 
  Ability score 
  Sacred 
  AC, saves, checks 
  Haste 
  AC 
   
  Synergy 
  Checks 
  Stacking: Bonuses of the same type do not stack, except for circumstance, 
  dodge, synergy, or armor and shield’s Armor bonus types. 
  VARIANT:  DEATH FROM MASSIVE DAMAGE (DMG P66, 3-8) 
  Receiving more than 50 points of damage in a single attack will kill a 
  creature.  Alternatively, base the limit on the size of the creature: 
  Size 
  F 
  D 
  T 
  S 
  M 
  L 
  H 
  G 
  C 
  Max. dmg. per single attack 
  10 
  20 
  30 
  40 
  50 
  60 
  70 
  80 
  90 
  VARIANT:  INSTANT KILL (DMG P64) 
  If a natural 20 is rolled, followed by another natural 20 to confirm the 
  critical, roll again.  Roll a third time, if it hits, the target is instantly slain 
  VARIANT:  CRITICAL MISSES/FUMBLES (DMG P65) 
  On a natural 1, character must make a Dex check (DC 10) or fumble 
  
  Reference Sheet v2.9 
  Weapons, Armor, Poisons, Diseases 
  DM Sheet 2 
  WEAPONS (PHB P98, 7-4) 
  Type 
  Damage 
  Critical 
  Range 
  Size/Prof/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, 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* 
  1d8 
  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 
   
  Masterwork: +1 to attack roll, does not stack with magic enhancement 
  Mithral: Weigh half as much 
  Adamantine: Natural (cannot be dispelled) enhancement, does not stack 
  with magic enhancement: 1d4/1d6 is +1, 1d8/1d10/1d12 is +2 
  Darkwood: Weigh half as much 
  WEAPON SIZE AND DAMAGE (DMG P162) 
  Smaller 
  Original 
  Larger 
   
  Smaller 
  Original 
  Larger 
  1
  1d2 
  1d3 
   
  1d6 
  1d8 
  2d6 
  1d2 
  1d3 
  1d4 
  1d6 
  1d10 
  2d6 
  1d3 
  1d4 
  1d6 
   
  1d8 
  1d12 
  2d8 
  1d4 
  1d6 
  1d8 
  ARMOR (PHB P104, 7-5) 
   
  Type 
  Armor 
  Bonus 
  Max. Dex Bonus 
  Check Penalty 
  Spell Failure 
  Padded 
  +1 
  +8 
  0 
  5% 
  Leather 
  +2 
  +6 
  0 
  10% 
  Studded leather 
  +3 
  +5 
  -1 
  15% 
  Chain shirt 
  +4 
  +4 
  -2 
  20% 
  Hide 
  +3 
  +4 
  -3 
  20% 
  Scale mail 
  +4 
  +3 
  -4 
  25% 
  Chainmail 
  +5 
  +2 
  -5 
  30% 
  Breastplate 
  +5
  +3
  -4
  25% 
  Splint mail 
  +6 
  +0 
  -7 
  40% 
  Banded mail 
  +6 
  +1 
  -6 
  35% 
  Half-plate 
  +7 
  +0 
  -7 
  40% 
  Full plate 
  +8 
  +1 
  -6 
  35% 
  Buckler 
  +1
  -1
  5%
  SW shield 
  +1 
  -1 
  5% 
  SS shield 
  +1 
  -1 
  5% 
  LW shield 
  +2 
  -2 
  15% 
  LS shield 
  +2
  -2
  15% 
  Tower shield 
  cover 
  -10 
  50% 
  Masterwork: Armor check penalty reduced by 1 
  Mithral: 1 category lighter, spell failure 10% less, maximum dexterity 
  bonus +2, armor check penalty reduce by 3 
  Adamantine: Natural (cannot be dispelled) enhancement: Light armor or 
  shield gets +1, medium gets +2, heavy gets +3, does not stack with magic 
  enhancement 
  Darkwood: Weigh half as much, shield’s check penalty reduced by 2 
  POISONS (DMG P80, 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 
   
  Make secondary Fort Save 10 rounds (1 minute) after initial 
  DISEASES (DMG P75, 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 
  Make Fort Save (or Heal check) each day 
  http://members.home.net/wilson0246/DnD/index.html
  
  Reference Sheet v2.9 
  Magic 
  Magic Sheet 1
  METAMAGIC COST 
  Feat 
  Level 
   
  Feat 
  Level 
  Empower 
  +2
  Maximize 
  +3 
  Enlarge 
  +1 
   
  Quicken 
  +4 
  Extend 
  +1 
  Silent 
  +1 
  Heighten 
  level cast at 
   
  Still 
  +1
  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 
  SPECIAL ABILITIES (DMG P71-72, 3-12) 
   
  Extraordinary 
  Supernatural 
  Spell-like 
  Affected by dispel? 
  No 
  No 
  Yes 
  Spell Resistance offers protection? 
  No
  No
  Yes 
  Suppressed by Antimagic Field? 
  No 
  Yes 
  Yes 
  Use provokes AoO? 
  No 
  No 
  Yes 
  ANTIMAGIC (DMG P72) 
  • Spells centered outside the field but overlap still affect the area outside 
  • Summoned creatures vanish until field goes away, constructs, elemental, 
  undead, etc. still function, but lose supernatural and spell-like abilities 
  COUNTERSPELL (PHB P152) 
  • Ready an 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, or opposite spell). 
  • Dispel Magic is treated differently, see below. 
   
