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Information Library

Attributes

Weapon Proficiencies

Attributes

Attributes

Skill List

Weapon Proficiencies

Attributes

Skill List

Weapon Proficiencies

Weapon Proficiencies

Weapon Proficiencies

Proficiencies

Casting Ability

Combat Resolution

Weapon Proficiencies

By Class

Saving Throws

Combat Resolution

Combat Resolution

Saving Throws

Combat Resolution

Combat Resolution

Combat Resolution

Combat Resolution

Armor

Ranged Weapons

Melee Weapons

Body Armor

Melee Weapons

Ranged Weapons

Melee Weapons

Melee

Ranged Weapons

Ranged Weapons

Ranged Weapons

Ranged

Arcane Spells

Druidical Spells

Ranged Weapons

Arcane

Holy Spells

Druidical Spells

Druidical Spells

Holy

Druidical Spells

Druidical Spells

Druidical Spells

Druidical

Bardic Songs

Return to Handbook

Psionic Abilities

Bardic Songs

Psionic Abilities

Return to Handbook

Psionic Abilities

Psionics

Return to Handbook

Return to Handbook

Return to Handbook

Handbook

Body Armor

Partial Body Armor

  Laminate Fabric Breastplate  AC 5      HP   5         str+con 19

  Cuir Bouilli Breastplate           AC 5      HP 10         str+con 22

  Scale Mail Vest                          AC 6      HP 10         str+con 25

  Chain Shirt                                 AC 7      HP 10         str+con 26

  Plate Cuirass                             AC 7      HP 15         str +con 27


Full Body Armor

  Light Clothing                          AC 1      HP   0          none

  Padded/Winter Clothing        AC 3      HP   5         none

  Laminate Fabric                       AC 7      HP 15         str+con 22

  Cuir Bouilli                                AC 7      HP 20         str+con 25

  Scale Mail                                  AC 8      HP 25         str+con 28

  Chain Mail                                 AC 9      HP 30         str+con 30

  Plate Mail                                  AC 10    HP 40         str+con 33

  Full Plate                                   AC 12    HP 50         str+con 32

Library Top

Weapon Tables

MELEE WEAPONS

Weapon Type                    DV          OV              Skill           Type           Notes
axe, battle axe                  2/0          3d4            axe               C
axe, dueling                      2/1          1d12           axe              C
axe, hatchet                      2/2          2d4            axe               C
bardiche*                           4/x     2d8/2d6    polearm       C/S         slow, -1
baton/jo stick                   2/2          1d6           mace            S            fast, +1
club, simple                       2/2          2d4           mace            S
dagger, combat              1*/1         1d8         dagger         C,T          fast, +1
dagger, knife                   1*/1         1d6         dagger         C,T          fast, +1
dagger, parry                    3/3          1d6         dagger           T           fast, +1
dagger, punch                  1/1           1d8         dagger         C,T         fast, +1
flail                                      1/1         1d10         flexible           S           slow, -1
glaive*                                3/x      2d8/1d6    polearm          C           slow -1
greataxe*                          4/x      2d8/2d6    polearm          C           slow, -1
halberd*                            4/x        special      special        C,P,S  

hand, gauntleted            2/2          1d4          brawling         S          fast +1 

hand, gauntleted            2/3         1d10        unarmed         S          fast +1 

hand, open                        2/2          1d3          brawling        S          fast, +1

