Reference
Tables Compendium
The PHB’s tables, finally organized by purpose. Every table is rendered live from the same data the app computes from — so the reference can’t drift from your sheet. Pick a character to personalize the tables to them.
67 of 67 tables
Ability Scores (7)
Table 1
Strength
How affects attack/, carrying capacity, and forcing doors.
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| Score | Hit Prob. | Damage Adj. | Weight Allow. | Max Press | Open Doors | Bend Bars % |
|---|---|---|---|---|---|---|
| 1 | -5 | -4 | 1 | 3 | 1 | 0% |
| 2 | -3 | -2 | 1 | 5 | 1 | 0% |
| 3 | -3 | -1 | 5 | 10 | 2 | 0% |
| 4–5 | -2 | -1 | 10 | 25 | 3 | 0% |
| 4–5 | -2 | -1 | 10 | 25 | 3 | 0% |
| 6–7 | -1 | 0 | 20 | 55 | 4 | 0% |
| 6–7 | -1 | 0 | 20 | 55 | 4 | 0% |
| 8–9 | 0 | 0 | 35 | 90 | 5 | 1% |
| 8–9 | 0 | 0 | 35 | 90 | 5 | 1% |
| 10–11 | 0 | 0 | 40 | 115 | 6 | 2% |
| 10–11 | 0 | 0 | 40 | 115 | 6 | 2% |
| 12–13 | 0 | 0 | 45 | 140 | 7 | 4% |
| 12–13 | 0 | 0 | 45 | 140 | 7 | 4% |
| 14–15 | 0 | 0 | 55 | 170 | 8 | 7% |
| 14–15 | 0 | 0 | 55 | 170 | 8 | 7% |
| 16 | 0 | +1 | 70 | 195 | 9 | 10% |
| 17 | +1 | +1 | 85 | 220 | 10 | 13% |
| 18 | +1 | +2 | 110 | 255 | 11 | 16% |
| 19 | +3 | +7 | 485 | 640 | 16 (8) | 50% |
| 20 | +3 | +8 | 535 | 700 | 17 (10) | 60% |
| 21 | +4 | +9 | 635 | 810 | 17 (12) | 70% |
| 22 | +4 | +10 | 785 | 970 | 18 (14) | 80% |
| 23 | +5 | +11 | 935 | 1130 | 18 (16) | 90% |
| 24 | +6 | +12 | 1235 | 1440 | 19 (17) | 95% |
| 25 | +7 | +14 | 1535 | 1750 | 19 (18) | 99% |
| 18/01–50 | +1 | +3 | 135 | 280 | 12 | 20% |
| 18/51–75 | +2 | +3 | 160 | 305 | 13 | 25% |
| 18/76–90 | +2 | +4 | 185 | 330 | 14 | 30% |
| 18/91–99 | +2 | +5 | 235 | 380 | 15 (3) | 35% |
| 18/00 | +3 | +6 | 335 | 480 | 16 (6) | 40% |
Table 2
Dexterity
How affects reaction, missile attacks, and .
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| Score | Reaction Adj. | Missile Adj. | Defensive Adj. |
|---|---|---|---|
| 1 | -6 | -6 | +5 |
| 2 | -4 | -4 | +5 |
| 3 | -3 | -3 | +4 |
| 4 | -2 | -2 | +3 |
| 5 | -1 | -1 | +2 |
| 6 | 0 | 0 | +1 |
| 7 | 0 | 0 | 0 |
| 8 | 0 | 0 | 0 |
| 9 | 0 | 0 | 0 |
| 10 | 0 | 0 | 0 |
| 11 | 0 | 0 | 0 |
| 12 | 0 | 0 | 0 |
| 13 | 0 | 0 | 0 |
| 14 | 0 | 0 | 0 |
| 15 | 0 | 0 | -1 |
| 16 | +1 | +1 | -2 |
| 17 | +2 | +2 | -3 |
| 18 | +2 | +2 | -4 |
| 19 | +3 | +3 | -4 |
| 20 | +3 | +3 | -4 |
| 21 | +4 | +4 | -5 |
| 22 | +4 | +4 | -5 |
| 23 | +4 | +4 | -5 |
| 24 | +5 | +5 | -6 |
| 25 | +5 | +5 | -6 |
Table 3
Constitution
How affects and survival rolls.
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| Score | HP Adj. | HP Adj. (warrior) | System Shock % | Resurrection % | Poison Save |
|---|---|---|---|---|---|
| 1 | -3 | -3 | 25% | 30% | -2 |
| 2 | -2 | -2 | 30% | 35% | -1 |
| 3 | -2 | -2 | 35% | 40% | 0 |
| 4 | -1 | -1 | 40% | 45% | 0 |
| 5 | -1 | -1 | 45% | 50% | 0 |
| 6 | -1 | -1 | 50% | 55% | 0 |
| 7 | 0 | 0 | 55% | 60% | 0 |
| 8 | 0 | 0 | 60% | 65% | 0 |
| 9 | 0 | 0 | 65% | 70% | 0 |
| 10 | 0 | 0 | 70% | 75% | 0 |
| 11 | 0 | 0 | 75% | 80% | 0 |
| 12 | 0 | 0 | 80% | 85% | 0 |
| 13 | 0 | 0 | 85% | 90% | 0 |
| 14 | 0 | 0 | 88% | 92% | 0 |
| 15 | +1 | +1 | 90% | 94% | 0 |
| 16 | +2 | +2 | 95% | 96% | 0 |
| 17 | +2 | +3 | 97% | 98% | 0 |
| 18 | +2 | +4 | 99% | 100% | 0 |
| 19 | +2 | +5 | 99% | 100% | +1 |
| 20 | +2 | +5 | 99% | 100% | +1 |
| 21 | +2 | +6 | 99% | 100% | +2 |
| 22 | +2 | +6 | 99% | 100% | +2 |
| 23 | +2 | +6 | 99% | 100% | +3 |
| 24 | +2 | +7 | 99% | 100% | +3 |
| 25 | +2 | +7 | 100% | 100% | +4 |
Table 4
Intelligence
How governs a wizard's spell capacity and learning.
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| Score | # Languages | Max Spell Lvl | Learn % | Max Spells/Lvl |
|---|---|---|---|---|
| 1 | 0 | — | — | — |
| 2 | 1 | — | — | — |
| 3 | 1 | — | — | — |
| 4 | 1 | — | — | — |
| 5 | 1 | — | — | — |
| 6 | 1 | — | — | — |
| 7 | 1 | — | — | — |
| 8 | 1 | — | — | — |
| 9 | 2 | 4 | 35% | 6 |
| 10 | 2 | 5 | 40% | 7 |
| 11 | 2 | 5 | 45% | 7 |
| 12 | 3 | 6 | 50% | 7 |
| 13 | 3 | 6 | 55% | 9 |
| 14 | 4 | 7 | 60% | 9 |
| 15 | 4 | 7 | 65% | 11 |
| 16 | 5 | 8 | 70% | 11 |
| 17 | 6 | 8 | 75% | 14 |
| 18 | 7 | 9 | 85% | 18 |
| 19 | 8 | 9 | 95% | all |
| 20 | 9 | 9 | 96% | all |
| 21 | 10 | 9 | 97% | all |
| 22 | 11 | 9 | 98% | all |
| 23 | 12 | 9 | 99% | all |
| 24 | 15 | 9 | 100% | all |
| 25 | 20 | 9 | 100% | all |
Table 5
Wisdom
How grants priests and magical defense.
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| Score | Magic Defense Adj. | Bonus Priest Spells | Spell Failure % |
|---|---|---|---|
| 1 | -6 | — | 80% |
| 2 | -4 | — | 60% |
| 3 | -3 | — | 50% |
| 4 | -2 | — | 45% |
| 5 | -1 | — | 40% |
| 6 | -1 | — | 35% |
| 7 | -1 | — | 30% |
| 8 | 0 | — | 25% |
| 9 | 0 | — | 20% |
| 10 | 0 | — | 15% |
| 11 | 0 | — | 10% |
| 12 | 0 | — | 5% |
| 13 | 0 | 1 | 0% |
| 14 | 0 | 1, 1 | 0% |
| 15 | +1 | 1, 1, 2 | 0% |
| 16 | +2 | 1, 1, 2, 2 | 0% |
| 17 | +3 | 1, 1, 2, 2, 3 | 0% |
| 18 | +4 | 1, 1, 2, 2, 3, 4 | 0% |
| 19 | +4 | 1, 1, 1, 2, 2, 3, 3, 4 | 0% |
| 20 | +4 | 1, 1, 1, 2, 2, 2, 3, 3, 4, 4 | 0% |
| 21 | +4 | 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5 | 0% |
| 22 | +4 | 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5 | 0% |
| 23 | +4 | 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6 | 0% |
| 24 | +4 | 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6 | 0% |
| 25 | +4 | 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7 | 0% |
Table 6
Charisma
How affects , , and NPC reactions.
