100% found this document useful (1 vote)
364 views40 pages

Adventurer's Companion Guide

This document provides an overview of common actions, rules, and character sheets for a role-playing game. It includes descriptions of actions during combat, resting, cover, and character stats like hit points, skills, and equipment.

Uploaded by

Mimsy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
364 views40 pages

Adventurer's Companion Guide

This document provides an overview of common actions, rules, and character sheets for a role-playing game. It includes descriptions of actions during combat, resting, cover, and character stats like hit points, skills, and equipment.

Uploaded by

Mimsy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ADVENTURER'S

COMPANION

Tom Miskey (Order #22511981)


Most common actions listed left.
You make a melee or ranged weapon attack. Move up to your walking speed.
- Crawling or standing from prone = 1/2
movement.
You cast a cantrip or a spell Of 1st level or higher. See - You can break movement up with
the spell's casting time. other actions.
Once per round (when applicable).
- Off-hand attacks.
You gain extra movement equal to your speed (plus any - Spells with cast time of 1 bonus action
modifiers) for the current turn. - Some class features.
Usually done as part of a movement or
action.
Your movement doesn't provoke opportunity attacks for - Draw/sheathe weapon.
the rest of the turn. - Open/close a door.
- Interact with objects (e.g. don a mask,
take a potion from a backpack, pull a
Until the start of your next turn, any attack roll made lever.)
against you has disadvantage if you can see the attacker,
Once per round on your turn or
and you make Dexterity saving throws with advantage.
someone else’s (where applicable).
You lose this benefit if you are incapacitated or if your
- Readied actions.
speed drops to 0.
- Opportunity Attacks.
- Some special abilities.
You help one creature with a task, giving that creature YOUR TURN
advantage on the next ability check it makes for that
task. Or you distract one creature within 5 feet of you,
and the next attack roll that an ally of yours makes Roll a d20. If the roll is 10 or higher, you succeed.
against that creature has advantage. Whichever option Otherwise, you fail. A success or failure has no effect by
you choose, the advantage goes away once used or itself. On your third success, you become stable. On
when your next turn starts. your third failure, you die.
When you make a death saving throw
and roll a 1 on the d20, it counts as two failures. If you
You make a Dexterity (Stealth) check in an attempt to roll a 20 on the d20, you regain 1 hit point.
become hidden unseen and unheard. If you take any damage while
you have 0 hit points, you suffer a death saving throw
failure. If the damage is from a critical hit, you suffer
You wait for a particular circumstance before you act, two failures instead. If the damage equals or exceeds
which lets you act using your reaction before the start of your hit point maximum, you suffer instant death.
your next turn. You must decide in advance (a) what DEATH SAVING THROWS
perceivable circumstance will trigger your reaction and
(b) the action you will take in response to that trigger. If
you ready a spell, it must have a casting time of 1 action, At least 1 hour rest. Spend 1 or more
and you must concentrate on it until you release it. Hit Dice (+ Con mod) up to max HP.
At least 8 hours rest. Regain lost HP,
spent Hit Dice, and spells. If rest is
You make a Wisdom (Perception) check or an interrupted, must be started again to
Intelligence (Investigation) check to find something. gain benefits. No more than one Long
Rest per 24-hour period.
RESTING
You use a magic item that requires your action for its
use.

You use an object, other than a magic item, that requires Half Cover +2 bonus to AC and DEX saving throws
your action for its use. against effects that originate from the
opposite side of the cover.
Three- +5 bonus to AC and DEX saves from
You use a class feature or other special ability that quarters effects that originate from the opposite
requires your action for its use. cover side of the cover.
Total cover Can’t be targeted directly by an attack
or spell.
ACTIONS IN COMBAT COVER

Tom Miskey (Order #22511981)


CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

PASSIVE PROFICIENCY INITIATIVE INSPIRATION ARMOR SPEED CURRENT TEMP MAX HIT DICE
PERCEPTION BONUS CLASS HP HP HP

STRENGTH DEATH SAVES


SUCCESSES FAILURES

CONDITIONS

STRENGTH WEAPON NAME TO HIT DAMAGE TYPE RANGE AMMO


DEXTERITY DEXTERITY

CONSTITUTION
WEAPON NAME TO HIT DAMAGE TYPE RANGE AMMO

INTELLIGENCE

WISDOM WEAPON NAME TO HIT DAMAGE TYPE RANGE AMMO

CHARISMA
CONSTITUTION
COMBAT
SAVING THROWS
COPPER SILVER ELECTRUM GOLD PLATINUM
ACROBATICS
ANIMAL HANDLING WEALTH
ARCANA
INTELLIGENCE ATHLETICS

