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Plantilla DM Screen 5e DRol

The document lists various weapons including their costs, damage types, weights and properties. It also describes conditions such as blinded, invisible and prone and the effects they have in combat. Finally, it outlines typical DCs for tasks, costs for services and trade goods, and prices for different lifestyles.

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Coral529
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We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
238 views1 page

Plantilla DM Screen 5e DRol

The document lists various weapons including their costs, damage types, weights and properties. It also describes conditions such as blinded, invisible and prone and the effects they have in combat. Finally, it outlines typical DCs for tasks, costs for services and trade goods, and prices for different lifestyles.

Uploaded by

Coral529
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Weapons Blinded Invisible Prone Exhaustion Cover Typical DCs Services Trade Goods Item Cost Lifestyle Expenses

Food, Drink, and Lodging


• A blinded creature can’t see and automatically fails any ability • An invisible creature is impossible to see without the aid • A prone creature’s only movement option is to crawl, unless it Ale
Name Cost Damage Weight Properties Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed Level Effect Half cover +2 bonus to AC and Dexterity saving throws. A Task DC Task DC Service Pay Cost Goods Lifestyle Price/Day
check that requires sight. of magic or a special sense. For the purpose of hiding, the stands up and thereby ends the condition.
target has half cover if an obstacle blocks at least Hard 20 Gallon 2 sp
Simple Melee Weapons Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed • Attack rolls against the creature have advantage, and the crea- creature is heavily obscured. The creature’s location can be • The creature has disadvantage on attack rolls. 1 Disadvantage on ability checks Very easy 5 Coach cab 1 cp 1 lb. of wheat Wretched —
half of its body. The obstacle might be a low wall, Mug 4 cp
Club 1 sp 1d4 bludgeoning 2 lb. Light Lance 10 gp 1d12 piercing 6 lb. Reach, special ture’s attack rolls have disadvantage. detected by any noise it makes or any tracks it leaves. • An attack roll against the creature has advantage if the attacker 2 Speed halved Easy 10 Very hard 25 Between towns 3 cp / mile 2 cp MCPGmPVSPSPOFDIJDLFO Squalid 1 sp
a large piece of furniture, a narrow tree trunk, or
• Attack rolls against the creature have disadvantage, and the is within 5 feet of the creature. Otherwise, the attack roll has
Nearly impossible 30 Banquet (per person) 10 gp
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Charmed 3 Disadvantage on attack rolls and saving throws a creature, whether that creature is an enemy or Moderate 15 Coach cab, 1 cp 5 cp 1 lb. of salt Poor 2 sp
creature’s attack rolls have advantage. disadvantage.
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed a friend. Within a city 1 sp 1 lb. of iron or 1 sq. yd. of canvas Bread, loaf 2 cp Modest 1 gp
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed • A charmed creature can’t attack the charmer or target the 4 Hit point maximum halved
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) Morningstar 15 gp 1d8 piercing 4 lb. — charmer with harmful abilities or magical effects. Paralyzed Restrained 5 Speed reduced to 0 3/4 cover +5 bonus to AC and Dexterity saving throws. Damage Severity and Level Hireling 5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth Cheese, hunk 1 sp
Comfortable 2 gp
• The charmer has advantage on any ability check to interact • A paralyzed creature is incapacitated (see the condition) and • A target has three-quarters cover if about Skilled 2 gp / day Inn stay (per day)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed 6 Death Character Level Setback Dangerous Deadly 1 gp 1 lb. of ginger or one goat Wealthy 4 gp
socially with the creature. can’t move or speak. from any bonus to its speed. three-quarters of it is covered by an obstacle.
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) Rapier 25 gp 1d8 piercing 2 lb. Finesse Untrained 2 sp / day 2 gp 1 lb. of cinnamon or pepper, or one sheep Squalid 7 cp Aristocratic 10 gp +
• The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage, and the The obstacle might be a portcullis, an arrow slit, 1st-4th 1d10 2d10 4d10
Mace 5 gp 1d6 bludgeoning 4 lb. — Deafened or a thick tree trunk. Messenger 2 cp / mile 3 gp 1 lb. of cloves or one pig Poor 1 sp
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light • Attack rolls against the creature have advantage creature’s attack rolls have disadvantage. 5th-10th 2d10 4d10 10d10
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light • A deafened creature can’t hear and automatically fails any abili- • Any attack that hits the creature is a critical hit if the attacker is • The creature has disadvantage on Dexterity saving throws. Total cover Can’t be targeted directly by an attack or a spell. Road or gate toll 1 cp 5 gp 1 lb. of silver or 1 sq. yd. of linen Modest 5 sp
11th-16th 4d10 10d10 18d10
ty check that requires hearing. within 5 feet of the creature. Ship’s passage 1 sp / mile Comfortable 8 sp
Sickle 1 gp 1d4 slashing 2 lb. Light Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8) Stunned 17th-20th 10d10 18d10 24d10 10 gp 1 sq. yd. of silk or one cow
Petrified Wealthy 2 gp
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) War pick 5 gp 1d8 piercing 2 lb. — Frightened • A stunned creature is incapacitated (see the condition), can’t Something happens! 15 gp 1 lb. of saffron or one ox
Simple Ranged Weapons Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) • A frightened creature has disadvantage on ability checks and • move, and can speak only falteringly. 50 gp 1 lb. of gold Aristocratic 4 gp