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| Score | Max Henchmen | Loyalty Base | Reaction Adj. |
|---|---|---|---|
| 1 | 0 | -8 | -7 |
| 2 | 1 | -7 | -6 |
| 3 | 1 | -6 | -5 |
| 4 | 1 | -5 | -4 |
| 5 | 2 | -4 | -3 |
| 6 | 2 | -3 | -2 |
| 7 | 3 | -2 | -1 |
| 8 | 3 | -1 | 0 |
| 9 | 4 | 0 | 0 |
| 10 | 4 | 0 | 0 |
| 11 | 4 | 0 | 0 |
| 12 | 5 | 0 | 0 |
| 13 | 5 | 0 | +1 |
| 14 | 6 | +1 | +2 |
| 15 | 7 | +3 | +3 |
| 16 | 8 | +4 | +5 |
| 17 | 10 | +6 | +6 |
| 18 | 15 | +8 | +7 |
| 19 | 20 | +10 | +8 |
| 20 | 25 | +12 | +9 |
| 21 | 30 | +14 | +10 |
| 22 | 35 | +16 | +11 |
| 23 | 40 | +18 | +12 |
| 24 | 45 | +20 | +13 |
| 25 | 50 | +20 | +14 |
Table 9
Constitution Saving Throw Bonuses
Bonus to vs. magical wands/staves/rods/spells, by (dwarves/gnomes/halflings).
| Constitution Score | Saving Throw Bonus |
|---|---|
| 4-6 | +1 |
| 7-10 | +2 |
| 11-13 | +3 |
| 14-17 | +4 |
| 18-19 | +5 |
Character Creation & Race (6)
Table 7
Racial Ability Requirements
The min–max range each allows per at creation.
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| Race | STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Human | 3–18 | 3–18 | 3–18 | 3–18 | 3–18 | 3–18 |
| Dwarf | 8–18 | 3–17 | 11–18 | 3–18 | 3–18 | 3–17 |
| Elf | 3–18 | 6–18 | 7–18 | 8–18 | 3–18 | 8–18 |
| Gnome | 6–18 | 3–18 | 8–18 | 6–18 | 3–18 | 3–18 |
| Half-elf | 3–18 | 6–18 | 6–18 | 4–18 | 3–18 | 3–18 |
| Halfling | 7–18 | 7–18 | 10–18 | 6–18 | 3–17 | 3–18 |
Table 8
Racial Ability Adjustments
The mandatory -score adjustments each applies.
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| Race | STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Human | — | — | — | — | — | — |
| Dwarf | — | — | +1 | — | — | -1 |
| Elf | — | +1 | -1 | — | — | — |
| Gnome | — | — | — | +1 | -1 | — |
| Half-elf | — | — | — | — | — | — |
| Halfling | -1 | +1 | — | — | — | — |
Table 10
Average Height and Weight
Base height/weight (male/female) plus a random modifier roll, by .
| Race | Height Base (M/F) | Height Modifier | Weight Base (M/F) | Weight Modifier |
|---|---|---|---|---|
| Dwarf | 43/41 in | 1d10 | 130/105 lb | 4d10 |
| Elf | 55/50 in | 1d10 | 90/70 lb | 3d10 |
| Gnome | 38/36 in | 1d6 | 72/68 lb | 5d4 |
| Half-elf | 60/58 in | 2d6 | 110/85 lb | 3d12 |
| Halfling | 32/30 in | 2d8 | 52/48 lb | 5d4 |
| Human | 60/59 in | 2d10 | 140/100 lb | 6d10 |
Table 11
Age
Starting age (base + variable roll) and maximum age range, by .
| Race | Base Age | Starting Variable | Maximum Age Range |
|---|---|---|---|
| Dwarf | 40 | 5d6 | 250+2d100 |
| Elf | 100 | 5d6 | 350+4d100* |
| Gnome | 60 | 3d12 | 200+3d100 |
| Half-elf | 15 | 1d6 | 125+3d20 |
| Halfling | 20 | 3d4 | 100+1d100 |
| Human | 15 | 1d4 | 90+2d20 |
- * On reaching maximum age an elf does not die, but feels compelled to migrate to another land.
Table 12
Aging Effects
The ages at which each becomes middle-aged, old, and venerable, with the -score effects.
| Race | Middle Age | Old Age | Venerable |
|---|---|---|---|
| Dwarf | 125 years | 167 years | 250 years |
| Elf | 175 years | 233 years | 350 years |
| Gnome | 100 years | 133 years | 200 years |
| Half-elf | 62 years | 83 years | 125 years |
| Halfling | 50 years | 67 years | 100 years |
| Human | 45 years | 60 years | 90 years |
- Middle Age: -1 Str/Con, +1 Int/Wis.
- Old Age: -2 Str/Dex, -1 Con, +1 Wis.
- Venerable: -1 Str/Dex/Con, +1 Int/Wis.
Table 13
Class Ability Minimums
The minimum each requires to qualify.
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| Class | STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Fighter | 9+ | — | — | — | — | — |
| Paladin | 12+ | — | 9+ | — | 13+ | 17+ |
| Ranger | 13+ | 13+ | 14+ | — | 14+ | — |
| Mage | — | — | — | 9+ | — | — |
| Cleric | — | — | — | — | 9+ | — |
| Druid | — | — | — | — | 12+ | 15+ |
| Thief | — | 9+ | — | — | — | — |
| Bard | — | 12+ | — | 13+ | — | 15+ |
Classes — Advancement & Abilities (15)
Table 14
Warrior Experience Levels
required per for the warrior group.
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| Level | XP Required | Hit Dice |
|---|---|---|
| 1 | 0 | 1d10 |
| 2 | 2,000 | 2d10 |
| 3 | 4,000 | 3d10 |
| 4 | 8,000 | 4d10 |
| 5 | 16,000 | 5d10 |
| 6 | 32,000 | 6d10 |
| 7 | 64,000 | 7d10 |
| 8 | 125,000 | 8d10 |
| 9 | 250,000 | 9d10 |
| 10 | 500,000 | 9d10+3 |
| 11 | 750,000 | 9d10+6 |
| 12 | 1,000,000 | 9d10+9 |
| 13 | 1,250,000 | 9d10+12 |
| 14 | 1,500,000 | 9d10+15 |
| 15 | 1,750,000 | 9d10+18 |
| 16 | 2,000,000 | 9d10+21 |
| 17 | 2,250,000 | 9d10+24 |
| 18 | 2,500,000 | 9d10+27 |
| 19 | 2,750,000 | 9d10+30 |
| 20 | 3,000,000 | 9d10+33 |
Table 15
Warrior Melee Attacks per Round
How many attacks a warrior gets per , by (with a single weapon).
| Warrior Level | Attacks per Round |
|---|---|
| 1-6 | 1/round |
| 7-12 | 3/2 rounds |
| 13 & up | 2/round |
Table 16
Fighter's Followers
At 9th a fighter who builds a stronghold attracts . Roll d100 on each of the three subtables: Leader, Troops, and Elite Units.
| Subtable | Die Roll | Result |
|---|---|---|
| Leader | 01-40 | 5th-level fighter; plate mail, shield, battle axe +2 |
| Leader | 41-75 | 6th-level fighter; plate mail, shield +1, spear +1, dagger +1 |
| Leader | 76-95 | 6th-level fighter (plate mail +1, shield, spear +1, dagger +1) plus 3rd-level fighter (splint mail, shield, crossbow of distance) |
| Leader | 96-99 | 7th-level fighter; plate mail +1, shield +1, broad sword +2, heavy war horse with horseshoes of speed |
| Leader | 00 | DM's Option |
| Troops | 01-50 | 20 cavalry (ring mail, shield, 3 javelins, long sword, hand axe); 100 infantry (scale mail, polearm, club) |
| Troops | 51-75 | 20 infantry (splint mail, morning star, hand axe); 60 infantry (leather armor, pike, short sword) |
| Troops | 76-90 | 40 infantry (chain mail, heavy crossbow, short sword); 20 infantry (chain mail, light crossbow, military fork) |
| Troops | 91-99 | 10 cavalry (banded mail, shield, lance, bastard sword, mace); 20 cavalry (scale mail, shield, lance, long sword, mace); 30 cavalry (studded leather, shield, lance, long sword) |
| Troops | 00 | DM's Option (barbarians, headhunters, armed peasants, extra-heavy cavalry, etc.) |
| Elite Units | 01-10 | 10 mounted knights: 1st-level fighters, field plate, large shield, lance, broad sword, morning star, heavy war horse with full barding |
| Elite Units | 11-20 | 10 1st-level elven fighter/mages; chain mail, long sword, long bow, dagger |
| Elite Units | 21-30 | 15 wardens: 1st-level rangers; scale mail, shield, long sword, spear, long bow |
| Elite Units | 31-40 | 20 berserkers: 2nd-level fighters; leather armor, shield, battle axe, broad sword, dagger (+1 attack/damage) |
| Elite Units | 41-65 | 20 expert archers: 1st-level fighters; studded leather, long bows or crossbows (+2 to hit, or bow specialization) |
| Elite Units | 66-99 | 30 infantry: 1st-level fighters; plate mail, body shield, spear, short sword |
| Elite Units | 00 | DM's Option (pegasi cavalry, eagle riders, demihumans, siege train, etc.) |
Table 17
Paladin Spell Progression
Spell slots gained per character (slots per spell level).