DECEPTION
HISTORY
INSIGHT

INTIMIDATION
INVESTIGATION
WISDOM
MEDICINE
NATURE FEATS
PERCEPTION
PERFORMANCE
PERSUASION

RELIGION
CHARISMA
SLEIGHT OF HAND
STEALTH

SURVIVAL

SKILLS OTHER PROFICIENCIES AND LANGUAGES

Tom Miskey (Order #22511981)


CHARACTER PORTRAIT

PERSONALITY TRAITS CHARACTER HISTORY

IDEALS

BONDS OTHER FEATS & TRAITS

FLAWS

PHYSICAL DESCRIPTION FACTIONS & ORGANIZATIONS

Tom Miskey (Order #22511981)


A spell cast with a bonus action is especially
No effect on Normal activity (moving, attacking). swift. You must use a bonus action on your
concentration turn to cast the spell, provided that you
Concentration - Casting another spell that requires haven't already taken a bonus action this
Breaks (Spell lost) concentration.
- Taking damage (Con Save; DC 10 or turn. You can't cast another spell during the
half damage, whichever is higher). same turn, except for a cantrip with a casting
SPELL SPELL SPELL ATK - Falling Unconscious.
- Death. time of 1 action.
ABILITY SAVE DC BONUS - Environmental (DM Discretion).
BONUS ACTION CASTING

0 CANTRIPS
3 SLOTS TOTAL SLOTS EXPENDED
6 SLOTS TOTAL SLOTS EXPENDED

SLOTS TOTAL SLOTS EXPENDED

SLOTS TOTAL SLOTS EXPENDED


7
1
SLOTS TOTAL SLOTS EXPENDED
4

SLOTS TOTAL SLOTS EXPENDED


8

SLOTS TOTAL SLOTS EXPENDED


2
SLOTS TOTAL SLOTS EXPENDED
5 SLOTS TOTAL SLOTS EXPENDED
9

Tom Miskey (Order #22511981)


INVENTORY

Tom Miskey (Order #22511981)


INVENTORY

Tom Miskey (Order #22511981)


CONDITIONS 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,


● A blinded creature can’t see and automatically fails and the creature’s Attack rolls have advantage.
any ability check that requires sight.

● Attack rolls against the creature have advantage, and


the creature’s Attack rolls have disadvantage. ● A paralyzed creature is incapacitated (see the
condition) and can’t move or speak.

● The creature automatically fails Strength and


● A charmed creature can’t Attack the charmer or Dexterity Saving Throws.
target the charmer with harmful Abilities or magical
Effects. ● Attack rolls against the creature have advantage.

● The charmer has advantage on any ability check to


● Any Attack that hits the creature is a critical hit if the
interact socially with the creature.
attacker is within 5 feet of the creature.

● A deafened creature can’t hear and automatically


● A petrified creature is transformed, along with any
fails any ability check that requires hearing.
non-magical object it is wearing or carrying, into a
solid inanimate substance (usually stone).

● Its weight increases by a factor of ten, and it ceases


● See Exhaustion (below). aging.

● The creature is incapacitated (see the condition),


can’t move or speak, and is unaware of its
● A frightened creature has disadvantage on Ability surroundings.
Checks and Attack rolls while the source of its fear is
within line of sight. ● Attack rolls against the creature have advantage.

● The creature can’t willingly move closer to the ● The creature automatically fails Strength and
source of its fear. Dexterity Saving Throws.

● The creature has Resistance to all damage.

● A grappled creature’s speed becomes 0, and it can’t ● The creature is immune to poison and disease,
benefit from any bonus to its speed. although a poison or disease already in its system is
suspended, not neutralized.
● The condition ends if the Grappler is incapacitated
(see the condition).

● The condition also ends if an effect removes the ● A poisoned creature has disadvantage on Attack rolls
grappled creature from the reach of the Grappler or and Ability Checks.
Grappling effect.

● A prone creature’s only Movement option is to


● An incapacitated creature can’t take Actions or crawl, unless it stands up and thereby ends the
reactions. condition.

● The creature has disadvantage on Attack rolls.

