Cover
Conditions
Tables
| Dice | Examples |
|---|---|
| 1d10 | Burned by coals, hit by a falling bookcase, pricked by a poison needle |
| 2d10 | Struck by lightning, stumbling into a firepit |
| 4d10 | Hit by falling rubble in a collapsing tunnel, tumbling into a vat of acid |
| 10d10 | Crushed by compacting walls, hit by whirling steel blades, wading through lava |
| 18d10 | Submerged in lava, hit by a crashing flying fortress |
| 24d10 | Tumbling into a vortex of fire on the Elemental Plane of Fire, crushed in the jaws of a godlike creature or a moon-sized monster |
| Character Levels | Nuisance | Deadly |
|---|---|---|
| 1–4 | 5 (1d10) | 11 (2d10) |
| 5–10 | 11 (2d10) | 22 (4d10) |
| 11–16 | 22 (4d10) | 55 (10d10) |
| 17–20 | 55 (10d10) | 99 (18d10) |
| Action | Summary |
|---|---|
| Attack | Attack with a weapon or an Unarmed Strike. |
| Dash | For the rest of the turn, give yourself extra movement equal to your Speed. |
| Disengage | Your movement doesn't provoke Opportunity Attacks for the rest of the turn. |
| Dodge | Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0. |
| Help | Help another creature's ability check or attack roll, or administer first aid. |
| Hide | Make a Dexterity (Stealth) check. |
| Influence | Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature's attitude. |
| Magic | Cast a spell, use a magic item, or use a magical feature. |
| Ready | Prepare to take an action in response to a trigger you define. |
| Search | Make a Wisdom (Insight, Medicine, Perception, or Survival) check. |
| Study | Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check. |
| Utilize | Use a nonmagical object. |
| Skill | Ability |
|---|---|
| Acrobatics | Dexterity |
| Animal Handling | Wisdom |
| Arcana | Intelligence |
| Athletics | Strength |
| Deception | Charisma |
| History | Intelligence |
| Insight | Wisdom |
| Intimidation | Charisma |
| Investigation | Intelligence |
| Medicine | Wisdom |
| Nature | Intelligence |
| Perception | Wisdom |
| Performance | Charisma |
| Persuasion | Charisma |
| Religion | Intelligence |
| Sleight of Hand | Dexterity |
| Stealth | Dexterity |
| Survival | Wisdom |
Death Saving Throws
When you start your turn with 0 HP, roll 1d20, and you succeed on a 10+.
Third Success
You become Stable.
Third Failure
You die.
Rolling a 1
Counts as two failures.
Rolling a 20
You regain 1 Hit Point.
If you take damage at 0 HP, it counts as a failed Death Save or two failures if the damage is from a Critical Hit.
| AC | Substance |
|---|---|
| 11 | Cloth, paper, rope |
| 13 | Crystal, glass, ice |
| 15 | Wood |
| 17 | Stone |
| 19 | Iron, steel |
| 21 | Mithral |
| 23 | Adamantine |
| Size | Fragile | Resilient |
|---|---|---|
| Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |
| Small (chest, lute) | 3 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
| Large (cart, dining table) | 5 (1d10) | 27 (5d10) |
| Item | Cost |
|---|---|
| Ale (mug) | 4 CP |
| Bread (loaf) | 2 CP |
| Cheese (wedge) | 1 SP |
| Inn Stay per Day | |
| Squalid | 7 CP |
| Poor | 1 SP |
| Modest | 5 SP |
| Comfortable | 8 SP |
| Wealthy | 2 GP |
| Aristocratic | 4 GP |
| Meal | |
| Squalid | 1 CP |
| Poor | 2 CP |
| Modest | 1 SP |
| Comfortable | 2 SP |
| Wealthy | 3 SP |
| Aristocratic | 6 SP |
| Wine (bottle) | |
| Common | 2 SP |
| Fine | 10 GP |
| Task Difficulty | DC |
|---|---|
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
| Source | Bright Light | Dim Light | Duration |
|---|---|---|---|
| Candle | 5 feet | +5 feet | 1 hour |
| Lamp | 15 feet | +30 feet | 6 hours |
| Lantern, Bullseye | 60-foot Cone | +60 feet | 6 hours |
| Lantern, Hooded | 30 feet (none with hood lowered) | +30 feet (5 feet with hood lowered) | 6 hours |
| Torch | 20 feet | +20 feet | 1 hour |
| Obscureness | Effect | Examples |
|---|---|---|
| Lightly Obscured | Creatures have Disadvantage on Wisdom (Perception) checks that rely on sight | Dim Light, patchy fog, moderate foliage |
| Heavily Obscured | Creatures have the Blinded condition | Darkness, heavy fog, dense foliage |
| Fast | 400 feet | 4 miles | 30 miles | Disadvantage on Wisdom (Perception or Survival) and Dexterity (Stealth) checks |
| Normal | 300 feet | 3 miles | 24 miles | Disadvantage on Dexterity (Stealth) checks |
| Slow | 200 feet | 2 miles | 18 miles | Advantage on Wisdom (Perception or Survival) checks |
| Terrain | Maximum Pace | Encounter Distance | Foraging DC | Navigation DC | Search DC |
|---|---|---|---|---|---|
| Arctic | Fast* | 6d6 × 10 feet | 20 | 10 | 10 |
| Coastal | Normal | 2d10 × 10 feet | 10 | 5 | 15 |
| Desert | Normal | 6d6 × 10 feet | 20 | 10 | 10 |
| Forest | Normal | 2d8 × 10 feet | 10 | 15 | 15 |
| Grassland | Fast | 6d6 × 10 feet | 15 | 5 | 15 |
| Hill | Normal | 2d10 × 10 feet | 15 | 10 | 15 |
| Mountain | Slow | 4d10 × 10 feet | 20 | 15 | 20 |
| Swamp | Slow | 2d8 × 10 feet | 10 | 15 | 20 |
| Underdark | Normal | 2d6 × 10 feet | 20 | 10 | 20 |
| Urban | Normal | 2d6 × 10 feet | 20 | 15 | 15 |
| Waterborne | Special† | 6d6 × 10 feet | 15 | 10 | 15 |
| Cover Degree | Benefit to Target |
|---|---|
| Half Cover | +2 bonus to AC and Dexterity saving throws |
| Three-Quarters Cover | +5 bonus to AC and Dexterity saving throws |
| Total Cover | Can't be targeted directly |
| Noise | Distance |
|---|---|
| Trying to be quiet | 2d6 × 5 feet |
| Normal noise level | 2d6 × 10 feet |
| Very loud | 2d6 × 50 feet |
| Conditions | Distance |
|---|---|
| Clear day, no obstructions | 2 miles (40 miles from a height) |
| Rain (Lightly Obscured) | 1 mile |
| Fog (Lightly Obscured) | 100 to 300 feet |