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| Level | L1 | L2 | L3 | L4 |
|---|---|---|---|---|
| 1 | — | — | — | — |
| 2 | — | — | — | — |
| 3 | — | — | — | — |
| 4 | — | — | — | — |
| 5 | — | — | — | — |
| 6 | — | — | — | — |
| 7 | — | — | — | — |
| 8 | — | — | — | — |
| 9 | 1 | — | — | — |
| 10 | 2 | — | — | — |
| 11 | 2 | 1 | — | — |
| 12 | 2 | 2 | — | — |
| 13 | 2 | 2 | 1 | — |
| 14 | 3 | 2 | 1 | — |
| 15 | 3 | 2 | 1 | 1 |
| 16 | 3 | 3 | 2 | 1 |
| 17 | 3 | 3 | 3 | 1 |
| 18 | 3 | 3 | 3 | 1 |
| 19 | 3 | 3 | 3 | 2 |
| 20 | 3 | 3 | 3 | 3 |
Table 18
Ranger Abilities
Ranger Hide in Shadows / Silently percentages and priest spell access, by .
| Level | Hide in Shadows | Move Silently | Casting Level | L1 | L2 | L3 |
|---|---|---|---|---|---|---|
| 1 | 10% | 15% | - | - | - | - |
| 2 | 15% | 21% | - | - | - | - |
| 3 | 20% | 27% | - | - | - | - |
| 4 | 25% | 33% | - | - | - | - |
| 5 | 31% | 40% | - | - | - | - |
| 6 | 37% | 47% | - | - | - | - |
| 7 | 43% | 55% | - | - | - | - |
| 8 | 49% | 62% | 1 | 1 | - | - |
| 9 | 56% | 70% | 2 | 2 | - | - |
| 10 | 63% | 78% | 3 | 2 | 1 | - |
| 11 | 70% | 86% | 4 | 2 | 2 | - |
| 12 | 77% | 94% | 5 | 2 | 2 | 1 |
| 13 | 85% | 99% | 6 | 3 | 2 | 1 |
| 14 | 93% | 99% | 7 | 3 | 2 | 2 |
| 15 | 99% | 99% | 8 | 3 | 3 | 2 |
| 16 | 99% | 99% | 9 | 3 | 3 | 3 |
Table 19
Ranger's Followers
Random table (d100) for the wilderness a ranger attracts at 10th .
| Die Roll | Follower |
|---|---|
| 01-10 | Bear, black |
| 11-20 | Bear, brown |
| 21 | Brownie |
| 22-26 | Cleric (human) |
| 27-38 | Dog/wolf |
| 39-40 | Druid |
| 41-50 | Falcon |
| 51-53 | Fighter (elf) |
| 54-55 | Fighter (gnome) |
| 56-57 | Fighter (halfling) |
| 58-65 | Fighter (human) |
| 66 | Fighter/mage (elf) |
| 67-72 | Great cat |
| 73 | Hippogriff |
| 74 | Pegasus |
| 75 | Pixie |
| 76-80 | Ranger (half-elf) |
| 81-90 | Ranger (human) |
| 91-94 | Raven |
| 95 | Satyr |
| 96 | Thief (halfling) |
| 97 | Thief (human) |
| 98 | Treant |
| 99 | Werebear/weretiger |
| 00 | Other (DM's choice) |
Table 20
Wizard Experience Levels
required per for the wizard group.
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| Level | XP Required | Hit Dice |
|---|---|---|
| 1 | 0 | 1d4 |
| 2 | 2,500 | 2d4 |
| 3 | 5,000 | 3d4 |
| 4 | 10,000 | 4d4 |
| 5 | 20,000 | 5d4 |
| 6 | 40,000 | 6d4 |
| 7 | 60,000 | 7d4 |
| 8 | 90,000 | 8d4 |
| 9 | 135,000 | 9d4 |
| 10 | 250,000 | 10d4 |
| 11 | 375,000 | 10d4+1 |
| 12 | 750,000 | 10d4+2 |
| 13 | 1,125,000 | 10d4+3 |
| 14 | 1,500,000 | 10d4+4 |
| 15 | 1,875,000 | 10d4+5 |
| 16 | 2,250,000 | 10d4+6 |
| 17 | 2,625,000 | 10d4+7 |
| 18 | 3,000,000 | 10d4+8 |
| 19 | 3,375,000 | 10d4+9 |
| 20 | 3,750,000 | 10d4+10 |
Table 21
Wizard Spell Progression
Spell slots gained per character (slots per spell level).
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| Level | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | L9 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | — | — | — | — | — | — | — | — |
| 2 | 2 | — | — | — | — | — | — | — | — |
| 3 | 2 | 1 | — | — | — | — | — | — | — |
| 4 | 3 | 2 | — | — | — | — | — | — | — |
| 5 | 4 | 2 | 1 | — | — | — | — | — | — |
| 6 | 4 | 2 | 2 | — | — | — | — | — | — |
| 7 | 4 | 3 | 2 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 2 | 1 | — | — | — | — |
| 10 | 4 | 4 | 3 | 2 | 2 | — | — | — | — |
| 11 | 4 | 4 | 4 | 3 | 3 | — | — | — | — |
| 12 | 4 | 4 | 4 | 4 | 4 | 1 | — | — | — |
| 13 | 5 | 5 | 5 | 4 | 4 | 2 | — | — | — |
| 14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | — | — |
| 15 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | — | — |
| 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | — |
| 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | — |
| 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
| 19 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 1 |
| 20 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 |
Table 22
Wizard Specialist Requirements
For each wizard : the school studied, allowed, the minimum required, and the (s) the specialist gives up.
| Specialist | School | Races Allowed | Minimum Ability | Opposition School(s) |
|---|---|---|---|---|
| Abjurer | Abjuration | Human | 15 Wisdom | Alteration & Illusion |
| Conjurer | Conjuration/Summoning | Human, Half-elf, Elf | 15 Constitution | Greater Divination & Invocation/Evocation |
| Diviner | Greater Divination | Human, Half-elf, Elf | 16 Wisdom | Conjuration/Summoning |
| Enchanter | Enchantment/Charm | Human, Half-elf, Elf | 16 Charisma | Invocation/Evocation & Necromancy |
| Illusionist | Illusion | Human, Gnome | 16 Dexterity | Necromancy, Invocation/Evocation, Abjuration |
| Invoker | Invocation/Evocation | Human | 16 Constitution | Enchantment/Charm & Conjuration/Summoning |
| Necromancer | Necromancy | Human | 16 Wisdom | Illusion & Enchantment/Charm |
| Transmuter | Alteration | Human, Half-elf, Elf | 15 Dexterity | Abjuration & Necromancy |
- All schools also require the minimum Intelligence of a mage. Lesser Divination cannot be a specialty; its spells are available to all wizards.
Table 23
Priest Experience Levels
required per for the priest group.
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| Level | XP Required | Hit Dice |
|---|---|---|
| 1 | 0 | 1d8 |
| 2 | 1,500 | 2d8 |
| 3 | 3,000 | 3d8 |
| 4 | 6,000 | 4d8 |
| 5 | 13,000 | 5d8 |
| 6 | 27,500 | 6d8 |
| 7 | 55,000 | 7d8 |
| 8 | 110,000 | 8d8 |
| 9 | 225,000 | 9d8 |
| 10 | 450,000 | 9d8+2 |
| 11 | 675,000 | 9d8+4 |
| 12 | 900,000 | 9d8+6 |
| 13 | 1,125,000 | 9d8+8 |
| 14 | 1,350,000 | 9d8+10 |
| 15 | 1,575,000 | 9d8+12 |
| 16 | 1,800,000 | 9d8+14 |
| 17 | 2,025,000 | 9d8+16 |
| 18 | 2,250,000 | 9d8+18 |
| 19 | 2,475,000 | 9d8+20 |
| 20 | 2,700,000 | 9d8+22 |
Table 24
Priest Spell Progression
Spell slots gained per character (slots per spell level).
