AD&D

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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ScoreHit Prob.Damage Adj.Weight Allow.Max PressOpen DoorsBend Bars %
1-5-41310%
2-3-21510%
3-3-151020%
4–5-2-1102530%
4–5-2-1102530%
6–7-10205540%
6–7-10205540%
8–900359051%
8–900359051%
10–11004011562%
10–11004011562%
12–13004514074%
12–13004514074%
14–15005517087%
14–15005517087%
160+170195910%
17+1+1852201013%
18+1+21102551116%
19+3+748564016 (8)50%
20+3+853570017 (10)60%
21+4+963581017 (12)70%
22+4+1078597018 (14)80%
23+5+11935113018 (16)90%
24+6+121235144019 (17)95%
25+7+141535175019 (18)99%
18/01–50+1+31352801220%
18/51–75+2+31603051325%
18/76–90+2+41853301430%
18/91–99+2+523538015 (3)35%
18/00+3+633548016 (6)40%

Table 2

Dexterity

How affects reaction, missile attacks, and .

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ScoreReaction 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
600+1
7000
8000
9000
10000
11000
12000
13000
14000
1500-1
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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ScoreHP Adj.HP Adj. (warrior)System Shock %Resurrection %Poison Save
1-3-325%30%-2
2-2-230%35%-1
3-2-235%40%0
4-1-140%45%0
5-1-145%50%0
6-1-150%55%0
70055%60%0
80060%65%0
90065%70%0
100070%75%0
110075%80%0
120080%85%0
130085%90%0
140088%92%0
15+1+190%94%0
16+2+295%96%0
17+2+397%98%0
18+2+499%100%0
19+2+599%100%+1
20+2+599%100%+1
21+2+699%100%+2
22+2+699%100%+2
23+2+699%100%+3
24+2+799%100%+3
25+2+7100%100%+4

Table 4

Intelligence

How governs a wizard's spell capacity and learning.

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Score# LanguagesMax Spell LvlLearn %Max Spells/Lvl
10
21
31
41
51
61
71
81
92435%6
102540%7
112545%7
123650%7
133655%9
144760%9
154765%11
165870%11
176875%14
187985%18
198995%all
209996%all
2110997%all
2211998%all
2312999%all
24159100%all
25209100%all

Table 5

Wisdom

How grants priests and magical defense.

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ScoreMagic Defense Adj.Bonus Priest SpellsSpell Failure %
1-680%
2-460%
3-350%
4-245%
5-140%
6-135%
7-130%
8025%
9020%
10015%
11010%
1205%
13010%
1401, 10%
15+11, 1, 20%
16+21, 1, 2, 20%
17+31, 1, 2, 2, 30%
18+41, 1, 2, 2, 3, 40%
19+41, 1, 1, 2, 2, 3, 3, 40%
20+41, 1, 1, 2, 2, 2, 3, 3, 4, 40%
21+41, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 50%
22+41, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 50%
23+41, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 60%
24+41, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 60%
25+41, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 70%

Table 6

Charisma

How affects , , and NPC reactions.

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ScoreMax HenchmenLoyalty BaseReaction Adj.
10-8-7
21-7-6
31-6-5
41-5-4
52-4-3
62-3-2
73-2-1
83-10
9400
10400
11400
12500
1350+1
146+1+2
157+3+3
168+4+5
1710+6+6
1815+8+7
1920+10+8
2025+12+9
2130+14+10
2235+16+11
2340+18+12
2445+20+13
2550+20+14

Table 9

Constitution Saving Throw Bonuses

Bonus to vs. magical wands/staves/rods/spells, by (dwarves/gnomes/halflings).

Constitution ScoreSaving 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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RaceSTRDEXCONINTWISCHA
Human3–183–183–183–183–183–18
Dwarf8–183–1711–183–183–183–17
Elf3–186–187–188–183–188–18
Gnome6–183–188–186–183–183–18
Half-elf3–186–186–184–183–183–18
Halfling7–187–1810–186–183–173–18

Table 8

Racial Ability Adjustments

The mandatory -score adjustments each applies.

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RaceSTRDEXCONINTWISCHA
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 .