  DISPEL MAGIC (PHB P196) 
  Targeted dispel: Dispel check (1d20 + 1 per caster level, max +10) against 
  DC of 11 + caster level of spell to be dispelled.  Against magic items, make 
  a check against the item’s caster level, if you succeed all the item’s 
  properties are suppressed for 1d4 rounds 
  Area dispel: 30’ radius, make checks against spell with highest caster level 
  until one is dispelled.  Magic items are not affected 
  Counterspell: Make a dispel check 
  DETECT SPELLS (PHB P193-194) 
  Spell  
  Area/Range 
  Round 1 
  Round 2 
  Round 3 
  Plants/Animals 
  90°/60’ 
  presence 
  number 
  condition/location 
  Alignment 
  90°/60’ 
  presence 
  number 
  strength/location 
  Magic 
  90°/60’ 
  presence 
  number 
  strength/location 
  Poison 
  thing, 5’ cube 
  presence, Wis/Alchemy check DC 20 to identify 
  Scrying 
  120’ radius 
  presence, opposed Scry check to see scrier 
  Secret Doors 
  90°/60’ 
  presence 
  number/location 
  mechanism, 1/rnd 
  Snare/Pits 
  90°/60’ 
  presence 
  number/location 
  type/trigger, 1/rnd 
  Thoughts 
  90°/60’ 
  presence 
  number/strength 
  surface thoughts 
  Undead 
  90°/60’ 
  presence 
  number/strongest 
  strength/location 
   
  Detect Magic strength: 
  Strength 
  Functioning Spell Level 
  Item Caster Level 
  Dim 
  0-level or lingering aura 
  Lingering aura 
  Faint 
  1st-3rd 
  1st-5th 
  Moderate 
  4th-6th 
  6th-11th 
  Strong 
  7th-9th 
  12th-20th 
  Overwhelming 
  Artifact or deity-level magic 
  Beyond mortal caster 
  Detect Alignment (good/evil/law/chaos) strength: 
  Creature/Object 
  Power 
   
  Power 
  Aura 
  Creature 
  HD/5 
   
  Lingering 
  Dim 
  Undead 
  HD/2 
  1 or less 
  Faint 
  Elemental 
  HD/2 
   
  2-4 
  Moderate 
  Magic (item/spell) 
  Caster level/2 
  5-10 
  Strong 
  Outsider 
  HD 
   
  11+ 
  Overwhelming 
  Cleric 
  level 
  Detect Undead strength: 
  Strength 
  HD 
   
  Strength 
  HD 
  Dim 
  Lingering Aura 
   
  Strong 
  5-10 
  Faint 
  1 or less 
  Overwhelming 
  11+ 
  Moderate 
  2-4 
   
   
   
   
  Lingering time is 1d6 multiplied by (original strength): 1 minute (faint),  
  10 minutes (moderate), 1 hour (strong), 1 day (overwhelming) 
  USE MAGIC DEVICE CHECKS (PHB P75) 
  Task 
  DC 
   
  Task 
  DC 
  Decipher a written spell 
  25 + spell level 
   
  Emulate race 
  25 
  Emulate spell ability 
  20 
  Emulate alignment 
  30 
  Emulate class feature 
  20 
   
  Activate blindly 
  25 
  Emulate ability score 
  25 
  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 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 
  SPELLCRAFT CHECKS (PHB P74) 
  +2 to check when dealing with a spell from specialized school 
  -5 to check when dealing with a spell from prohibited school 
  DC 
  Task 
  13 
  When using read magic, identify a glyph of warding.
  15 + spell level 
  Identify a spell being cast - you must be able to hear or see the spell’s verbal 
  or somatic components.  No retry. 
  15 + spell level 
  Learn a spell from a spellbook or scroll.  Wizard only.  No retry for that spell 
  until you gain at least one rank in Spellcraft.  Takes 1 + spell level days. 
  15 + spell level 
  Prepare a spell from a borrowed spellbook.  Wizard only.  One try per day. 
  15 + spell level 
  When casting detect magic, determine the school of the magic involved in 
  the aura of a single item or creature you can see. 
  19 
  Using read magic, identify a symbol.
  20 
  Draw a diagram to augment casting dimensional anchor on a summoned 
  creature.  Takes 10 minutes.  No retry.  The DM makes this check. 
  20 + spell level 
  Identify a spell that’s already in place and in effect.  You must be able to see 
  or detect the effects of the spell.  No retry. 
  20 + spell level 
  Identify materials created or shaped by magic, such as noting that an iron 
  wall is the result of a wall of iron spell.  No retry. 
  20 + spell level 
  Decipher a written spell (such as a scroll) without using read magic. One try 
  per day. 
  30 or higher 
  Understand a strange or unique magical effect.  No retry. 
  ALCHEMY CHECKS (PHB P63) 
  DC 
  Task 
  25 
  Identify substance.  Cost 1gp per attempt, or 20gp for take 20. 
  25 
  Identify potion.  Cost 1gp per attempt, or 20gp for take 20. 
  15 
  Make acid.  See Craft Skill, PHB p65-66 for time and cost. 
  20 
  Identify poison (after casting detect poison)
  20 
  Make alchemist’s fire, smokestick, or tindertwig.  See Craft Skill, PHB p65-66 for 
  time and cost. 
  25 
  Make antitoxin, sunrod, tanglefoot bag, or thunderstone.  See Craft Skill, PHB p65-
  66 for time and cost. 
  SCROLLS (DMG P203, SEE THIS PAGE FOR MISHAP EFFECTS) 
  • 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 caster level check, DC is scroll creator’s level + 1 
  • If failed, make Wisdom check (DC 5, 1 fails).  Fail takes 1d6 
  damage/spell level 
   
  WANDS (DMG P206) 
  • Spell trigger activation, must have spell on spell list 
  • Use is a standard action that does not provoke AoOs 
  • Takes as long as spell if normal casting time is greater than 1 action 
  MAGIC SCHOOLS (PHB P54) 
  School 
  Prohibited 
  Abjuration 
  1) one of Conjuration, Enchantment, Evocation, Illusion, or Transmutation 
  2) both Divination and Necromancy 
  Conjuration 
  1) Evocation 
  2) two of Abjuration, Enchantment, or Illusion 
  3) Transmutation 
  4) any three schools 
  Divination 
  1) any one school 
  Enchantment 
  1) one of Abjuration, Conjuration, Evocation, Illusion, or Transmutation 
  2) both Divination and Necromancy 
  Evocation 
  1) Conjuration 
  2) two of Abjuration, Enchantment, or Illusion 
  3) Transmutation 
  4) any three schools 
  Illusion 
  1) one of Abjuration, Conjuration, Enchantment, Evocation, or Transmutation 
  2) both Divination and Necromancy 
  Necromancy 
  1) any one school 
  Transmutation 
  1) Conjuration 
  2) Evocation 
  3) two of Abjuration, Enchantment, or Illusion 
  4) any three schools 
  
