Dungeons and Dragons (D&D) Fifth Edition (5e) Magic Item - Oil of Slipperiness - This sticky black unguent is thick and heavy in the container, but it f. Dmg 5e Pdf Free 1) It's good to have lingering injuries in 5e, because healing is so easy (even for the gritty variants), and combat should have consequences. 2) It's a bad idea to tie lingering injuries to crits, because crits happen so frequently.
5e SRD >Equipment >- Dmg 5e Pdf Free 1) It's good to have lingering injuries in 5e, because healing is so easy (even for the gritty variants), and combat should have consequences. 2) It's a bad idea to tie lingering injuries to crits, because crits happen so frequently.
- So it’s “fall Height” in feet, minus 15, times 1d4, plus 1d6. If they pass a DC 15 roll, it’s “fall Height” minus 15, minus their roll, times 1d4, plus 1d6. Nat 20 on the DC grants 1 HP left. Fall Height calculation caps at 600 ft. Repeat DC every 600 ft, keep high. Incapacitated for 1 round if damage is over half their Max HP.
- Pipes of the Sewers DMG: Summon up to 3 CR 1/2 swarms that you can't directly control, and be less scared of creatures that are below CR 1 when you're already 10th level. Quiver of Ehlonna DMG: 5e's item management rules are too generous to make this useful. Ring of Jumping DMG: Winged Boots make jumping obsolete.
Contents
- 1 Special Materials
Weapon Proficiency | Range | Weapon Properties | Special Weapons | Improvised Weapons | Silvered Weapons
Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
The Weapons table shows the most common weapons used in fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
(Simple) Melee Weapons | Cost | Damage | Range | Weight | Properties |
---|---|---|---|---|---|
Club | 1 sp | 1d4 bludgeoning | — | 2 lb. | light |
Dagger | 2 gp | 1d4 piercing | 20/60 | 1 lb. | finesse, light, thrown |
Greatclub | 2 sp | 1d8 bludgeoning | — | 10 lb. | two-handed |
Handaxe | 5 gp | 1d6 slashing | 20/60 | 2 lb. | light, thrown |
Javelin | 5 sp | 1d6 piercing | 30/120 | 2 lb. | thrown |
Light hammer | 2 gp | 1d4 bludgeoning | 20/60 | 2 lb. | light, thrown |
Mace | 5 gp | 1d6 bludgeoning | — | 4 lb. | — |
Quarterstaff | 2 sp | 1d6 bludgeoning | — | 4 lb. | versatile (1d8) |
Sickle | 1 gp | 1d4 slashing | — | 2 lb. | light |
Spear | 1 gp | 1d6 piercing | 20/60 | 3 lb. | thrown, versatile (1d8) |
(Simple) Ranged Weapons | Cost | Damage | Range | Weight | Properties |
---|---|---|---|---|---|
Crossbow, light | 25 gp | 1d8 piercing | 80/320 | 5 lb. | ammunition, loading, two-handed |
Dart | 5 cp | 1d4 piercing | 20/60 | 1/4 lb. | finesse, thrown |
Shortbow | 25 gp | 1d6 piercing | 80/320 | 2 lb. | ammunition, two-handed |
Sling | 1 sp | 1d4 bludgeoning | 30/120 | — | ammunition |
Martial Weapons
(Martial) Melee Weapons | Cost | Damage | Range | Weight | Properties |
---|---|---|---|---|---|
Battleaxe | 10 gp | 1d8 slashing | — | 4 lb. | versatile (1d10) |
Dwarven Urgrosh (3pp) | 22 gp | 1d8 piercing or 1d10 slashing | 20/60 | 4 lb. | special, two-handed |
Elven Crescent Blade (3pp) | 80 gp | 2d6 slashing | — | 6 lb. | heavy, special, two-handed |
Flail | 10 gp | 1d8 bludgeoning | — | 2 lb. | — |
Glaive | 20 gp | 1d10 slashing | — | 6 lb. | heavy, reach, two-handed |
Greataxe | 30 gp | 1d12 slashing | — | 7 lb. | heavy, two-handed |
Greatsword | 50 gp | 2d6 slashing | — | 6 lb. | heavy, two-handed |
Halberd | 20 gp | 1d10 slashing | — | 6 lb. | heavy, reach, two-handed |
Lance | 10 gp | 1d12 piercing | — | 6 lb. | reach, special1 |
Longsword | 15 gp | 1d8 slashing | — | 3 lb. | versatile (1d10) |
Maul | 10 gp | 2d6 bludgeoning | — | 10 lb. | heavy, two-handed |
Morningstar | 15 gp | 1d8 piercing | — | 4 lb. | — |
Pike | 5 gp | 1d10 piercing | — | 18 lb. | heavy, reach, two-handed |
Rapier | 25 gp | 1d8 piercing | — | 2 lb. | finesse |
Scimitar | 25 gp | 1d6 slashing | — | 3 lb. | finesse, light |
Shortsword | 10 gp | 1d6 piercing | — | 2 lb. | finesse, light |
Spiked Chain (3pp) | 50 gp | 1d8 piercing | — | 10 lb. | finesse, heavy, reach, special, two-handed |
Trident | 5 gp | 1d6 piercing | 20/60 | 4 lb. | thrown, versatile (1d8) |
War pick | 5 gp | 1d8 piercing | — | 2 lb. | — |
Warhammer | 15 gp | 1d8 bludgeoning | — | 2 lb. | versatile (1d10) |
Whip | 2 gp | 1d4 slashing | — | 3 lb. | finesse, reach |
War Scythe (3pp) | 25 gp | 1d10 slashing | — | 4 lb. | special, two-handed |
(Martial) Ranged Weapons | Cost | Damage | Range | Weight | Properties |
---|---|---|---|---|---|
Blowgun | 10 gp | 1 piercing | 25/100 | 1 lb. | ammunition, loading |
