Generate names and full NPCs for your campaigns with useful details to help bring them to life.
Quick reference guides and tools to help you run your game smoothly.
d20 + Attack Bonus vs AC
β’ Natural 20 = Critical Hit (double damage)
β’ Natural 1 = Automatic Miss
Weapon Damage + Modifier
β’ Critical Hit: Roll damage dice twice
β’ Minimum damage: 1 (even on crit)
d20 + Dexterity Modifier
β’ Higher roll goes first
β’ Ties: Higher Dex modifier wins
d20 (no modifiers)
β’ 10+ = Success, 9- = Failure
β’ 3 Successes = Stable, 3 Failures = Death
β’ Very Easy: 5
β’ Easy: 10
β’ Medium: 15
β’ Hard: 20
β’ Very Hard: 25
β’ Nearly Impossible: 30
β’ Athletics: Climbing, jumping, swimming
β’ Acrobatics: Balancing, tumbling, escaping
β’ Stealth: Hiding, sneaking, moving silently
β’ Perception: Spotting hidden things, listening
β’ Investigation: Searching, examining, deducing
β’ Insight: Reading people, detecting lies
d20 + Spell Attack Bonus vs AC
β’ Uses spellcasting ability modifier
β’ Proficiency bonus applies
d20 + Ability Modifier vs Spell DC
β’ Spell DC = 8 + Proficiency + Ability Mod
β’ Success = half/no damage, Failure = full effect
β’ Constitution Save when taking damage
β’ DC = 10 or half damage (whichever higher)
β’ Failure = spell ends
β’ Can't see, automatically fails sight-based checks
β’ Attack rolls against have advantage
β’ Can't attack charmer or target them with harmful abilities
β’ Charmer has advantage on social checks
β’ Can't willingly move closer to source of fear
β’ Disadvantage on ability checks and attacks while source is visible
β’ Speed becomes 0, can't benefit from speed bonuses
β’ Can be freed with successful Athletics or Acrobatics check
β’ Can't be seen without special senses
β’ Attack rolls against have disadvantage
β’ Can only crawl or stand up
β’ Attack rolls against have advantage if within 5 feet
β’ Speed becomes 0, can't benefit from speed bonuses
β’ Attack rolls against have advantage
β’ Disadvantage on Dexterity saving throws
β’ Incapacitated, can't move, can speak only falteringly
β’ Attack rolls against have advantage
β’ Automatically fails Strength and Dexterity saves
β’ Fast: 400 feet per minute, -5 to passive Perception
β’ Normal: 300 feet per minute
β’ Slow: 200 feet per minute, can use Stealth
β’ Fast: 30 miles per day
β’ Normal: 24 miles per day
β’ Slow: 18 miles per day
β’ Travel beyond 8 hours requires Constitution saves
β’ DC = 10 + 1 for each additional hour
β’ Failure = 1 level of exhaustion
β’ Heavy Rain: Disadvantage on Perception checks
β’ Strong Wind: Disadvantage on ranged attacks
β’ Extreme Cold/Heat: Constitution saves or exhaustion
β’ Copper (cp): 1/100 gold
β’ Silver (sp): 1/10 gold
β’ Electrum (ep): 1/2 gold
β’ Gold (gp): Standard currency
β’ Platinum (pp): 10 gold
β’ Wretched: 0 gp/day
β’ Squalid: 1 sp/day
β’ Poor: 2 sp/day
β’ Modest: 1 gp/day
β’ Comfortable: 2 gp/day
β’ Wealthy: 4 gp/day
β’ Aristocratic: 10+ gp/day
β’ Inn stay: 5 sp - 2 gp
β’ Meal: 3 cp - 5 sp
β’ Ale: 2 cp - 2 sp
β’ Horse: 75 gp
β’ Wagon: 35 gp