  Reference Sheet v2.9 
  Psionics, Familiars, Magic Items 
  Magic Sheet 2 
  METAPSIONIC COST (PSIHB P24-30) 
  Feat 
  Cost 
   
  Feat 
  Cost 
  Enlarge 
  +2
  Maximize 
  +6 
  Extend 
  +2 
   
  Persistent 
  +8 
  Heighten 
  effective level 
  Quicken 
  +8 
  Hide Display 
  +2 
   
  Twin 
  +8
  PSIONIC COMBAT (PSIHB P42, 4-1, 4-2, 4-3) 
  DC for powers is 1d20 + power’s key ability bonus + level of power 
  Power Level(Cost):  0(0/1)  1(1)  2(3)  3(5)  4(7)  5(9)  6(11)  7(13)  8(15)  9(17) 
  Will Save DC vs. attack is 1d20 + attack’s ability modifier + DC modifier 
   
  Ego 
  Whip 
  (Dex) 
  Id 
  Insin. 
  (Str) 
  Mind 
  Blast 
  (Cha) 
  Mind 
  Thrust 
  (Int) 
  Psychic 
  Crush 
  (Wis) 
   
  Sec. 
  Prot. 
   
  PP 
  Empty Mind 
  +1 
  -2 
  +3 
  -3 
  -5 
  none 
  1 
  Intellect Fortress 
  -2 
  +1 
  0
  +6 
  +4 
  3 mh 
  5
  Mental Barrier 
  -1 
  +4 
  -3 
  +1 
  +3 
  2 mh 
  3 
  Thought Shield 
  -4
  -1
  -2
  +4
  +2
  1 mh 
  1
  Tower of Iron Will 
  +3 
  0 
  -1 
  +5 
  -3 
  2 mh 
  5 
  Nonpsionic buffer 
  -8 
  -9 
  +4 
  -8 
  -8 
  stun 
  na 
  Flat-footed/no PP 
  +8 
  +7 
  +8 
  +8 
  +8 
   
   
  Ability Damage 
  1d4 Dex 
  1d2 Str 
  1d4 Cha 
  1d2 Int 
  2d4 Wis 
  Power Points 
  3 
  3 
  9 
  1 
  5 
   
   
  -Defenders who fail save against Id Insinuation ignore mental hardness 
  -Mind Blast affects all creatures in 60’ cone, nonpsionics are stunned for 3d4 rounds 
  -All other attacks have range of 25’ + 5’ per 2 levels 
  -Tower of Iron Will applies to all in 10’ radius, mental hardness stacks, save does not 
  PSION POWER POINTS PER DAY 
  Level 
  Ability 
   
  10-11 
  12-13 
  14-15 
  16-17 
  18-19 
  20-21 
  22-23 
  24-25 
  26-27 
  1
  2
  3
  3
  3
  3
  5
  5
  5
  5
  2
  3
  4
  4
  4
  4
  6
  6
  6
  6
  3
  4
  5
  8
  8
  8
  10 
  12 
  12 
  12 
  4
  7
  8
  11 
  11 
  11 
  13 
  15 
  15 
  15 
  5
  10 
  11 
  14 
  19 
  19 
  21 
  23 
  25 
  25 
  6
  15 
  16 
  19 
  24 
  24 
  26 
  28 
  30 
  30 
  7
  20 
  21 
  24 
  29 
  36 
  38 
  40 
  42 
  44 
  8
  27 
  28 
  31 
  36 
  43 
  45 
  47 
  49 
  51 
  9
  34 
  35 
  38 
  43 
  50 
  61 
  63 
  67 
  67 
  10 
  43 
  44 
  47 
  52 
  59 
  70 
  72 
  76 
  76 
  11 
  52 
  53 
  56 
  61 
  68 
  79 
  92 
  96 
  96 
  12 
  63 
  64 
  67 
  72 
  79 
  90 
  103 
  107 
  107 
  13 
  74 
  75 
  78 
  83 
  90 
  101 
  114 
  131 
  131 
  14 
  87 
  88 
  91 
  96 
  103 
  114 
  127 
  144 
  144 
  15 
  100 
  101 
  104 
  109 
  116 
  127 
  140 
  157 
  172 
  16 
  115 
  116 
  119 
  124 
  131 
  142 
  155 
  172 
  187 
  17 
  130 
  131 
  134 
  139 
  146 
  157 
  170 
  187 
  202 
  18 
  147 
  148 
  151 
  156 
  163 
  174 
  187 
  204 
  219 
  19 
  164 
  165 
  168 
  173 
  180 
  191 
  204 
  221 
  236 
  20 
  183 
  184 
  187 
  192 
  199 
  210 
  223 
  240 
  255 
  CHECKS: CONCENTRATION, PSICRAFT, USE PSIONIC DEVICE  
  Use Concentration, Spellcraft, and Use Magic Device tables, respectively 
  AUTOHYPNOSIS CHECKS (PSIHB P18) 
  Task 
  DC 
  Effect 
  Resist Fear 
  15 
  Second saving throw at +4 
  Memorize 
  13 
  Memorize or recall up to 800 words 
  Ignore caltrop wound 
  13 
  Ignore movement penalty for 10 min. 
  Tolerate poison 
  Poison’s DC 
  +4 for save against secondary damage 
  Willpower 
  15 
  Take normal actions while at 0 hit points 
  STABILIZE SELF CHECK 
  For the first round that you have negative hit points and are losing them, 
  you can make a Stabilize Self check instead of the normal 10% chance of 
  stabilizing.  Check DC is 15, if you succeed you stop losing hit points. 
  PSICRYSTAL SPECIAL ABILITIES (PSIHB P11, 1-5) 
  Psion 
  Level 
  Psicrystal 
  Intelligence 
   
  Special 
  1-2 
  6 
  Sighted (40’, can sense in darkness and silence), Empathic Link (up to one 
  mile, owner can sense emotions from psicrystal) 
  3-4 
  7
  Telepathic Link (owner can converse with Psicrystal, it knows all languages 
  its owner does) 
  5-6 
  8 
  Self-propulsion (owner pays 1 power point, psicrystal gets 30’ movement) 
  7-8 
  9
  Speak with Other Creatures (60’, speaks mentally, creatures verbally) 
  9-10 
  10 
   
