Little MERMAID
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Little MERMAID

D&D 5eA world by Unknown GM
OverviewRules
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Little MERMAID
OverviewRules
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Quick Tables

D&D 5e · 9 entries

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9 tables

Cover

Cover provides a bonus to AC and Dexterity saving throws. Only the highest degree of cover applies.

CoverBonusExamples
Half cover+2 AC and Dex savesLow wall, large furniture, another creature
Three-quarters cover+5 AC and Dex savesArrow slit, thick tree trunk
Total coverCannot be targeted directlyCompletely hidden behind a solid barrier

Difficulty Classes

Standard DCs for ability checks. The DM sets the DC; players roll d20 and add their modifier.

Task DifficultyDC
Very Easy5
Easy10
Medium15
Hard20
Very Hard25
Nearly Impossible30

Encounter Multipliers

When building encounters, multiply total monster XP by this factor based on number of monsters. Use with the Encounter Building rules.

# MonstersMultiplier
1×1
2×1.5
3–6×2
7–10×2.5
11–14×3
15+×4

Falling

A creature takes 1d6 bludgeoning damage for every 10 feet it falls, to a maximum of 20d6. It lands prone unless it avoids the damage.

Distance FallenDamage
10 ft.1d6 Bludgeoning, land Prone
20 ft.2d6 Bludgeoning, land Prone
30 ft.3d6 Bludgeoning, land Prone
Every 10 ft. more+ 1d6 (max 20d6 at 200 ft.)

Improvising Damage

Use these dice for damage that occurs outside the normal rules — environmental hazards, falling objects, or other ad hoc sources.

DiceExamples
1d10Burned by coals, hit by a falling bookcase, pricked by a poison needle
2d10Struck by lightning, stumbling into a firepit
4d10Hit by falling rubble in a collapsing tunnel, tumbling into a vat of acid
10d10Crushed by compacting walls, hit by whirling steel blades, wading through lava
18d10Submerged in lava, hit by a crashing flying fortress
24d10Tumbling into a vortex of fire on the Elemental Plane of Fire, crushed in the jaws of a godlike creature

Light and Vision

How lighting conditions and special senses affect perception and combat.

CategoryEffect
Bright lightNormal vision
Dim lightLightly obscured — disadvantage on Perception checks relying on sight
DarknessHeavily obscured — effectively blinded; attacks have disadvantage
DarkvisionSee dim light as bright, darkness as dim (no color) within range
TruesightSee in all darkness, see invisible creatures, see through illusions within range

Object Armor Class

Suggested AC for objects and structures based on their material.

MaterialAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23

Object Hit Points

Suggested HP for objects based on size. Resilient objects may have double HP; fragile objects may have half.

SizeHP
Tiny (bottle, lock)2 (1d4)
Small (chest, lute)5 (2d6)
Medium (barrel, chandelier)18 (4d8)
Large (cart, 10-ft-by-10-ft window)27 (5d10)
Huge or Gargantuan— (DM discretion)

Travel Pace

Overland travel pace, distance covered, and any associated effects.

PaceMiles/HourMiles/DayEffect
Fast430-5 penalty to passive Wisdom (Perception)
Normal324—
Slow218Able to use Stealth

© Little MERMAID · Unknown GM

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