Reference Sheet v3.
5 (a) Conditions, Spotting, Movement, Bonuses DM Sheet 1
CONDITION SUMMARY Take either move or standard action per round
Ability Score Loss (DMG p300)
Stunned (DMG p301)
Str, Dex 0: unable to move; Con 0: dead; Int, Wis, Cha 0: unconscious
Lose Dex bonus to AC, -2 AC, can take no actions, drop items in hand
Blinded (DMG p300)
All targets have full concealment, you move at half speed FALLING OBJECTS (DMG P303, 8-4)
-2 AC penalty, you lose any Dex bonus to your AC If hit by a falling object, add 1d6 for every additional 200 pounds and
Str and Dex based checks, Search checks, etc. at -4 every 10’ fallen (Lighter objects use min distances below)
Object Weight Min Distance Object Weight Min Distance
Confused (DMG p300) 200-101 20’ 30-11 50’
Roll 1d10 each round: 100-51 30’ 10-6 60’
0 Attack caster, or close with 5-6 Flee from caster top 50-31 40’ 1-5 70’
weapon speed
1 Act normally for 1 round 7- Attack nearest
WALLS (DMG P60, 3-9)
10 Typical Break Hit Climb
2-4 Do nothing, babble incoherently Wall Type Thickness DC Hardness Points* DC
Masonry 1’ 35 8 90 15
If attacked, attacks their attacker next turn, can’t take AoOs Superior masonry 1’ 35 8 90 20
Cowering (DMG p300) Reinforced masonry 1’ 45 8 180 15
Hewn stone 3’ 50 8 540 22
Lose Dex bonus to AC, -2 to AC, can take no actions Unworked stone 5’ 65 8 900 20
Iron 3” 30 10 90 25
Dazed (DMG p300)
Paper paper-thin 1 - 1 30
Can take no actions Wood 6” 20 5 60 21
Magically treated** - +20 x2 x2† -
Dazzled (DMG p300) * Per 10’x10’ section
-1 attack roll, Search and Spot checks ** Add modifiers to any other wall type
† Or 50, whichever is greater
Deafened (DMG p300)
-4 to initiative checks, 20% spell failure for spells with verbal DOORS (DMG P61, 3-10)
components, cannot make Listen checks Typical Hit Break DC
Door Type Thickness Hardness Points Stuck Locked
Disabled (DMG p300) Simple wooden 1” 5 10 13 15
Move action at half speed, or standard action and take 1 point of damage Good wooden 1.5” 5 15 16 18
Strong wooded 2” 5 20 23 25
Dying (DMG p300) Stone 4” 8 60 28 28
Iron 2” 10 60 28 28
10% chance of stabilizing each round, otherwise lose 1 HP
Portcullis, wooden 3” 5 30 25* 25*
Energy Drain (DMG p300) Portcullis, iron 2” 10 60 25* 25*
Lock - 15 30
-1 attack roll, saving throws, skill checks, and ability checks Hinge - 15 30
Lose 5 hit points and -1 to effective level * DC to lift. Use appropriate door DC for break.
Spellcasters lose 1 spell or spell slot from the highest level spell castable
Stay 24 hours, removable. After that, saving throws avoid level loss SPOTTING DISTANCE/DIFFICULTY (FROM 3RD ED)
Distance Difficulty
Entangled (DMG p300) Terrain Distance (avg) Circumstance DC
-2 to attack, -4 effective Dex, Concentration check DC 15 for casters Smoke/heavy fog 2d4x5’ (25’) Base 20
Jungle/dense forest 2d4x10’ (50’) Size +/-4 per
Exhausted (DMG p300) size
Move at half speed, -6 penalty to Str and Dex Light forest 3d6x10’ (105’) Contrast +/-5 or more
Scrub, brush/bush 6d6x10’ (210’) Stillness (not +5
Need 1 hour rest, then become fatigued instead moving)
Fascinated (DMG p300) Grassland 6d6x20’ (420’) 6+ creatures -2
Total darkness Limit of sight Moonlight* +5
Takes no actions, -4 to reaction skills, potential threat allow new save Indoors (lit) Line of sight Starlight** +10
Obvious threat breaks, ally shakes subject free as standard action Total Darkness darkvision
* +5 bonus to check if spotter has low-light vision or darkvision to that range
Fatigued (DMG p301) ** +5 to check if spotter has low-light vision or +10 for darkvision to that range
Cannot run and charge. -2 to Str and Dex.