Open a character to personalize this table.
| Level | L1 | L2 | L3 | L4 | L5 | L6 | L7 |
|---|---|---|---|---|---|---|---|
| 1 | 1 | — | — | — | — | — | — |
| 2 | 2 | — | — | — | — | — | — |
| 3 | 2 | 1 | — | — | — | — | — |
| 4 | 3 | 2 | — | — | — | — | — |
| 5 | 3 | 3 | 1 | — | — | — | — |
| 6 | 3 | 3 | 2 | — | — | — | — |
| 7 | 3 | 3 | 2 | 1 | — | — | — |
| 8 | 3 | 3 | 3 | 2 | — | — | — |
| 9 | 4 | 4 | 3 | 2 | 1 | — | — |
| 10 | 4 | 4 | 3 | 3 | 2 | — | — |
| 11 | 5 | 4 | 4 | 3 | 2 | 1 | — |
| 12 | 6 | 5 | 5 | 3 | 2 | 2 | — |
| 13 | 6 | 6 | 6 | 4 | 2 | 2 | — |
| 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
| 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
| 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
| 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
| 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
| 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
| 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
Table 25
Rogue Experience Levels
required per for the rogue group.
Open a character to personalize this table.
| Level | XP Required | Hit Dice |
|---|---|---|
| 1 | 0 | 1d6 |
| 2 | 1,250 | 2d6 |
| 3 | 2,500 | 3d6 |
| 4 | 5,000 | 4d6 |
| 5 | 10,000 | 5d6 |
| 6 | 20,000 | 6d6 |
| 7 | 40,000 | 7d6 |
| 8 | 70,000 | 8d6 |
| 9 | 110,000 | 9d6 |
| 10 | 160,000 | 10d6 |
| 11 | 220,000 | 10d6+2 |
| 12 | 440,000 | 10d6+4 |
| 13 | 660,000 | 10d6+6 |
| 14 | 880,000 | 10d6+8 |
| 15 | 1,100,000 | 10d6+10 |
| 16 | 1,320,000 | 10d6+12 |
| 17 | 1,540,000 | 10d6+14 |
| 18 | 1,760,000 | 10d6+16 |
| 19 | 1,980,000 | 10d6+18 |
| 20 | 2,200,000 | 10d6+20 |
Table 32
Bard Spell Progression
Spell slots gained per character (slots per spell level).
Open a character to personalize this table.
| Level | L1 | L2 | L3 | L4 | L5 | L6 |
|---|---|---|---|---|---|---|
| 1 | — | — | — | — | — | — |
| 2 | 1 | — | — | — | — | — |
| 3 | 2 | — | — | — | — | — |
| 4 | 2 | 1 | — | — | — | — |
| 5 | 3 | 1 | — | — | — | — |
| 6 | 3 | 2 | — | — | — | — |
| 7 | 3 | 2 | 1 | — | — | — |
| 8 | 3 | 3 | 1 | — | — | — |
| 9 | 3 | 3 | 2 | — | — | — |
| 10 | 3 | 3 | 2 | 1 | — | — |
| 11 | 3 | 3 | 3 | 1 | — | — |
| 12 | 3 | 3 | 3 | 2 | — | — |
| 13 | 3 | 3 | 3 | 2 | 1 | — |
| 14 | 3 | 3 | 3 | 3 | 1 | — |
| 15 | 3 | 3 | 3 | 3 | 2 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 |
| 17 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19 | 4 | 4 | 4 | 4 | 3 | 2 |
| 20 | 4 | 4 | 4 | 4 | 4 | 3 |
Table 33
Bard Abilities
The bard's base rogue-skill percentages (adjusted by and per the thief tables).
| Climb Walls | Detect Noise | Pick Pockets | Read Languages |
|---|---|---|---|
| 50% | 20% | 10% | 5% |
Table 35
Specialist Attacks per Round
Attacks per for a fighter who has specialized, by weapon type and . (Bow gain no extra attacks.)
| Fighter Level | Melee Weapon | Light X-bow | Heavy X-bow | Thrown Dagger | Thrown Dart | Other Thrown (Non-bow) Missiles |
|---|---|---|---|---|---|---|
| 1-6 | 3/2 | 1/1 | 1/2 | 3/1 | 4/1 | 3/2 |
| 7-12 | 2/1 | 3/2 | 1/1 | 4/1 | 5/1 | 2/1 |
| 13+ | 5/2 | 2/1 | 3/2 | 5/1 | 6/1 | 5/2 |
Thieving Skills (6)
Table 26
Thieving Skill Base Scores
Base scores for thieving skills before /Dex/ adjustments.
Open a character to personalize this table.
| Skill | Base % |
|---|---|
| Pick Pockets | 15% |
| Open Locks | 10% |
| Find/Remove Traps | 5% |
| Move Silently | 10% |
| Hide in Shadows | 5% |
| Detect Noise | 15% |
| Climb Walls | 60% |
| Read Languages | 0% |
Table 27
Thieving Skill Racial Adjustments
adjustments to thieving skills by (a dash means no adjustment).
| Skill | Dwarf | Elf | Gnome | Half-elf | Halfling |
|---|---|---|---|---|---|
| Pick Pockets | — | +5% | — | +10% | +5% |
| Open Locks | +10% | -5% | +5% | — | +5% |
| Find/Remove Traps | +15% | — | +10% | — | +5% |
| Move Silently | — | +5% | +5% | — | +10% |
| Hide in Shadows | — | +10% | +5% | +5% | +15% |
| Detect Noise | — | +5% | +10% | — | +5% |
| Climb Walls | -10% | — | -15% | — | -15% |
| Read Languages | -5% | — | — | — | -5% |
Table 28
Thieving Skill Dexterity Adjustments
adjustments to thieving skills by score.
| Dexterity | Pick Pockets | Open Locks | Find/Remove Traps | Move Silently | Hide in Shadows |
|---|---|---|---|---|---|
| 9 | -15% | -10% | -10% | -20% | -10% |
| 10 | -10% | -5% | -10% | -15% | -5% |
| 11 | -5% | — | -5% | -10% | — |
| 12 | — | — | — | -5% | — |
| 13-15 | — | — | — | — | — |
| 16 | — | +5% | — | — | — |
| 17 | +5% | +10% | — | +5% | +5% |
| 18 | +10% | +15% | +5% | +10% | +10% |
| 19 | +15% | +20% | +10% | +15% | +15% |
- Start with the base scores (Table 26), then add/subtract modifiers for race (27), Dexterity (28), and armor (29).
Table 29
Thieving Skill Armor Adjustments
adjustments to thieving skills by armor worn.
| Skill | No Armor | Elven Chain* | Padded or Studded Leather |
|---|---|---|---|
| Pick Pockets | +5% | -20% | -30% |
| Open Locks | — | -5% | -10% |
| Find/Remove Traps | — | -5% | -10% |
| Move Silently | +10% | -10% | -20% |
| Hide in Shadows | +5% | -10% | -20% |
| Detect Noise | — | -5% | -10% |
| Climb Walls | +10% | -20% | -30% |
| Read Languages | — | — | — |
- * Bards (only) in non-elven chain mail suffer an additional -5% penalty.
Table 30
Backstab Damage Multipliers
Backstab multiplier by thief .
Open a character to personalize this table.
| Thief Level | Damage Multiplier |
|---|---|
| 1–4 | ×2 |
| 5–8 | ×3 |
| 9–12 | ×4 |
| 13+ | ×5 |
Table 31
Thief's Followers
Random table (d100) for the a thief attracts at higher , with their level range.
| D100 Roll | Follower | Level Range |
|---|---|---|
| 01-03 | Dwarf fighter/thief | 1-4 |
| 04-08 | Dwarf thief | 1-6 |
| 09-13 | Elf thief | 1-6 |
| 14-15 | Elf thief/fighter/mage | 1-3 |
| 16-18 | Elf thief/mage | 1-4 |
| 19-24 | Gnome thief | 1-6 |
| 25-27 | Gnome thief/fighter | 1-4 |
| 28-30 | Gnome thief/illusionist | 1-4 |
| 31-35 | Half-elf thief | 1-6 |
| 36-38 | Half-elf thief/fighter | 1-4 |
| 39-41 | Half-elf thief/fighter/mage | 1-3 |
| 42-46 | Halfling thief | 1-8 |
| 47-50 | Halfling thief/fighter | 1-6 |
| 51-98 | Human thief | 1-8 |
| 99 | Human dual-class thief/? | 1-8/1-4 |
| 00 | Other (DM selection) | — |
Proficiencies (4)
Table 34
Proficiency Slots
Starting and the rate each group gains more.