RaceHeight Base (M/F)Height ModifierWeight Base (M/F)Weight Modifier
Dwarf43/41 in1d10130/105 lb4d10
Elf55/50 in1d1090/70 lb3d10
Gnome38/36 in1d672/68 lb5d4
Half-elf60/58 in2d6110/85 lb3d12
Halfling32/30 in2d852/48 lb5d4
Human60/59 in2d10140/100 lb6d10

Table 11

Age

Starting age (base + variable roll) and maximum age range, by .

RaceBase AgeStarting VariableMaximum Age Range
Dwarf405d6250+2d100
Elf1005d6350+4d100*
Gnome603d12200+3d100
Half-elf151d6125+3d20
Halfling203d4100+1d100
Human151d490+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.

RaceMiddle AgeOld AgeVenerable
Dwarf125 years167 years250 years
Elf175 years233 years350 years
Gnome100 years133 years200 years
Half-elf62 years83 years125 years
Halfling50 years67 years100 years
Human45 years60 years90 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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ClassSTRDEXCONINTWISCHA
Fighter9+
Paladin12+9+13+17+
Ranger13+13+14+14+
Mage9+
Cleric9+
Druid12+15+
Thief9+
Bard12+13+15+

Classes — Advancement & Abilities (15)

Table 14

Warrior Experience Levels

required per for the warrior group.

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LevelXP RequiredHit Dice
101d10
22,0002d10
34,0003d10
48,0004d10
516,0005d10
632,0006d10
764,0007d10
8125,0008d10
9250,0009d10
10500,0009d10+3
11750,0009d10+6
121,000,0009d10+9
131,250,0009d10+12
141,500,0009d10+15
151,750,0009d10+18
162,000,0009d10+21
172,250,0009d10+24
182,500,0009d10+27
192,750,0009d10+30
203,000,0009d10+33

Table 15

Warrior Melee Attacks per Round

How many attacks a warrior gets per , by (with a single weapon).

Warrior LevelAttacks per Round
1-61/round
7-123/2 rounds
13 & up2/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.

SubtableDie RollResult
Leader01-405th-level fighter; plate mail, shield, battle axe +2
Leader41-756th-level fighter; plate mail, shield +1, spear +1, dagger +1
Leader76-956th-level fighter (plate mail +1, shield, spear +1, dagger +1) plus 3rd-level fighter (splint mail, shield, crossbow of distance)
Leader96-997th-level fighter; plate mail +1, shield +1, broad sword +2, heavy war horse with horseshoes of speed
Leader00DM's Option
Troops01-5020 cavalry (ring mail, shield, 3 javelins, long sword, hand axe); 100 infantry (scale mail, polearm, club)
Troops51-7520 infantry (splint mail, morning star, hand axe); 60 infantry (leather armor, pike, short sword)
Troops76-9040 infantry (chain mail, heavy crossbow, short sword); 20 infantry (chain mail, light crossbow, military fork)
Troops91-9910 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)
Troops00DM's Option (barbarians, headhunters, armed peasants, extra-heavy cavalry, etc.)
Elite Units01-1010 mounted knights: 1st-level fighters, field plate, large shield, lance, broad sword, morning star, heavy war horse with full barding
Elite Units11-2010 1st-level elven fighter/mages; chain mail, long sword, long bow, dagger
Elite Units21-3015 wardens: 1st-level rangers; scale mail, shield, long sword, spear, long bow
Elite Units31-4020 berserkers: 2nd-level fighters; leather armor, shield, battle axe, broad sword, dagger (+1 attack/damage)
Elite Units41-6520 expert archers: 1st-level fighters; studded leather, long bows or crossbows (+2 to hit, or bow specialization)
Elite Units66-9930 infantry: 1st-level fighters; plate mail, body shield, spear, short sword
Elite Units00DM'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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LevelL1L2L3L4
1
2
3
4
5
6
7
8
91
102
1121
1222
13221
14321
153211
163321
173331
183331
193332
203333

Table 18

Ranger Abilities

Ranger Hide in Shadows / Silently percentages and priest spell access, by .