8 hours rest needed to remove, another fatigue action causes exhaustion OVERLAND MOVEMENT RATES (PHB P162, 9-3)
15’ 20’ 30’ 40’
Grappling (DMG p301) One Minute Walk 150’ 200’ 300’ 400’
Threaten no squares, lose Dex bonus to AC against others Hustle 300’ 400’ 600’ 800’
Run (x3) 450’ 600’ 900’ 1,200’
Helpless (DMG p301) Run (x4) 600’ 800’ 1,200’ 1,600’
Effective Dex 0, +4 to melee creature, can sneak attack and coup de grace One Hour Walk 1.5 miles 2 miles 3 miles 4 miles
Hustle 3 miles 4 miles 6 miles 8 miles
Nauseated (DMG p301) One Day Walk 12 miles 16 miles 24 miles 32 miles
Only single move action per round
Prone (DMG p301) BONUS TYPES (DMG P21)
Bonus Type Usually Improves Bonus Type Usually Improves
-4 on melee attacks, no ranged weapons except crossbow Alchemical Saves Luck Attacks, weapon damage, AC,
Attackers get +4 (melee) or -4 (ranged) on attacks saves, checks
Standing up is a move action drawing AoOs Armor AC Morale Attacks, weapon damage,
checks, saves
Shaken, Frightened, Panicked (DMG p301) Circumstance Attacks, checks Natural AC
Shaken: -2 morale penalty on attack rolls, saves, and checks Armor
Competence Attacks, saves, checks Profane AC, saves, checks
Frightened: As Shaken, but will flee (on chosen path) from the source. Deflection AC Racial Skills
If unable to flee, will fight. Must use special skills/abilities to flee Dodge AC Resistance Saves
Panicked: As Frightened, but flight at top speed and random path, and Enhancement Attacks, damage, Sacred AC, saves, checks
drop items in hand. If unable to flee, will cower. armor, abilities
Inherent Ability score Shield AC
Sickened (DMG p301) Insight Attacks, AC, checks, Size AC, abilities
-2 penalty on attack, weapon damage, saving throws, and checks saves
Stacking: Bonuses of the same type do not stack, except for circumstance,
Staggered (DMG p301) dodge, and armor/shield’s Armor bonus types.
Reference Sheet v3.5 (a) Conditions, Spotting, Movement, Bonuses DM Sheet 1
Reference Sheet v3.5 (a) Weapons, Armor, Poisons, Diseases DM Sheet 2
WEAPONS (PHB P116, 7-5) 1d4 1d6 1d8
Type Dam(S) Dam(M) Crit Rng Size Prof Type
Axe, orc double 1d6/1d6 1d8/1d8 x3 2H E S
Axe, throwing 1d4 1d6 x2 10’ Lght M S
Battleaxe 1d6 1d8 x3 1H M S
Bolas 1d3§ 1d4§ x2 10’ Rng E B
Chain, spiked* 1d6 2d4 x2 2H E P
Club 1d4 1d6 x2 10’ 1H S B
Crossbow, hand 1d3 1d4 19-20/x2 30’ Rng E P
Crossbow, heavy 1d8 1d10 19-20/x2 120’ Rng S P
Crossbow, light 1d6 1d8 19-20/x2 80’ Rng S P
Crossbow, rept heavy 1d8 1d10 19-20/x2 120’ Rng E P
Crossbow, rept light 1d6 1d8 19-20/x2 80’ Rng E P
Dagger 1d3 1d4 19-20/x2 10’ Lght S P or S
Dagger, punching 1d3 1d4 x3 Lght S P
Dart 1d3 1d4 x2 20’ Rng S P
Falchion 1d6 2d4 18-20/x2 2H M S
Flail 1d6 1d8 x2 1H M B