Open a character to personalize this table.
| Group | Weapon (initial) | Weapon: +1 every | Nonweapon (initial) | Nonweapon: +1 every | Non-prof. penalty |
|---|---|---|---|---|---|
| warrior | 4 | 3 lvls | 3 | 3 lvls | -2 |
| wizard | 1 | 6 lvls | 4 | 3 lvls | -5 |
| priest | 2 | 4 lvls | 4 | 3 lvls | -3 |
| rogue | 2 | 4 lvls | 3 | 4 lvls | -3 |
Table 36
Secondary Skills
Random table (d100) for a character's background skill, used when the secondary-skills system is in play.
| D100 Roll | Secondary Skill (knowledge) |
|---|---|
| 01-02 | Armorer (make, repair & evaluate armor and weapons) |
| 03-04 | Bowyer/Fletcher (make, repair & evaluate bows and arrows) |
| 05-10 | Farmer (basic agriculture) |
| 11-14 | Fisher (swimming, nets, small boat handling) |
| 15-20 | Forester (basic wood lore, lumbering) |
| 21-23 | Gambler (knowledge of gambling games) |
| 24-27 | Groom (animal handling) |
| 28-32 | Hunter (basic wood lore, butchering, basic tracking) |
| 33-34 | Jeweler (appraisal of gems and jewelry) |
| 35-37 | Leather worker (skinning, tanning) |
| 38-39 | Limner/Painter (map making, appraisal of art objects) |
| 40-42 | Mason (stone-cutting) |
| 43-44 | Miner (stone-cutting, assaying) |
| 45-46 | Navigator (astronomy, sailing, swimming, navigation) |
| 47-49 | Sailor (sailing, swimming) |
| 50-51 | Scribe (reading, writing, basic math) |
| 52-53 | Shipwright (sailing, carpentry) |
| 54-56 | Tailor/Weaver (weaving, sewing, embroidery) |
| 57-59 | Teamster/Freighter (animal handling, wagon repair) |
| 60-62 | Trader/Barterer (appraisal of common goods) |
| 63-66 | Trapper/Furrier (basic wood lore, skinning) |
| 67-68 | Weaponsmith (make, repair & evaluate weapons) |
| 69-71 | Woodworker/Carpenter (carpentry, carving) |
| 72-85 | No skill of measurable worth |
| 86-00 | Roll twice (reroll any result of 86-00) |
Table 37
Nonweapon Proficiency Groups
The nonweapon available to each group: slot cost, the checked, and the check modifier. Taking a proficiency outside your 's groups costs one extra slot.
| Proficiency | Slots | Relevant Ability | Check Modifier | Group |
|---|---|---|---|---|
| Agriculture | 1 | Intelligence | 0 | General |
| Animal Handling | 1 | Wisdom | -1 | General |
| Animal Training | 1 | Wisdom | 0 | General |
| Artistic Ability | 1 | Wisdom | 0 | General |
| Blacksmithing | 1 | Strength | 0 | General |
| Brewing | 1 | Intelligence | 0 | General |
| Carpentry | 1 | Strength | 0 | General |
| Cobbling | 1 | Dexterity | 0 | General |
| Cooking | 1 | Intelligence | 0 | General |
| Dancing | 1 | Dexterity | 0 | General |
| Direction Sense | 1 | Wisdom | +1 | General |
| Etiquette | 1 | Charisma | 0 | General |
| Fire-building | 1 | Wisdom | -1 | General |
| Fishing | 1 | Wisdom | -1 | General |
| Heraldry | 1 | Intelligence | 0 | General |
| Languages, Modern | 1 | Intelligence | 0 | General |
| Leatherworking | 1 | Intelligence | 0 | General |
| Mining | 2 | Wisdom | -3 | General |
| Pottery | 1 | Dexterity | -2 | General |
| Riding, Airborne | 2 | Wisdom | -2 | General |
| Riding, Land-based | 1 | Wisdom | +3 | General |
| Rope Use | 1 | Dexterity | 0 | General |
| Seamanship | 1 | Dexterity | +1 | General |
| Seamstress/Tailor | 1 | Dexterity | -1 | General |
| Singing | 1 | Charisma | 0 | General |
| Stonemasonry | 1 | Strength | -2 | General |
| Swimming | 1 | Strength | 0 | General |
| Weather Sense | 1 | Wisdom | -1 | General |
| Weaving | 1 | Intelligence | -1 | General |
| Ancient History | 1 | Intelligence | -1 | Priest |
| Astrology | 2 | Intelligence | 0 | Priest |
| Engineering | 2 | Intelligence | -3 | Priest |
| Healing | 2 | Wisdom | -2 | Priest |
| Herbalism | 2 | Intelligence | -2 | Priest |
| Languages, Ancient | 1 | Intelligence | 0 | Priest |
| Local History | 1 | Charisma | 0 | Priest |
| Musical Instrument | 1 | Dexterity | -1 | Priest |
| Navigation | 1 | Intelligence | -2 | Priest |
| Reading/Writing | 1 | Intelligence | +1 | Priest |
| Religion | 1 | Wisdom | 0 | Priest |
| Spellcraft | 1 | Intelligence | -2 | Priest |
| Ancient History | 1 | Intelligence | -1 | Rogue |
| Appraising | 1 | Intelligence | 0 | Rogue |
| Blind-fighting | 2 | NA | NA | Rogue |
| Disguise | 1 | Charisma | -1 | Rogue |
| Forgery | 1 | Dexterity | -1 | Rogue |
| Gaming | 1 | Charisma | 0 | Rogue |
| Gem Cutting | 2 | Dexterity | -2 | Rogue |
| Juggling | 1 | Dexterity | -1 | Rogue |
| Jumping | 1 | Strength | 0 | Rogue |
| Local History | 1 | Charisma | 0 | Rogue |
| Musical Instrument | 1 | Dexterity | -1 | Rogue |
| Reading Lips | 2 | Intelligence | -2 | Rogue |
| Set Snares | 1 | Dexterity | -1 | Rogue |
| Tightrope Walking | 1 | Dexterity | 0 | Rogue |
| Tumbling | 1 | Dexterity | 0 | Rogue |
| Ventriloquism | 1 | Intelligence | -2 | Rogue |
| Animal Lore | 1 | Intelligence | 0 | Warrior |
| Armorer | 2 | Intelligence | -2 | Warrior |
| Blind-fighting | 2 | NA | NA | Warrior |
| Bowyer/Fletcher | 1 | Dexterity | -1 | Warrior |
| Charioteering | 1 | Dexterity | +2 | Warrior |
| Endurance | 2 | Constitution | 0 | Warrior |
| Gaming | 1 | Charisma | 0 | Warrior |
| Hunting | 1 | Wisdom | -1 | Warrior |
| Mountaineering | 1 | NA | NA | Warrior |
| Navigation | 1 | Intelligence | -2 | Warrior |
| Running | 1 | Constitution | -6 | Warrior |
| Set Snares | 1 | Dexterity | -1 | Warrior |
| Survival | 2 | Intelligence | 0 | Warrior |
| Tracking | 2 | Wisdom | 0 | Warrior |
| Weaponsmithing | 3 | Intelligence | -3 | Warrior |
| Ancient History | 1 | Intelligence | -1 | Wizard |
| Astrology | 2 | Intelligence | 0 | Wizard |
| Engineering | 2 | Intelligence | -3 | Wizard |
| Gem Cutting | 2 | Dexterity | -2 | Wizard |
| Herbalism | 2 | Intelligence | -2 | Wizard |
| Languages, Ancient | 1 | Intelligence | 0 | Wizard |
| Navigation | 1 | Intelligence | -2 | Wizard |
| Reading/Writing | 1 | Intelligence | +1 | Wizard |
| Religion | 1 | Wisdom | 0 | Wizard |
| Spellcraft | 1 | Intelligence | -2 | Wizard |
Table 38
Nonweapon Proficiency Group Crossovers
Which groups each may draw from at standard slot cost.
| Class | Proficiency Groups |
|---|---|
| Fighter | Warrior, General |
| Paladin | Warrior, Priest, General |
| Ranger | Warrior, Wizard, General |
| Cleric | Priest, General |
| Druid | Priest, Warrior, General |
| Mage | Wizard, General |
| Illusionist | Wizard, General |
| Thief | Rogue, General |
| Bard | Rogue, Warrior, Wizard, General |
Money & Equipment (8)
Table 41
Weapon Construction
Time and material cost to construct selected weapons (weaponsmithing).
| Weapon | Construction Time | Material Cost |
|---|---|---|
| Arrowhead | 10/day | 1 cp |
| Battle Axe | 10 days | 10 sp |
| Hand Axe | 5 days | 5 sp |
| Dagger | 5 days | 2 sp |
| Heavy Crossbow | 20 days | 10 sp |
| Light Crossbow | 15 days | 5 sp |
| Fork/Trident | 20 days | 10 sp |
| Spear/Lance | 4 days | 4 sp |
| Short Sword | 20 days | 5 sp |
| Long Sword | 30 days | 10 sp |
| Two-handed Sword | 45 days | 2 gp |
Table 42
Standard Exchange Rates
Coin conversion: how each coin's value compares in copper pieces.
| Coin | Value in cp |
|---|---|
| PP | 500 |
| GP | 100 |
| EP | 50 |
| SP | 10 |
| CP | 1 |
Table 43
Initial Character Funds
Starting money each group rolls at character creation.