LevelHide in ShadowsMove SilentlyCasting LevelL1L2L3
110%15%----
215%21%----
320%27%----
425%33%----
531%40%----
637%47%----
743%55%----
849%62%11--
956%70%22--
1063%78%321-
1170%86%422-
1277%94%5221
1385%99%6321
1493%99%7322
1599%99%8332
1699%99%9333

Table 19

Ranger's Followers

Random table (d100) for the wilderness a ranger attracts at 10th .

Die RollFollower
01-10Bear, black
11-20Bear, brown
21Brownie
22-26Cleric (human)
27-38Dog/wolf
39-40Druid
41-50Falcon
51-53Fighter (elf)
54-55Fighter (gnome)
56-57Fighter (halfling)
58-65Fighter (human)
66Fighter/mage (elf)
67-72Great cat
73Hippogriff
74Pegasus
75Pixie
76-80Ranger (half-elf)
81-90Ranger (human)
91-94Raven
95Satyr
96Thief (halfling)
97Thief (human)
98Treant
99Werebear/weretiger
00Other (DM's choice)

Table 20

Wizard Experience Levels

required per for the wizard group.

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LevelXP RequiredHit Dice
101d4
22,5002d4
35,0003d4
410,0004d4
520,0005d4
640,0006d4
760,0007d4
890,0008d4
9135,0009d4
10250,00010d4
11375,00010d4+1
12750,00010d4+2
131,125,00010d4+3
141,500,00010d4+4
151,875,00010d4+5
162,250,00010d4+6
172,625,00010d4+7
183,000,00010d4+8
193,375,00010d4+9
203,750,00010d4+10

Table 21

Wizard Spell Progression

Spell slots gained per character (slots per spell level).

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LevelL1L2L3L4L5L6L7L8L9
11
22
321
432
5421
6422
74321
84332
943321
1044322
1144433
12444441
13555442
145554421
155555521
1655555321
1755555332
18555553321
19555553331
20555554332

Table 22

Wizard Specialist Requirements

For each wizard : the school studied, allowed, the minimum required, and the (s) the specialist gives up.

SpecialistSchoolRaces AllowedMinimum AbilityOpposition School(s)
AbjurerAbjurationHuman15 WisdomAlteration & Illusion
ConjurerConjuration/SummoningHuman, Half-elf, Elf15 ConstitutionGreater Divination & Invocation/Evocation
DivinerGreater DivinationHuman, Half-elf, Elf16 WisdomConjuration/Summoning
EnchanterEnchantment/CharmHuman, Half-elf, Elf16 CharismaInvocation/Evocation & Necromancy
IllusionistIllusionHuman, Gnome16 DexterityNecromancy, Invocation/Evocation, Abjuration
InvokerInvocation/EvocationHuman16 ConstitutionEnchantment/Charm & Conjuration/Summoning
NecromancerNecromancyHuman16 WisdomIllusion & Enchantment/Charm
TransmuterAlterationHuman, Half-elf, Elf15 DexterityAbjuration & 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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LevelXP RequiredHit Dice
101d8
21,5002d8
33,0003d8
46,0004d8
513,0005d8
627,5006d8
755,0007d8
8110,0008d8
9225,0009d8
10450,0009d8+2
11675,0009d8+4
12900,0009d8+6
131,125,0009d8+8
141,350,0009d8+10
151,575,0009d8+12
161,800,0009d8+14
172,025,0009d8+16
182,250,0009d8+18
192,475,0009d8+20
202,700,0009d8+22

Table 24

Priest Spell Progression

Spell slots gained per character (slots per spell level).

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LevelL1L2L3L4L5L6L7
11
22
321
432
5331
6332
73321
83332
944321
1044332
11544321
12655322
13666422
146665321
156666421
167776431
177777532
188888642
199988642
209998752

Table 25

Rogue Experience Levels

required per for the rogue group.