hand, open                        2/2          1d8         unarmed         S          fast +1
lance light*                       1/x       4d6*/x        lance            P,T             nsa      
lance, heavy*                   0/x       4d8*/x        lance            P,T            nsa
lucerne hammer*           3/x       special      special           S,P   
mace, light                        2/2         1d12          mace              S
mace, heavy                     2/0          3d4            mace              S
maul*                                 4/x       2d8/2d6    polearm          S            slow, -1
morning star                    0/-1         2d8           flexible          S            slow, -1
naginata*                         4/x       2d8/1d12   polearm      C,T/S
pick                                     2/2          1d12            axe               P
pole-axe*                          2/x         3d8/x        polearm        C        slow -2, nsa
quarterstaff*                   5/x       2d4/2d4       staff              S          fast, +1
shield, buckler                 3/3           1d6            shield           S          fast, +1
shield, medium               0*/4         1d8            shield           S
shield, large                     0*/5         1d8            shield           S
shield, tower                    0*/6         1d8           shield            S           slow, -1
spear, short                      1/1          1d12          spear            T,P     (1-handed)
spear, medium*              4/x        2d8/2d4      spear           T,P
spear, long spear            2*/x       3d6/x         spear           T,P            nsa
sword, bastard                2/0           2d6            sword          C,T     (1-handed)
sword, bastard*              4/x        3d4/3d4    2-h sword     C, T           prg
sword, broadsword        2/0           3d4          1-h sword       C
sword, greatsword*      4/x   1d12+1/1d12+1  2-h sword  C            prg
sword, katana*               3/0       3d4/3d4      2-h sword     C,T         fast, +1
sword, longword            2/-1          3d4          1-h sword      C,T
sword, rapier                   1*/0        1d10         1-h sword       T           fast, +1
sword, scimitar               1/0          1d12         1-h sword       C           fast, +1
sword, main gauche      3/3           2d4          1-h sword       T           fast, +1
sword, short sword        2/2           2d6          1-h sword       C
sword, smallsword         2/2          1d10         1-h sword     C,T          fast, +1
tetsubo*                            4/x       3d4/3d4        staff              S    
trident*                             4/x       4d4/1d10      spear           P,T         slow, -1
war club                             2/1         1d10            mace             S
war hammer                    2/2          2d6             mace              S
whip                                   1/x          1d6             flexible    special       slow, -2 


Asterisk after name indicates two-handed weapon.
Asterisk after defensive value indicates special values apply:
dagger, knife -- defensive value +1 if opponent has similar-range weapon
shield -- assumes shield is normally a "secondary" weapon.
pike, poleaxe, long spear -- value is for lone individual
rapier -- increased value with Fencing specialization


Note that bastard sword has separate entries depending on method of use, as does open hand/unarmed

Note that lance and heavy lance add additional dice damage depending on level, mount, and movement conditions

Special entries:
  PA-1:   Primary attack takes -1 penalty "to hit".
  Fast:  +1 gives initiative bonus of +1, but only applies if primary weapon used alone, or if all weapons have bonus.
  Slow:    (-1), (-2) initiative penalty, always applies.
  prg:   parry requires (metal) gauntlet, if not worn, parry value reduced by 1)
  nsa no second attack

Library

Ranged Weapons

Bows and Crossbows      DV    OV      notes
short bow                            4     1d12
short composite bow       2     1d12     required strength modifier
long bow                              2     3d4
long composite bow         0     3d4     required strength modifier
hand crossbow                   4     1d4
light crossbow                    4     2d4
medium crossbow             3     2d6
heavy crossbow                 3     2d6



Thrown & Hand Propelled    DV     OV     Skill    Notes
dart                                             4       1d3     light
stiletto                                       4       1d6     light
knife                                           4       1d6     light
improvised rock                      4       1d4     light
combat dagger                        4       1d8     light
light sling bullet                      2       1d8     sling
heavy sling bullet                    2      1d10    sling
hatchet                                       3      1d12    light
throwing axe                            2      2d6      heavy      primary only
light javelin                               1      2d8      heavy      primary only
heavy javelin/spear                0      3d6      heavy      primary only


     Bows are classified as either long or short, and further into normal ("Self" bows) or composite.   Short and long bows differ primarily in physical size and in arrow type used.  Long bows have longer range and shoot heftier arrows, but require more space to use and in particular are less wieldy on horseback.  Short bows are easier to use on horseback or confined space, but have less hitting power.  Self bows can generally be used by anyone with 10 or higher strength, while composite bows have a minimum strength requirement and impart a damage modifier accordingly.
    At any given encumbrance level, an archer can carry approximately 1/3 more short bow arrows than longbow arrows.  A shortbow quiver holding 20 arrows would be only a shade larger than a longbow quiver holding a dozen.

