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βš”οΈ Combat Reference

Attack Rolls

d20 + Attack Bonus vs AC

β€’ Natural 20 = Critical Hit (double damage)

β€’ Natural 1 = Automatic Miss

Damage Rolls

Weapon Damage + Modifier

β€’ Critical Hit: Roll damage dice twice

β€’ Minimum damage: 1 (even on crit)

Initiative

d20 + Dexterity Modifier

β€’ Higher roll goes first

β€’ Ties: Higher Dex modifier wins

Death Saves

d20 (no modifiers)

β€’ 10+ = Success, 9- = Failure

β€’ 3 Successes = Stable, 3 Failures = Death

🎯 Skill Checks

Difficulty Classes (DC)

β€’ Very Easy: 5

β€’ Easy: 10

β€’ Medium: 15

β€’ Hard: 20

β€’ Very Hard: 25

β€’ Nearly Impossible: 30

Common Skill Checks

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

✨ Magic & Spells

Spell Attack Rolls

d20 + Spell Attack Bonus vs AC

β€’ Uses spellcasting ability modifier

β€’ Proficiency bonus applies

Saving Throws

d20 + Ability Modifier vs Spell DC

β€’ Spell DC = 8 + Proficiency + Ability Mod

β€’ Success = half/no damage, Failure = full effect

Concentration

β€’ Constitution Save when taking damage

β€’ DC = 10 or half damage (whichever higher)

β€’ Failure = spell ends

πŸ’€ Conditions

Blinded

β€’ Can't see, automatically fails sight-based checks

β€’ Attack rolls against have advantage

Charmed

β€’ Can't attack charmer or target them with harmful abilities

β€’ Charmer has advantage on social checks

Frightened

β€’ Can't willingly move closer to source of fear

β€’ Disadvantage on ability checks and attacks while source is visible

Grappled

β€’ Speed becomes 0, can't benefit from speed bonuses

β€’ Can be freed with successful Athletics or Acrobatics check

Invisible

β€’ Can't be seen without special senses

β€’ Attack rolls against have disadvantage

Prone

β€’ Can only crawl or stand up

β€’ Attack rolls against have advantage if within 5 feet

Restrained

β€’ Speed becomes 0, can't benefit from speed bonuses

β€’ Attack rolls against have advantage

β€’ Disadvantage on Dexterity saving throws

Stunned

β€’ Incapacitated, can't move, can speak only falteringly

β€’ Attack rolls against have advantage

β€’ Automatically fails Strength and Dexterity saves

πŸ—ΊοΈ Travel & Exploration

Travel Pace

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

Daily Travel

β€’ Fast: 30 miles per day

β€’ Normal: 24 miles per day

β€’ Slow: 18 miles per day

Forced March

β€’ Travel beyond 8 hours requires Constitution saves

β€’ DC = 10 + 1 for each additional hour

β€’ Failure = 1 level of exhaustion

Weather Effects

β€’ Heavy Rain: Disadvantage on Perception checks

β€’ Strong Wind: Disadvantage on ranged attacks

β€’ Extreme Cold/Heat: Constitution saves or exhaustion

πŸ’° Economy & Items

Coin Values

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

Lifestyle Expenses

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

Common Item Prices

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