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LevelXP RequiredHit Dice
101d6
21,2502d6
32,5003d6
45,0004d6
510,0005d6
620,0006d6
740,0007d6
870,0008d6
9110,0009d6
10160,00010d6
11220,00010d6+2
12440,00010d6+4
13660,00010d6+6
14880,00010d6+8
151,100,00010d6+10
161,320,00010d6+12
171,540,00010d6+14
181,760,00010d6+16
191,980,00010d6+18
202,200,00010d6+20

Table 32

Bard Spell Progression

Spell slots gained per character (slots per spell level).

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LevelL1L2L3L4L5L6
1
21
32
421
531
632
7321
8331
9332
103321
113331
123332
1333321
1433331
1533332
16433321
17443331
18444332
19444432
20444443

Table 33

Bard Abilities

The bard's base rogue-skill percentages (adjusted by and per the thief tables).

Climb WallsDetect NoisePick PocketsRead 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 LevelMelee WeaponLight X-bowHeavy X-bowThrown DaggerThrown DartOther Thrown (Non-bow) Missiles
1-63/21/11/23/14/13/2
7-122/13/21/14/15/12/1
13+5/22/13/25/16/15/2

Thieving Skills (6)

Table 26

Thieving Skill Base Scores

Base scores for thieving skills before /Dex/ adjustments.

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SkillBase %
Pick Pockets15%
Open Locks10%
Find/Remove Traps5%
Move Silently10%
Hide in Shadows5%
Detect Noise15%
Climb Walls60%
Read Languages0%

Table 27

Thieving Skill Racial Adjustments

adjustments to thieving skills by (a dash means no adjustment).

SkillDwarfElfGnomeHalf-elfHalfling
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.

DexterityPick PocketsOpen LocksFind/Remove TrapsMove SilentlyHide 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.

SkillNo ArmorElven 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 .

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Thief LevelDamage 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 RollFollowerLevel Range
01-03Dwarf fighter/thief1-4
04-08Dwarf thief1-6
09-13Elf thief1-6
14-15Elf thief/fighter/mage1-3
16-18Elf thief/mage1-4
19-24Gnome thief1-6
25-27Gnome thief/fighter1-4
28-30Gnome thief/illusionist1-4
31-35Half-elf thief1-6
36-38Half-elf thief/fighter1-4
39-41Half-elf thief/fighter/mage1-3
42-46Halfling thief1-8
47-50Halfling thief/fighter1-6
51-98Human thief1-8
99Human dual-class thief/?1-8/1-4
00Other (DM selection)

Proficiencies (4)

Table 34

Proficiency Slots

Starting and the rate each group gains more.

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GroupWeapon (initial)Weapon: +1 everyNonweapon (initial)Nonweapon: +1 everyNon-prof. penalty
warrior43 lvls33 lvls-2
wizard16 lvls43 lvls-5
priest24 lvls43 lvls-3
rogue24 lvls34 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 RollSecondary Skill (knowledge)
01-02Armorer (make, repair & evaluate armor and weapons)
03-04Bowyer/Fletcher (make, repair & evaluate bows and arrows)
05-10Farmer (basic agriculture)
11-14Fisher (swimming, nets, small boat handling)
15-20Forester (basic wood lore, lumbering)
21-23Gambler (knowledge of gambling games)
24-27Groom (animal handling)
28-32Hunter (basic wood lore, butchering, basic tracking)
33-34Jeweler (appraisal of gems and jewelry)
35-37Leather worker (skinning, tanning)
38-39Limner/Painter (map making, appraisal of art objects)
40-42Mason (stone-cutting)
43-44Miner (stone-cutting, assaying)
45-46Navigator (astronomy, sailing, swimming, navigation)
47-49Sailor (sailing, swimming)
50-51Scribe (reading, writing, basic math)
52-53Shipwright (sailing, carpentry)
54-56Tailor/Weaver (weaving, sewing, embroidery)
57-59Teamster/Freighter (animal handling, wagon repair)
60-62Trader/Barterer (appraisal of common goods)
63-66Trapper/Furrier (basic wood lore, skinning)
67-68Weaponsmith (make, repair & evaluate weapons)
69-71Woodworker/Carpenter (carpentry, carving)
72-85No skill of measurable worth
86-00Roll 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.