Crossbow, hand | 75 gp | 1d6 piercing | 30/120 | 3 lb. | ammunition, light, loading |
Crossbow, heavy | 50 gp | 1d10 piercing | 100/400 | 18 lb. | ammunition, heavy, loading, two-handed |
Great Bow (3pp) | 100 gp | 1d8 piercing | 150/600 | 2 lb. | ammunition, heavy, two-handed, special |
Longbow | 50 gp | 1d8 piercing | 150/600 | 2 lb. | ammunition, heavy, two-handed |
Net | 1 gp | — | 5/15 | 3 lb. | thrown, special2 |
Weapon Proficiency
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Range
A weapon that can be used to make a ranged attack has a range as well as the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
Close. A close weapon is more effective up close than other ranged weapons. When you make a ranged attack with a close weapon, you do not suffer disadvantage on the attack roll when you are within 5 feet of a hostile creature who can see you and who is not incapacitated. SourceTLCR
Deadly. When you roll a natural 1 on a damage die with a deadly weapon, treat the result as a 2 instead. SourceTLCR
Defensive. A defensive weapon makes you harder to hit effectively while you are wielding two weapons. As long as at least one of your two weapons has the defensive property, you add +1 to your AC against the first attack that targets you in a round, provided you aren’t surprised or immobile. You regain the bonus at the start of your next turn, and do not gain this bonus against subsequent attacks against you until then. SourceTLCR
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Special: A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed: This weapon requires two hands when you attack with it.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Special Weapons
Weapons with special rules are described here.
Dwarven Urgrosh: (Player’s Advantage – Barbarian) One head of this weapon ends in a spear and the other end is an axe. Originally used exclusively for mining, these weapons were adapted to combat creatures in the Underdark. If you have the Dual Wielder feat, the Exotic Weapon Master feat, or the Two-Weapon Fighting style, you can wield a dwarven urgrosh as a one-handed spear and a one-handed battleaxe. It gains the light property when wielded in this way.
Elven Crescent Blade: (Player’s Advantage – Barbarian) This long, almost moon-shaped blade allows a proper wielder unsurpassed flexibility in battle. If you have the Exotic Weapon Master feat, the elven crescent blade gains the finesse property.
Great Bow: (Player’s Advantage – Barbarian) This 6-foot tall bow is made of elm rather than yew or ash, making it astonishingly stiff, large and strong, and equally capable of use for long and short shooting. You can use a bonus action to steady yourself. While you are steadied, your attacks with the great bow deal 2d6 piercing damage. You are no longer steadied if you move.
Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Spiked Chain: (Player’s Advantage – Barbarian) A length of spiked chain is between 6 and 8-feet long with wicked barbs welded onto one end. If you have the Dual-Wielder feat, the Exotic Weapon Master feat, or the Two-Weapon Fighting style, you can wield a spiked chain as two one-handed, light weapons that each deal 1d6 piercing damage. The spiked chain loses the reach property when wielded in this way.
War Scythe: (Player’s Advantage – Barbarian) Fashioned to resemble the threshing implement but modified for battle, the war scythe can be a deadly weapon in the right hands. You can’t wield a war scythe in one hand. If you have the Exotic Weapon Master feat, you can wield the war scythe as a war pick. It gains the versatile (d10) property when wielded in this way. When you take the Attack action, you can attempt the Trip Attack combat manuever (DC 8 + your proficiency bonus + your Strength modifier) against a creature as one of your attacks.
Improvised Weapons
Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Special Materials
Some items can be crafted from odd or rare materials, including silver, gold, adamantine, etc. Listed below are some sample materials. The only “official” material described in the SRD is silver. The other materials are from other publishers. Use at your GM’s discretion.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Antler or Horn
SourceVKCS
Mostly suited for piercing weapons, with care and time an antler or horn can be hewn and worked into a fearsome edge.
- Creatures with the Evil primal element take a –2 penalty on attack rolls using antler or horn weapons.