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d20 Event
attack rolls while the source of its fear is within line of sight. object it is wearing or carrying, into a solid inanimate sub- • The creature automatically fails Strength and Dexterity Meals (per day)
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading,
two-handed
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
• The creature can’t willingly move closer to the source of its fear. stance (usually stone). Its weight increases by a factor of ten, saving throws. c on v 1 A door opens. 11 Someone gets angry.
500 gp 1 lb. of platinum
Squalid 3 cp
Need More Rules?
and it ceases aging. • Attack rolls against the creature have advantage. 2 "lSFTUBSUT 12 Someone glimpses the future. Dungeons provided by Watabou
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) Grappled Poor 6 cp
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading • The creature is incapacitated (see the condition), can’t move or Skills 3 A meter shoots across the sky. 13 Someone has a sense of foreboding. https://atabou.itch.io/one-page-dungeon
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-hand- Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, • speak, and is unaware of its surroundings. Unconscious Modest 3 sp
ed from any bonus to its speed. • Attack rolls against the creature have advantage. • An unconscious creature is incapacitated (see the condition), Ability Skills 4 A monster appears. 14 Someone has to go to the bathroom.
loading Comfortable 5 sp
Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120) • The condition ends if the grappler is incapacitated (see the condition). • The creature automatically fails Strength and Dexterity saving throws. can’t move or speak, and is unaware of its surroundings Strength Athletics 5 A screech pierces the air. 15 Something spills or falls to the ground. Travel Pace
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, Wealthy 8 sp
Martial Melee Weapons • The condition also ends if an effect removes the grappled crea- • The creature has resistance to all damage. • The creature drops whatever it’s holding and falls prone. Dexterity Acrobatics, Sleight of Hand, Stealth 6 A storm begins. 16 Something isn’t where it’s supposed to be.
loading, two-handed Pace Distance Traveled per Minute Distance Traveled per Hour Distance Traveled per Day Effect Aristocratic 2 gp
ture from the reach of the grappler or grappling effect, such as • The creature is immune to poison and disease, although a poison • The creature automatically fails Strength and Dexterity
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10) Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, or disease already in its system is suspended, not neutralized. Intelligence Arcana, History, Investigation, Nature, Religion 7 A strange star appears in the sky. 17 The lights go out. Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom
when a creature is hurled away by the thunderwave spell. saving throws. Meat, chunk 3 sp
Flail 10 gp 1d8 bludgeoning 2 lb. — two-handed • Attack rolls against the creature have advantage. Wisdom Animal Handling, Insight, Medicine, Perception, 8 A string gust oif wind blows through. 18 The sun comes out. (Perception) scores
Poisoned Wine
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Net 1 gp — 3 lb. Special, thrown (range 5/15) Incapacitated • Any attack that hits the creature is a critical hit if the attacker is Survival 9 A tremor shakes the ground. 19 There’s a foul smell in the air. Normal 300 feet 3 miles 24 miles -
• A poisoned creature has disadvantage on attack rolls and Common (pitcher) 2 sp
• An incapacitated creature can’t take actions or reactions. within 5 feet of the creature. Charisma Deception, Intimidation, Performance, Persuasion 10 Someone experiences déjà vu. 20 Unexplained magic occurs. Slow 200 feet 2 miles 18 miles Able to use stealth
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
ability checks. Fine (bottle) 10 gp