    Crossbows (excluding for the moment the hand crossbow) come in light, medium, and heavy classes.  The distinction is based on the relative strength modifier the crossbow imparts, which also influences how quickly it can be reloaded.
     A light crossbow is a crossbow which is cocked by hand, with the user’s natural strength.  A light crossbow can have an effective strength damage rating from 0 to 2.  It can be both loaded and fired in one round if the shooter does not move more than 2 yards.  It can be fired in a normal move/attack option if already loaded, but cannot be loaded again while in a movement option.
    A medium crossbow is one which is cocked by a device like a lever or crank, which can be part of the crossbow or external.  These crossbows have a +3 to +5 strength rating for damage, and only require average (11) strength to use.  It can be loaded and fired in one round if the shooter does not move more than 2 yards.  It can be fired in a normal move/attack option if already loaded, but cannot be loaded again while in a movement option.
    A heavy crossbow is one which is cocked by a device like a ratchet or a windlass, which can be part of the crossbow or separate.  Heavy crossbows typically impart a strength rating of +6 to +8, and usually only require average strength (11) to operate.  It requires one full round to reload, during which the user can not move or fire.  A heavy crossbow has a defensive value of zero when reloading, and the reloader loses their natural (Dex-based) armor class.  A half-reloaded crossbow retains its status if the operator has to interrupt the reload process.  They can only be fired with an attack or combat move option, and only if already loaded.  Heavy crossbows cannot be loaded from horseback.  
    Light and medium crossbows use interchangeable bolts, heavy crossbows use a larger type.  Light crossbows have an inherent “+1” to hit, medium and heavy crossbows give a “+2” modifier.


    Regarding thrown weapons, “light” weapons can be thrown with just arm motion, while “heavy” throwing weapons require a certain amount of movement (“stepping into the throw”) to use.

