

The forgotten Realm
One D&D 2024 · 8 entries
Cover
Cover provides protection during combat. Only the highest degree of cover applies.
| Cover | Bonus | Examples |
|---|---|---|
| Half cover | +2 AC and Dex saves | Low wall, large furniture, corner of a building |
| Three-quarters cover | +5 AC and Dex saves | Arrow slit, thick tree trunk |
| Total cover | Cannot be targeted directly | Completely hidden behind a solid barrier |
Difficulty Classes
Standard DCs for ability checks. The DM sets the DC; players roll and add their modifier.
| Task Difficulty | DC |
|---|---|
| Very Easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
Falling
Rules for falling and fall damage.
| Distance Fallen | Damage |
|---|---|
| Up to 10 ft. | No damage |
| 10–500 ft. | 1d6 Bludgeoning per 10 ft. fallen |
| 500+ ft. | Maximum 20d6 Bludgeoning (terminal velocity) |
Improvising Damage
Use these dice when damage occurs outside normal rules — environmental hazards, falling objects, or other ad hoc sources.
| Dice | Examples |
|---|---|
| 1d10 | Burned by coals, hit by a falling bookcase, pricked by a poison needle |
| 2d10 | Struck by lightning, stumbling into a firepit |
| 4d10 | Hit by falling rubble in a collapsing tunnel, tumbling into a vat of acid |
| 10d10 | Crushed by compacting walls, hit by whirling steel blades, wading through lava |
| 18d10 | Submerged in lava, hit by a crashing flying fortress |
| 24d10 | Tumbling into a vortex of fire on the Elemental Plane of Fire, crushed in the jaws of a godlike creature or a moon-sized monster |
Light and Vision
How lighting conditions affect sight and combat.
| Category | Effect |
|---|---|
| Bright light | Normal vision |
| Dim light | Lightly obscured — Disadvantage on Perception checks that rely on sight |
| Darkness | Heavily obscured — effectively blind; auto-fail sight-based Perception; attacks have Disadvantage |
| Blindsight | Perceive surroundings without relying on sight, within a specific range |
| Darkvision | See dim light as bright, darkness as dim (no color) within range |
| Truesight | See in all darkness, see invisible, see through illusions, perceive original form of shapechangers |
Object Armor Class
Suggested AC for objects and structures based on their material.
| Material | AC |
|---|---|
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
Object Hit Points
Suggested HP for objects and structures based on their size. Resilient objects may double HP; fragile ones may halve it.
| Size | HP |
|---|---|
| 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 (tapestry) | — (DM discretion) |
Travel Pace
Overland travel pace per hour and per day, and any associated effects.
| Pace | Miles/Hour | Miles/Day | Effect |
|---|---|---|---|
| Fast | 4 | 30 | −5 penalty to passive Wisdom (Perception) |
| Normal | 3 | 24 | — |
| Slow | 2 | 18 | Able to use Stealth |