● An invisible creature is impossible to see without


the aid of magic or a Special sense. For the purpose

Tom Miskey (Order #22511981)


● An Attack roll against the creature has advantage if increases by the amount specified in the effect’s
the attacker is within 5 feet of the creature. description.
Otherwise, the Attack roll has disadvantage.
A creature suffers the effect of its current level of
exhaustion as well as all lower levels. For example, a
creature suffering level 2 exhaustion has its speed
● A restrained creature’s speed becomes 0, and it halved and has disadvantage on Ability Checks.
can’t benefit from any bonus to its speed.
An effect that removes exhaustion reduces its level as
● Attack rolls against the creature have advantage, and specified in the effect’s description, with all exhaustion
the creature’s Attack rolls have disadvantage. Effects ending if a creature’s exhaustion level is reduced
below 1.
● The creature has disadvantage on Dexterity Saving
Throws. Finishing a Long Rest reduces a creature’s exhaustion
level by 1, provided that the creature has also ingested
some food and drink.

● A stunned creature is incapacitated (see the VISION & LIGHT


condition), can’t move, and can speak only
falteringly. In a area creatures have disadvantage
on Wisdom (Perception) checks that rely on sight.
● The creature automatically fails Strength and
Dexterity Saving Throws. A area creatures effectively suffer from
the blinded condition when trying to see something in
● Attack rolls against the creature have advantage. that area.

The presence or absence of light in an environment


creates three categories of illumination: bright light, dim
light, and darkness.
● An unconscious creature is incapacitated (see the
condition), can’t move or speak, and is unaware of lets most creatures see normally.
its surroundings.
, also called shadows, creates a lightly
● The creature drops whatever it’s holding and falls obscured area.
prone.
creates a heavily obscured area.
● The creature automatically fails Strength and
Dexterity Saving Throws.
A creature with blindsight can perceive its surroundings
without relying on sight, within a specific radius.
● Attack rolls against the creature have advantage.
Creatures without eyes, such as oozes, and creatures
with echolocation or heightened senses, such as bats
● Any Attack that hits the creature is a critical hit if the and true dragons, have this sense.
attacker is within 5 feet of the creature.

Many creatures in the worlds of D&D, especially those


that dwell underground, have darkvision. Within a
specified range, a creature with darkvision can see in
dim light as if it were bright light and in darkness as if it
1 Disadvantage on Ability Checks were dim light, so areas of darkness are only lightly
obscured as far as that creature is concerned. However,
2 Speed halved the creature can’t discern color in darkness, only shades
3 Disadvantage on Attack rolls and Saving of gray.
Throws
4 Hit point maximum halved
A creature with truesight can, out to a specific range,
5 Speed reduced to 0 see in normal and magical darkness, see invisible
6 Death creatures and objects, automatically detect visual
illusions and succeed on saving throws against them,
If an already exhausted creature suffers another effect and perceive the original form of a shapechanger or a
that causes exhaustion, its current level of exhaustion creature that is transformed by magic. Furthermore, the
creature can see into the Ethereal Plane.

Tom Miskey (Order #22511981)


ADVENTURE RECORD

Tom Miskey (Order #22511981)


ADVENTURE RECORD

Tom Miskey (Order #22511981)


Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
Tom Miskey (Order #22511981)
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of
the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product
Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, Language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters,
Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures,
Equipment, magical or supernatural Abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its
products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your”
means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only
be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any
Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty
free, nonexclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original Creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are
Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within
30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.

The Adventurer’s Companion, Copyright 2020, Icarus Games. Author: Anthony Cerrato.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e),
and are not Open Content: All trademarks, registered trademarks, proper names, dialogue, plots, storylines, locations, characters,
artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Rules and game mechanics (but not Product Identity) on pages 2, 3, 4, 5, 7, and 8, are Open Game Content, as defined in
the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content
may be reproduced in any form without written permission.

Tom Miskey (Order #22511981)


YOUR ADVENTURE AWAITS
Keep track of your great deeds using the Adventurer’s
Companion.
The smaller size means more room at the gaming table for
snacks, drinks, and your irresponsibly large dice collection.
Inside this book you’ll find:
- 3 page character sheet to keep track of your hero’s abilities.
- 3 page quick rules reference for the 5th Edition of the World's
Greatest Role Playing Game.
- 2 page inventory to track all your loot.
- 2 page adventure log so you never forget those key plot
points again.
- 2 page square grid, 2 page hex grid, and 2 page dot grid for
mapping out the dungeon.
- 10 lined pages perfect for keeping notes on all those NPCs
you meet.
- 10 blank pages to use however you’d like.

© Icarus Games 2020


[Link]

Tom Miskey (Order #22511981)

You might also like