  11-12 
  11 
  Power resistance (psicrystal gets PR 5 + owner’s level) 
  13-14 
  12 
  Sight Link (Once per day, owner sees what psicrystal sees, lasts 1 hour) 
  15-16 
  13 
  Channel Power (manifest power through psicrystal, must be within 1 mile) 
  17-18 
  14 
   
  19-20 
  15 
  VARIANT: ALTERNATE PSIONIC DISPLAYS 
  Auditory (Au) 
  A blurred mix of barely audible whispers 
  Material (Ma) 
  A strange feeling that makes hairs on the back of the neck stand up  
  Mental (Me) 
  An odd sense of deja vu, or the feeling of being watched 
  Olfactory (Ol) 
  Faint aroma of burning metal 
  Visual (Vi) 
  Pupils of the manifester’s eyes glow slightly 
  For my own campaign, Psionics powers are barely detectable; the above 
  displays would only be noticed within 5’ + 5’ per 2 levels of the power 
  being manifested, and only by someone with ranks in Psicraft. 
  BARDIC KNOWLEDGE (PHB P29) 
  DC 
  Type of Knowledge 
  Examples 
  10 
  Common, known by at least a substantial minority of the 
  local population. 
  A local mayor’s reputation for 
  drinking; common legends about 
  a powerful place of mystery. 
  20
  Uncommon but available, known by only a few people in 
  the area. 
  A local priest’s shady past; 
  legends about a powerful magic 
  item. 
  25 
  Obscure, known by a few, hard to come by. 
  A knight’s family history; legends 
  about a minor place of mystery 
  or a magic item. 
  30 
  Extremely obscure, known by very few, possibly 
  forgotten by most who once knew it, possibly known only 
  to those who don’t understand the significance of the 
  knowledge. 
  A mighty wizard’s childhood 
  nickname; the history of a petty 
  magic item. 
  FAMILIAR SPECIAL ABILITIES (PHB P51, 3-19) 
  Master 
  Level 
  Natural 
  Armor 
   
  Int 
   
  Special 
  1-2 
  +1 
  6 
  Alertness, Improved Evasion, Share Spells (if familiar is within 5’, spells 
  master casts on herself may also affect familiar). Empathic Link (up to 
  one mile) 
  3-4 
  +2
  7
  Touch (familiar can deliver touch spells) 
  5-6 
  +3 
  8 
  Speak with Master (can communicate verbally with Master) 
  7-8 
  +4 
  9
  Speak with Animals of Its Type 
  9-10 
  +5 
  10 
   
  11-12 
  +6 
  11 
  Spell resistance (familiar gets SR 5 + owner’s level) 
  13-14 
  +7 
  12 
  Scry (once per day, master can Scry on familiar as a spell-like ability) 
  15-16 
  +8 
  13 
  17-18 
  +9 
  14 
   
  19-20 
  +10 
  15 
  MAGIC ITEM IMPROVEMENT COSTS 
  ARMOR AND SHIELDS 
  Cost, in 1000s of gp: 
  From 
  To 
   
  +1 
  +2 
  +3 
  +4 
  +5 
  +6 
  +7 
  +8 
  +9 
  +10 
  Masterwork 
  1
  4
  9
  16 
  25 
  36 
  49 
  64 
  81 
  100 
  +1 
  -
  3
  8
  15 
  24 
  35 
  48 
  63 
  80 
  99 
  +2 
  -
  -
  5
  12 
  21 
  32 
  45 
  60 
  77 
  96 
  +3 
  -
  -
  -
  7
  16 
  27 
  40 
  55 
  72 
  91 
  +4 
  -
  -
  -
  -
  9
  20 
  33 
  48 
  65 
  84 
  +5 
  -
  -
  -
  -
  -
  11 
  24 
  39 
  56 
  75 
  +6 
  -
  -
  -
  -
  -
  -
  13 
  28 
  45 
  64 
  +7 
  -
  -
  -
  -
  -
  -
  -
  15 
  32 
  51 
  +8 
  -
  -
  -
  -
  -
  -
  -
  -
  17 
  36 
  +9 
  -
  -
  -
  -
  -
  -
  -
  -
  -
  19 
  Bonus 
  Ability 
  +1 
  Bashing, Blinding, Light Fortification, Glamered, Shadow, Silent Moves, Slick 
  +2 
  Animated, Arrow Deflection, SR 13 
  +3 
  Acid Resistance, Cold Resistance, Fire Resistance, Medium Fortification, Ghost Touch, 
  Invulnerability, Lightning Resistance, Sonic Resistance, SR 15 
  +4 
  SR 17 
  +5 
  Etherealness, Heavy Fortification, Reflection, SR 19 
   
  WEAPONS 
  Cost: as above chart for armor, but double. 
   
  Bonus 
  Ability 
  +1 
  Defending, Distance, Flaming, Ghost Touch, Keen, Mighty Cleaving, Returning, Shock, 
  Spell Storing, Throwing, Wounding 
  +2 
  Bane, Chaotic, Disruption, Flaming Burst, Holy, Icy Burst, Lawful, Shocking Burst, 
  Thundering, Unholy 
  +3 
  - 
  +4 
  Brilliant Energy, Dancing, Speed, 
  +5 
  Vorpal 
  MAGIC ITEM CREATION TIME AND COSTS (DMG P241-242) 
  Cost in gp: 1/2 the market price 
  Cost in XP: 1/25 the market price 
  Time: 1 day per 1000gp of the market price 
  http://members.home.net /wilson0246/DnD/index.html
  
  Reference Sheet v2.9 
  NPC/PC Classes, Monster Advancement 
  Campaign Sheet 1
  NPC CLASSES (DMG P37-40) 
   
  Adept 
   
  Base 
  Saves 
  hp 
   
  Skill 
  Spells/day 
  Level 
  Attack 
  F/R/W 
  (d6) 
  Feats 
  points 
  0 
  1 
  2 
  3 
  1
  +0 
  +0/+0/+2 
  6 
  1 
  8 
  3 
  1 
   