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PLOTTER: IMPRIMIR EN PAPEL (CARTULINA NO) DE 120 CM ANCHO


Weapons Blinded Invisible Prone Exhaustion Cover Typical DCs Services Trade Goods Item Cost Lifestyle Expenses

Food, Drink, and Lodging


• A blinded creature can’t see and automatically fails any ability • An invisible creature is impossible to see without the aid • A prone creature’s only movement option is to crawl, unless it Ale
Name Cost Damage Weight Properties Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed Level Effect Half cover +2 bonus to AC and Dexterity saving throws. A Task DC Task DC Service Pay Cost Goods Lifestyle Price/Day
check that requires sight. of magic or a special sense. For the purpose of hiding, the stands up and thereby ends the condition.
target has half cover if an obstacle blocks at least Hard 20 Gallon 2 sp
Simple Melee Weapons Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed • Attack rolls against the creature have advantage, and the crea- creature is heavily obscured. The creature’s location can be • The creature has disadvantage on attack rolls. 1 Disadvantage on ability checks Very easy 5 Coach cab 1 cp 1 lb. of wheat Wretched —
half of its body. The obstacle might be a low wall, Mug 4 cp
Club 1 sp 1d4 bludgeoning 2 lb. Light Lance 10 gp 1d12 piercing 6 lb. Reach, special ture’s attack rolls have disadvantage. detected by any noise it makes or any tracks it leaves. • An attack roll against the creature has advantage if the attacker 2 Speed halved Easy 10 Very hard 25 Between towns 3 cp / mile 2 cp MCPGmPVSPSPOFDIJDLFO Squalid 1 sp
a large piece of furniture, a narrow tree trunk, or
• Attack rolls against the creature have disadvantage, and the is within 5 feet of the creature. Otherwise, the attack roll has
Nearly impossible 30 Banquet (per person) 10 gp
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Charmed 3 Disadvantage on attack rolls and saving throws a creature, whether that creature is an enemy or Moderate 15 Coach cab, 1 cp 5 cp 1 lb. of salt Poor 2 sp
creature’s attack rolls have advantage. disadvantage.
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed a friend. Within a city 1 sp 1 lb. of iron or 1 sq. yd. of canvas Bread, loaf 2 cp Modest 1 gp
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed • A charmed creature can’t attack the charmer or target the 4 Hit point maximum halved
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) Morningstar 15 gp 1d8 piercing 4 lb. — charmer with harmful abilities or magical effects. Paralyzed Restrained 5 Speed reduced to 0 3/4 cover +5 bonus to AC and Dexterity saving throws. Damage Severity and Level Hireling 5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth Cheese, hunk 1 sp
Comfortable 2 gp
• The charmer has advantage on any ability check to interact • A paralyzed creature is incapacitated (see the condition) and • A target has three-quarters cover if about Skilled 2 gp / day Inn stay (per day)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed 6 Death Character Level Setback Dangerous Deadly 1 gp 1 lb. of ginger or one goat Wealthy 4 gp
socially with the creature. can’t move or speak. from any bonus to its speed. three-quarters of it is covered by an obstacle.
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) Rapier 25 gp 1d8 piercing 2 lb. Finesse Untrained 2 sp / day 2 gp 1 lb. of cinnamon or pepper, or one sheep Squalid 7 cp Aristocratic 10 gp +
• The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage, and the The obstacle might be a portcullis, an arrow slit, 1st-4th 1d10 2d10 4d10
Mace 5 gp 1d6 bludgeoning 4 lb. — Deafened or a thick tree trunk. Messenger 2 cp / mile 3 gp 1 lb. of cloves or one pig Poor 1 sp
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light • Attack rolls against the creature have advantage creature’s attack rolls have disadvantage. 5th-10th 2d10 4d10 10d10
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light • A deafened creature can’t hear and automatically fails any abili- • Any attack that hits the creature is a critical hit if the attacker is • The creature has disadvantage on Dexterity saving throws. Total cover Can’t be targeted directly by an attack or a spell. Road or gate toll 1 cp 5 gp 1 lb. of silver or 1 sq. yd. of linen Modest 5 sp
11th-16th 4d10 10d10 18d10
ty check that requires hearing. within 5 feet of the creature. Ship’s passage 1 sp / mile Comfortable 8 sp
Sickle 1 gp 1d4 slashing 2 lb. Light Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8) Stunned 17th-20th 10d10 18d10 24d10 10 gp 1 sq. yd. of silk or one cow
