Quick Reference Tables for Players and DMs

Carrying Capacity

Carrying: STR x 15 x Size Modifier

Push, Drag & Lift: Double above

STR Carry Push
10 150 300
12 180 360
14 210 420
16 240 480
18 270 540
20 300 600
Size Adjustment
Tiny x0.5
Small - Medium x1
Large x2
Huge x4
Gargantuan x8

Jumping

Long-Jump

With a running start of 10 feet, most creatures can jump a number of feet equal to their strength score, and half that without a running start.

High-Jump

With a running start of 10 feet, most creatures clear a number of feet equal to 3 + their strength modifier, and half that without a running start.

If jumping to reach something, their reach is equal to their jump height + 1.5x their height.

The jumps listed above can be made with no rolls. If attempting push past these limits or jump in difficult circumstances, the DM may require Athletics or Acrobatics checks at their discression.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

Breaking Stuff

Objects up to Large and of normal resilience can be broken with targeted attacks, simply by hitting the target AC and dealing damage to their HP.

Object Armor Class

Substance AC
Cloth, paper, rope 11
Crystal, glass, ice 13
Wood, bone 15
Stone 17
Iron, steel 19
Mithral 21
Adamantine 23

Object Hit Points

Size Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6)
Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
Large (cart, 10×10'. window) 5 (1d10) 27 (5d10)

Objects larger than Large or built specifically for sturdiness, such as armor, castle walls, or structural supports in a building, will also have a damage threshold (DT). Any damage dealt to these objects is reduced by their DT (this may reduce the damage to 0).

Suggested DT

Object DT
Weapons and Tools 1
Architectural Support 2
Armor, Lockboxes 3
Fortified Walls, Siege Weaponry 4

Conditions

Blinded Automatically fail any ability check that requires sight.
Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
Charmed Can’t attack the charmer or target the charmer with harmful abilities or magical effects.
The charmer has advantage on any ability check to interact socially with the creature.
Deafened Can’t hear and automatically fails any ability check that requires hearing.
Frightened Disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
The creature can’t willingly move closer to the source of its fear.
Grappled Speed becomes 0, and it can’t benefit from any bonus to its speed.
The condition ends if the grappler is incapacitated.
The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Incapacitated Can’t take actions or reactions.
Invisible Impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
Paralyzed Incapacitated and can’t move or speak.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified Transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
The creature is incapacitated, can’t move or speak, and is unaware of its surroundings.
Attack rolls against the creature have advantage.
The creature automatically fails Strength and Dexterity saving throws.
The creature has resistance to all damage.
The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Poisoned Disadvantage on attack rolls and ability checks.
Prone A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
The creature has disadvantage on attack rolls.
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Restrained Speed becomes 0, and it can’t benefit from any bonus to its speed.
Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws.
Stunned Incapacitated, can’t move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Unconscious Incapacitated, can’t move or speak, and is unaware of its surroundings
The creature drops whatever it’s holding and falls prone.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Reference Table C
1 item 1
2 item 2
3 item 3
4 item 4
Exhaustion
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attacks and saves
4 Hit point maximum halved
5 Speed reduced to 0
6 Death