   
  2
  +1 
  +0/+0/+3 
  9
  1
  10 
  3
  1
  3
  +1 
  +1/+1/+3 
  13 
  2 
  12 
  3 
  2 
   
   
  4
  +2
  +1/+1/+4 
  16
  2
  14
  3
  2
  0
  5
  +2 
  +1/+1/+4 
  20 
  2 
  16 
  3 
  2 
  1 
   
  6
  +3 
  +2/+2/+5 
  23 
  3
  18 
  3
  2
  1
  7
  +3 
  +2/+2/+5 
  27 
  3 
  20 
  3 
  3 
  2 
   
  8
  +4 
  +2/+2/+6 
  30 
  3
  22 
  3
  3
  2
  0
  9
  +4 
  +3/+3/+6 
  34 
  4 
  24 
  3 
  3 
  2 
  1 
  10
  +5
  +3/+3/+7 
  37
  4
  28
  3
  3
  2
  1
  Aristocrat 
  Level 
  Base Attack 
  Saves F/R/W 
  hp(d8) 
  Feats 
  Skill points 
  1
  +0 
  +0/+0/+2 
  8 
  1 
  16 
  2
  +1 
  +0/+0/+3 
  12 
  1
  20 
  3
  +2 
  +1/+1/+3 
  17 
  2 
  24 
  4
  +3
  +1/+1/+4 
  21
  2
  28
  5
  +3 
  +1/+1/+4 
  26 
  2 
  32 
  6
  +4 
  +2/+2/+5 
  30 
  3
  36 
  7
  +5 
  +2/+2/+5 
  35 
  3 
  40 
  8
  +6/+1 
  +2/+2/+6 
  39
  3
  44
  9
  +6/+1 
  +3/+3/+6 
  45 
  4 
  48 
  10 
  +7/+2 
  +3/+3/+7 
  49 
  4
  52 
  Commoner 
  Level 
  Base Attack 
  Saves F/R/W 
  hp(d4) 
  Feats 
  Skill points 
  1
  +0 
  +0/+0/+0 
  4 
  1 
  16 
  2
  +1 
  +0/+0/+0 
  6
  1
  20 
  3
  +1 
  +1/+1/+1 
  9 
  2 
  24 
  4
  +2 
  +1/+1/+1 
  11 
  2
  28 
  5
  +2 
  +1/+1/+1 
  14 
  2 
  32 
  6
  +3 
  +2/+2/+2 
  16 
  3
  36 
  7
  +3 
  +2/+2/+2 
  19 
  3 
  40 
  8
  +4 
  +2/+2/+2 
  21 
  3
  44 
  9
  +4 
  +3/+3/+3 
  24 
  4 
  48 
  10 
  +5 
  +3/+3/+3 
  26 
  4
  52 
  Expert 
  Level 
  Base Attack 
  Saves F/R/W 
  hp(d6) 
  Feats 
  Skill points 
  1
  +0 
  +0/+0/+2 
  6 
  1 
  24 
  2
  +1 
  +0/+0/+3 
  9
  1
  30 
  3
  +2 
  +1/+1/+3 
  13 
  2 
  36 
  4
  +3 
  +1/+1/+4 
  16 
  2
  42 
  5
  +3 
  +1/+1/+4 
  20 
  2 
  48 
  6
  +4 
  +2/+2/+5 
  23 
  3
  54 
  7
  +5 
  +2/+2/+5 
  27 
  3 
  60 
  8
  +6/+1 
  +2/+2/+6 
  30 
  3
  66 
  9
  +6/+1 
  +3/+3/+6 
  34 
  4 
  72 
  10 
  +7/+2 
  +3/+3/+7 
  37 
  4
  78 
  Warrior 
  Level 
  Base Attack 
  Saves F/R/W 
  hp (d8) 
  Feats 
  Skill points 
  1
  +1 
  +2/+0/+0 
  8 
  1 
  8 
  2
  +2 
  +3/+0/+0 
  12 
  1
  10 
  3
  +3 
  +3/+1/+1 
  17 
  2 
  12 
  4
  +4 
  +4/+1/+1 
  21 
  2
  14 
  5
  +5 
  +4/+1/+1 
  26 
  2 
  16 
  6
  +6/+1 
  +5/+2/+2 
  30 
  3
  18 
  7
  +7/+2 
  +5/+2/+2 
  35 
  3 
  20 
  8
  +8/+3 
  +6/+2/+2 
  39 
  3
  22 
  9
  +9/+4 
  +6/+3/+3 
  45 
  4 
  24 
  10 
  +10/+5 
  +7/+3/+3 
  49 
  4
  26 
  11 
  +11/+6/+1 
  +7/+3/+3 
  54 
  4 
  28 
  12 
  +12/+7/+2 
  +8/+4/+4 
  58 
  5
  30 
  13 
  +13/+8/+3 
  +8/+4/+4 
  63 
  5 
  32 
  14 
  +14/+9/+4 
  +9/+4/+4 
  67 
  5
  34 
  15 
  +15/+10/+5 
  +9/+5/+5 
  72 
  6 
  36 
  16 
  +16/+11/+6/+1 
  +10/+5/+5 
  76 
  6
  38 
  17 
  +17/+12/+7/+2 
  +10/+5/+5 
  81 
  6 
  40 
  18 
  +18/+13/+8/+3 
  +11/+6/+6 
  85 
  7
  42 
  19 
  +19/+14/+9/+4 
  +11/+6/+6 
  90 
  7 
  44 
  20 
  +20/+15/+10/+5 
  +12/+6/+6 
  94 
  7
  46 
  NPC GEAR 
  Level 
  Value 
   
  Level 
  Value 
   
  Level 
  Value 
   
  Level 
  Value 
  1
  900 
   
  6
  5600 
  11 
  21k 
   
  16 
  77k 
  2
  2000 
  7
  7200 
   
  12 
  27k 
  17 
  100k 
  3
  2500 
   
  8
  9400 
  13 
  35k 
   
  18 
  130k 
  4
  3300 
  9
  12k 
   
  14 
  45k 
  19 
  170k 
  5
  4300 
   
  10 
  16k 
  15 
  59k 
   
  20 
  220k 
  INFLUENCING NPC ATTITUDE (DMG P149) 
  Initial Attitude 
  New Attitude 
   