Bone
SourceVKCS
Grisly as it may be, bone is a strong material frequently hewn into weaponry. Usually it’s meant to pierce or slash, but the femur of a massive creature can easily become a greatclub or even perfected into a maul.
- A bone weapon functions as magical when striking a creature with immunity or resistance to nonmagical weapons.
- When an attacker rolls a natural 1 on an attack roll using a bone weapon, it rolls an attack roll against AC 10. On a failure, the bone weapon becomes broken.
- Creatures with the Good primal element take a –2 penalty on attack rolls using bone weapons.
- Bone weapons cost 50% more than their listed price in the core Fifth Edition rules.
Bronze
SourceVKCS
Copper and tin can be mined then melted down, mixed together into a malleable material, and cast into blades and shapes of all sorts.
- When a bronze weapon or shield takes 20 or more fire damage (30 or more if it has the Heavy property) in one round it becomes broken.
Iron
5e Fall Damage Type
SourceVKCS
This metal’s ore is common enough, but melting the useful parts out requires tremendous heat and sophisticated equipment far beyond the ken of most mortals. Those who do know the process and are capable of forging iron weapons are wont to share the knowledge.
- Iron weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Iron weapons cost 25% more than their listed price in the core Fifth Edition rules.
- Iron rusts when not protected from air and water. For every week that an iron weapon or shield is not treated with oil over the course of a short rest, or for every day it is exposed to the open air or in water, it gains one level of rusting. For each level of rusting a weapon has, it takes a permanent and cumulative ?1 penalty to damage rolls. If its penalty drops to ?5, the weapon is destroyed. An iron shield reduces its bonus to armor class by 1 for every two levels of rusting it has, and is destroyed when it has 5 levels of rusting.
Obsidian
SourceVKCS
When expertly flaked, the edge of this rock becomes lethally sharp, and though it only sometimes matters those fell kaviyans who engage in blood rituals prefer to do so with an obsidian blade.
- When an obsidian weapon is used to score a critical hit, the wielder can choose for a part of it to break off into the target. If the target is a living creature it takes 1d4 damage at the start of its turn every round until the wound is stanched with a successful Wisdom (Medicine) check (DC equal to damage from the critical hit) or the target receives magical healing. The obsidian weapon takes a permanent and cumulative ?1 penalty to damage rolls. If its penalty drops to ?5, the weapon is destroyed.
- When an attacker rolls a natural 1 on an attack roll using an obsidian weapon, it rolls an attack roll against AC 14. On a failure, the obsidian weapon becomes broken.
- Creatures with the Air primal element take a –2 penalty on attack rolls using obsidian weapons.
- Obsidian weapons cost 25% less than their listed price in the core Fifth Edition rules.
Stone
SourceVKCS
The vast majority of stone weapons are made of knapped flint or chert.
- When an attacker rolls a natural 1 on an attack roll using a stone weapon, it rolls an attack roll against AC 12. On a failure, the stone weapon becomes broken.
- Stone weapons cost 50% less than their listed price in the core Fifth Edition rules.
Everything Breaks
SourceVKCS
Eventually Using a broken piece of equipment isn’t ideal, but when wielding primitive weaponry and shields it’s often the case during combat that a warrior must make do with what’s at hand.
A broken weapon or shield can be repaired with a DC 12 Dexterity or Wisdom check over the course of a long rest. This check can be attempted during a short rest by making it with disadvantage, but rushing endangers the repair and on a failure all the materials become useless.
Broken Weapon. When you hit with a weapon attack using a broken weapon, you deal half damage.
Broken Shield. While wielding a broken shield, you only gain a +1 bonus to your armor class.
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- 1Falling
Dnd 5e Max Fall Damage
Falling
Falling Damage
The basic rule is simple: 1d6 points of damage per 10 feet fallen, to a maximum of 20d6.
If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Jump check or DC 15 Tumble check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumped, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Jump or Tumble check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.
Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Jump skill.
Falling into Water
Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).
Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Tumble check, so long as the water is at least 10 feet deep for every 30 feet fallen. However, the DC of the check increases by 5 for every 50 feet of the dive.
Falling Objects
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.
5e Fall Damage Resistance
Objects that fall upon characters deal damage based on their weight and the distance they have fallen.
For each 200 pounds of an object's weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).
Objects smaller than 200 pounds also deal damage when dropped, but they must fall farther to deal the same damage. Use Table: Damage from Falling Objects to see how far an object of a given weight must drop to deal 1d6 points of damage.
Object Weight | Falling Distance |
---|---|
200-101 lb. | 20 ft. |
100-51 lb. | 30 ft. |
50-31 lb. | 40 ft. |
30-11 lb. | 50 ft. |
10-6 lb. | 60 ft. |
5-1 lb. | 70 ft. |
For each additional increment an object falls, it deals an additional 1d6 points of damage.Objects weighing less than 1 pound do not deal damage to those they land upon, no matter how far they have fallen.
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Dnd 5e Fall Dmg
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