Open a character to personalize this table.
| Class Group | Roll | × | Range (gp) |
|---|---|---|---|
| warrior | 5d4 | ×10 | 50–200 |
| wizard | 1d4+1 | ×10 | 20–50 |
| priest | 3d6 | ×10 | 30–180 |
| rogue | 2d6 | ×10 | 20–120 |
Table 44
Equipment
The equipment catalog: cost and weight of standard gear.
| Item | Category | Cost (gp) | Weight (lb) |
|---|---|---|---|
| Barbed dart | ammo | 0.1 | 0.1 |
| Flight arrow | ammo | 0.3 | 1.2 |
| Hand quarrel | ammo | 1 | 0.1 |
| Heavy quarrel | ammo | 0.2 | 0.1 |
| Light quarrel | ammo | 0.1 | 0.1 |
| Needle | ammo | 0.02 | 0.1 |
| Sheaf arrow | ammo | 0.3 | 0.6 |
| Sling bullet | ammo | 0.01 | 0.1 |
| Sling stone | ammo | 0 | 0.1 |
| Banded mail | armor | 200 | 35 |
| Brigandine | armor | 120 | 35 |
| Bronze plate mail | armor | 400 | 45 |
| Chain mail | armor | 75 | 40 |
| Field plate | armor | 2,000 | 60 |
| Full plate | armor | 4,000 | 70 |
| Hide | armor | 15 | 30 |
| Leather | armor | 5 | 15 |
| Padded | armor | 4 | 10 |
| Plate mail | armor | 600 | 50 |
| Ring mail | armor | 100 | 30 |
| Scale mail | armor | 120 | 40 |
| Splint mail | armor | 80 | 40 |
| Studded leather | armor | 20 | 25 |
| Basinet | helmet | 8 | 5 |
| Great helm | helmet | 30 | 10 |
| Body shield | shield | 10 | 15 |
| Buckler | shield | 1 | 3 |
| Medium shield | shield | 7 | 10 |
| Small shield | shield | 3 | 5 |
| Arquebus | weapon | 500 | 10 |
| Awl pike | weapon | 5 | 12 |
| Bardiche | weapon | 7 | 12 |
| Bastard sword (1-handed) | weapon | 25 | 10 |
| Bastard sword (2-handed) | weapon | 25 | 10 |
| Battle axe | weapon | 5 | 7 |
| Bec de corbin | weapon | 8 | 10 |
| Bill-guisarme | weapon | 7 | 15 |
| Blowgun | weapon | 5 | 2 |
| Broad sword | weapon | 10 | 4 |
| Club | weapon | 0 | 3 |
| Composite long bow | weapon | 100 | 3 |
| Composite short bow | weapon | 75 | 2 |
| Dagger/dirk | weapon | 2 | 1 |
| Dart | weapon | 0.5 | 0.5 |
| Fauchard | weapon | 5 | 7 |
| Fauchard-fork | weapon | 8 | 9 |
| Footman's flail | weapon | 15 | 15 |
| Footman's mace | weapon | 8 | 10 |
| Footman's pick | weapon | 8 | 6 |
| Glaive | weapon | 6 | 8 |
| Glaive-guisarme | weapon | 10 | 10 |
| Guisarme | weapon | 5 | 8 |
| Guisarme-voulge | weapon | 8 | 15 |
| Halberd | weapon | 10 | 15 |
| Hand crossbow | weapon | 300 | 3 |
| Hand/throwing axe | weapon | 1 | 5 |
| Harpoon | weapon | 20 | 6 |
| Heavy crossbow | weapon | 50 | 14 |
| Heavy horse lance | weapon | 15 | 15 |
| Hook fauchard | weapon | 10 | 8 |
| Horseman's flail | weapon | 8 | 5 |
| Horseman's mace | weapon | 5 | 6 |
| Horseman's pick | weapon | 7 | 4 |
| Javelin | weapon | 0.5 | 2 |
| Jousting lance | weapon | 20 | 20 |
| Khopesh | weapon | 10 | 7 |
| Knife | weapon | 0.5 | 0.5 |
| Light crossbow | weapon | 35 | 7 |
| Light horse lance | weapon | 6 | 5 |
| Long bow | weapon | 75 | 3 |
| Long sword | weapon | 15 | 4 |
| Lucern hammer | weapon | 7 | 15 |
| Mancatcher | weapon | 30 | 8 |
| Medium horse lance | weapon | 10 | 10 |
| Military fork | weapon | 5 | 7 |
| Morning star | weapon | 10 | 12 |
| Partisan | weapon | 10 | 8 |
| Quarterstaff | weapon | 0 | 4 |
| Ranseur | weapon | 6 | 7 |
| Scimitar | weapon | 15 | 4 |
| Scourge | weapon | 1 | 2 |
| Short bow | weapon | 30 | 2 |
| Short sword | weapon | 10 | 3 |
| Sickle | weapon | 0.6 | 3 |
| Sling | weapon | 0.05 | 0 |
| Spear | weapon | 0.8 | 5 |
| Spetum | weapon | 5 | 7 |
| Staff sling | weapon | 0.2 | 2 |
| Trident | weapon | 15 | 5 |
| Two-handed sword | weapon | 50 | 15 |
| Voulge | weapon | 5 | 12 |
| Warhammer | weapon | 2 | 6 |
| Whip | weapon | 0.1 | 2 |
Table 45
Missile Weapon Ranges
(ROF) and short/medium/long ranges in yards for missile weapons.
| Weapon | ROF | Short | Medium | Long |
|---|---|---|---|---|
| Arquebus | 1/3 | 50 | 150 | 210 |
| Blowgun | 2/1 | 10 | 20 | 30 |
| Composite long bow, flight arrow | 2/1 | 60 | 120 | 210 |
| Composite long bow, sheaf arrow | 2/1 | 40 | 80 | 170 |
| Composite short bow | 2/1 | 50 | 100 | 180 |
| Longbow, flight arrow | 2/1 | 70 | 140 | 210 |
| Longbow, sheaf arrow | 2/1 | 50 | 100 | 170 |
| Short bow | 2/1 | 50 | 100 | 150 |
| Club | 1 | 10 | 20 | 30 |
| Hand crossbow | 1 | 20 | 40 | 60 |
| Heavy crossbow | 1/2 | 80 | 160 | 240 |
| Light crossbow | 1 | 60 | 120 | 180 |
| Dagger | 2/1 | 10 | 20 | 30 |
| Dart | 3/1 | 10 | 20 | 40 |
| Hammer | 1 | 10 | 20 | 30 |
| Hand axe | 1 | 10 | 20 | 30 |
| Harpoon | 1 | 10 | 20 | 30 |
| Javelin | 1 | 20 | 40 | 60 |
| Knife | 2/1 | 10 | 20 | 30 |
| Sling bullet | 1 | 50 | 100 | 200 |
| Sling stone | 1 | 40 | 80 | 160 |
| Spear | 1 | 10 | 20 | 30 |
| Staff sling bullet | 2/1 | — | 30-60 | 90 |
| Staff sling stone | 2/1 | — | 30-60 | 90 |
Table 46
Armor Class Ratings
Base granted by each type of armor (lower is better).
Open a character to personalize this table.
| Armor | Base AC | Cost (gp) | Weight (lb) |
|---|---|---|---|
| Padded | 8 | 4 | 10 |
| Leather | 8 | 5 | 15 |
| Hide | 6 | 15 | 30 |
| Studded leather | 7 | 20 | 25 |
| Ring mail | 7 | 100 | 30 |
| Brigandine | 6 | 120 | 35 |
| Scale mail | 6 | 120 | 40 |
| Chain mail | 5 | 75 | 40 |
| Splint mail | 4 | 80 | 40 |
| Banded mail | 4 | 200 | 35 |
| Bronze plate mail | 4 | 400 | 45 |
| Plate mail | 3 | 600 | 50 |
| Field plate | 2 | 2,000 | 60 |
| Full plate | 1 | 4,000 | 70 |
Table 49
Carrying Capacities of Animals
Maximum load an animal carries at full / half / quarter (include the rider's weight for mounts).
| Mount | Base Move (full load) | 1/2 Move | 1/4 Move |
|---|---|---|---|
| Camel | 0-330 lbs. | 331-500 lbs. | 501-660 lbs. |
| Dog | 0-15 lbs. | 16-20 lbs. | 21-30 lbs. |
| Elephant | 0-500 lbs. | 501-750 lbs. | 751-1,000 lbs. |
| Horse, draft | 0-260 lbs. | 261-390 lbs. | 391-520 lbs. |
| Horse, heavy | 0-260 lbs. | 261-390 lbs. | 391-520 lbs. |
| Horse, light | 0-170 lbs. | 171-255 lbs. | 256-340 lbs. |
| Horse, medium | 0-220 lbs. | 221-330 lbs. | 331-440 lbs. |
| Horse, riding | 0-180 lbs. | 181-270 lbs. | 271-360 lbs. |
| Mule | 0-250 lbs. | 251-375 lbs. | 376-500 lbs. |
| Ox | 0-220 lbs. | 221-330 lbs. | 331-440 lbs. |
| Yak | 0-220 lbs. | 221-330 lbs. | 331-440 lbs. |
Table 50
Stowage Capacity
Weight capacity of containers.
| Item | Weight Capacity |
|---|---|
| Backpack | 50 lbs. |
| Basket, large | 20 lbs. |
| Basket, small | 10 lbs. |
| Belt pouch, large | 8 lbs. |
| Belt pouch, small | 5 lbs. |
| Chest, large | 100 lbs. |
| Chest, small | 40 lbs. |
| Sack, large | 30 lbs. |
| Sack, small | 15 lbs. |
| Saddle bags, large | 30 lbs. |
| Saddle bags, small | 20 lbs. |
Encumbrance & Movement (6)
Table 47
Character Encumbrance
Weight (lb) you can carry at each band, by .