  Hostile 
  Unfriendly 
  Indifferent 
  Friendly 
  Helpful 
  Hostile 
  Less than 20 
  20 
  25 
  35 
  50 
  Unfriendly 
  Less than 5 
  5
  15 
  25 
  40 
  Indifferent 
  -
  Less than 1 
  1 
  15 
  30 
  Friendly 
  -
  -
  Less than 1 
  1
  20
  PC CLASSES SUMMARY 
  Class 
  Base Attack 
  Good Saves 
  HD 
  Skill Points 
  Gold 
  Barbarian 
  level 
  Fort 
  d12 
  4 
  4d4 x 10 
  Bard 
  level x 3/4 
  Ref, Will 
  d6 
  4
  4d4 x 10 
  Cleric 
  level x 3/4 
  Fort, Will 
  d8 
  2 
  5d4 x 10 
  Druid 
  level x 3/4 
  Fort, Will 
  d8 
  4
  2d4 x 10 
  Fighter 
  level 
  Fort 
  d10 
  2 
  6d4 x 10 
  Monk 
  level x 3/4 
  All 
  d8 
  4
  5d4 
  Paladin 
  level 
  Fort 
  d10 
  2 
  6d4 x 10 
  Ranger 
  level 
  Fort 
  d10 
  4
  6d4 x 10 
  Rogue 
  level x 3/4 
  Ref 
  d6 
  8 
  5d4 x 10 
  Sorcerer 
  level x 1/2 
  Will 
  d4 
  2
  3d4 x 10 
  Wizard 
  level x 1/2 
  Will 
  d4 
  2 
  3d4 x 10 
  PC WEALTH BY LEVEL (DMG P145, 5-1) 
  Level 
  Wealth 
   
  Level 
  Wealth 
   
  Level 
  Wealth 
   
  Level 
  Wealth 
   
  6
  13k 
  11
  66k 
   
  16
  260k 
  2
  900 
  7
  19k 
   
  12 
  88k 
  17 
  340k 
  3
  2700 
   
  8
  27k 
  13 
  110k 
   
  18 
  440k 
  4
  5400 
  9
  36k 
   
  14 
  150k 
  19 
  580k 
  5
  9000 
   
  10
  49k 
  15
  200k 
   
  20
  760k 
  MONSTER ADVANCEMENT SUMMARY (MM P13) 
  Type 
  Base Attack 
  Good Saves 
  HD 
  Skill Points 
  Feats 
  Aberration 
  HD x 3/4 
  Will 
  d8 
  +2/EHD 
  +1/4EHD 
  Animal 
  HD x 3/4 
  variable 
  d8 
  10-15 
  -
  Beast 
  HD x 3/4 
  Fort, Ref 
  d10 
  +1/EHD 
  - 
  Construct 
  HD x 3/4 
  -
  d10 
  -
  -
  Dragon 
  HD 
  All 
  d12 
  (Int+6)/EHD 
  +1/4EHD 
  Elemental 
  HD x 3/4 
  variable 
  d8 
  +2/EHD 
  +1/4EHD 
  Fey 
  HD x 1/2 
  Ref, Will 
  d8 
  +2/EHD 
  +1/4EHD 
  Giant 
  HD x 3/4 
  Fort 
  d8 
  +1/EHD 
  +1/4EHD 
  Humanoid 
  HD x 3/4 
  variable 
  d8 
  +1/EHD 
  +1/4EHD 
  Magical Beast 
  HD 
  Fort, Ref 
  d10 
  +1/EHD 
  +1/4EHD 
  Monstrous Humanoid 
  HD 
  Ref, Will 
  d8 
  +2/EHD 
  +1/4EHD 
  Ooze 
  HD x 3/4 
  -
  d10 
  -
  blindsight 
  Outsider 
  HD 
  All 
  d8 
  (Int+8)/EHD 
  +1/4EHD 
  Plant 
  HD x 3/4 
  Fort 
  d8 
  -
  -
  Shapechanger 
  HD x 3/4 
  All 
  d8 
  +1/EHD 
  +1/4EHD 
  Undead 
  HD x 1/2 
  Will 
  d12 
  +2/EHD 
  +1/4EHD 
  Vermin 
  HD x 3/4 
  Fort 
  d8 
  10-12 
  - 
  ACCESS TO SPELLS 
  Spell Level 
  Bard 
  Cleric, Druid, Wizard 
  Paladin, Ranger 
  Sorcerer 
  Adept 
  0
  1
  1
  -
  1
  1
  1
  (2) 3 
  1
  (4) 6 
  1
  1
  2
  (4) 5 
  3 
  (8) 10 
  4 
  (4) 5 
  3
  (7) 8 
  5
  (11) 12 
  6
  (8) 9 
  4
  (10) 11 
  7 
  (14) 15 
  8 
  (12) 13 
  5
  (13) 14 
  9
  -
  10 
  (16) 17 
  6
  (16) 17 
  11 
  - 
  12 
  - 
  7
  -
  13 
  -
  14 
  -
  8
  -
  15 
  - 
  16 
  - 
  9
  -
  17 
  -
  18 
  -
  EXPERIENCE & LEVEL-DEPENDENT BENEFITS (DMG P252) 
  Level 
  XP 
  Max Skill 
  Max CC Skill 
  Feats 
  Ability 
  1
  0
  4
  2
  1st 
   
  2
  1000 
  5
  2.5 
  3
  3000 
  6 
  3 
  2nd 
   
  4
  6000 
  7
  3.5 
  1st 
  5
  10000 
  8 
  4 
   
   
  6
  15000 
  9
  4.5 
  3rd 
  7
  21000 
  10 
  5 
   
   
  8
  28000 
  11 
  5.5 
  2nd 
  9
  36000 
  12 
  6 
  4th 
   
  10 
  45000 
  13 
  6.5 
  11 
  55000 
  14 
  7 
   
   
  12 
  66000 
  15 
  7.5 
  5th 
  3rd 
  13 
  78000 
  16 
  8 
   
   
  14 
  91000 
  17 
  8.5 
  15 
  105000 
  18 
  9 
  6th 
   
  16 
  120000 
  19 
  9.5 
  4th 
  17 
  136000 
  20 
  10 
   
   
  18 
  153000 
  21 
  10.5 
  7th 
  19 
  171000 
  22 
  11 
   
   
  20 
  190000 
  23 
  11.5 
  5th 
  
  Reference Sheet v2.9 
  XP, Treasure 
  Campaign Sheet 2 
  EXPERIENCE POINT AWARDS (DMG P166, 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 
   