ProficiencySlotsRelevant AbilityCheck ModifierGroup
Agriculture1Intelligence0General
Animal Handling1Wisdom-1General
Animal Training1Wisdom0General
Artistic Ability1Wisdom0General
Blacksmithing1Strength0General
Brewing1Intelligence0General
Carpentry1Strength0General
Cobbling1Dexterity0General
Cooking1Intelligence0General
Dancing1Dexterity0General
Direction Sense1Wisdom+1General
Etiquette1Charisma0General
Fire-building1Wisdom-1General
Fishing1Wisdom-1General
Heraldry1Intelligence0General
Languages, Modern1Intelligence0General
Leatherworking1Intelligence0General
Mining2Wisdom-3General
Pottery1Dexterity-2General
Riding, Airborne2Wisdom-2General
Riding, Land-based1Wisdom+3General
Rope Use1Dexterity0General
Seamanship1Dexterity+1General
Seamstress/Tailor1Dexterity-1General
Singing1Charisma0General
Stonemasonry1Strength-2General
Swimming1Strength0General
Weather Sense1Wisdom-1General
Weaving1Intelligence-1General
Ancient History1Intelligence-1Priest
Astrology2Intelligence0Priest
Engineering2Intelligence-3Priest
Healing2Wisdom-2Priest
Herbalism2Intelligence-2Priest
Languages, Ancient1Intelligence0Priest
Local History1Charisma0Priest
Musical Instrument1Dexterity-1Priest
Navigation1Intelligence-2Priest
Reading/Writing1Intelligence+1Priest
Religion1Wisdom0Priest
Spellcraft1Intelligence-2Priest
Ancient History1Intelligence-1Rogue
Appraising1Intelligence0Rogue
Blind-fighting2NANARogue
Disguise1Charisma-1Rogue
Forgery1Dexterity-1Rogue
Gaming1Charisma0Rogue
Gem Cutting2Dexterity-2Rogue
Juggling1Dexterity-1Rogue
Jumping1Strength0Rogue
Local History1Charisma0Rogue
Musical Instrument1Dexterity-1Rogue
Reading Lips2Intelligence-2Rogue
Set Snares1Dexterity-1Rogue
Tightrope Walking1Dexterity0Rogue
Tumbling1Dexterity0Rogue
Ventriloquism1Intelligence-2Rogue
Animal Lore1Intelligence0Warrior
Armorer2Intelligence-2Warrior
Blind-fighting2NANAWarrior
Bowyer/Fletcher1Dexterity-1Warrior
Charioteering1Dexterity+2Warrior
Endurance2Constitution0Warrior
Gaming1Charisma0Warrior
Hunting1Wisdom-1Warrior
Mountaineering1NANAWarrior
Navigation1Intelligence-2Warrior
Running1Constitution-6Warrior
Set Snares1Dexterity-1Warrior
Survival2Intelligence0Warrior
Tracking2Wisdom0Warrior
Weaponsmithing3Intelligence-3Warrior
Ancient History1Intelligence-1Wizard
Astrology2Intelligence0Wizard
Engineering2Intelligence-3Wizard
Gem Cutting2Dexterity-2Wizard
Herbalism2Intelligence-2Wizard
Languages, Ancient1Intelligence0Wizard
Navigation1Intelligence-2Wizard
Reading/Writing1Intelligence+1Wizard
Religion1Wisdom0Wizard
Spellcraft1Intelligence-2Wizard

Table 38

Nonweapon Proficiency Group Crossovers

Which groups each may draw from at standard slot cost.

ClassProficiency Groups
FighterWarrior, General
PaladinWarrior, Priest, General
RangerWarrior, Wizard, General
ClericPriest, General
DruidPriest, Warrior, General
MageWizard, General
IllusionistWizard, General
ThiefRogue, General
BardRogue, Warrior, Wizard, General

Money & Equipment (8)

Table 41

Weapon Construction

Time and material cost to construct selected weapons (weaponsmithing).