Open a character to personalize this table.
| Strength | Unencumbered ≤ | Light ≤ | Moderate ≤ | Heavy ≤ | Severe ≤ |
|---|---|---|---|---|---|
| 2 | 1 | 2 | 3 | 4 | 6 |
| 3 | 5 | 6 | 7 | 9 | 10 |
| 4–5 | 10 | 13 | 16 | 19 | 25 |
| 6–7 | 20 | 29 | 38 | 46 | 55 |
| 8–9 | 35 | 50 | 65 | 80 | 90 |
| 10–11 | 40 | 58 | 76 | 96 | 110 |
| 12–13 | 45 | 69 | 93 | 117 | 140 |
| 14–15 | 55 | 85 | 115 | 145 | 170 |
| 16 | 70 | 100 | 130 | 160 | 195 |
| 17 | 85 | 121 | 157 | 193 | 220 |
| 18 | 110 | 149 | 188 | 227 | 255 |
| 18/01–50 | 135 | 174 | 213 | 252 | 280 |
| 18/51–75 | 160 | 199 | 238 | 277 | 305 |
| 18/76–90 | 185 | 224 | 263 | 302 | 330 |
| 18/91–99 | 235 | 274 | 313 | 352 | 380 |
| 18/00 | 335 | 374 | 413 | 452 | 480 |
Table 48
Modified Movement Rates
multiplier applied at each band.
Open a character to personalize this table.
| Encumbrance | Movement |
|---|---|
| unencumbered | 1 |
| light | 3/4 |
| moderate | 1/2 |
| heavy | 1/3 |
| severe | 1/6 |
| overloaded | 0 (cannot move) |
Table 64
Base Movement Rates
Unencumbered base by .
| Race | Rate |
|---|---|
| Human | 12 |
| Dwarf | 6 |
| Elf | 12 |
| Gnome | 6 |
| Half-elf | 12 |
| Halfling | 6 |
Table 65
Base Climbing Success Rates
Base climbing by climber type (before situational modifiers).
| Category | Success Rate |
|---|---|
| Thief with mountaineering proficiency* | Climb Walls % + 10% |
| Thief | Climb Walls % |
| Mountaineering proficiency* | 40% + 10% per proficiency slot |
| Mountaineer (DM's call) | 50% |
| Unskilled climber | 40% |
- * Only if the optional proficiency system is used.
Table 66
Climbing Modifiers
Situational modifiers to climbing success.
| Situation | Modifier |
|---|---|
| Abundant handholds (brush, trees, ledges) | +40% |
| Rope and wall | +55% |
| Sloped inward | +25% |
| Armor: Banded, splint | -25% |
| Armor: Plate (all types) | -50% |
| Armor: Scale, chain | -15% |
| Armor: Studded leather, padded | -5% |
| Race: Dwarf | -10% |
| Race: Gnome | -15% |
| Race: Halfling | -15% |
| Encumbrance | -5% and up |
| Surface slightly slippery (wet/crumbling) | -25% |
| Surface slippery (icy/slimy) | -40% |
| Climber wounded below 1/2 hp | -10% |
Table 67
Rates of Climbing
Cross-reference surface type with condition; multiply the value by the climber's for feet/ (up, down, or sideways). Thieves climb at double these rates.
| Type of Surface | Dry | Slightly Slippery | Slippery |
|---|---|---|---|
| Very smooth * | 1/4 | —** | —** |
| Smooth, cracked * | 1/2 | 1/3 | 1/4 |
| Rough * | 1 | 1/3 | 1/4 |
| Rough with ledges | 1 | 1/2 | 1/3 |
| Ice wall | — | — | 1/4 |
| Tree | 4 | 3 | 2 |
| Sloping wall | 3 | 2 | 1 |
| Rope and wall | 2 | 1 | 1/2 |
- * Nonthief characters must be mountaineers with appropriate tools (pitons, rope, etc.) to climb these surfaces.
- ** Thieves can climb very smooth, slightly slippery surfaces at 1/4; even thieves cannot climb very smooth, slippery surfaces.
Combat (10)
Table 51
Combat Modifiers
Attack-roll adjustments for combat situations.
| Situation | Attack Roll Modifier |
|---|---|
| Attacker on higher ground | +1 |
| Defender invisible | -4 |
| Defender off-balance | +2 |
| Defender sleeping or held | Automatic* |
| Defender stunned or prone | +4 |
| Defender surprised | +1 |
| Missile fire, long range | -5 |
| Missile fire, medium range | -2 |
| Rear attack | +2 |
- * If attacked during normal melee, the attack automatically hits for normal damage. If no other fighting is going on, the defender can be slain automatically.
Table 52
Weapon Type vs. Armor Modifiers
Attack-roll adjustment by weapon type against each armor type (optional rule).
| Armor Type | Slash | Pierce | Bludgeon |
|---|---|---|---|
| Banded mail | +2 | 0 | +1 |
| Brigandine | +1 | +1 | 0 |
| Chain mail | +2 | 0 | -2 |
| Field Plate | +3 | +1 | 0 |
| Full Plate | +4 | +3 | 0 |
| Leather armor* | 0 | -2 | 0 |
| Plate mail** | +3 | 0 | 0 |
| Ring mail | +1 | +1 | 0 |
| Scale mail | 0 | +1 | 0 |
| Splint mail | 0 | +1 | +2 |
| Studded leather | +2 | +1 | 0 |
- * Includes padded armor and hides
- ** Includes bronze plate mail
Table 53
Calculated THAC0s
The for each group at every (the app computes this for your character).
| Group | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Priest | 20 | 20 | 20 | 18 | 18 | 18 | 16 | 16 | 16 | 14 | 14 | 14 | 12 | 12 | 12 | 10 | 10 | 10 | 8 | 8 |
| Rogue | 20 | 20 | 19 | 19 | 18 | 18 | 17 | 17 | 16 | 16 | 15 | 15 | 14 | 14 | 13 | 13 | 12 | 12 | 11 | 11 |
| Warrior | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
| Wizard | 20 | 20 | 20 | 19 | 19 | 19 | 18 | 18 | 18 | 17 | 17 | 17 | 16 | 16 | 16 | 15 | 15 | 15 | 14 | 14 |
Table 54
THAC0 Advancement
How fast each group's improves with .
| Group | Improvement Rate (Points/Level) |
|---|---|
| Priest | 2/3 |
| Rogue | 1/2 |
| Warrior | 1/1 |
| Wizard | 1/3 |
Table 55
Standard Modifiers to Initiative
-roll adjustments (1d10; lowest modified roll acts first).
| Situation | Initiative Modifier |
|---|---|
| Hasted | -2 |
| Slowed | +2 |
| On higher ground | -1 |
| Set to receive a charge | -2 |
| Wading or slippery footing | +2 |
| Wading in deep water | +4 |
| Foreign environment* | +6 |
| Hindered (tangled, climbing, held) | +3 |
| Waiting | +1 |
- * Applies when the party is in a completely different environment (e.g. swimming underwater without free action). Everyone in the party must qualify for a modifier to gain it.
Table 56
Optional Modifiers to Initiative
Additional optional adjustments by action and item type.
| Situation | Initiative Modifier |
|---|---|
| Attacking with weapon | Weapon speed |
| Breath weapon | +1 |
| Casting a spell | Casting time |
| Creature size: Tiny* | 0 |
| Creature size: Small* | +3 |
| Creature size: Medium* | +3 |
| Creature size: Large* | +6 |
| Creature size: Huge* | +9 |
| Creature size: Gargantuan* | +12 |
| Innate spell ability | +3 |
| Magical item: Miscellaneous Magic** | +3 |
| Magical item: Potion** | +4 |
| Magical item: Ring** | +3 |
| Magical item: Rod** | +1 |
| Magical item: Scroll** | Casting time of spell |
| Magical item: Stave** | +2 |
| Magical item: Wand** | +3 |
- * Creature size applies only to monsters attacking with natural weapons; weapon users use weapon speed regardless of size.