  CR11 
   
  CR12 
   
  CR13 
   
  CR14 
   
  CR15 
   
  CR16 
   
  CR17 
   
  CR18 
   
  CR19 
   
  CR20 
  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 P170, 7-2) 
  EL 
  Treasure 
  EL 
  Treasure 
  EL 
  Treasure 
  EL 
  Treasure 
  1
  300 gp 
  6
  2000 gp 
  11 
  7500 gp 
  16 
  28000 gp 
  2
  600 gp 
  7
  2600 gp 
  12 
  9800 gp 
  17 
  36000 gp 
  3
  900 gp 
  8
  3400 gp 
  13 
  13000 gp 
  18 
  47000 gp 
  4
  1200 gp 
  9
  4500 gp 
  14 
  17000 gp 
  19 
  61000 gp 
  5
  1600 gp 
  10 
  5800 gp 
  15 
  22000 gp 
  20 
  80000 gp 
  TREASURE PER 1000XP (BASED ON DMG P170, 7-2) 
  Level 
  gp 
   
  Level 
  gp 
   
  Level 
  gp 
   
  Level 
  gp 
  1
  1000 
   
  6
  1111 
  11 
  2273 
   
  16 
  5833 
  2
  1000 
  7
  1238 
   
  12 
  2722 
  17 
  7059 
  3
  1000 
   
  8
  1417 
  13 
  3333 
   
  18 
  8704 
  4
  1000 
  9
  1667 
   
  14 
  4048 
  19 
  10702 
  5
  1067 
   
  10 
  1933 
  15 
  4889 
   
  20 
  13333 
  To help stay within the treasure guidelines, find the average party level on 
  the above table, which gives you the amount of treasure to give out with 
  each 1000xp awarded. 
  GEMS (DMG P172, 7-5) 
  d% 
  Value 
  Average 
  Examples 
  01-25 
  4d4 gp 
  10 gp 
  Banded, eye, or moss agate; azurite; blue quartz; 
  hematite; lapis lazuli; malachite; obsidian; rhondo-
  chrosite; tiger eye turquoise; irregular freshwater pearl 
  26-50 
  2d4x10 gp 
  50 gp 
  Bloodstone; carnelian; chalcedony; chrysoprase; citrine; 
  iolite; jasper; moonstone; onyx; peridot; clear quartz 
  rock crystal; sard; sardonyx; rose, smoky, or star rose 
  quartz; zircon 
  51-70 
  4d4x10 gp 
  100 gp 
  Amber; amethyst; chrysoberyl; cpral; red or brown-
  green garnet; jade; jet; white, golden, pink, or silver 
  pearl; red, red-brown, or deep green spinel; tourmaline 
  71-90 
  2d4x100 gp 
  500 gp 
  Alexandrite; aquamarine; violet garnet; black pearl; 
  deep blue spinel; golden yellow topaz 
  91-99 
  4d4x100 gp 
  1000 gp 
  Emerald; white, black, or fire opal; blue saphire; fiery 
  yellow or rich purple corundum; blue or black star 
  sapphire; star ruby 
  100 
  2d4x1000 gp 
  5000 gp 
  Clearest bright green emerald; blue-white, canary, pink, 
  brown, or blue diamond; jacinth 
  TREASURES ABOVE 20TH LEVEL 
  Level 
  Magic Items 
   
  Level 
  Magic Items 
   
  Level 
  Magic Items 
  21 
  +1 
   
  25 
  +9 
  29 
  +31 
  22 
  +2 
  26 
  +12 
   
  30 
  +42 
  23 
  +4 
   
  27 
  +17 
  24 
  +6 
  28 
  +23 
   
   
   
   
  TREASURE (DMG P170-171, 7-4) 
  Level 
  d% 
  Coins 
  d% 
  Goods 
  d% 
  Items 
  1st 
  01-14 
  - 
  01-90 
  - 
  01-71 
  - 
   
  15-29 
  1d6x1000 cp 
  91-95 
  1 gem 
  72-95 
  1 mundane 
   
  30-52 
  1d8x100 sp 
  96-100 
  1 art 
  96-100 
  1 minor 
   
  53-95 
  2d8x10 gp 
   
   
   
   
   
  96-100 
  1d4x10 pp 
   
   
   
   
  2nd 
  01-13 
  -
  01-81 
  -
  01-49 
  -
  14-23 
  1d10x1000 cp 
  82-95 
  1d3 gems 
  50-85 
  1d3 mund. 
  24-43 
  2d10x100 sp 
  96-100 
  1d3 art 
  86-100 
  1 minor 
  44-95 
  4d8x10 gp 
  96-100 
  1d10x10 pp 
  3rd 
  01-11 
  - 
  01-77 
  - 
  01-49 
  - 
   
  12-21 
  2d10x1000 cp 
  78-95 
  1d3 gems 
  50-79 
  1d3 mund. 
   
  22-41 
  4d8x100 sp 
  96-100 
  1d3 art 
  80-100 
  1 minor 
   
  42-95 
  1d4x100 gp 
   
   
   
   
   
  96-100 
  1d10x10 pp 
   
   
   
   
  4th 
  01-11 
  -
  01-70 
  -
  01-42 
  -
  12-21 
  3d10x1000 cp 
  71-95 
  1d4 gems 
  43-62 
  1d4 mund. 
  22-41 
  4d12x1000 sp 
  96-100 
  1d3 art 
  63-100 
  1 minor 
  42-95 
  1d6x100 gp 
  96-100 
  1d8x10 pp 
  5th 
  01-10 
  - 
  01-60 
  - 
  01-57 
  - 
   
  11-19 
  1d4x10k cp 
  61-95 
  1d4 gems 
  58-67 
  1d4 mund. 
   