WeaponConstruction TimeMaterial Cost
Arrowhead10/day1 cp
Battle Axe10 days10 sp
Hand Axe5 days5 sp
Dagger5 days2 sp
Heavy Crossbow20 days10 sp
Light Crossbow15 days5 sp
Fork/Trident20 days10 sp
Spear/Lance4 days4 sp
Short Sword20 days5 sp
Long Sword30 days10 sp
Two-handed Sword45 days2 gp

Table 42

Standard Exchange Rates

Coin conversion: how each coin's value compares in copper pieces.

CoinValue in cp
PP500
GP100
EP50
SP10
CP1

Table 43

Initial Character Funds

Starting money each group rolls at character creation.

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Class GroupRoll×Range (gp)
warrior5d4×1050–200
wizard1d4+1×1020–50
priest3d6×1030–180
rogue2d6×1020–120

Table 44

Equipment

The equipment catalog: cost and weight of standard gear.

ItemCategoryCost (gp)Weight (lb)
Barbed dartammo0.10.1
Flight arrowammo0.31.2
Hand quarrelammo10.1
Heavy quarrelammo0.20.1
Light quarrelammo0.10.1
Needleammo0.020.1
Sheaf arrowammo0.30.6
Sling bulletammo0.010.1
Sling stoneammo00.1
Banded mailarmor20035
Brigandinearmor12035
Bronze plate mailarmor40045
Chain mailarmor7540
Field platearmor2,00060
Full platearmor4,00070
Hidearmor1530
Leatherarmor515
Paddedarmor410
Plate mailarmor60050
Ring mailarmor10030
Scale mailarmor12040
Splint mailarmor8040
Studded leatherarmor2025
Basinethelmet85
Great helmhelmet3010
Body shieldshield1015
Bucklershield13
Medium shieldshield710
Small shieldshield35
Arquebusweapon50010
Awl pikeweapon512
Bardicheweapon712
Bastard sword (1-handed)weapon2510
Bastard sword (2-handed)weapon2510
Battle axeweapon57
Bec de corbinweapon810
Bill-guisarmeweapon715
Blowgunweapon52
Broad swordweapon104
Clubweapon03
Composite long bowweapon1003
Composite short bowweapon752
Dagger/dirkweapon21
Dartweapon0.50.5
Fauchardweapon57
Fauchard-forkweapon89
Footman's flailweapon1515
Footman's maceweapon810
Footman's pickweapon86
Glaiveweapon68
Glaive-guisarmeweapon1010
Guisarmeweapon58
Guisarme-voulgeweapon815
Halberdweapon1015
Hand crossbowweapon3003
Hand/throwing axeweapon15
Harpoonweapon206
Heavy crossbowweapon5014
Heavy horse lanceweapon1515
Hook fauchardweapon108
Horseman's flailweapon85
Horseman's maceweapon56
Horseman's pickweapon74
Javelinweapon0.52
Jousting lanceweapon2020
Khopeshweapon107
Knifeweapon0.50.5
Light crossbowweapon357
Light horse lanceweapon65
Long bowweapon753
Long swordweapon154
Lucern hammerweapon715
Mancatcherweapon308
Medium horse lanceweapon1010
Military forkweapon57
Morning starweapon1012
Partisanweapon108
Quarterstaffweapon04
Ranseurweapon67
Scimitarweapon154
Scourgeweapon12
Short bowweapon302
Short swordweapon103
Sickleweapon0.63
Slingweapon0.050
Spearweapon0.85
Spetumweapon57
Staff slingweapon0.22
Tridentweapon155
Two-handed swordweapon5015
Voulgeweapon512
Warhammerweapon26
Whipweapon0.12

Table 45

Missile Weapon Ranges

(ROF) and short/medium/long ranges in yards for missile weapons.

WeaponROFShortMediumLong
Arquebus1/350150210
Blowgun2/1102030
Composite long bow, flight arrow2/160120210
Composite long bow, sheaf arrow2/14080170
Composite short bow2/150100180
Longbow, flight arrow2/170140210
Longbow, sheaf arrow2/150100170
Short bow2/150100150
Club1102030
Hand crossbow1204060
Heavy crossbow1/280160240
Light crossbow160120180
Dagger2/1102030
Dart3/1102040
Hammer1102030
Hand axe1102030
Harpoon1102030
Javelin1204060
Knife2/1102030
Sling bullet150100200
Sling stone14080160
Spear1102030
Staff sling bullet2/130-6090
Staff sling stone2/130-6090

Table 46

Armor Class Ratings

Base granted by each type of armor (lower is better).