Library

Arcane Spells

First Level

Second Level

Second Level

Affect Normal Fires

Analyze Magic*

Alarm

Burning Hands

Dancing Lights

Darkness 15' r

Detect Good/Evil

Detect Magic*

Detect Undead

Enlarge

Erase

Faerie Fire

Feather Fall

Hold Portal

Identify

Jump

Light

Magic Missile

Mending

Produce Fire

Protect v Good/Evil

Push

Read Magic*

Shield

Shocking Grasp

Sleep

Tenser's Floating Disc

Ventriloquism

Write Magic*

Second Level

Second Level

Second Level

Alter Self

Animal Friendship

Audible Glamer

Brew Potion

Comprehend Languages

Detect Invisible

Detect Secret Doors

Dispel Charm

Enchanted Weapon

Fear

Flame Arrow

Knock

Levitate

Magic Mouth

Mirror Image

Monster Summons I

Mud

Nystul's Magic Aura

Quickness

Raise Zombie

Ray of Enfeeblement

Remove Fear

Rope Trick I

Shatter

Spider Climb

Stinking Cloud

Strength

Web 

Wizard Lock

Third Level

Second Level

Fourth Level

Animate Object

Camouflage

Clairaudience

Clairvoyance

Dispel Magic

Empowered Weapon

ESP

Feign Death

Fireball

Fly

Gust of Wind

Haste

Hold Person

Ice Storm

Infravision

Leomund's Tiny Hut

Lightning Bolt

Monster Summoning II

Perimeter

Plant Growth

Protect v Evil/Good, 12'r

Protect v. Normal Missiles

Raise Skeleton

Repair

Slow

Suggestion

Water Breathing

Water to Acid


Fourth Level

Fourth Level

Fourth Level

Acid Spray

Arcane Bolt

Charm Person

Circle of Protection

Command Undead

Confusion

Dig

Dimension Door

Extension I

Fade

Fire Shield

Fire Trap

Fumble

MageLock

Mass Fear

Minor Creation

Minor Globe of Invulnerability

Monster Summoning III

Polymorph Other

Polymorph Self

Raise Ghoul

Rary's Enhancer

Silent Step

Strength of Giants

Tongues

Wall of Fire

Wall of Ice

Wizard Eye


Fifth Level

Fourth Level

Fifth Level

Arcane Beam

Bigby's Interposing Hand

Circle of Containment

Cloudkill

Contact Other Plane

Create Illusion

Elemental Storm

Enchant Item I

Feeblemind

Hallucinatory Terrain

Hold Monster

Invisibility

Leomund's Chest

Magic Circle

Monster Summoning IV

Mordenkain's Hound

Paralysis

Part Water

Passwall

Petrify

Remove Curse

Rock to Mud

Stone to Flesh

Summon Elemental I

Telekinesis

True Sight

Wall of Iron

Wall of Stone


Sixth Level

Fourth Level

Fifth Level

Bigby's Forceful Hand

Charm Monster

Circle of Invocation

Control Weather

Disintegrate

Drawmij's Instant Summons

Enchant Item II

Etherealness

Extension II

Geas

Globe of Invulnerability

Guards and Wards

Invisible Stalker

Legend Lore

Life Drain

Magic Jar

Meteor Swarm

Mind Blank 

Monster Summoning V

Nondetection

Planar Barrier

Power Word, Stun

Project Image

Repulsion

Summon Elemental II

Spiritwrack

Teleport

Wall of Force

Seventh Level

Seventh Level

Seventh Level

Anti-Magic Shell

Astral Spell

Bigby's Grasping Hand

Cacodaemon

Charm Plants

Contingency

Death Spell

Earthquake

Glassteel

Incendiary Cloud

Major Creation

Major Illusion

Monster Summoning VI

Mordenkain's Sword

Orb of Scrying

Phase Door

Planar Vortex

Power Word, Deaf

Reverse Gravity

Simulacrum

Summon Elemental III

Telepathy

Teleport Without Error

Wraithform

Eighth Level

Seventh Level

Seventh Level

Antipathy/Sympathy

Bigby's Clenched Fist

Clone

Imprisonment

Monster Summoning VII

Negation

Permanency

Polymorph Any Object

Power Word, Blind

Prismatic Sphere

Prismatic Spray

Prismatic Wall

Reflection

Serten's Spell Immunity

Symbol

Tectonic Shift

Trap the Soul

Vision

Ninth Level

Seventh Level

Ninth Level

Alter Reality

Gate

Power Word: Kill

Shape Change

Temporal Stasis

Time Stop

Wish (Grant Other's) 

Library Top

Holy Spells

First Level

Second Level

Second Level

Analyze Magic*

Augury

Blessing

Ceremony I

Command

Create Fire

Create Water

Cure Minor Wounds

Detection*

Erase

Holy Garment

Identify

Light

Protect v Evil/etc.

Purify Food and Drink

Read Magic*

Remove Fear

Resist Heat/Cold

Sanctuary

Saving Hand of God

Sleep

Write Magic*




Second Level

Second Level

Second Level

Brew Potion*

Ceremony II

Create Food and Water

Cure Light Wounds

Detect Invisible

Detect Secret Doors

Fear

Find Traps

Future Sight

Grace

Hold Person

Holy Empowerment

Holy Weapon

Know Alignment

Quickness

Remove Paralysis

Restriction

Silence 15'r

Slow Poison

Spiritual Weapon

Strength


Third Level

Second Level

Fourth Level

Castigation

Ceremony III

Closure

Consecrate/Defile

Continual Light

Contemplation

Cure Disease

Cure Moderate Wounds

Cure Poison

Curse

Detect Lie

Dispel Exhaustion

Dispel Magic

Glyph of Warding

Light of Purity

Prayer

Protect v Evil/etc. 12'r

Quicken Critical Healing

Shield of the Body

Shield of the Mind

Shield of Vision

Speak with Dead


Fourth Level

Fourth Level

Fourth Level

Ceremony IV

Circle of Confinement (spell)