  20-38 
  1d6x1000 sp 
  96-100 
  1d3 art 
  68-100 
  1d3 minor 
   
  39-95 
  1d8x100 gp 
   
   
   
   
   
  96-100 
  1d10x10 pp 
   
   
   
   
  6th 
  01-10 
  -
  01-56 
  -
  01-54 
  -
  11-18 
  1d6x10k cp 
  57-92 
  1d4 gems 
  55-59 
  1d4 mund. 
  19-37 
  1d8x1000 sp 
  93-100 
  1d4 art 
  60-99 
  1d3 minor 
  38-95 
  1d10x100 gp 
  100 
  1 medium 
  96-100 
  1d12x10 pp 
  7th 
  01-11 
  - 
  01-48 
  - 
  01-51 
  - 
   
  12-18 
  1d10x10k cp 
  49-88 
  1d4 gems 
  52-97 
  1d3 minor 
   
  19-35 
  1d12x1000 sp 
  89-100 
  1d4 art 
  98-100 
  1 medium 
   
  36-93 
  2d6x100 gp 
   
   
   
   
   
  94-100 
  3d4x10 pp 
   
   
   
   
  8th 
  01-10 
  -
  01-45 
  -
  01-48 
  -
  11-15 
  1d12x10k cp 
  46-85 
  1d6 gems 
  49-96 
  1d4 minor 
  16-29 
  2d6x1000 sp 
  86-100 
  1d4 art 
  97-100 
  1 medium 
  30-87 
  2d8x100 gp 
  88-100 
  3d6x10 pp 
  9th 
  01-10 
  - 
  01-40 
  - 
  01-48 
  - 
   
  11-15 
  2d6x10k cp 
  41-80 
  1d8 gems 
  49-96 
  1d4 minor 
   
  16-29 
  2d8x1000 sp 
  81-100 
  1d4 art 
  97-100 
  1 medium 
   
  30-85 
  5d4x100 gp 
   
   
   
   
   
  86-100 
  2d12x10 pp 
   
   
   
   
  10th 
  01-10 
  -
  01-35 
  -
  01-40 
  -
  11-24 
  2d10x1000 sp 
  36-79 
  1d8 gems 
  41-80 
  1d4 minor 
  25-79 
  6d4x100 gp 
  80-100 
  1d6 art 
  81-99 
  1 medium 
  80-100 
  5d6x10 pp 
  100 
  1 major 
  11th 
  01-08 
  - 
  01-24 
  - 
  01-31 
  - 
   
  09-14 
  3d10x1000 sp 
  25-74 
  1d10 gems 
  32-84 
  1d4 minor 
   
  15-75 
  4d8x100 gp 
  75-100 
  1d6 art 
  85-98 
  1 medium 
   
  76-100 
  4d10x10 pp 
   
   
  99-100 
  1 major 
  12th 
  01-08 
  -
  01-17 
  -
  01-27 
  -
  09-14 
  3d12x1000 sp 
  18-70 
  1d10 gems 
  28-82 
  1d6 minor 
  15-75 
  1d4x1000 gp 
  71-100 
  1d8 art 
  83-97 
  1 medium 
  76-100 
  1d4x100 pp 
  98-100 
  1 major 
  13th 
  01-08 
  - 
  01-11 
  - 
  01-19 
  - 
   
  09-75 
  1d4x1000 gp 
  12-66 
  1d12 gems 
  20-73 
  1d6 minor 
   
  76-100 
  1d10x100 pp 
  67-100 
  1d10 art 
  74-95 
  1 medium 
   
  96-100 
  1 major 
  14th 
  01-08 
  -
  01-11 
  -
  01-19 
  -
  09-75 
  1d6x1000 gp 
  12-66 
  2d8 gems 
  20-58 
  1d6 minor 
  76-100 
  1d12x100 pp 
  67-100 
  2d6 art 
  59-92 
  1 medium 
  93-100 
  1 major 
  15th 
  01-03 
  - 
  01-09 
  - 
  01-11 
  - 
   
  04-74 
  1d8x1000 gp 
  10-65 
  2d10 gems 
  12-46 
  1d10 minor 
   
  75-100 
  3d4x100 pp 
  66-100 
  2d8 art 
  47-90 
  1 medium 
   
  91-100 
  1 major 
  16th 
  01-03 
  -
  01-07 
  -
  01-40 
  -
  04-74 
  1d12x1000 gp 
  08-64 
  4d6 gems 
  41-46 
  1d10 minor 
  75-100 
  3d4x100 pp 
  65-100 
  2d10 art 
  74-90 
  1d3 med. 
  91-100 
  1 major 
  17th 
  01-03 
  - 
  01-04 
  - 
  01-33 
  - 
   
  04-68 
  3d4x1000 gp 
  05-63 
  4d8 gems 
  34-83 
  1d3 med. 
   
  69-100 
  2d10x100 pp 
  64-100 
  3d8 art 
  84-100 
  1 major 
  18th 
  01-02 
  -
  01-04 
  -
  01-24 
  -
  03-65 
  3d6x1000 gp 
  05-54 
  3d12 gems 
  25-80 
  1d4 med. 
  66-100 
  5d4x100 pp 
  55-100 
  3d10 art 
  81-100 
  1 major 
  19th 
  01-02 
  - 
  01-03 
  - 
  01-04 
  - 
   
  03-65 
  3d8x1000 gp 
  04-50 
  6d6 gems 
  05-70 
  1d4 med. 
   
  66-100 
  3d10x100 pp 
  51-100 
  6d6 art 
  71-100 
  1 major 
  20th 
  01-02 
  -
  01-02 
  -
  01-25 
  -
  03-65 
  4d8x1000 gp 
  03-38 
  1d12 gems 
  26-65 
  1d4 med. 
  66-100 
  4d10x100 pp 
  39-100 
  1d10 art 
  66-100 
  1d3 major 
  • 50 coins weigh 1 pound 
  • For treasures above 20th level, use row for 20th, and add a number of 
  major magic items from the chart to the left 
  • For art and mundane items, see DMG p172; magic items, see DMG p179 
  http://members.home.net/wilson0246/DnD/index.htm
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Frog God Games/Play Aids/3E - FGG - Combined Reference Sheets.pdf