Petrified Wealthy 2 gp
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) War pick 5 gp 1d8 piercing 2 lb. — Frightened • A stunned creature is incapacitated (see the condition), can’t Something happens! 15 gp 1 lb. of saffron or one ox
Simple Ranged Weapons Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) • A frightened creature has disadvantage on ability checks and • move, and can speak only falteringly. 50 gp 1 lb. of gold Aristocratic 4 gp
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d20 Event
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, Whip 2 gp 1d4 slashing 3 lb. Finesse, reach attack rolls while the source of its fear is within line of sight. object it is wearing or carrying, into a solid inanimate sub- • The creature automatically fails Strength and Dexterity 500 gp 1 lb. of platinum Meals (per day)
• The creature can’t willingly move closer to the source of its fear. stance (usually stone). Its weight increases by a factor of ten, saving throws. 1 A door opens. 11 Someone gets angry. Need More Rules?
two-handed Martial Ranged Weapons Squalid 3 cp
and it ceases aging. • Attack rolls against the creature have advantage. 2 "lSFTUBSUT 12 Someone glimpses the future. Dungeons provided by Watabou
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) Grappled Poor 6 cp
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading • The creature is incapacitated (see the condition), can’t move or Skills 3 A meter shoots across the sky. 13 Someone has a sense of foreboding. https://atabou.itch.io/one-page-dungeon
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-hand- Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, • speak, and is unaware of its surroundings. Unconscious Modest 3 sp
ed from any bonus to its speed. • Attack rolls against the creature have advantage. • An unconscious creature is incapacitated (see the condition), Ability Skills 4 A monster appears. 14 Someone has to go to the bathroom.
loading Comfortable 5 sp
Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120) • The condition ends if the grappler is incapacitated (see the condition). • The creature automatically fails Strength and Dexterity saving throws. can’t move or speak, and is unaware of its surroundings Strength Athletics 5 A screech pierces the air. 15 Something spills or falls to the ground. Travel Pace
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, Wealthy 8 sp
Martial Melee Weapons • The condition also ends if an effect removes the grappled crea- • The creature has resistance to all damage. • The creature drops whatever it’s holding and falls prone. Dexterity Acrobatics, Sleight of Hand, Stealth 6 A storm begins. 16 Something isn’t where it’s supposed to be.
loading, two-handed Pace Distance Traveled per Minute Distance Traveled per Hour Distance Traveled per Day Effect Aristocratic 2 gp
ture from the reach of the grappler or grappling effect, such as • The creature is immune to poison and disease, although a poison • The creature automatically fails Strength and Dexterity
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10) Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, or disease already in its system is suspended, not neutralized. Intelligence Arcana, History, Investigation, Nature, Religion 7 A strange star appears in the sky. 17 The lights go out. Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom
when a creature is hurled away by the thunderwave spell. saving throws. Meat, chunk 3 sp
Flail 10 gp 1d8 bludgeoning 2 lb. — two-handed • Attack rolls against the creature have advantage. Wisdom Animal Handling, Insight, Medicine, Perception, 8 A string gust oif wind blows through. 18 The sun comes out. (Perception) scores
Poisoned Wine
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Net 1 gp — 3 lb. Special, thrown (range 5/15) Incapacitated • Any attack that hits the creature is a critical hit if the attacker is Survival 9 A tremor shakes the ground. 19 There’s a foul smell in the air. Normal 300 feet 3 miles 24 miles -
• A poisoned creature has disadvantage on attack rolls and Common (pitcher) 2 sp
• An incapacitated creature can’t take actions or reactions. within 5 feet of the creature. Charisma Deception, Intimidation, Performance, Persuasion 10 Someone experiences déjà vu. 20 Unexplained magic occurs. Slow 200 feet 2 miles 18 miles Able to use stealth
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
ability checks. Fine (bottle) 10 gp

m a r
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