Flail, dire 1d6/1d6 1d8/1d8 x2 2H E B
Flail, heavy 1d8 1d10 19-20/x2 2H M B
Gauntlet 1d2 1d3 x2 Unar S B
Gauntlet, spiked 1d3 1d4 x2 Lght S P
Glaive* 1d8 1d10 x3 2H M S
Greataxe 1d10 1d12 x3 2H M S
Greatclub 1d8 1d10 x2 2H M B
Greatsword 1d10 2d6 19-20/x2 2H M S
Guisarme* 1d6 2d4 x3 2H M S
Halberd 1d8 1d10 x3 2H M P or S
Hammer, gnm hooked 1d6/1d4 1d8/1d6 x3/x4 2H E BnP
Hammer, light 1d3 1d4 x2 20’ Lght M B
Handaxe 1d4 1d6 x3 Lght M S
Javelin 1d4 1d6 x2 30’ Rng S P
Kama 1d4 1d6 x2 Lght E S
Kukri 1d3 1d4 18-20/x2 Lght E S
Lance* 1d6 1d8 x3 2H M P
Longbow 1d6 1d8 x3 100’ Rng M P
Longbow, composite 1d6 1d8 x3 110’ Rng M P
Longspear* 1d6 1d8 x3 2H M P
Longsword 1d6 1d8 19-20/x2 1H M S
Mace, heavy 1d6 1d8 x2 1H S B
Mace, light 1d4 1d6 x2 Lght S B
Morningstar 1d6 1d8 x2 1H S BnP
Net - - - 10’ Rng E -
Nunchaku 1d4 1d6 x2 Lght E B
Pick, light 1d3 1d4 x4 Lght M P
Pick, heavy 1d4 1d6 x4 1H M P
Quarterstaff 1d4/1d4 1d6/1d6 x2 2H S B
Ranseur* 1d6 2d4 x3 2H M P
Rapier 1d4 1d6 18-20/x2 1H M P
Sai 1d3 1d4 x2 10’ Lght E B
Sap 1d4§ 1d6§ x2 Lght M B
Scimitar 1d4 1d6 18-20/x2 1H M P
Scythe 1d6 2d4 x4 2H M P or S
Sickle 1d4 1d6 x2 Lght S S
Shield, heavy 1d3 1d4 x2 1H M B
Shield, light 1d2 1d3 x2 Lght M B
Shortbow 1d4 1d6 x3 60’ Rng M P
Shortbow, composite 1d4 1d6 x3 70’ Rng M P
Shortspear 1d4 1d6 x2 20’ 1H S P
Shuriken 1 1d2 x2 10’ Rng E P
Siangham 1d4 1d6 x2 Lght E P
Sling 1d3 1d4 x2 50’ Rng S B
Spear 1d6 1d8 x3 20’ 2H S P
Spiked armor 1d4 1d6 x2 Lght M P
Spiked shield, heavy 1d4 1d6 x2 1H M P
Spiked shield, light 1d3 1d4 x2 Lght M P
Sword, short 1d4 1d6 19-20/x2 Lght M P
Sword, bastard 1d8 1d10 19-20/x2 1H E S
Sword, two-bladed 1d6/1d6 1d8/1d8 19-20/x2 2H E S
Trident 1d6 1d8 x2 10’ 1H M P
Unarmed strike 1d2 § 1d3 § x2 Unar S B
Urgosh, dwarven 1d6/1d4 1d8/1d6 x3 2H E S or P
Waraxe, dwarven 1d8 1d10 x3 1H E S
Warhammer 1d6 1d8 x3 1H M B
Whip* 1d2§ 1d3§ x2 1H E S
* Reach weapon § Nonlethal damage
Masterwork: +1 to attack roll, does not stack with magic enhancement
Adamantine: Ignore hardness less than 20, always MW
Darkwood: Weigh ½ as much, always MW
Mithral: Weigh half as much, always MW
Iron, Cold: Strong against fey Silver, Alchemical: -1 damage
WEAPON SIZE AND DAMAGE (DMG P28)
Smaller Original Larger Smaller Original Larger
1 1d2 1d3 1d6 1d8 2d6
1d2 1d3 1d4 1d6 1d10 2d6
1d3 1d4 1d6 1d8 1d12 2d8
Reference Sheet v3.5 (a) Weapons, Armor, Poisons, Diseases DM Sheet 2
ARMOR (PHB P123, 7-6)
Type Bonus Max. Dex Bonus Check Penalty Spell Failure
Light
Padded +1 +8 0 5%
Leather +2 +6 0 10%
Studded leather +3 +5 -1 15%
Chain shirt +4 +4 -2 20%
Medium
Hide +3 +4 -3 20%
Scale mail +4 +3 -4 25%
Chainmail +5 +2 -5 30%
Breastplate +5 +3 -4 25%
Heavy
Splint mail +6 +0 -7 40%
Banded mail +6 +1 -6 35%