Contact Other Plane

Cure Blindness

Cure Serious Wounds

Elemental Storm

Exorcism (minor)

Hold Monster

Locate Object

Mass Fear

Planar Barrier

Protect v. Normal Missiles

Remove Curse

Shield of Magic I

Shield of the Soul

Spiritual Mount

Stone to Flesh

Supplication

Tongues

Water Blessing

Water Breathing

Fifth Level

Fourth Level

Fifth Level

Bargain

Ceremony V

Circle of Protection

Circle of Confinement (ritual)

Circle of Containment (spell)

Commune (lesser)

Cure Deadly Wounds

Dispel Evil

Flame Strike

Holy Wards

Mass Blessing

Quest

Revive

Regeneration

Restoration (minor)

Shield of the Body II

Spear of the Heavens

True Sight

Word of Recall

Sixth Level

Fourth Level

Fifth Level

Absolution

Ceremony VI

Circle of Containment (ritual)

Circle of Invocation

Commune (greater)

Divine Command

Divine Wrath  

Excommunication

Exorcism (major)

Find the Path

Heal

Imbue with Magic

Life Drain

Plane Shift

Raise Dead I

Repentance

Retribution

Scourge

Shield of Magic II

Shield of Soul II

Seventh Level

Seventh Level

Seventh Level

Astral Spell

Commune (divine)