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ArmorBase ACCost (gp)Weight (lb)
Padded8410
Leather8515
Hide61530
Studded leather72025
Ring mail710030
Brigandine612035
Scale mail612040
Chain mail57540
Splint mail48040
Banded mail420035
Bronze plate mail440045
Plate mail360050
Field plate22,00060
Full plate14,00070

Table 49

Carrying Capacities of Animals

Maximum load an animal carries at full / half / quarter (include the rider's weight for mounts).

MountBase Move (full load)1/2 Move1/4 Move
Camel0-330 lbs.331-500 lbs.501-660 lbs.
Dog0-15 lbs.16-20 lbs.21-30 lbs.
Elephant0-500 lbs.501-750 lbs.751-1,000 lbs.
Horse, draft0-260 lbs.261-390 lbs.391-520 lbs.
Horse, heavy0-260 lbs.261-390 lbs.391-520 lbs.
Horse, light0-170 lbs.171-255 lbs.256-340 lbs.
Horse, medium0-220 lbs.221-330 lbs.331-440 lbs.
Horse, riding0-180 lbs.181-270 lbs.271-360 lbs.
Mule0-250 lbs.251-375 lbs.376-500 lbs.
Ox0-220 lbs.221-330 lbs.331-440 lbs.
Yak0-220 lbs.221-330 lbs.331-440 lbs.

Table 50

Stowage Capacity

Weight capacity of containers.

ItemWeight Capacity
Backpack50 lbs.
Basket, large20 lbs.
Basket, small10 lbs.
Belt pouch, large8 lbs.
Belt pouch, small5 lbs.
Chest, large100 lbs.
Chest, small40 lbs.
Sack, large30 lbs.
Sack, small15 lbs.
Saddle bags, large30 lbs.
Saddle bags, small20 lbs.

Encumbrance & Movement (6)

Table 47

Character Encumbrance

Weight (lb) you can carry at each band, by .

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StrengthUnencumbered ≤Light ≤Moderate ≤Heavy ≤Severe ≤
212346
3567910
4–51013161925
6–72029384655
8–93550658090
10–1140587696110
12–13456993117140
14–155585115145170
1670100130160195
1785121157193220
18110149188227255
18/01–50135174213252280
18/51–75160199238277305
18/76–90185224263302330
18/91–99235274313352380
18/00335374413452480

Table 48

Modified Movement Rates

multiplier applied at each band.

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EncumbranceMovement
unencumbered1
light3/4
moderate1/2
heavy1/3
severe1/6
overloaded0 (cannot move)

Table 64

Base Movement Rates

Unencumbered base by .

RaceRate
Human12
Dwarf6
Elf12
Gnome6
Half-elf12
Halfling6

Table 65

Base Climbing Success Rates

Base climbing by climber type (before situational modifiers).

CategorySuccess Rate
Thief with mountaineering proficiency*Climb Walls % + 10%
ThiefClimb Walls %
Mountaineering proficiency*40% + 10% per proficiency slot
Mountaineer (DM's call)50%
Unskilled climber40%
  • * Only if the optional proficiency system is used.

Table 66

Climbing Modifiers

Situational modifiers to climbing success.

SituationModifier
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 SurfaceDrySlightly SlipperySlippery
Very smooth *1/4—**—**
Smooth, cracked *1/21/31/4
Rough *11/31/4
Rough with ledges11/21/3
Ice wall1/4
Tree432
Sloping wall321
Rope and wall211/2
  • * 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.

SituationAttack Roll Modifier
Attacker on higher ground+1
Defender invisible-4
Defender off-balance+2
Defender sleeping or heldAutomatic*
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 TypeSlashPierceBludgeon
Banded mail+20+1
Brigandine+1+10
Chain mail+20-2
Field Plate+3+10
Full Plate+4+30
Leather armor*0-20
Plate mail**+300
Ring mail+1+10
Scale mail0+10
Splint mail0+1+2
Studded leather+2+10
  • * 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).