Half-plate +7 +0 -7 40%
Full plate +8 +1 -6 35%
Shield
Buckler +1 -1 5%
LW shield +1 -1 5%
LS shield +1 -1 5%
HW shield +2 -2 15%
HS shield +2 -2 15%
Tower shield +4 +2 -10 50%
Masterwork: Armor check penalty reduced by 1
Adamantine: DR 1/- Light, DR 2/- Medium, DR 3/- Heavy, always MW
Darkwood: Weigh ½ as much, shield’s penalty reduced by 2, always MW
Dragonhide: Druids can wear, always MW
Mithral: 1 category lighter, spell failure 10% less, maximum dexterity
bonus +2, armor check penalty reduce by 3, always MW
POISONS (DMG P297, 8-3)
Source Type Initial Damage Secondary Damage
Carrion crawler brain Contact DC 13 Paralysis 0
Nitharit Contact DC 13 0 3d6 Con
Sassone leaf residue Contact DC 16 2d12 hp 1d6 Con
Malyss root paste Contact DC 16 1 Dex 2d4 Dex
Terinav root Contact DC 16 1d6 Dex 2d6 Dex
Black lotus extract Contact DC 20 3d6 Con 3d6 Con
Dragon bile Contact DC 26 3d6 Str 0
Striped toadstool Ingested DC 11 1 Wis 2d6 Wis + 1d4 Int
Aresnic Ingested DC 13 1 Con 1d8 Con
Id moss Ingested DC 14 1d4 Int 2d6 Int
Oil of taggit Ingested DC 15 0 Unconscious
Lich dust Ingested DC 17 2d6 Str 1d6 Str
Dark reaver powder Ingested DC 18 2d6 Con 1d6 Con + 1d6 Str
Ungol dust Inhaled DC 15 1 Cha 1d6 Cha + 1 Cha*
Insanity mist Inhaled DC 15 1d4 Wis 2d6 Wis
Burnt othur fumes Inhaled DC 18 1 Con* 3d6 Con
Black adder venom Injury DC 11 1d6 Con 1d6 Str
Small centipede poison Injury DC 11 1d2 Dex 1d2 Dex
Bloodroot Injury DC 12 0 1d4 Con + 1d6 Wis
Drow poison Injury DC 13 Unconcious Unconcious
Greenblood oil Injury DC 13 1 Con 1d2 Con
Blue whinnies Injury DC 14 1 Con Unconscious
Medium spider venom Injury DC 14 1d4 Str 1d4 Str
Shadow essence Injury DC 17 1 Str* 2d6 Str
Wyvern poison Injury DC 17 2d6 Con 2d6 Con
Large scorpion venom Injury DC 18 1d6 Str 1d6 Str
Giant wasp poison Injury DC 18 1d6 Dex 1d6 Dex
Deathblade Injury DC 20 1d6 Con 2d6 Con
Purple worm poison Injury DC 24 1d6 Str 2d6 Str
* Permanent
Make secondary Fort Save 10 rounds (1 minute) after initial
DISEASES (DMG P292, 8-2)
Name Infection DC Incubation Damage
Blinding sickness Ingested 16 1d3 days 1d4 Str‡
Cackle fever Inhaled 16 1 day 1d6 Wis
Demon fever Injury 18 1 day 1d6 Con**
Devil chills† Injury 14 1d4 days 1d4 Str
Filth fever Injury 12 1d3 days 1d3 Dex, 1d3 Con
Mindfire Inhaled 12 1 day 1d4 Int
Mummy rot* Contact 20 1 day 1d6 Con
Red ache Injury 15 1d3 days 1d6 Str
Shakes Contact 13 1 day 1d8 Dex
Slimy doom Contact 14 1 day 1d4 Con**
* Save does not mean recovery, must be magically healed
** Make another save, failure means 1 point of temp. damage becomes
permanent
† Must make 3 saves in a row to recover
‡ Every time 2 or more points of damage is done, make another save or be
blinded
Make Fort Save (or Heal check) each day