Devastation

Enchant an Item

Extension

Full Heal

Guardians

Holy Word

Raise Dead II

Spiritual Prison

Shield of the Body III

Stone Tell

Eighth Level

Seventh Level

Seventh Level

Apocalypse

Cleansing

Control Weather

Divine Ward

Full Restoration

Gate

Raise Dead III

Shield of Faith

Summon Minions

Vision


Ninth Level

Seventh Level

Ninth Level

Damnation

Holy Pronouncement

Purification

Resurrection

Spell Immunity

Spirit Walk


Library Top

Druidical (Feral) Spells

First Level

Second Level

Second Level

Animal Friendship

Animal Summoning I

Barkskin

Create Food and Water

Detection

Detect Snares and Traps

Faerie Fire

Invisibility to Animals

Light/Darkness

Locate Animals or Plants

Pinecone

Produce/Quench Fire

Protect from Elements

Purify Water

Shillelagh

Snare 

Speak With Animals

Second Level

Second Level

Second Level

Animal Summoning II

Blending

Charm Animal

Cure Poison

Cure Disease

Detect Invisible

Enlarge/Reduce

Entangle

Hold Person or Animal

Know Alignment

Nature's Blessing

Nature's Bounty

Quickness

Strength

Wellspring


Third Level

Second Level

Fourth Level

Animal Summoning III

Commune with Nature

Continual Light

Dispel Magic

Elemental Strike

Frenzy

Hold Plant

Nature's Bounty

Pass Without Trace

Sticks to Snakes

Warp Wood

Water Breathing

Fourth Level

Fourth Level

Fourth Level

Animal Summoning IV

Animal Growth

Blending, 12' r

Conjure Elemental I

Control Winds

Dismissal

Plant Door

Rock to Mud

Speak With Plants

Tornado

Wall of Fire

Wall of Ice

Wall of Thorns

Fifth Level

Fourth Level

Fifth Level

Animal Summoning V

Anti-Animal Shell

Anti-Plant Shell

Conjure Elemental II

Fire Storm

Mushroom Circle

Stone Shape

Summon Weather

Wall of Stone

Wall of Water

Wall of Wind

Sixth Level

Seventh Level

Seventh Level

Animal Summoning VI

Banishment

Consecration

Conjure Elemental III

Control Weather

Earthquake

Insect Plague

Wind Walk

Seventh Level

Seventh Level

Seventh Level

Awaken the Forest

Call Lightning

Entombed in the Earth

Transmute Metal to Wood

Wrath of the Elements


Library Top

Bardic Songs

First Level

Second Level

Second Level

Affect Normal Fires

Alarm

Audible Glamer

Dancing Lights

Darkness, 15' r

Detect Good/Evil

Enlarge

Erase

Faerie Fire

Feather Fall

Hold Portal

Jump

Light

Mending

Produce Fire

Push

Remove Fear

Sleep

Ventriloquism

Write Magic

Second Level

Second Level

Second Level

Alter Self

Animal Friendship

Comprehend Languages

Detect Invisible

Detect Secret Doors

Dispel Charm

Enchanted Weapon

Fear

Knock

Levitate

Magic Mouth

Monster Summoning I

Peace Song

Pyrotechnics

Quickness

Rope Trick I

Shatter

Wizard Lock

Third Level

Second Level

Fourth Level

Animate Object

Charm Person

Clairaudience

Clairvoyance

Dispel Magic

ESP

Feign Death

Fly

Gust of Wind

Haste

Hold Person 

Concealment

Monster Summoning II

Plant Growth

Protect v. Normal Missiles 

Slow

Suggestion

Fourth Level

Fourth Level

Fourth Level

Command Undead

Confusion

Dig

Extension I

Fire Charm

Fire Trap

Fumble

Mass Fear

Massmorph

Monster Summoning III

Polymorph Self

Repair

Stone Shape

Tongues

Wizard Eye

Fifth Level

Fourth Level

Fifth Level

Charm Monster

Contact Other Plane

Create Illusion

Feeblemind

Hold Monster

Monster Summons IV

Mordenkain's Hound

Paralysis

Part Water

Remove Curse

Rock to Mud

Summon Elemental I

Telekinesis

Terror

True Sight

Sixth Level

Fourth Level

Fifth Level

Chaos

Control Weather

Death Song

Earthquake

Etherealness

Extension II

Lower Water

Monster Summoning V

Move Earth

Power Word Stun

Repulsion

Summon Elemental II

Spiritwrack

Library Top

Psionic Abilities

Minor Disciplines

Minor Disciplines

Minor Disciplines

Animal Telepathy

Body Equilibrium

Body Weaponry

Cell Adjustment

Clairaudience

Clairvoyance

Detection

Domination

Empathy

ESP

Etherealness

Expansion

Hypnosis

Invisibility

Levitation

Mind over Body

Molecular Agitation

Object Reading

Precognition

Reduction

Sensitivity to Psychic Impressions

Suspend Animation

Major DIsciplines

Minor Disciplines

Minor Disciplines

Astral Projection 

Aura Alteration

Body Weaponry

Dimension Door

Dimension Walk

Energy Control

Mass Domination

Mind Bar

Probability Travel

Telekinesis

Telempathic Projection

Telepathy

Teleportation

Transmutation

Shape Alteration

Saving Throws

 Lvl    Fort  Reflex  Will

  1       16      17       18

  2       16      16       17

  3       16      15       17

  4       14      15       16

  5       14      14       16

  6       14      13       15

  7       12      13       15

  8       12      12       14

  9       12      11       13

 10      10      11       12

 11      10      10       11

 12      10        9       11

 13        8        9       10

 14        8        8         9 

 15        8        7         9

 16        6        7         8

 17        6        6         7

 18        6        5         7

 19        4        5         6

 20        4        5         5


Class Modifiers   

   Fighter   Fort +1  Will  -1            Cleric     Will +1   Reflex -1   

   Rogue   Reflex +1  Fort -1          Magician   Will +1, Fort -1,  +1 vs. magic spell

Attribute Modifiers    From attribute tables 

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