- ** Use the listed modifier unless the item description says otherwise.
Table 57
Armor Modifiers for Wrestling
Attack-roll adjustment when wrestling, by the wrestler's armor.
| Armor | Modifier |
|---|---|
| Studded leather | -1 |
| Chain, ring, and scale mail | -2 |
| Banded, splint, and plate mail | -5 |
| Field plate armor | -8 |
| Full plate armor | -10 |
Table 58
Punching and Wrestling Results
Cross-index the modified with the attack form for the result.
| Attack Roll | Punch | Damage | % K.O. | Wrestle |
|---|---|---|---|---|
| 20+ | Haymaker | 2 | 10 | Bear hug* |
| 19 | Wild swing | 0 | 1 | Arm twist |
| 18 | Rabbit punch | 1 | 3 | Kick |
| 17 | Kidney punch | 1 | 5 | Trip |
| 16 | Glancing blow | 1 | 2 | Elbow smash |
| 15 | Jab | 2 | 6 | Arm lock* |
| 14 | Uppercut | 1 | 8 | Leg twist |
| 13 | Hook | 2 | 9 | Leg lock |
| 12 | Kidney punch | 1 | 5 | Throw |
| 11 | Hook | 2 | 10 | Gouge |
| 10 | Glancing blow | 1 | 3 | Elbow smash |
| 9 | Combination | 1 | 10 | Leg lock* |
| 8 | Uppercut | 1 | 9 | Headlock* |
| 7 | Combination | 2 | 10 | Throw |
| 6 | Jab | 2 | 8 | Gouge |
| 5 | Glancing blow | 1 | 3 | Kick |
| 4 | Rabbit punch | 2 | 5 | Arm lock* |
| 3 | Hook | 2 | 12 | Gouge |
| 2 | Uppercut | 2 | 15 | Headlock* |
| 1 | Wild swing | 0 | 2 | Leg twist |
| Less than 1 | Haymaker | 2 | 25 | Bear hug* |
- * Hold can be maintained from round to round, until broken.
Table 59
Cover and Concealment Modifiers
Attack-roll penalties against targets behind cover or concealment.
| Target is | Cover | Concealment |
|---|---|---|
| 25% hidden | -2 | -1 |
| 50% hidden | -4 | -2 |
| 75% hidden | -7 | -3 |
| 90% hidden | -10 | -4 |
Table 61
Turning Undead
Turning numbers for priests/paladins vs. undead, by effective .
Open a character to personalize this table.
| Undead Type | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10-11 | 12-13 | 14+ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Skeleton or 1 HD | 10 | 7 | 4 | T | T | D | D | D* | D* | D* | D* | D* |
| Zombie | 13 | 10 | 7 | 4 | T | T | D | D | D* | D* | D* | D* |
| Ghoul or 2 HD | 16 | 13 | 10 | 7 | 4 | T | T | D | D | D* | D* | D* |
| Shadow or 3-4 HD | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D | D | D* | D* |
| Wight or 5 HD | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D | D | D* |
| Ghast | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D | D |
| Wraith or 6 HD | - | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D |
| Mummy or 7 HD | - | - | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T |
| Spectre or 8 HD | - | - | - | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T |
| Vampire or 9 HD | - | - | - | - | - | 20 | 19 | 16 | 13 | 10 | 7 | 4 |
| Ghost or 10 HD | - | - | - | - | - | - | 20 | 19 | 16 | 13 | 10 | 7 |
| Lich or 11+ HD | - | - | - | - | - | - | - | 20 | 19 | 16 | 13 | 10 |
| Special | - | - | - | - | - | - | - | - | 20 | 19 | 16 | 13 |
Saving Throws (1)
Table 60
Character Saving Throws
Saving-throw target numbers by group and (roll ≥ on d20).
Open a character to personalize this table.
| Group | Levels | Paralyze/Poison/Death | Rod/Staff/Wand | Petrify/Polymorph | Breath | Spell |
|---|---|---|---|---|---|---|
| warrior | 1–2 | 14 | 16 | 15 | 17 | 17 |
| warrior | 3–4 | 13 | 15 | 14 | 16 | 16 |
| warrior | 5–6 | 11 | 13 | 12 | 13 | 14 |
| warrior | 7–8 | 10 | 12 | 11 | 12 | 13 |
| warrior | 9–10 | 8 | 10 | 9 | 9 | 11 |
| warrior | 11–12 | 7 | 9 | 8 | 8 | 10 |
| warrior | 13–14 | 5 | 7 | 6 | 5 | 8 |
| warrior | 15–16 | 4 | 6 | 5 | 4 | 7 |
| warrior | 17–20 | 3 | 5 | 4 | 4 | 6 |
| wizard | 1–5 | 14 | 11 | 13 | 15 | 12 |
| wizard | 6–10 | 13 | 9 | 11 | 13 | 10 |
| wizard | 11–15 | 11 | 7 | 9 | 11 | 8 |
| wizard | 16–20 | 10 | 5 | 7 | 9 | 6 |
| priest | 1–3 | 10 | 14 | 13 | 16 | 15 |
| priest | 4–6 | 9 | 13 | 12 | 15 | 14 |
| priest | 7–9 | 7 | 11 | 10 | 13 | 12 |
| priest | 10–12 | 6 | 10 | 9 | 12 | 11 |
| priest | 13–15 | 5 | 9 | 8 | 11 | 10 |
| priest | 16–18 | 4 | 8 | 7 | 10 | 9 |
| priest | 19–20 | 2 | 6 | 5 | 8 | 7 |
| rogue | 1–4 | 13 | 14 | 12 | 16 | 15 |
| rogue | 5–8 | 12 | 12 | 11 | 15 | 13 |
| rogue | 9–12 | 11 | 10 | 10 | 14 | 11 |
| rogue | 13–16 | 10 | 8 | 9 | 13 | 9 |
| rogue | 17–20 | 9 | 6 | 8 | 12 | 7 |
Wilderness & Tracking (2)
Table 39
Tracking Modifiers
Cumulative modifiers to a tracker's chance (total all that apply, add to the tracker's ). Non-rangers take an additional -6 penalty.
| Condition | Modifier |
|---|---|
| Soft or muddy ground | +4 |
| Thick brush, vines, or reeds | +3 |
| Occasional signs of passage, dust | +2 |
| Normal ground, wood floor | 0 |
| Rocky ground or shallow water | -10 |
| Every two creatures in the group | +1 |
| Every 12 hours since trail was made | -1 |
| Every hour of rain, snow, or sleet | -5 |
| Poor lighting (moon or starlight) | -6 |
| Tracked party attempts to hide its trail | -5 |
- Non-rangers suffer an additional -6 penalty to track.
Table 40
Movement While Tracking
How tracking slows , by the tracker's chance-to-track.
| Chance to Track | Movement Rate |
|---|---|
| 1-6 | 1/4 normal |
| 7-14 | 1/2 normal |
| 14 or greater | 3/4 normal |
Environment & Vision (2)
Table 62
Visibility Ranges
Ranges (in yards) at which a creature can be noticed moving, spotted, type-identified, and detailed, by condition.
| Condition | Movement | Spotted | Type | ID | Detail |
|---|---|---|---|---|---|
| Clear sky | 1,500 | 1,000 | 500 | 100 | 10 |
| Fog, dense or blizzard | 10 | 10 | 5 | 5 | 3 |
| Fog, light or snow | 500 | 200 | 100 | 30 | 10 |
| Fog, moderate | 100 | 50 | 25 | 15 | 10 |
| Mist or light rain | 1,000 | 500 | 250 | 30 | 10 |
| Night, full moon | 100 | 50 | 30 | 10 | 5 |
| Night, no moon | 50 | 20 | 10 | 5 | 3 |
| Twilight | 500 | 300 | 150 | 30 | 10 |
Table 63
Light Sources
Illumination radius and burning time of light sources.
| Source | Radius | Burning Time |
|---|---|---|
| Beacon lantern | 240 ft.* | 30 hrs./pint |
| Bonfire | 50 ft. | 1/2 hr./armload |
| Bullseye lantern | 60 ft.* | 2 hrs./pint |
| Campfire | 35 ft. | 1 hr./armload |
| Candle | 5 ft. | 10 min./inch |
| Continual light | 60 ft. | Indefinite |
| Hooded lantern | 30 ft. | 2 hrs./pint |
| Light spell | 20 ft. | Variable |
| Torch | 15 ft. | 30 min. |
| Weapon** | 5 ft. | As desired |
- * Cast as a cone-shaped beam, not a radius (beacon ~90 ft wide at far end; bullseye ~20 ft).
- ** Magical weapons shed light if the DM allows this optional rule.