Group1234567891011121314151617181920
Priest20202018181816161614141412121210101088
Rogue2020191918181717161615151414131312121111
Warrior2019181716151413121110987654321
Wizard2020201919191818181717171616161515151414

Table 54

THAC0 Advancement

How fast each group's improves with .

GroupImprovement Rate (Points/Level)
Priest2/3
Rogue1/2
Warrior1/1
Wizard1/3

Table 55

Standard Modifiers to Initiative

-roll adjustments (1d10; lowest modified roll acts first).

SituationInitiative 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.

SituationInitiative Modifier
Attacking with weaponWeapon speed
Breath weapon+1
Casting a spellCasting 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.

ArmorModifier
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 RollPunchDamage% K.O.Wrestle
20+Haymaker210Bear hug*
19Wild swing01Arm twist
18Rabbit punch13Kick
17Kidney punch15Trip
16Glancing blow12Elbow smash
15Jab26Arm lock*
14Uppercut18Leg twist
13Hook29Leg lock
12Kidney punch15Throw
11Hook210Gouge
10Glancing blow13Elbow smash
9Combination110Leg lock*
8Uppercut19Headlock*
7Combination210Throw
6Jab28Gouge
5Glancing blow13Kick
4Rabbit punch25Arm lock*
3Hook212Gouge
2Uppercut215Headlock*
1Wild swing02Leg twist
Less than 1Haymaker225Bear 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 isCoverConcealment
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 .

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Undead Type12345678910-1112-1314+
Skeleton or 1 HD1074TTDDD*D*D*D*D*
Zombie131074TTDDD*D*D*D*
Ghoul or 2 HD16131074TTDDD*D*D*
Shadow or 3-4 HD1916131074TTDDD*D*
Wight or 5 HD201916131074TTDDD*
Ghast-201916131074TTDD
Wraith or 6 HD--201916131074TTD
Mummy or 7 HD---201916131074TT
Spectre or 8 HD----201916131074T
Vampire or 9 HD-----201916131074
Ghost or 10 HD------20191613107
Lich or 11+ HD-------2019161310
Special--------20191613

Saving Throws (1)

Table 60

Character Saving Throws

Saving-throw target numbers by group and (roll ≥ on d20).

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GroupLevelsParalyze/Poison/DeathRod/Staff/WandPetrify/PolymorphBreathSpell
warrior1–21416151717
warrior3–41315141616
warrior5–61113121314
warrior7–81012111213
warrior9–108109911
warrior11–12798810
warrior13–1457658
warrior15–1646547
warrior17–2035446
wizard1–51411131512
wizard6–10139111310
wizard11–151179118
wizard16–20105796
priest1–31014131615
priest4–6913121514
priest7–9711101312
priest10–1261091211
priest13–155981110
priest16–18487109
priest19–2026587
rogue1–41314121615
rogue5–81212111513
rogue9–121110101411
rogue13–161089139
rogue17–20968127

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.

ConditionModifier
Soft or muddy ground+4
Thick brush, vines, or reeds+3
Occasional signs of passage, dust+2
Normal ground, wood floor0
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 TrackMovement Rate
1-61/4 normal
7-141/2 normal
14 or greater3/4 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.

ConditionMovementSpottedTypeIDDetail
Clear sky1,5001,00050010010
Fog, dense or blizzard1010553
Fog, light or snow5002001003010
Fog, moderate10050251510
Mist or light rain1,0005002503010
Night, full moon1005030105
Night, no moon50201053
Twilight5003001503010

Table 63

Light Sources

Illumination radius and burning time of light sources.

SourceRadiusBurning Time
Beacon lantern240 ft.*30 hrs./pint
Bonfire50 ft.1/2 hr./armload
Bullseye lantern60 ft.*2 hrs./pint
Campfire35 ft.1 hr./armload
Candle5 ft.10 min./inch
Continual light60 ft.Indefinite
Hooded lantern30 ft.2 hrs./pint
Light spell20 ft.Variable
Torch15 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.