DUMB DECISION TTRPG · Library

DM Screen

Cover

Conditions

Tables

Improvising Damage
DiceExamples
1d10Burned by coals, hit by a falling bookcase, pricked by a poison needle
2d10Struck by lightning, stumbling into a firepit
4d10Hit by falling rubble in a collapsing tunnel, tumbling into a vat of acid
10d10Crushed by compacting walls, hit by whirling steel blades, wading through lava
18d10Submerged in lava, hit by a crashing flying fortress
24d10Tumbling into a vortex of fire on the Elemental Plane of Fire, crushed in the jaws of a godlike creature or a moon-sized monster
Damage Severity and Level
Character LevelsNuisanceDeadly
1–45 (1d10)11 (2d10)
5–1011 (2d10)22 (4d10)
11–1622 (4d10)55 (10d10)
17–2055 (10d10)99 (18d10)
Actions
ActionSummary
AttackAttack with a weapon or an Unarmed Strike.
DashFor the rest of the turn, give yourself extra movement equal to your Speed.
DisengageYour movement doesn't provoke Opportunity Attacks for the rest of the turn.
DodgeUntil 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.
HelpHelp another creature's ability check or attack roll, or administer first aid.
HideMake a Dexterity (Stealth) check.
InfluenceMake a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature's attitude.
MagicCast a spell, use a magic item, or use a magical feature.
ReadyPrepare to take an action in response to a trigger you define.
SearchMake a Wisdom (Insight, Medicine, Perception, or Survival) check.
StudyMake an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.
UtilizeUse a nonmagical object.
Skills
SkillAbility
AcrobaticsDexterity
Animal HandlingWisdom
ArcanaIntelligence
AthleticsStrength
DeceptionCharisma
HistoryIntelligence
InsightWisdom
IntimidationCharisma
InvestigationIntelligence
MedicineWisdom
NatureIntelligence
PerceptionWisdom
PerformanceCharisma
PersuasionCharisma
ReligionIntelligence
Sleight of HandDexterity
StealthDexterity
SurvivalWisdom

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.

Object Armor Class
ACSubstance
11Cloth, paper, rope
13Crystal, glass, ice
15Wood
17Stone
19Iron, steel
21Mithral
23Adamantine
Object Hit Points
SizeFragileResilient
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)
Food, Drink, and Lodging
ItemCost
Ale (mug)4 CP
Bread (loaf)2 CP
Cheese (wedge)1 SP
Inn Stay per Day
Squalid7 CP
Poor1 SP
Modest5 SP
Comfortable8 SP
Wealthy2 GP
Aristocratic4 GP
Meal
Squalid1 CP
Poor2 CP
Modest1 SP
Comfortable2 SP
Wealthy3 SP
Aristocratic6 SP
Wine (bottle)
Common2 SP
Fine10 GP
Typical Difficulty Classes
Task DifficultyDC
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30
Light Sources
SourceBright LightDim LightDuration
Candle5 feet+5 feet1 hour
Lamp15 feet+30 feet6 hours
Lantern, Bullseye60-foot Cone+60 feet6 hours
Lantern, Hooded30 feet (none with hood lowered)+30 feet (5 feet with hood lowered)6 hours
Torch20 feet+20 feet1 hour
Obscured Areas
ObscurenessEffectExamples
Lightly ObscuredCreatures have Disadvantage on Wisdom (Perception) checks that rely on sightDim Light, patchy fog, moderate foliage
Heavily ObscuredCreatures have the Blinded conditionDarkness, heavy fog, dense foliage
Travel Pace
Fast400 feet4 miles30 milesDisadvantage on Wisdom (Perception or Survival) and Dexterity (Stealth) checks
Normal300 feet3 miles24 milesDisadvantage on Dexterity (Stealth) checks
Slow200 feet2 miles18 milesAdvantage on Wisdom (Perception or Survival) checks
Travel Terrain
TerrainMaximum PaceEncounter DistanceForaging DCNavigation DCSearch DC
ArcticFast*6d6 × 10 feet201010
CoastalNormal2d10 × 10 feet10515
DesertNormal6d6 × 10 feet201010
ForestNormal2d8 × 10 feet101515
GrasslandFast6d6 × 10 feet15515
HillNormal2d10 × 10 feet151015
MountainSlow4d10 × 10 feet201520
SwampSlow2d8 × 10 feet101520
UnderdarkNormal2d6 × 10 feet201020
UrbanNormal2d6 × 10 feet201515
WaterborneSpecial†6d6 × 10 feet151015
Cover
Cover DegreeBenefit to Target
Half Cover+2 bonus to AC and Dexterity saving throws
Three-Quarters Cover+5 bonus to AC and Dexterity saving throws
Total CoverCan't be targeted directly
Audible Distance
NoiseDistance
Trying to be quiet2d6 × 5 feet
Normal noise level2d6 × 10 feet
Very loud2d6 × 50 feet
Visibility Outdoors
ConditionsDistance
Clear day, no obstructions2 miles (40 miles from a height)
Rain (Lightly Obscured)1 mile
Fog (Lightly Obscured)100 to 300 feet